A 3d System conversion for SLA Industries v3.3.The 3d system is copyright 1999-2001 by dnotice.de. Version 3.5
written by Eldritch

Skill Resolution
The Skill Resolution is simple. Just roll 3d6 and add the skill's value. If the result is higher or equal to 13 the character successfully employed the skill. If your dice roll total exceeds 18, the character achieves a critical success and all points scored in excess points of 18 are added to the Success Die.

The GM might wish to modify the difficulty of the task by assigning difficulty modifiers. These mods can be subtracted from the dice roll total or the difficulty number; although seemingly the same, the outcome can be different:

  • If a modifier is subtracted (or added in case of a bonus) from (to) the target number, the chance for a critical success remains the same, because the total result of the roll is not modified.
  • If the modifier is subtracted from/added to the dice roll total instead, the chance of achieving a critical success is altered, because it becomes harder/easier to achieve a result of 18+.
Example: The GM assigned a -3 modifier to the task, and the character who attempts this task has a value of 4 in the relevant skill. His player rolled a 3, 4 and another 3 on his dice. Standard target number is 13, and the total of dice plus skill value is 14. This is higher that 13, so the task would succeed. But we have not included the difficulty modifier yet, that must be added to target number. So the target number gets increased to 16 and the task fails. If the character had a skill of 7 and the player rolled 5, 6 and 2 the task would be a success. 7+5+6+2=20 (which is higher than the required target number of 16). As this is higher than 20, the success die of the task is increased by the difference (in this case by 2 for a total of 4). Now if the GM had not added the target number to the difficulty number but subtracted it from the roll, the required target number would remain at 13, but the net total of the roll would be 17. As this is lower than 18 the character achieves no critical success and the value of the success die remains at 2.

Stat tests work along the same rules as Skill-tests do, however, in order to successfully employ a Stat, you must beat a target number of 16. Similar to skill rolls, all points in excess of 21 are added to the Success Die of a stat roll.


Combat Skill Resolution
Skill resolution in combat is similar to the Standard Skill Resolution, but in this case the other dice besides the Success (or Aiming) Die come into play. To score a hit with a weapon (or with bare fists) a character must roll his appropriate skill over or equal to 13 (just like in Standard Skill Resolution). An attack does as many damage as it's Damage Die indicates (this value is later modified by the weapon's damage modification, so consider this value the base damage that an attack causes. If the target is protected by some kind of armor, the Penetration Die gives the attack's Penetration Value, that is used in order to decide if the attack penetrates armor or not. The Aiming Die lets the player offset recoil penalties and move aiming point back into the direction of the targeted point should the weapon deviate.


Structure of Combat
A combat round is divided into three phases during which the characters can act, depending on how many Actions they have available. The number of actions that a character has is equal to (DIA+PHYS+COOL)/10. Certain Advantages, like e.g. Ambidextrous enable the character to take additional Actions.

To structure combat, a character's Actions are divided up into the three combat phases. A character can only act in a combat phase if he has an action available in this phase. If the character has additional Actions - like through the above already mentioned Advantage Ambidextrous - he can perform the additional Actions almost any time he wants. These additional Actions, however, do not count towards establishing in what phase a character can perform his Actions. Mark your Actions Total on the Action Space provided on the Combat Sheet.

During a phase all combatants take their Actions in order of their highest Initiative Total (3d6+INI). INI is equal to (DIA+COOL+ PHYS+DEX)/2.

Opportunity Action is possible; in doing so, a character forfeits his right to act at his Initiative Total, but gains the right to act any time later in the same phase. Unused Opportunity Actions do not carry over into the next phase.

A character can opt to split his Action, executing two Actions within the span of a single one. In doing so he must declare his primary Action. The skill rank of his primary Action now acts as a kind of skill rank pool to distribute on the primary and secondary Action. However in distributing the ranks for primary and secondary Action, the character cannot assign more points to the secondary Action than his rating with this Action is.

Splitting Actions in advance is possible, enabling a character to take an split Action now (with reduced skill-rank) and declare the secondary Action as an opportunity Action, taking it later in the phase.

Example: Fix attacks with his gun (rank 6), but he wants to be able to dodge late in the round and thus he splits his attack into an attack and a dodge, assigning 4 ranks to attack and two to Dodge. If Fix's Dodge rating was rank one, however, he could only assign one point to this skill.


Projectile Combat
Firearm Combat works slightly different from Melee Combat because different factors are involved. One of the different factors is Range. Each firearm has a RNG value. This states the weapon's optimum range. Weapons can be fired beyond this range, but with negative modifiers. Maximum MEDium range is optimum x2, max. LoNG range is optimum x4 and max. EXTreme range is optimum x8.

To determine if an attack is successful, the player must roll 3d6, add the appropriate weapon skill and add or subtract any bonuses: 13 or higher is a hit.


Body Locations
The DNotice system has seven general body locations that can be hit: Head, Torso, Abdomen, Left Arm, Right Arm, Left Leg and Right Leg. They are used to record how many damage a target has suffered in each respective damage location. This Combat System further breaks down these seven general body locations into several sub-locations. They are shown as hexes on the Combat Sheet.


Hit Deviation
Before the player rolls to Hit he specifies the hex on the BHD he wants his character to hit. If he succeeds with this to-Hit roll the shot deviates from this hex into a random direction.

Under ideal conditions, the distance the shot deviates from the targeted hex is equal to the recoil (RCL) of the weapon. This RCL-based weapon deviation is called the Hit Spread. The player can use the points scored on the aiming die to cancel parts of this recoil; each point scored on the Aiming Die cancels one point of the RCL-generated Hit Spread. Thus the chances of hitting the targeted hex are higher with low-recoil weapons than with weapons firing powerful cartridges.

The above stated rules assume that the character spends at least one Action to aim, steading the weapon thereby and bracing for the recoil. A character automatically assumes a firing stance when aiming his weapon, unless he is shooting with two weapons simultaneously. Being in a firing stance reduces the RCL of a weapon by 1; having an additional rest for the weapon reduces RCL by another point for a total of 2.


Aiming at longer ranges than Optimum increases the chance not to hit the targeted hex. Each range band beyond Optimum increases the Hit Spread; eg. an attack at XTReme range is at +9 Hit Spread.


A character may take time aiming to make sure the shot reaches its target. This takes one Action per aim. A shot fired with no aims is counted as being Wild and thus suffers a -3 To-Hit modifier and an additional +3 Hit Spread for Optimum Range (thus the weapon deviates RCL+3 hexes from the targeted hex upon scoring a hit). The Advantage Rapid Fire completely cancels the to-Hit mod and lowers the Hit Spread to +2.

For Wild/Snap Shots beyond Optimum Range multiply the Hit Spread Modifiers (+3/+6/+9 for Medium/Long/Extreme Range) by the Shot Type Modifier (x2.5 for Wild Shots and x2 for Snap Shots). Thus a Wild Shot at Extreme Range has a Hit Spread Modifier of +22 ( +9 x 2.5=22.5=22).

If the character intends to aim for more than four actions, he must be in a firing stance. If the character wishes to aim for six actions, then he must be in a firing stance and have a rest for the weapon. However, a character cannot achieve a higher Aiming Bonus than the rank of his Marksman skill. A character can only aim if he is not being shot at, and is not in a stressful condition (see optional rule Under Fire). Each aim beyond the first (this is "used" to cancel the Wild Shot malus) gives the firing character a +1 modifier to his Aiming Die. Add (if a bonus) or subtract (if a penalty) the Weapon Accuracy Factor from the Hit Spread.


Penetration is determined by caliber and type of ammunition; thus it is equal to the amount scored on the Penetration Die plus the projectile's Penetration Value (PEN). Using a silencer decreases PEN by 1. Penetration describes the ability of the projectile to penetrate armor. In order to do so, the PEN of the projectile must be at least equal to the Protection Value (PV) of the armor.

If the PEN is equal to or greater than the PV, the projectile penetrates the armor and inflicts damage to the target. If the PEN is lesser than the PV, then the projectile does not penetrate, but damages the armor.

In both cases subtract the projectile's AD from the armor's Impact Damage (ID) value. This value governs how much damage an armor can take before it is rendered useless.


Xeno Skin Armour
The skin of the 711 Xeno Stormer acts as it's armour. It has a natural PV of 7 with ID equal to trice the hits in the relevant body location. Thus a Xeno with 10 Hits in the Abdomen has PV 7 and ID 30 in the Abdomen region. If he is hit and the PEN is lower than the PV, subtract all DAM from the ID; if the PEN is higher than the PV subtract the damage from the hits in the body locations directly.


Vevaphon Armour
Vevaphons can harden their body cells so that they act as living armour similar to the Xeno's skin armour. A Vev can shift points from PHYS to PV as per the rules in Karma, p. 125. The actual IDs in the location depend upon the PV the Vev has created and are equal to (PV/2) x Hits. Thus A Vev that shifts to PV 9 and has 10 Hits has ID 50 in that location. A Vev that shifts to PV 4 with 8 Hits has 16 ID in that location.

Each time a Vevaphon is hit he must make a CONC roll minus the DAM taken to keep his skin armoured. If he fails this roll subtract (7 - Success Die) from the current PV (ID is changed to the new PV state or remains at the current state, whichever is lower).

If a Vev in natural state (no PV) is hit by forces relying on kinetic energy, all DAM is halved.


The damage taken by the target is equal to the amount rolled on the Damage Die plus the projectile's bullet damage (DAM). If the projectile has to pass through armour (thus a location with ID remaining and a PV lower than the projectile's PEN), subtract of the PV from DAM before applying damage. Armor Piercing (AP) Bullets suffer no such penalty; if they penetrate they hit with the full DAM.

Damage is subtracted both from the target's Incapacitation Total (Incap) as well as from the hits in the body location that was targeted. If the target's Incap is reduced to 0, the target falls unconscious and is out for the combat unless it is treated with paramedical aid.

If the Hits in a body location are reduced to 0, this location is rendered useless. If the Head or Torso location is reduced to 0 Hits, the target dies.

If a character is hit in the Torso body location and the PEN of a shot is lower than the character's PHYS (as with most HP or HESH projectiles) the bullet won't exit the body on the other side, but remains stuck in the victim. Such a bullet must first get removed before further healing is possible (see First Aid).


Impact Damge
If a hex is hit and the shot doesn't penetrate, the armor in the body location the hex belongs to suffers all the punishment. Subtract the shot's DAM from the ID of the body location; if the ID is reduced to 0 through a shot the next hit in the same body location automatically penetrates the armor and causes damage.


Missed Shots
If you fail to score 13+ on your To-Hit roll, the shot misses. To determine the direction that the shot deviates in, roll a d6 again and consult the Hit Deviation Diagram (HDD). Thus if you rolled a 4, the shot would deviate into the direction of the lower left hexes.

Add the number by which the target number was missed by to the recoil of the weapon; this value is the actual Hit Spread for the shot ; if the shot was a Wild Shot, increase this number by another 3 points (2 for Snap Shots). Thus if you use a weapon with an RCL of 5 and rolled 11 on a Wild Shot, your Hit Spread would be 10.

Option: Instead of calculating this increase Hit Spread, the GM can rule that the shot was a clean miss.


Rate Of Fire
All firearms have their Rate Of Fire listed in the Firearms Chart as a Code, that determines in which firing modes the weapons can be used. The codes in the chart translate to the following:

Single Action
Single Action guns must manually be cocked; they use up one Action to fire and another Action to recock and possibly reload the weapon.

Double Action
Double Action guns are similar to Single Action guns, but the gun cocks the hammer, so that a Double Action weapon can be fired once per Action.

Semi Auto
Semi Auto weapons are similar to Double Action weapons, but they use a part of their recoil for the operation of the hammer and reload automatically, giving them higher firing speeds than Double Action weapons. A character using a Semi Action weapon can shoot a number of bullets equal to STR minus the weapon's recoil (this number can never be lower than 1). The first shot is handled as in "normal" fire and the second and perahps subsequent shots deviate from the aiming hex of the previuos shot. These must be rolled individually and they cannot be aimed; instead use the Deviation Diagram to determine where the shot hits, counting from the hex hit in with the previous shot. The distance deviated is equal to the Hit Spread for a standard single shot.

The player can use points from the Aiming Die for each shot to reduce (or even completely cancel) the Hit Spread.

However no matter how strong a character is, he can never shoot more than DEX/2 (round down) shots per round.

Example: Max.Rock uses a MAL Anvil with RCL 5. His STR is 8 and his DEX is 6 and he opts for Semi Automatic fire in one Action. Thus the maximum number of shots he can shoot per action with his gun is 8 - 5 = 3 . If he had used a Nemesis he could shoot 7 rounds per Action as this gun only has an RCL of 1, but since his DEX is only 6, he is limited to 3 shots per round.

Only a weapon capable of automatic fire can be used in full auto mode. To do so, the player first specifies the length of the burst; this, however, is a semi-random process: the player states how many d6 he wants to roll; the total number is the number of bullets in the roll. The player can modify the actual number of bullets by adding or subtracting up to his Auto/Support skill.

To determine if (and where) the bullets hit make a standard attack roll and determine the hex hit as per the standard rolls (hit spread equals RCL; wild shots increase hit spread by thee, etc.) If this roll succeeds, you hit the targeted hex, otherwise calculate the actual aiming point as per the Missed Shot rules.

For each shot above the first, roll for deviation and deviate the number of hexes specified by the weapon's FA deviation from the previous aiming point. This way it is actually possible to walk the fire over several body locations.

Depending on his Auto/Support rank, the player has a number of deviation influence chances. The total number of shot deviations the player is eligible to influence is equal to his Auto/Support skill, starting after the initial shot. A player can influence a deviation by either adding or subtracting 1 to/from the deviation roll.

Example: A character with Auto/Support 5 wants to shoot his FEN Gunhead in full auto. He opts to roll 3d6 for the length of the burst and gets a result of 8. As this is a rather short burst and the player fears that he needs more shots, he opts to increase the number of shots in the burst. The maximum increase he can give his burst is his Auto/Support skill (2.5 = 2). So the total number of shots in the burst is 8+2=10.

For the initial shot the player rolls a standard attack and deviates the standard Hit Spread (3 for a Gunhead). After determining which hex he hits, he calculates the deviation direction by rolling 1d6. The result is a 4, for a deviation to the lower left. But as the character's Auto/Support skill is 5 the player can influence the first 2 deviations in the burst. He elects to modify this one and lowers the deviation die result to a 3 for a deviation directly downwards. The deviation distance is 1 hex and the character hits the hex directly underneath the initial aiming hex. For the next deviation he rolls a lucky 6 and deviates directly to the hex above (the initial aiming hex). For the third deviation he rolls a 4, but this time he can no longer influence the deviation distance, as he can only influence the first two deviations in a burst (and this is the third round in the burst).

Burst Fire
Burst Fire is a variation of full-auto fire. A burst is a special feature of Full-Automatic Fire; with one press of the trigger the gun shoots a number of bullets (depending on model with may vary, but the most common burst is the three-round burst). Burst Fire works like Full-Auto with the only difference that the player rolls no dice to determine the length of the burst; it is always equal to the burst length built into the weapon (usually 3).


Walking the Fire
In full-auto it is possible to walk the fire over several individual targets within one Action. However, to switch from one target to the other you must either spend a deviation influence chance or you must spend one stray bullet, that is one bullet hits the empty space between the targets and thus counts as a missed shot.

To determine where a character hits a subsequent target in a full-auto burst after he walked the fire over from a previous target, simply start with a random Aiming Point and deviate from there.


Rotary Guns
Hits with rotary guns are worked out like regular hits, but instead of a single hex, all adjacent hexes (for a total of 7 hexes) are hit. Each hit with a rotary gun represents a hit with all barrels, so if a hit with a 5 barreled rotary gun is achieved, 5 bullets hit the target. Consequently, DAM is multiplied by the number of barrels, while the PEN stays at the original value.

If a hit with a rotary gun hits two body locations, the damage for each location is halved and applied independently.

Example: Torn shoots with a six-barreled WarMonger and he achieves a hit (actually this is the first hit in a Full-Auto burst, but we will skip the subsequent hits as they are worked out like regular Full Auto apart from the damage multiplication). He hits one of the upper Abdomen hexes, but the rotary has a two hex hit template, so all adjecent hexes are hit, too. This means that one of the lower Chest hexes gets hit. Usually the DAM scored by the hit would be multiplied by 6 for the six barrels of the WarMonger, but as two locations are hit, the DAM is multiplied by 3 and it is applied to both locations.


Shotguns can either shoot slugs or shot rounds (the ratings given in the Weapon Database are for shot rounds at Optimum range). If a shot round is fired beyond Optimum range, halve DAM and PEN for each range increment beyond Optimum (divide by two for Medium, by four for Long and by eight for Extreme).

For Slug rounds double the initail PEN; both PEN and DAM stay the same regardless of range.

For each range band beyond Optimum a Shotgun increases the Hit Template. At Medium Range a Shotgun has a Hit Template of 2 hexes, meaning that the targeted hex and all adjecent hexes are hit (just like rotary guns). At Long Range the Hit Template is three hexes. Now all the hexes belonging to Hit Template 2 and all their adjecent hexes are hit. For Extreme range this is furthe increased by another ring of hexes; at this range all Hit Template 3 hexes plus their adjoining hexes are hit.


Suppressive Fire
Suppressive Fire is spraying an area with bullets. The intention of Suppressive Fire is not primarily to hit, but to force the enemy to keep their heads down.

In order to employ suppressive fire, roll Auto/Support. Should a character move through the area under suppressive fire, he must use Dodge or Acrobatics to get through unharmed. In order to do so, he must successfully roll either Dodge or Acrobatics minus by the attacking weapon's FA stat with a Success Die Value that is greater than the Aiming Die Value of your Auto/Support roll. Should he succeed on his roll, but fail with his Success Die, he is hit by one bullet (consider this a Wild Shot to the Standard Aiming Point). If he fails with his roll (by rolling under 13), he gets hit by two bullets (consider this a Wild semi-auto hit).


Each weapon has a recoil value (listed as RCL in the weapon description) that symbolizes the kick-back a firearm gives when fired. If the RCL of a weapon is lower or equal to the character's STR, then he can use the weapon single-handedly. If the RCL is higher than the character's STR, but still not higher than the character's STR, then he must use both hands to fire the weapon.

If the recoil is even higher than his STR, he will suffer a -1 To-Hit modifier per point over his STR. If the RCL of the weapon is four or more points over the character's STR, he will additionally suffer one point DAM to his weapon arm per point of RCL above STR+3 for each shot fired with this weapon. This damage is bruising damage, and causes no wounds but could incapacitate or kill the user and requires a PHYS roll to stay conscious.

A character can try to singlehandedly shoot a weapon that he must use with two hands. In this case, each point of RCL over his STR imposes a -1 To-Hit modifier and for each point above STR + 3 he suffers an additional point of DAM to the arm he fires the weapon with.


Recoil Baffling
A gun's recoil can be reduced by means of springs, gas blowback systems and other means. The kind of recoil baffling you buy determines how many points recoil are negated. Furthermore being in an appropriate firing stance (one action to acquire) also decreases the RCL value of your weapon. Standard recoil baffling systems offer the following modifications. (Table omitted, but you can find it in the zipped version).


Scopes come usually preselected for use at a specific range; thus the MAL CombatSniper scope comes focussed for Long Range (because at this range the scope has the highest Aiming Bonus). This is simultaneously the optimum range for this scope; the range at which it works best and was designed for.

Working with scopes at lower ranges than the range they were designed for is possible, but usually they give not the full bonus they would give if they were used for shooting at their optimum range unless their maginification factor is lowered. Usually all scopes have variable magification, so that they can also be used at ranges below their optimum range and still give sastifying results.

Lowering maginifcation takes up one Action per Range Band shifted; in the next available Action the scope is focussed on the new range. The boni for Scopes used at their optimum (and maginifcation-changed range) can be found in the printable version of this combat system.


Under fire (Optional Rule)
Being shot at means serious nervous stress (not to mention physical ...) and only the most hardened and hard-as-nails operatives will remain completely calm when under enemy fire.

This is reflected in a -5 modifier while under enemy fire. With this rule, however, it is possible to overcome the -5 Under Fire Modifier. Simply pass a COOL test; each point in excess of 16 reduces the modifier by 1.

With this optional rule, it is also possible for the operatives to overcome similar stressful situations. Under the general rules it is not possible to aim while being shot at. Using this optional rule, it is possible to aim - although it may not be wise to do so - while being shot at.

In order to do so, the player must pass a COOL test. For each enemy that shoots at the character subtract -5 from the test. If the player fails the test, his character simply stays in cover or drops to the ground - whatever is more appropriate.

There may be other examples how to use this optional rule, how to implement them, however, is the Game Master's decision.


Jamming Factor (Optional Rule)
A gun jams if all dice show a '1' on an attack roll. The character needs a successful roll of Weapons Maintenance to unjam the weapon. This takes up one Action per attempt.

If a character shoots his gun in excess of the maximum number of bullets it can shoot per round, subtract the excess points from the JF stat and add 4. This is the number the player must roll on his attack roll to avoid a weapon jam.


Quick Draw
Drawing a weapon costs one Action, provided it is stored in an easily accessible holster (shoulder, hip, back). Drawing a weapon from a concealed holster (ankle) or from a pocket or something similar costs at least two Actions.

Quick Draw is possible and unless the character possesses the Quick Draw Advantage he has to pass a DEX test in order to finish the move within this Action. Furthermore, it costs him 3 points of his Initiative Total and also increases the difficulty of his shot by -3. Remember, that if this character fires in the same Action, his shot will be a Wild Shot and thus he will have to beat an impressive -6 To-Hit Modification.

Drawing hand-to-hand weapons also takes one Action if they are stored at an easily accessible location and two (or more) Actions if they are stored e.g. in a backpack.

"Drawing" concealed (but ready) weapons like e.g. a Shaktar Switchblade costs no Action, all that is needed is a simple push of the button and the blade springs into action ...


Two-Handed Combat
A character can opt to attack with two weapons simultaneously. In case of fireamres the added recoil values of the weapons must not be higher than the character's STR (or he will suffer the above mentioned To-Hit modifier and/or bruising damage in the arm with the weapon that has an RCL value higher than his STR). For close combat weapons the added DAM factors of the weapons must not be higher than the character's strength.

If a character opts to fight with two weapons, he fights with a -3 penalty to all combat rolls made with the weapon in his off-hand.

If the character posses the Advantage Ambidextrous, this penalty is cancelled. In order to attack with two weapons simulaneously the character can only use half of his combat skill for the attacks.


Special Ammo
There are several types of ammo in SLA Industries besides standard: AP, HP, HEAP and HESH all belong to an exquisite collection of special ammo with different capabilities. All those ammo types modify the weapon's PEN as well as DAM stat, either by adding to it, doubling or halving it. When calculating the damage a special ammo projectile does, always add die-related DAM and PEN Die values to the projectile's DAM and PEN values after modifying the projectile's values due to special ammo effects.

Example: a 12.7mm standard Rifle round has a PEN of 6 and a DAM of 10. If this was a HEAP round, it's PEN would be 8 and it‘s DAM 12. A 12.7mm HESH would have the following stats: PEN 3, DAM 20. Remember though that these values are further increased by Damage and Penetration Dice Values.

Knockback is the effect when a target that gets hit by an attack, staggers some steps backwards or even goes down because of the sheer force of the impact.

Knockback is connected to the attack's stopping power; the higher the stopping power is the more probable a knockback.

In SLA, whenever the DAM of the attack is higher than the victim's PHYS, it suffers knockback. In order to remain standing after such a hit, subtract PHYS from the DAM of the attack an make a PHYS roll minus the difference.

If the victim fails the roll, it is knocked down (and thus is in a down (+3 To-Hit) position), gets its Initiative Total reduced to 0 (and thus acts last in this and all subsequent phases in this round) and furthermore looses his next Action trying to overcome the force of the hit. If the roll is successful, the victim's Initiative Total is reduced to 0 for this phase (and thus it acts last this phase).

If the DAM is higher than the victim's doubled PHYS, the victim will be knocked down and must pass a PHYS roll to remain conscious. If he makes this roll, he is in a down (+3 To-Hit) position and loses one full round (= 3 phases) of Action.


Projectile Attacks cannot be dodged - the only available choice is to dive for cover as quickly as possible when under enemy fire.

If there is cover a character can hide behind and if the player states that his character is diving for cover, the attacker gets a -4 modifier to his attack roll.

A character who has dropped to the floor is then considered to be in a prone position and is thus at -3 to-Hit. This also asumes that the target is rolling over the ground as a defensive action.

Kneeling characters are also more difficult to hit; when attacked, their attacker recieves -1 To-Hit modifier.

However, a character can only try to dive for cover when the attacker has a lower Initiative Total than the character. All attacks that are executed on a higher Initiative Total than the character's are simply to fast for the character to react to them.


Dance of Death
Usually ranged attacks cannot be dodged, but if the character possesses the Dance/Ballet Of Death Advantage he can actually dodge bullets.

On a successful Dodge roll, the Success Die Value of the Dodge attempt is subtracted from all ranged attacks made upon the character in this phase.

The drawback, however, is that the character's next Action (whether in this or the next available phase) is executed with a -(7-Success Die Value) situational penalty. Characters who possess the Advantage Ballet Of Death suffer no such penalty.

Note: Executing a dodge with Dance/Ballet Of Death costs no Action.

Example: Shrike possesses Ballet Of Death. He is attacked by a Johanna wielding a DN Pistol. On the Dodge roll, Shrike's player rolls 5, 6 and 4. Together with Shrike's Dodge rank of 8 this is 23. The Success Die is a 5 for an enhanced Success Die Value of 10 (5 points in excess of 18). All attacks made on Shrike during that phase are at -10 while Shrike has to execute his next Action with a -2 (7-5).

When it comes to mass-destruction and all-out fear factor, nothing is as effective as a grenade. Standard Grenades come in four varieties: Blast/Concussion, Fragmentation, Smoke Grenades and Flash/Bang Grenades. Although different all Grenades share similar concepts.

All Grenades have a Blast Zone; this is the radius in Hexes that is affected from the Impact Point of the Grenade. The Impact Point is the place where the grenade detonates; in system terms it is the hex that simulates the placement of the grenade relative to the character.

Each grenade has a Blast Radius; this simulates the lessening of grenade effects with increased range from the Impact Point. The Blast Radius is a range increment; per Blast Radius-Increment the Blast Zone of the grenade is decreased by 1 hex. Thus if a grenade has a blast radius of 0.5 and the character is 10 meters away from the Impact Point, the Blast Zone for this character is decreased by 20 hexes.

Most grenades also have a Damage rating; this gives the number of hit points lost or bruising taken per location within the Blast Zone. Thus if the Blast Zone of a Blast grenade (bruising damage) covers a characters both Legs, Abdomen and left Arm, the Bruising damage is multiplied by four. If the grenade were a Frag grenade, the character would take the grenades Damage to all locations within the Blast Zone and he would suffer the grenade's Damage multiplied by four as Incap damage (see Applying Damage later).

If the characters run into a grenade that is already lying on the floor, the GM assigns the Impact Point in the lower third of the Hex Grid for each character individually (he could eg. simply choose a point and randomly deviate it by d6 hexes for each character).

If a character throws a grenade he rolls his Throwing skill with all appropriate modifiers (range, visibility, etc.). If he succeeds he chooses a Impact Point (in the lower third of the Hex Grid) for his targets on the Hex Grid. Then he deviates 6 hexes randomly from there. He can use the points scored on the Aiming Die to deviate back to the original Impact Point if he wishes. Per range band beyond Optimum the grenade automatically deviates 3 hexes straight downwards. If several targets are within the Blast Zone of the grenade the GM should increase/decrease their individual Blast Zones depending on their distance to the Impact Point.

If a character wants to jump a grenade to shield his companions from the blast, he takes the grenade's Damage multiplied by 5 to his Chest and Abdomen locations. Subtract the hits in both locations from the grenade's Damage x 5 and divide the result by 5 again. This is the Damage that is left over after shredding his body to pieces.

Example: The valiant but stupid Frother Wickham jumps onto a DA 90 frag grenade in a suicide attempt to rescue his friends. The grenade has Damage Rating of 10, so he takes 50 points damage to both his Chest and Abdomen. Wickham is a powerful Frother and he has 13 Hit Points in his Abdomen and 15 points in his Chest. Thus he stops 28 from the 50 points. The leftover 32 points are divided by 5 and the damage of the grenade is cut back to 6 points of damage (32/5=6.4=6) through Wickham's (his only remains are his arms, legs and his head - his body has vanished in a blody pulp .) valiant suicide. If the squad's Stormer Stoo had jumped on the grenade (Chest 21, Abdomen 19) he would have stopped 30 points of damage, and thus cut the remaining damage back to 4. If the characters had placed a helmet over the grenade, the helmet should at least have an ID of 50 to completely stop the blast .

If a character in armour jumps onto a grenade, subtract both hits as well as all ID in the Chest and Abdomen location from the grenade damage.


Hand-to-Hand Combat (Melee) works similar to Projectile Combat, however, there are differences with regards to body locations and establishing where an attack has hit. Aiming attacks, Penetration, Damage and Armor Damage are all resolved equal to Projectile Combat. The real differences, however, arise in working out attacks, parries and dodges.


When a character enters hand-to-hand combat, they may have one attack in each action. To determine if the attack is successful, roll 3d6 and add your weapon skill (and any other bonuses and penalties): 13 or higher is a hit. Like in projectile combat, all points scored in excess of 18 are added to the attack's Aim.

The player may opt for a more difficult attack (i.e. he chooses to attack with a e.g. -3 modifier), thereby raising the target number for his opponent's parry/dodge as well.

As ranged attacks, melee attacks are aimed at a specific target hex. If the attack is successful they randomly deviate a number of hexes from this intended target hex. The player can use points scored on the Aiming Die of his Attack roll to reduce this deviation.

The number of hexes the attack deviates is equal to the Handling Factor of the weapon. This factor is different for each weapon and can be found in the weapon's description.

To determine the damage, look up the damage caused by the weapon and add your strength bonus (STR divided by 3, round down) as well as all points scored on the Damage Die.

If the PEN of a hand-to-hand attack against an armored target is not greater than the armor's PV, neither the victim, nor the armor takes any damage.

If the PEN of a hand-to-hand attack is equal to or below zero, the damage it causes is bruising damage and it will cause no wounds/bleeding.


A character can opt not to attack, instead spending the Action to Aim; doing so gives him a +1 bonus to his Aiming Die value should he finally attack. This bonus can only be used to cancel the hit deviation caused through the weapon's handling factor or similar circumstances. A character who is attacked while aiming cannot parry and can only use a "half-dodge" (this costs no Action, but is executed at half the character's Dodge skill value and represents a quick side- or back-step to evade the attack).


Defensive Actions
A character has a number of free parries per combat round; this is equal to the number of his Actions divided by 2. The character can take these free parries any time during the Combat Round, even in phases he usually cannot act in. Furthermore, the character can spend regular Actions for Parries, forfeiting the chance to attack during the phase. He can do this, however, only in phases he can already act in, and he cannot spend more "regular" Actions for defense than he has normally available during this phase.

Instead of a parry a character can also attempt to dodge a melee attack, but he needs the skill Dodge and must use an Action in order to do so.


If you chose to parry an attack, roll your combat skill (this should be the same skill that you are getting attacked with, or the GM might impose some modifiers to your parry, like, e.g. for defending with Blade, 1h against Polearm).

Now add your Success Die to the DAM of the weapon you are parrying with (inclusive your STR bonus); each point decreases the Damage Value of the attack by one point. Again remember that if your Parry total is in excess of 18, all excess points are added to the Success Die of your parry.

Furthermore a character can modify the the aiming point where he is hit with a successful parry (provided that the parry doesn't completely cancel the DAM done through the attack): Each point scored on the Success Die of a Parry increases the Handling Factor of the Attack by 1. Additionally the parrying character can modify the deviation direction by 1 step (eg. from original Deviation Direction 4 to Direction 3 or 5).

Parrying a weapon with bare (=unarmored) hands or arms is a very bad idea, probably you'll only get yourself hurt. Halve your total Parry score when parrying bare-handed against normal weapons. Parrying a vibro-weapon with your bare hands is not possible: you will bleed.

Parrying with flexible weapons (whips) is equally difficult: the difficulty of your parry is increased by the weapon's To-Hit modifier, but if you make your parry, you hit the attacker on his weapon arm, cause normal damage and stop as many points of damage from the attack as the DAM value (plus Success Die) of your whip is. .


As stated above, instead of parrying you might also opt for a dodge if you want to defend against an attack. To dodge, however, you must possess the skill Dodge and spend 1 Action to execute the skill; you cannot spend a free parry Action for a Dodge.

When a character dodges he can choose if he executes a regular Dodge or a Quick Dodge. If a character excutes a regular Dodge, subtract the Success Die Value of the character's Dodge roll (if successful) from all attacks made on him during that combat round (all three phases). However, during that round that character suffers a -(7-Success Die Value) situational penalty to all his Actions.

If the character executes a Quick Dodge his Success Die Value is subtracted from all attacks made on him during that phase. His next Action suffers a -(7-Success Die Value) situational penalty.

Like all rolls the result rolled in excess of 18 on a Dodge roll is added to the Success Die for an increased Success Die Value.

Example: Isis with Dodge: 7 is attacked by Scum, a DN Infiltrator, with Blade 1h: 5. Isis executes a quick dodge and rolls her Dodge, a 3, 1 and 3, adding her Dodge Rank of 7, for a result of 14, indicating a successful Dodge with a Success Die Value of 3. Scum (and all other attackers this phase) now suffer a -3 penalty to their attacks on Isis, while Isis suffers a -4 (7-3) situational penalty to her next Action.

Certain armors have a Dodge Modifier due to their bulkiness. This modifier is listed as DM in the armor's description and it is subtracted from a character's Dodge roll.


Martial Arts
Skill in Martial Arts allows for a higher Strength Bonus. Divide your Rank in Martial Arts by three (round up) and add it to your usual Strength Bonus to get your adjusted Strength Bonus. However in order to strike with this increased Strength Bonus, you must attack using your Martial Arts skill, not Unarmed Combat.

Characters skilled in Martial Arts attack faster than "normal" character. This is reflected in their rank in Martial Arts getting added to their Initiative Total in order to determine who acts first in a given phase.


Layering Armour (Optional Rule)
The GM may allow the characters to layer some kinds of protection over anther (such as wearing a Synthskin under a RainMan Duster), thus offering increased protection.

A character wearing layered armour has a PV equal to the PV of the highest armour layer plus 1 per each layer additionally worn, but each layer worn increases the Dodge penalty by 1. If the shot penetrates, apply the AD to all layers and subtract the appropriate reduced DAM (DAM - improved PV, see above) from location hits and Incap. If the shot doesn't penetrate, apply the AD to the ID's of all layers.


Applying Damage
Each point of damage scored in an attack markes off one square from the Incap/Bruising point counter. When all the squared in this counter are marked off the character falls unconscious (see Bruising Damage). If the character sustains 10 points damage in excess of his maximum Incap, the injury is fatal.

Additionally the damage is also marked off from the hit point counter of the location hit by the attack. If all squares are marked off in an location it is considered to be moderately wounded. If this location takes more damage it is counted as a negative damage overflow (the same holds true if damage exceeds the points left in a location; the excess is counted as a negative damage overflow).

If the damage overflow reaches the original value of hit points consider the location severely damaged. If it reaches the original value the location is destroyed.

Unarmed attacks only do bruising damage and only use the Bruising/Incap track. If one of the combatants is reduced to 0 Incap or beyond he falls uncoscious.

Martial Arts on the other hand uses both the body location track as well as the Incap/Bruising Track, even when the Martial Artist uses bruising damage. Combatants suffer the effects of 0 or negative body location tracks as if the damage was lethal. Thus, by concentrating damage to one location, it is easier to KO an opponent using Martial Arts than with usual Unarmed Combat.


Bruising Damage
A character suffers Standard Damage when he is hit by bullets or swords, but he takes Bruising Damge instead, when he is hit by fists or blunt weapons that are designed to stun and not kill the character.

Note: Although usual unarmed attacks cause Bruising Damage, Martial Arts can either cause Standard or Bruising Damge, depending upon the choice of the character's player.

Bruising Damage is kept track indipendently from Standard Damge. If at any point the amount of Bruising Damage a character has accumulated is higher than the remaining Incap Hits of the character, the character falls unconscious.

To easily keep track of Standard and Bruising Damage, mark off Standard Damage from right to left in the Incap/Bruising Track. Bruising Damage, on the other hand, is marked off left to right. Whenever all squares in the Incap/Bruising Track are marked off, the character falls unconscious.

Bruising Damage is regained at a rate of 1 per hour. Ebon Healing Abilities double their effectiveness when healing bruising damage. Thus Healing 4 heals 4 Bruising/Flux.


Every time a character is hit they probably take a wound. If the DAM of the attack is higher than the character's WT (Wound Threshold) they take a wound. The WT is equal to the character's PHYS.

If they receive a wound they lose a hit point every five rounds after they were wounded from the Hits in the location they were wounded in but also from their Total Hits. If the Hits in the wounded location are thus reduced to zero, the character begins to lose Hits from his Torso body location instead.

Bleeding occurs in the third phase of a round, after all Actions are taken.

Subsequent wounds shorten the time between loss by 1 round, and more than 5 wounds causes 1 Hit point per round for each wound over 4.

Each wound confers a cumulative -1 wounded penalty upon the character that is subtracted from all dice rolls (whether they are stat or skill rolls).


First Aid
First Aid is given by using the skill Medic, Paramedic. First Aid can be used to close wounds but the skill will not restore any Hit Points.

To close a wound make a successful Paramedic/Surgery roll with a Success Die equal to or higher than then total of wounds that the wounded character has sustained. If the roll is successful, one wound is closed and the medic can continue to work on the other wounds in his next Action.

Should he fail his roll, he causes one point of damage and fails to close the wound.

The skill Paramedic can also be used to extract bullets that are stuck in the target - this is a messy operation and requires a successful Paramedic roll. This operation will always cause damage, but the higher the Success Die on this roll, the less damage it causes. Standard DAM for this operation is 6 points, but each point scored on the Success Die lowers this value by one point.


Recovery of Hits
Healing by an Ebon is the most popular choice of recovery as it takes only two phases to complete. Drugs take effect three phases after they were administered. Proper medical attention, as in a character administering paramedical aid will only stop wounds but not restore Hit Points without drugs or time.

Most wounds, if left to normal hospitalization, will heal within two weeks, whereas severed or broken limbs take six or more weeks.


Due to the extremely high metabolism of the Stormers, which was written into their DNA during their growth, the ability to heal occurs at an extremely accelerated rate. Stormers are able to regenerate both Hit Points and Wounds during combat, naturally. Every fourth round, in the third phase, after all Actions have been taken, a Stormer may renerate one Wound until they have none left. They can then regenerate one Hit Point in the third phase of every fourth round until they are restored to normal Hits.


Situational Modifiers
The downloadable version of this combat system contains an extensive chart that lists a number of possible situational modifiers during combat.

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