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! Name !! Roll !! Init !! Goal !! DMG !! RNG !! STR/Shots !! Rate !! Size !! Cost !! Description
 
! Name !! Roll !! Init !! Goal !! DMG !! RNG !! STR/Shots !! Rate !! Size !! Cost !! Description
 
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{{Weapon|Knife}}
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{{Weapon|Thrown Knife}}
 
{{Weapon|Star}}
 
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{{Weapon|Dart}}

Revision as of 12:39, 24 June 2018

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Basic Fight Actions
Action/Name LVL Goal Init Mod DMG Description
Fist Dx+Fight 2
Kick Dx+Fight -1 3
Grapple Dx+Fight -2 2 If successful, roll Str + Vigor vs target’s Str + Vigor. If successful, target is grappled; attack can choose to deliver grapple DMG per turn
Charge Dx+Fight -3 3+ If successful, attacker and target knocked down. Add 1d DMG/3m run
Dodge Dx+Dodge Subtract successes from opponent’s successes
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Martial Fist 1 Dx+Fight 3
Martial Kick 2 Dx+Fight -1 4
Martial Hold 3 Dx+Fight -1 3 If successful, roll Dx + Fight (+victory pts) vs target’s Str + Vigor. If successful, target is grappled; attacker can choose to deliver grapple DMG per turn.
Head Butt 3 Dx+Fight -2 +1 4 Attacker takes DMG exceeding his Endurance
Block 4 Dx+Fight As Dodge. If successful, add three successes to resist attacks.
Confuse Foe 4 Wits+Knavery -1 per victory point to opponent’s block, dodge or parry for attacker’s next action
Disengage 4 Dx+Dodge -1 +1 +3 to resist grapples
Martial Throw 4 Dx+Fight -2 3 If successful, roll Dx + Fight (+victory pts) vs target’s Str + Vigor. If successful, target is thrown 1m/success, up to Str. Add 1d DMG/3m thrown
Rooting 4 Dx+Fight +3 to resist being knocked over
Claw Fist 5 Dx+Fight 4
Drop and Kick 5 Dx+Fight +2 4 -2 Init next action
Tornado Kick 5 Dx+Fight -1 5
Sure Fist 6 Dx+Fight -2 +2 3
Leaping Kick 6 Dx+Fight -2 -1 6
Choke Hold 6 Dx+Fight -3 -1 4 After three turns of grappling, roll Str+Vigor vs target’s End+Vigor. If successful, target falls un- conscious
Bear Hug 7 Dx+Fight -2 -1 4 Can roll DMG each turn until target escapes
Iron Body 7 by block Attacking opponent takes 1 DMG per victory pt from defender’s blocking roll
Speed Fist 7 Dx+Fight +2 3 +3 successes against dodges and blocks
Trip Kick 7 Dx+Fight -2 -1 4 Roll vs. target’s Dx+Vigor. If successful, target is knocked down.
Throw Group 7 Dx+Fight -2 3 Roll vs. target’s attack roll. If successful, throw target 1m/success, up to Str. Add 1d DMG/3 m thrown. Can throw one attacker per Fight rating.
Block and Strike 8 Dx+Fight +2/0 –/3 or 4 Block opponent’s attack. If successful, roll Martial Fist or Kick attack with no multiple action penalty.
Slide Kick 8 Dx+Fight -2 -1 5 Compare attacker successes +3 vs target’s Dx+Vigor roll; if target loses, he is knocked down
Power Fist 9 Dx+Fight -1 5 Option: Spend Wyrd to add DMG (cost = 1W per 1d, up to 3 max.)
Vital Strike 10 Dx+Fight -3 -2 3 Roll complementary Per+Physick; add victory dice to DMG
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Banga (Charge) 3 Dx+Fight -3 3+ If successful, attacker and target knocked down. Add 2d DMG/3 m run
Drox 5 Dx+Fight -2 Allows a second action (using another limb) with no multiple action penalty
Throx 9 Dx+Fight -3 Allows a third action (using another limb) with no multiple action penalty
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Parry 1 Dx+Melee +2 Roll victory dice +weapon DMG as armor
Thrust 2 Dx+Melee +2
Slash 3 Dx+Melee -2 +1
Counter Parry 3 Wits + Melee Eliminates opponent’s +2 parry bonus
Fancy Footwork 4 Dx + Vigor Opponent’s goal is reduced by 1 per victory pt
Draw & Strike 4 Dx+Melee -2 Draw sword and strike in same action
Compound Attack 5 Dx + Melee -1 Next turn’s goal is at +2
Disarm 5 Dx+Melee -2 -1 If successful, roll Dx+Melee (+ victory points) vs. target’s Str+Melee. If successful, target drops blade, which can be thrown 1m/victory point
Feint 5 Dx+Melee -2 -1 Add 3 successes against dodges only
Stop Thrust 5 Dx + Melee +3 -2 Reduce opponent’s goal by 2
Off-hand 6 Dx+Melee Suffer no penalties for off-hand weapons
Parry/Riposte 6 Dx+Melee +2/-1 Parry opponent’s attack. If successful, roll attack with no multiple action penalty
Wall of Steel 6 Dx + Melee Can make three parries
Cloak 7 Dx+Melee 0/-1 Parry opponent’s attack with a cloak in the off- hand (armor = victory points +3; goal = 8 + Str). If successful, attacker can attempt to Disarm opponent with no multiple action penalty
Florentine 7 Dx + Melee One attack and one parry without multiple action penalties
Athletic Strike 8 Dx+Melee -3 -2 Perform athletic feat (swing from chandelier) in same action with no multiple action penalty
Pierce 9 Dx+Melee -2 -3 Ignore target’s physical armor (not energy shields)
Double Strike 10 Dx+Melee -1 -1 Attack with primary and off-hand weapon in same action (roll both attacks separately)
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Shield Parry 1 Dx+Melee Roll victory dice +shield defense dice as armor
Shield Attack 2 Dx+Melee -1 Ram shield into target; inflict shield DMG
Attack & Parry 3 Dx+Melee Character parries with shield and attacks in same turn without suffering multiple action penalties.
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Aim Dx+Shoot -3 +1/turn Maximum bonus is 3 (more if a sight is used)
Hipshot Dx+Shoot +2 -1 Only for first shot of combat with a handgun
3-round burst Dx+Shoot +1
6-round burst Dx+Shoot -1 -1 +3
Empty clip Dx+Shoot -1 -2 +5 +3 successes against dodges only
Spread Dx+Shoot -2 -1/m +4 Spread up to 5m, anyone in targeted area must dodge or get hit
Snapshot 4 Dx+Shoot +1 -2 Can be performed with a dodge for no penalty (no other actions may be taken in same turn)
Quick Reload 5 None Reload clip and fire; no multiple action penalty
Quick draw 5 Dx+Shoot -2 -1 Draw gun and fire in same action
Off-Hand Shot 6 None Suffer no penalties for off-hand handgun
Recock 6 Dx+Shoot -2 -1 Recock rifle or shotgun and fire in same action
Leap & Shoot 7 Dx+Shoot -1 -1 Leap 1 meter in any direction
Roll & Shoot 8 Dx+Shoot -2 -1 Roll up to 3 meters in any direction
Instinct Shot 9 Dx+Shoot +1 -1 Fire at unseen target

Waffen

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Melee Weapons
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Knife Dx+Melee 3 1 S 2
Dirk Dx+Melee 4 2 M 4
Main gauche Dx+Melee 3 2 M 4 When parrying, armor value is 5 + victory points
Rapier Dx+Melee 5 3 L 10
Broadsword Dx+Melee 6 4 L 15
Scimitar/Katana Dx+Melee 6 3 L 20
Two-handed sword Dx+Melee +1 8 6 XL 30
Axe Dx+Melee 7 5 L 5
Spear Dx+Melee +1 5 3 XL 1
Staff Dx+Melee +1 4 3 XL 1 crest
Club Dx+Melee 4 2 L 1 wing
Mace Dx+Melee 5 3 L 10
Flail Dx+Melee 4 4 L 4
Whip Dx+Melee +1 -1 3 4 XL 3
Suresnake Whip Dx+Melee +1 +3 3 4 XL 100 Against one chosen target, who must not leave sight for over three turns or bonus is lost.
Garrote Dx+Melee -1 -1 3 3 XS 5 Must first make successful grapple (-6 goal unless target is unaware of attacker), then roll garrote damage plus victory dice per turn.
EnergyMelee Weapons
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Shocker +3d +30 Electrified melee weapon, use weapon's traits
Frap Stick Dx+Melee -1 6/3 5 L 15 Second damage listed is if the stick is used as a club
Artifact Melee Weapons
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Wireblade Dx+Melee 8 2 L 10,000+ (10) Ignores physical armor (not energy shields)
Flux Sword Dx+Melee +1 7 3 L 15,000+ (10) Flux and Mist Swords can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields.
Mist Sword Dx+Melee +1 7 3 L 30,000+ (10) Flux and Mist Swords can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields.
Thrown Weapons
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Thrown Knife Dx+Throwing 3 5/10 3 2 S 2
Star Dx+Throwing 2 5/10 2 2 XS 2
Dart Dx+Throwing 2 5/10 2 2 XS 2
Rock Dx+Vigor 1-2 5/10 1-3 2 XS-L NA If Throwing skill is used instead of Vigor, add one to the goal roll.
Hunting Bow Dx+Archery 4 20/30 4 3 M 5 (1 wing/arrow) -1 goal for every level of Strength required above the character’s own
Long Bow Dx+Archery 6 40/60 6 2 L 10 (1 wing/arrow) -1 goal for every level of Strength required above the character’s own
Target Bow Dx+Archery 3 30/40 3 2 M 7 (1 wing/arrow) -1 goal for every level of Strength required above the character’s own
Hand Crossbow Dx+Shoot 3 10/20 2(3) 1 S 7 (3 wings/bolt) It takes two actions to reload a crossbow. If the character does not have the required Strength to draw the bow, it takes an entire turn to reload the bow — unless the bow has a crank or tool to aid him.
Med Crossbow Dx+Shoot 6 20/30 3(6) 1 M 10 (1 crest/bolt) It takes two actions to reload a crossbow. If the character does not have the required Strength to draw the bow, it takes an entire turn to reload the bow — unless the bow has a crank or tool to aid him.
Hvy Crossbow Dx+Shoot 8 20/30 3(8) 1 L 15 (1 crest/bolt) Number in parentheses is the Strength required to recock the bow. It takes two actions to reload a crossbow. If the character does not have the required Strength to draw the bow, it takes an entire turn to reload the bow — unless the bow has a crank or tool to aid him.
Derringer (.32) Dx+Shoot -1 3 5/10 4 2 XS 50 (5 slugs/firebird)
Med Revolver (.40) Dx+Shoot 5 20/30 6 3 S 200 (3 slugs/firebird)
Med Autofeed (.40) Dx+Shoot 5 20/30 10 3 S 250 (3 slugs/firebird)
Hvy Revolver (.47) Dx+Shoot 6 30/40 6 3 M 250 (1 slug/firebird)
Hvy Autofeed (.47) Dx+Shoot 6 30/40 8 3 M 300 (1 slug/firebird)
Imperial Rifle (.40) Dx+Shoot 6 40/60 10 2 XL 200 (3 slugs/firebird)
Assault Rifle (10 mm) Dx+Shoot 7 40/60 30 3(A) XL 500 (2 firebirds/slug)
Sniper Rifle (13 mm) Dx+Shoot 8 50/70 5 2 XL 700 (3 firebirds/slug)
SMG (.40) Dx+Shoot 5 30/40 20 3(A) L 350 (3 slugs/firebird)
Shotgun Dx+Shoot 8/7 20/30 / 30/40 7 2 L 300 (2 loads/firebird) shot / slug; for shot: -1 damage per 5 meters from the target
Palm Laser Dx+Shoot 3 5/10 7 2 XS 200 (10/cel)
Laser Pistol Dx+Shoot +1 5 10/20 15 2 S 300 (10/cel)
Laser Rifle Dx+Shoot +1 7 30/40 23 2 XL 500 (10/cel)
Assault Laser Dx+Shoot +1 8 20/30 20 2 XL 700 (10/cel)
Blaster Pistol Dx+Shoot 7 10/20 10 1 S 700 (10/cel) Blasters can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields. Blaster shotgun: -1 damage per 5 meters from the target.
Blaster Rifle Dx+Shoot 9 20/30 15 1 XL 1000 (10/cel) Blasters can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields. Blaster shotgun: -1 damage per 5 meters from the target.
Blaster Shotgun Dx+Shoot +2 9 10/20 8 1 L 1200 (10/cel) Blasters can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields. Blaster shotgun: -1 damage per 5 meters from the target.
Screecher (Sonic) Dx+Shoot +1 5 10/20 15 1 S 300 (10/cel) Halve damage for targets with hearing protection (characters with their hands over their ears get this benefit).
Flamegun Dx+Shoot +2 5/3 10/20 10 1 L 150 (5/canister) Flameguns can deliver heat damage which ignores all armor. Roll damage normally, but those dice which roll 1 ignore armor (including shields). The second amount listed is the continuous damage due to the burning Ka plant oil sprayed over the target. Roll this damage (do not add victory dice) each turn after the first. If no damage is rolled in any turn, the flames go out.
Stunner Dx+Shoot +1 4 (S) 10/20 15 2 S 300 (10/cel) If a target takes ANY damage from a Stunner, roll Endurance + Vigor. If the roll fails, target is stunned for that turn (losing any actions not taken) and the next. If the roll is a critical failure, target falls unconscious. If damage taken is greater than the target’s Endurance, roll as above, but failure means target is knocked unconscious. Stunner damage heals completely after one span; mark it with an “S” on the character sheet.
Neural Disruptor Dx+Shoot -3 5 10/20 6 1 S 3000 (10/cel) If damage exceeds target’s Endurance (or Psi, whichever is higher), he is unconscious. Armor does not protect against this damage (except Psi Cloaks). Psychics may roll Psi + Stoic Mind vs. the attacker’s successes.
Lt Machinegun (10mm) Dx+Shoot 7 50/70 50 3(A) XL 750 (2 firebirds/slug)
Grenade Launcher Dx+Shoot +1 V* 15/25 1 1 L 500 (65/grenade) The damage varies based on what sort of grenade is used
Rocketeer Dx+Shoot -2 9 20/30 5 1 XL 400 (25/grenade)
Missile Launcher Dx+Shoot +1 V 75/100 1 1 XL 800 (100/missile) The damage these missiles do varies based on what kind they are. High Explosive missiles do 18 dice of damage in the same way as a grenade. Armor piercing shapes only do 13 dice of damage, and only effect one target, but armor only gets half of its protection dice.