Rounds & Actions

Each combatant will take a single action from the following list:

  • Rush: Move up to your Rushing speed in meters or Charge.
  • Melee: Move up to Closing speed and Attack or Break Off.
  • Ranged: Move up to Closing speed and Shoot or Aim. You may not use ranged weapons once in hand-to-hand combat.
  • Recover: Basically, lose a turn before you can get back into the fight.
  • Auxiliary: These actions ensure smooth gameplay and include tasks such as reloading, using a Medi-Kit, or other actions deemed suitable by the game master or rules.
  • Calculate The Ebb: Coming soon.

Defensive Maneuvers

Defenders may choose to use one of the following before the attacker rolls to hit:

  • Parry or Guard: Sacrifice ranks from your Melee or Brawl skill. Each Rank applies a -1 Success & Skill Penalty to the attacker.
  • Dodge: You may sacrifice your turn, applying a -2 Success Penlty to the attacker for each Rank of Acrobatics you possess. You may move up to your Rushing speed if the attacker fails to hit. You may not use Acrobatic Defense the following round.

Ranged Attack Modifiers

Situation Modifier
Light Cover -1 Success Penalty
Heavy Cover -2 Success Penalty
Concealed -2 Success Penalty, +1–3 PV
Firing Blind -1 Success & Skill Penalty
Target moved Rushing Speed -1 Success Penalty
Long Range -1 Skill beyond 50% of the weapon's range.
Prone, Stunned or Immobile +1 Success Bonus
Recoil -1 Success Penalty × Recoil

Rate of Fire & Recoil

Fire Mode Damage Bonus Reroll
Single (1) +0 DMG None
Burst Fire (3) +2 DMG Success Die
Full-Auto (10) +4 DMG Any/All Dice

Suppressive Fire (SUP ##)

Make a Ranged roll against each target within a 5m wide kill zone or anyone entering it until the end of the next round. In the second round, perform a Recover action to sustain the kill zone. The kill zone is interrupted if the shooter takes any other action, moves, or takes damage. Additionally, most ammunition is lost.

Low Ammo

When forced to use the lowest firing mode to empty a clip, apply a -2 DMG to reflect fewer rounds fired. Minimum damage still applies.

Aim

During each round, the combatant can take the Aim action (up to their relevant Ranged skill rank). Before making the to-hit roll, they can declare a combination of Success or Trigger Bonuses. The bonuses remain in effect between rounds but are forfeited if other actions are performed, movement occurs, or damage is taken.

Risking Friendly Fire

Combatants may fire at engaged targets. At least 1 Trigger is required to hit the intended target. If not, the target hit must be randomized between engagement members.

Dual Wielding

Fire two pistols as an Action. The shooter needs to choose the order to resolve the shots. The second shot must be taken as declared, even if the first shot eliminates the intended target.

Targets Penality
Single -2 Success & Skill
Multiple -4 Success & Skill

Grenades (Illegal in Mort City)

After targeting a zone, make a Throw skill test with an effective range of 15 + (5 × Strength) meters. Anyone caught within the kill zone of a grenade adds +2 DMG. Targets with cover have a 6–10 chance of being hit by the blast.

  • Success + 1 Trigger: The grenade lands in the intended area.
  • Success: Lands 1–5m from the intended area.
  • Failure: Lands 1–10m from the intended area.
  • Fumble: You drop or throw the grenade wildly off target.