TEXT: ATTACKER: REF+Skill+Bonuses/Penalties+1D10   
  VS. 
  DEFENDER: REF+Skill+Bonuses/Penalties+1D10 
  Tie goes to Defender  
  HAND -HAND COMBAT MODIFIERS 
  Target dodging .............................….... -2 
  Blinded by light or dust ...............….... -3 
  Double-Jointed (grapple/escape/hold) +1 
  Half body visible .......................…........ -1 
  Head and shoulders only visible .….... -1 
  Head only visible ..........................….... -2 
  Behind someone else .........….........….. -2 
  Aimed strike at vitals ....................…... -3 
  Improvised weapon ............................. –2 
  RANGE PENALTY FOR CASTING 
  RANGE  
  PENALTY 
  Hitting 
  -5 
  Close 
  -0 
  Medium 
  -5 
  Long 
  -10 
  Extreme 
  -15 
  COUNTER ATTACK 
  Provided you have attacks still available in the 
  round, you may attempt a counter attack (in place 
  of your free dodge) anytime your opponent fails 
  by more than 5 points or anytime he fumbles, 
  representative of him leaving himself open.
  COUNTER ATTACK TABLE 
  OPPONENTS 
  ATTACK 
  DEFENDERS COUNTER 
  Strike 
  Strike, Sweep, Kick, Punch, 
  Punch 
  Punch, Kick, Sweep, Grapple 
  Kick 
  Kick, Sweep, Punch 
  Sweep 
  Kick, Punch 
  Grapple 
  Grapple, Punch, Kick 
  Ram 
  Sweep, Jump Kick*, Throw# 
  Jump Kick 
  Throw#, Sweep, Kick, Punch 
  *You may only attempt the Jump Kick from a 
  standing position 
  #In situations where your opponent is already 
  moving, it is possible to throw him without first 
  making a grapple, as you use his own momentum 
  against him. 
  SURPRISE ATTACK MODIFIERS 
  Circumstance 
  Human 
  Perception 
  Modifier 
  In the Heat of Battle 
  +5 
  Neutral Environment 
  +1 
  Peaceful Environment 
  -1 
  In Public or Crowded Place 
  -1 
  Isolated Location 
  +2 
  Enemy Territory 
  +3 
  Home or Safe Haven 
  -2 
  Attacker is an enemy 
  +5 
  Attacker is a Stranger or Neutral 
  +1 
  Attacker is a Friendly 
  Acquaintance 
  0 
  Attacker is Trusted 
  Friend/Lover/Family  
  -5 
  Defender perceives Attacker as 
  Helpless/Incapacitated 
  -2 
  Other Situational Modifiers* 
  Varies* 
  Attacker is a Child or Elderly 
  -2 
  * Any situation which would change the defenders 
  perception of the attacker, such as a heated 
  argument, a friend acting strangely, or a friend 
  being influenced by another, may result in a GM 
  set modifier of a positive or negative value 
  between –5 and +5. 
  Body 
  Type 
  Strength 
  BTM 
  H-H 
  Dam. 
  Cast 
  Dam. 
  Throw 
  Distance 
  Ram 
  Dam. 
  1-2
  3-4 
  5-6 
  7-8 
  9-10 
  11-12 
  13-14 
  15-16 
  17-18 
  19-20 
  Very Weak
  Weak 
  Average 
  Strong 
  Very Strong 
  Superhuman 
  -0
  -1 
  -2 
  -3 
  -4 
  -5 
  -1
  +0 
  +1 
  +2 
  +3 
  +4 
  +6 
  +8 
  +10 
  +12 
  -1
  +0 
  +1 
  +1 
  +1 
  +2 
  +3 
  +4 
  +5 
  +6 
  5y
  10y 
  40y 
  60y 
  80y 
  100y 
  120y 
  140y 
  160y 
  180y 
  1D6-2
  1D6 
  2D6 
  2D6+1 
  2D6+2 
  3D6+4 
  3D6+6 
  3D6+8 
  4D6+8 
  5D6+8 
  Carry = 10x BT in kg./Dead lift = 40x BT in kg. Martial Artists add skill level to damage
  HAND TO HAND MANEUVERS 
  STRIKE/CAST: 
  Attack with a hand held or thrown melee weapon 
  PUNCH: 
  Attack with fists, elbows, headbutts 
  KICK: 
  Attack with feet, knees 
  DISARM: 
  Remove opponents weapon 
  SWEEP: 
  Trip or knock opponent to the ground 
  BLOCK/PARRY: 
  Use Body or weapon to intercept opponents attack 
  DODGE: 
  Evade opponents attack 
  GRAPPLE: 
  Seize opponent to initiate a hold, choke, or throw 
  THROW: 
  Hurl or toss grappled opponent 
  HOLD/BREAK: 
  Immobilize or do damage to grabbled opponent 
  CHOKE/CRUSH: 
  Damage or incapacitate grappled opponent 
  ESCAPE: 
  Free yourself from a grapple, hold, or choke 
  RAM: 
  Slamming or hurling oneself into opponent as an attack 
  HAND TO HAND RANGES 
  RANGE 
  MODIFIER 
  KEY ATTACKS 
  Casting
  -0
  Block, Dodge, Jump Kick
  Various
  Cast, Ram
  Hitting
  +5
  Polearm Strike
  +3
  Normal Weapon Strike
  -0
  Punch, Kick, Disarm, Ram,
  Sweep, Block, Dodge
  -3
  Grapple
  -5
  Cast
  Grabbing,
  -0
  Disarm, Grapple, Throw
  Hold, Choke, Escape
  -3
  Punch, Kick, Sweep, Block
  Dodge
  -5
  Normal Strike
  REQUIREMENTS FOR RANGE CHANGE 
  Casting to Hitting: 
  If you have the greater MA you may be able to enter 
  Hitting range. 
  Hitting to Grabbing:
  Make Grapple roll.
  Grabbing to Hitting:
  Make Parry or Dodge roll.
  Hitting to Casting:
  If you have the greater MA you may be able to enter 
  Casting range. 
  DASH MODIFIER TABLE 
  Dashing Distance 
  Damage 
  Penalty To Hit 
  None (up to 2m) 
  -0 
  -0 
  5m 
  +1/4 of MA 
  -2 
  10m 
  +1/3 of MA 
  -4 
  15m 
  +1/2 of MA 
  -6 
  20m 
  + MA 
  -8 
  25m 
  + 1 ¼ MA 
  -10 
  30m 
  + 1 1/3 MA 
  -10 
  The penalty to hit stops at –10, anyone who can run faster than that is going to be 
  too quick to react any more than that. 
  FALLING DAMAGE 
  Damage from a fall is determined 
  at a rate of 1d10 per ten feet 
  (ignore the first 10 feet, An 
  Athletics roll is permissible, with 
  the difficulty raising by 5 for every 
  ten foot increment of fall.  For 
  every point over success, the 
  character may ignore 5 feet of the 
  fall.  Soft armor is completely 
  ineffective against falling 
  damage, Hard armor is ½. 
  IMPACT DAMAGE 
  Impact Damage is determined at a rate of 1d10 
  per 10 MPH, if two objects collide head on, both 
  objects take the combined damage determined 
  by the speed of each object.  If collision occurs 
  from a forward angle, the damage is reduced by 
  25%, damage from the side is at half to both 
  objects but only the impacting object 
  determines damage, and damage from behind a 
  or from rear angle is reduced by 75%, again only 
  the impacting object determines damage. 
  Impact Damage is also modified by weight.  For 
  every 50% weight difference, modify damage up 
  or down by 50%.   
  
  DEFENDERS WEAPON SIZE DISARM PENALTY 
  Very Heavy: Great Sword 
  Heavy: Rifle, Long Sword 
  0 
  Medium: Pistol, SMG, Large Knife 
  -3 
  Light: Shuriken, Small Knife, Derringer 
  -6 
  Attackers Weapon 
  CHANCE DEFENDERS WEAPON BREAKS  ON A D10 
  Very Heavy 
  Very Heavy 1 
  Heavy 1-2 
  Medium 1-3 
  Light 1-4 
  Heavy 
  Very Heavy 0 
  Heavy 1 
  Medium 1-2 
  Light -3 
  Medium 
  Very Heavy 0 
  Heavy 0 
  Medium 1 
  Light 1-2 
  Light 
  Very Heavy 0 
  Heavy 0 
  Medium 0 
  Light 1 
  Very Hvy Weapon
   Maul, Great Axe, Great Sword, Sledgehammer, Polearm
  Hvy Weapon 
   Battle Axe, Longsword, Steel Staff, Rifle 
  Medium 
   Shortword, Axe, Spear, Pistol, Machete, Knife, Nunchaku, Rapier
  Light 
   Small Knife, Dagger, Derringer, Foil, Blowgun 
  Weapons made of wood are automatically treated as being no higher than Medium, 
  this includes wooden shafts (Just the wooden part) on spears or polearms.  Weapons 
  made of Monocrystal or leather are automatically treated as being light.  Anything 
  more fragile (such as glass) will break on any parry attempt. 
  MELEE WEAPON QUALITY 
  0 
  Fragile, breaks on any fumble, 50% chance of breaking during use. 
  1 
  Cheap, breaks on a roll of 4 on a 1D10 after any fumble. Weapons of this 
  quality are treated as being 2 categories lower on the Break Chart 
  2 
  Poor Quality-breaks on 2 or less on a 1d10 after a fumble. Weapons of this 
  quality are treated as being 1 category lower on the Break Chart  
  3 
  Standard Quality, hard to damage, breaks only on a critical fumble 
  4 
  High Quality, long lasting, can take abuse, military quality tool, almost 
  impossible to damage without specifically intending to.  Weapons of this 
  quality are treated as being 1 category higher on the Break Chart 
  5 
  Masterwork Quality, even trying, it is near impossible to damage.  Only the 
  finest weapons can achieve this.  Weapons of this quality are treated as being 
  2 categories higher on the Break Chart 
  RUN 
   To determine how far a character can run in a single combat round (3.3 seconds) in 
  meters, multiply the characters MA by 3. The character can then run x3 this 
  distance in a full 10-second turn. Write this in the RUN section on your Character 
  Sheet. (For example: MA of 7 would write 21/63 
  TERRAIN MODIFIERS 
  Easy (sidewalk, plains) ........ No reduction 
  Rough (wooded, sand) .................. 1/2 MA 
  Very Rough (marsh, snow) ............. 1/4 MA 
  WEATHER MODIFIERS 
  Light rain, flurries .................. No reduction 
  Steady rain, heavy snow ................. 1/2 MA 
  Blizzard ........................................... 1/4 MA 
  LEAP: 
  To determine the distance of a characters standing jump, divide the characters RUN 
  by 12, this is how many meters the character can jump.  For a running jump, divide 
  the characters full 10-second Turn Run by 12, this is how far the character can jump 
  in meters.  Vertical Distance is ½  standing jump.   
  CLIMBING: 
  Characters can climb a number of meters equal to their MA in one round. An 
  Average Athletics check should be made every Turn spent climbing. An Average 
  Strength Feat check should be made for the character to hang on, climbing can 
  resume next round. The movement rate when climbing without aid of a rope is MA/2 
  meters. The GM should assign a difficulty number for Athletics or Strength Feat 
  checks according to the sheerness and angle of the surface being climbed. 
  Every point of Athletics will modify: Run by 1 meter/round, Leap by 6 centimeters 
  distance / 3 centimeters Height, and Climb by .5 meters a round. 
  MICROWAVER SIDE EFFECTS ON CYBERNETICS 
  1.  Cyberoptics short for 1D6 turns. 
  2.  Neural pulse! if character has interface plugs, Reflex boosts or other hardwiring, 
  REF stat reduced by 1D6/2 until repaired. 
  3.  Cyberaudio shorts for 1D6 turns. 
  4.  Cyberlimb malfunction: Lose all use of cyberlimb for 1D10 turns. Roll 1D6 for 
  limb,   re-rolling if no cyberlimb is present: 
  1-2  Right Arm  3  Left Leg  4  Right Leg  5-6  Left Arm 
  5.  Total Neural breakdown! Character reduced to twitching, epileptic fit for 1 D6/3 
  turns. 
  6.  No Effect.
  ARROW & BOLT DAMAGE 
  Arrow/BOLT size 
  Damage 
  Short Bow / Hand 
  Crossbow 
  1d6 + BT damage 
  Medium Crossbow 
  2D6 + BT damage 
  Long Bow / Heavy 
  Crossbow 
  3d6 + BT damage 
  Different arrow heads may increase or decrease 
  damage 
  Armor Piercing 
  ½ 
  damage 
  Broadhead 
  + 1D6 
  Razor Tipped 
  + 1D6 
  Blunt 
  Stun 
  Only 
  Barbed Arrows do an additional d6 damage unless a 
  successful first aid check is made at a difficulty equal 
  to 5 + damage taken 
  Arrows that miss have a 50% chance of breaking 
  Shortbows have a maximum BT of 6 
  Longbows have a maximum BT of 10. 
  Compound Bows have a maximum BT of 16. 
  Hand Crossbows have a maximum BT of 5. 
  Compound Hand Crossbows have a max BT of 10. 
  Medium & Larger Crossbows have a max BT of 10. 
  Medium & Larger Compound Crossbows have a max 
  BT of 20  
  Range =BT x 5m
  ENDURANCE 
  Activity 
  Level 
  Requires Check at 
  each Increment: 
  Examples: 
  Light 
  BOD + Endurance 
  = x2 Hours 
  Driving, Working on 
  Computer, Walking, 
  Guard Duty, 
  Paperwork,  
  Medium 
  BOD + Endurance 
  = x10 Minutes 
  Manual Labor, 
  Jogging, Climbing, 
  Heavy Lifting (Carry 
  Max), 
  Heavy 
  BOD + Endurance 
  = x2 Rounds 
  Fighting, Running, 
  Extreme Lifting  
  (Dead Lift Max) 
  Any time a character exceeds the amount of time 
  allowed for an activity, he must make an Endurance 
  Check at a difficulty of 10.  For every Increment after, 
  (Light = Hours, Medium = Minutes, Heavy = Rounds) 
  the difficulty of the check raises by +1 modified by the 
  following conditions: 
  SAMPLE CONDITIONS 
  MODIFIERS
  Under Pressure  
  -3 
  Unskilled at Activity (0 skill level) 
  -3 
  Lightly Skilled (1-3 Skill Level) 
  0 
  Moderately Skilled (3-5 Skill Level) 
  +1 
  Highly Skilled at activity (6-8) skill level) 
  +2 
  Expertly Skilled at activity (9-10 Skill 
  Level) 
  +3 
  Combat Situation 
  -1 
  Adverse Conditions (mild rain, slightly 
  hot or cold, sand, snow, etc…) 
  -2 
  Severe Conditions (Heavy Rain, 
  Extreme Heat or Cold, mud, ice, etc…) 
  -4 
  Exceeding Weight allowance 
  -4 
  In some instances, Cool may replace BOD for 
  purposes of Endurance Checks, at GM Discretion 
  POISON/DRUG/DISEASE DAMAGES 
  TYPE 
  MILD 
  STRONG 
  POWERFUL 
  Damage 
  1-4 D6 
  5-10 D6 
  11-20 D6 
  Poison 
  Belladonn
  a 
  Arsenic 
  Stonefish 
  Venom 
  Drug 
  Alcohol 
  Sodium 
  Pentathol 
  LSD 
  Illness 
  Measles 
  Pneumonia 
  Plague 
  
  ACTIONS: 
  During your part of the round, you may perform one of the following actions 
  without penalty: 
  Move up to your full Movement (3x your Movement Allowance In meters) per 
  round.   Actions (such as reloading, defending, or Combat Actions)  made 
  during the full movement are possible, but incur a –3 penalty. Or you may 
  move up to 1m and perform any other action.    
  Reload or change weapons. 
  Mount or dismount from a vehicle.  Or stand from a prone position. Making 
  an additional action (reloading, defending, or Combat Actions) is possible, 
  but any action made will incur a –3 penalty. 
  Escape a hold or trap.  
  Aim (gaining +1 to hit every round of aiming up to 3 rounds)  
  Perform a non-combat task. 
  Dodge or Block a melee attack.  Everyone gets one free dodge per round, 
  after that any Dodges/Blocks are considered part of their Combat Actions. 
  Two weapon attacks can be made at a -3 penalty on both weapons used.  If a 
  character is Ambidextrous (as per the optional Innate Ability rule) he may 
  ignore this penalty. 
  Make your maximum allowable number of Combat Actions  
  COMBAT ACTIONS: 
  To determine a characters number of Combat Actions:
  A) Add your Initiative skill+Combat Sense+any other Initiative modifiers applicable, 
  the final result is known as the Reaction Total (RT).   
  B) Add your RT to your Applicable Combat Skill (Handgun, Submachine Gun, Rifle, 
  Heavy Weapons, Archery, Martial Arts, and Brawling/Melee) to determine your 
  maximum number of Combat Actions (CA) allowed in a round with that skill.  
  C) There are 3 types of CA’s, Quick, Normal, and Full.  To determine the number 
  of actions allowed by each type, consult the following. 
  Quick Combat Actions: (RT+Skill divided by 5) Firing a semi-automatic weapon 
  (Handgun, Submachine Gun, Rifle, Heavy Weapons), a Quick Melee punch, kick or 
  strike, Cast an ultra/extra-light weapon, and Block/Parries,  
  Normal Combat Actions: (RT+Skill divided by 10) Nock/fire an Arrow on a Bow, 
  fire a 3-round burst, fire and re-chamber a Pump, Bolt, Lever, or Single Action 
  weapon, ,Sweeps, Disarms, Escapes, Grapples, Holds, Breaks, Throws, 1 normal 
  Melee Punch, Kick or Strike, Cast a Light Weapon, Fast Draw (-3 to hit), and 
  Dodges,  
  Full Combat Actions: (RT+Skill divided by 15) Single Shot or Fully Automatic 
  Weapons, Choke, Crush, Ram and a Full Melee Punch, Kick or Strike, Cast a 
  medium or larger weapon, and drawing a weapon 
  The player must specify the number of shots or maneuvers to be performed before the 
  first dice (after initiative) is rolled per round. 
  If attacking more than one target regardless of your RT, you lose a Quick Action, this 
  effect is cumulative.  In Close Quarters situations, using any weapon with a 
  Conceilability rating of N, you lose a Normal action (2 Quick Actions) every time 
  you change targets. 
  Regardless of RT or Skill level, only a character’s first shot can be a Called Shot per 
  round.  This rule also applies to martial arts and melee attacks but only within normal 
  striking range.  More than 1 yard of movement limits a character to 1 Martial Art 
  attack per round. (For example if a character has to close distance, or wants to 
  perform a running attack, he only gets the 1 attack). 
  After the first combat action, all following Combat Actions allowed take a 
  cumulative -1.  Combat Actions taken beyond those allowed by your RT acquire a -3 
  cumulative penalty, on top of the penalty already acquired. Maximum number of 
  additional Combat Actions is x2 what is allowed. 
  If the weapons BOD minimum is higher than the characters BODY, divide the 
  number of Combat Actions allowed by Half, (rounding down). 
  Different types of Combat Actions may be performed.  A full Combat Action = 1 
  Normal CA and 1 Quick CA, or 3 Quick CA’s.  A Normal CA = 2 Quick CA’s.  A 
  character may even use 2 separate skills to perform multiple Combat Actions, 
  however the number of actions are determined by the LOWEST skill being used. 
  (When applying this rule be sure to use discretion, common sense will tell 
  you if what a character is attempting is feasible.) 
  INITIATIVE = ROLL 1D10+REF+INITIATIVE SKILL. 
  AMBUSH = +5 TO ATTACK FOR 1 ROUND
     WEAPON RANGES   RANGED COMBAT TO-HIT NUMBERS
  Handguns/SMGs….. 50m
  Shotguns ........…..... 25m 
  Assault Rifles ….... 250m
  Sniper/Hunt.Rifles..500m 
  Throwing …… 3m x BOD
  Point Blank (Touching-1m) … 10
  Close (1/4 Long range) .……... 15 
  Medium (1/2 Long range) .….... 20 
  Long (Full range)  ............…….. 25 
  Extreme (2x Long range) …..... 30 
  LINE OF SIGHT AND COVER MODIFIERS
  Target silhouetted ............................. +2
  Target crouched/kneeling .....…........ -1 
  Target prone ....................................... -2 
  Half body visible ................................ -2 
  Head and shoulders only visible ...... -3 
  Blinded ……………….. ..........…......... -5 
  Head only ............................................ -4 
  Behind someone else ......................... -4 
  RANGED COMBAT TO-HIT MODIFIERS 
  Extra actions …...........….……………..... -3/extra action 
  Using off hand ..…………………………...................... -3 
  Using two weapons …........………….……..... -3 on both 
  Firing while running .....…………………….……......... -3 
  Firing a shoulder arm from hip ..…………………...... -2 
  Fast draw/Snapshot ....................…………...………… -3 
  Ambush/Surprise attack ..........…………….……........ +5
  Silencer/Suppressor ..................……………. ….......... -1 
  Aimed shot at vitals .…………………………................ -6 
  Aimed shot at head, hands, feet …….………...…........ -4 
  Aimed shot at stomach ………………………..……...... -3 
  Aimed shot at arms, thighs ......……………….……..... -2 
  Aimed shot at chest ...................……………………..... -1 
  Bipod (stationary & braced) …………………..……1 to 2 
  Gyro-Mount ...…….....……………………......…............. -1 
  Turning to face target ....... ……………………..…….... -2 
  Ricochet or indirect fire ………………………..…........ -5 
  Loser of Facedown ..........………………………..…...... -3 
  Target immobile ................…………………….…......... +4 
  Moving target ............................................................... -1  
  (additional -1 per  2 points of MA above 5) 
     Tiny target (bullseye, eye, vital area) …………….….. -6 
  Small target (body location, <1m) .….….………….…...-4 
  Large target (car, large animal) ………….………....…. +2 
  Very large target (truck, wall) ……..…….…………...... +4 
  Aiming (max +3) ..............……………………......... +1/turn 
  Laser sight .....................…………………………….…... +1 
  Telescopic sight ........…………...………... +2 Ext, +1 Med 
  Targeting scope .......………………………..…............... +1 
  Scopesight .....……………………… +2 Long/Ext, +1 Med 
  Computer Sights …………………… +3 Long/Ext,+2 Med 
  Smartgun ……………………………............................... +2 
  Smartgoggles ......………….………................................ +2 
  Three round burst (Close/Medium)……….………..….. +3 
  Full auto, Close ..………………………….…......+1/10 rnds 
  Full auto, all other .......………………….....…... -1/10 rnds 
  Autoshotgun .........……………..……… -2/additional shot 
  RECOIL & BODY MINIMUM
  Weapon Type Base BOD Min
  D6 weapons .......................…..................(Max Damage/6)
  D10 weapons ....................….................. (Max Damage/5) 
  Shotguns ..........................…....Max SHOT Damage x0.25 
  Grenade launchers ........................ (Diameter in mm) x0.3 
  Modifiers Multiply all mods together
  1-handed (handgun) ...........................................…...x2.0
  2-handed, no brace* (SMGs & shotguns) ..........…..x1.0 
  2-handed & brace* (rifles, MGs, other SMGs) ........x0.5 
  High-pressure/high-velocity grenades ...................x1.5 
  EAP (railguns) ..........................................…..............x1.8 
  ROF 1-3 (semiauto) ..................................…..............x1.0 
  ROF 3-16 ..................................................…........…. x1.75 
  ROF 16-30 ................................................…..............x2.0 
  ROF 31-60 ..................................................…............x2.5 
  ROF 61-120 ................................................…............x3.0 
  ROF 121+ ...................................................….......…...x3.5
  *Brace=stock, arm brace, shoulder strap, harness, sling, 
  mono/bi/tripod, gyro-mount, etc. 
  In near future and beyond settings, 
  A Cyberarm acts as BOD 12 for pistol recoil purposes. 
  A Powered Exo-Mount has BOD 18 for recoil purposes.
  
  FULL AUTO RULES 
  At Close Range:  For every 10 rounds fired at Close range, add 1 to 
  your Attack Total. 
  At Medium, Long and Extreme Ranges:  For every 10 rounds fired 
  at Medium, Long and Extreme ranges, subtract 1 from your Attack 
  Total. 
  NUMBER OF HITS = 
  # POINTS >THAN TO HIT NUMBER
  Suppressive Fire:  Suppressive fire is used to cover an area (called 
  a fire zone) with bullets, making the area hazardous to pass 
  through. All targets entering or crossing the fire zone during this 
  attack must make a "save" against taking a bullet by rolling their 
  Athletics Sklll + REF + 1D10 and beating a save number. A failed 
  Save means the target takes 1D6 rounds, each randomly located. 
  This save number is determined by dividing the total number of 
  bullets fired by the width of the fire zone.  
  SAVE = NUMBER OF ROUNDS DIVIDED BY THE WIDTH OF THE 
  FIRE ZONE IN METERS 
  You may overlap the fire zones of more than one weapon, dividing 
  the total number of shots to determine the save number. For 
  example, two Uzis with an ROF of 32 would place 64 bullets into the 
  fire zone. 
  FULL AUTO AT MULTIPLE TARGETS 
  If attacking more than one target, you must roll for each target 
  individually.  When firing full-auto at multiple targets the distance 
  between targets is included when dividing the number of possible 
  hits. So two characters 5 meters apart = 7, 6 targets over 8 meters = 
  10, etc. The ROF of the weapon is divided by this number to 
  determine the maximum number of hits per target. If ROF is 30 and 
  targets are 5 meters apart (7 including targets themselves) then 
  30/7 = 4; a maximum of 4 rounds per target. Roll as per FULL AUTO 
  rules. 
  FIRE CORRIDORS & GRAZING FIRE 
  A fire corridor is where you plot an area where the enemy can 
  advance, then set up a machine gun, or other automatic weapon, to 
  cover it with sweeping fire. That way you don't have to aim when 
  the enemy starts moving through it, you just hold down the trigger 
  and sweep. This Ambush doesn't grant +5 to Attack rolls, but +10 
  to Initiative. Grazing fire is where you set the machinegun at knee 
  level and fire; this way, you usually hit not-so-well-armored legs. 
  Grazing fire is considered a use of Suppressive Fire that only hits 
  legs. 
  AREA EFFECT TABLE 
  Type 
  Blast Radius 
  Grenades 
  1m per Die of damage 
  Gas Grenade 
  3m 
  Molotovs 
  2m/liter 
  Flamethrower 
  2m 
  Cyberlimb flamethrower 
  1m 
  Mine 
  2m 
  Claymore 
  6m line from explosion 
  6 
  5m/kg 
  SMG 
  4m 
  Missile 
  6m 
  Shotgun (Close) 
  1m 
  Shotgun (Med) 
  2m 
  Shotgun (Lng/Ext) 
  3m 
  Micromissile 
  2m each 
  DRUG & POISON EFFECTS
  Type
  Effect
  Damage
  Hallucinogen
  Confusion -4 INT
  Nausea Drugs
  Illness
  -4 REF
  Sleep Drugs
  Sleep**
  None
  Biotoxin I
  Death
  4D6
  Biotoxin II
  Death
  8D6
  Nerve Toxin/gas
  Death
  8D10
  ** Half effect it drowsiness, -2 to all 
  stats.
  SHOTGUN TABLE
  Range 
  Size of 
  Pattern 
  Damage
  Close, PB 1 meters 
  4D6 
  Medium 
  2 meters 
  3D6 
  Long 
  3 meters 
  2D6 
  AMMO TYPE
  DAMAGE
  COST NOTES
  5mm
  1d6
  5 
  .25 ACP
  1d6+1
  7 
  .22 Long Rifle
  1d6
  6
  6mm
  1d6+1
  8 
  7mm
  1d6+2
  9
  .38
  1d6+2
  10
  9mm 
  2d6+1
  12
  .41 CL 
  2d6+1
  14
  .45 Cal ACP
  2D6+2
  15
  10mm
  2d6+3
  16 
  Militech 88 ISTS
  3d6
  20
  8.8mm Necked-Down 10mm 
  .338 
  3d6
  17
  .357 Magnum 
  3d6+1
  18
  .45ACP
  2d6+2
  18
  .400 Cor-Bon
  3d6
  22
  Necked-Down .45ACP
  .40S&W
  2d6+3
  18
  11mm
  3d6
  20
  CA 10.4mm
  3d6+3
  35
  Necked-Down 11mm round
  .408 Magnum
  3d6+2
  25
  .41 Magnum
  3d6+2
  24
  12mm
  4d6+1
  30
  .44 Magnum
  4d6
  35
  .454 Casull
  4d6+3
  40
  .50AE (12.7mm)
  4d6+2
  42
  Desert Eagle & Jericho load
  .44 Cor-Bon Magnum
  4d6+3
  55
  Necked-Down .50AE round
  .525 Magnum Express 5d6
  55
  .577 Boomer 
  Magnums  
  5d6AP
  60
  14mm Malorian Short
  6d6
  70
  RIFLE AMMO
  4.5mm Liquid Prop
  4d6
  50
  5.5mm Chinese
  4d6+2
  40
  5.56mm NATO
  5d6
  35
  5.54mm PACT
  5d6
  40
  5.7mm Caseless
  3d6
  25
  6mm Caseless
  5d6
  40
  7mm Fed. Caseless
  5d6
  30
  .30-06
  6D6
  25
  7mm Can Long
  6d6-2
  40
  7.62mm Sov Short
  5d6+2
  45
  7.62mm Sov Long
  6d6
  50
  7.62mm NATO Long
  6d6+2
  65
  6.5CL Hybrid
  6d6-1
  50
  9mm CL Long
  2d6+4
  20
  Arasaka 10mm Rifle
  8d6
  80
  .300 Winchester Mag.
  7d6+3
  100
  12.7mm /.50 BMG
  6d10
  100
  20mm Reduced
  4d10
  75
  14.5mm
  7d10
  100
  15mm BMG
  7d10
  110
  15mm Kurz
  4d10+3
  150
  Available in KTW & 
  Explosive  
  20mm
  8d10
  200
  Available in EHI
  30mm
  10d10
  500
  Available in EHI
  SHOTGUN AMMO
  *
  .20 Gauge
  3d6/2d6/1d6 35
  *indicates Damage at close, 
  medium, and long ranges 
  .12 Gauge
  4d6/3d6/2d6 40
  .10 Gauge
  5d6/4d6/3d* 50
  SHOTGUN SLUG/SABOTED ROUND DAMAGE
  20ga. slugs 
  3D10 
  X2/x3 AP Armor ½ - Dam full on 
  Hard ½ on Soft 
  12ga. slugs 
  4D10 
  X2/x3 AP Armor ½ - Dam full on 
  Hard ½ on Soft 
  10ga. slugs 
  5D10 
  X2/x3 AP Armor ½ - Dam full on 
  Hard ½ on Soft 
  
  Choose  
  or roll           
  CRITICAL SUCCESS EFFECT 
  1 
  Weapon does x2 damage 
  2 
  Weapon does Maximum Damage as if from a point blank  
  3 
  You may choose Hit Location instead of rolling (Head, Arm, 
  etc.)In case of called shot, you may choose specific location 
  (Eye, Finger, Groin, etc) 
  4 
  Weapon hits weak spot in opponents armor (view slits, joints, 
  between seams) armor is treated as being at 1/4th   
  5 
  Weapon hits 2 targets (via ricochet, over penetration, etc.) 
  second target takes half damage 
  6 
  Weapon hits something explosive or flammable (explosives, 
  ammo, fuel, etc.) on opponent or target, and detonates or 
  ignites (only applicable if something of this nature is 
  available) 
  7 
  Impact from your weapon automatically disarms opponent 
  8 
  Blood, Shrapnel, or other substance released from your 
  weapons damage gets into targets eyes, blinding him for 1 
  round 
  9 
  Weapon shocks enemy more than normal, stun save at –2
  10 
  Weapon knocks opponent off his feet. 
  FUMBLE TABLES
  REFLEX - Combat
  1-4 No fumble. You just screw up. 
  5 You drop your weapon. 
  6 Weapon discharges or strikes something harmless. 
  7 Weapon jams or imbeds itself in the ground for one turn. 
  8 You manage to wound yourself. 
  9-10 You wound a member of your party. 
  REFLEX - Athletics
  1-4 No fumble. Make an idiot of yourself. 
  5-7 Fail miserably. 1 point of damage (sprain, fall), make a Stun save 
  8-10 Fail abysmally. If a physical action, take 
  1D6 damage, make Stun Save -1. 
  TECH - Repair or create
  1-4 No fumble. You can't get it together. 
  5-7 You make it worse, +5 Difficulty for next attempt. 
  8-10 You damaged the device or creation beyond repair. 
  EMP - Convince, Fast Talk, Seduce
  1-4 No fumble. They just won't buy it. 
  5-6 You not only don't convince them, they are left totally cold (-4 to 
         next roll). 
  7-10 They are violently opposed to anything you want. Roll 1D10, on       
         a 1-4 they attempt to do you physical harm. 
  INT - Figure out, Notice, catch a clue
  1-4 No fumble. Don't know how to do it, or what's going on. 
  5-7 You don't know anything about what's going on. Fast Talk -2 to see if 
  anyone else notices how dumb you are. 
  8-10 You not only don't know what's going on or anything about the 
  subject, but everyone knows how ignorant you are. 
  EXPLOSIVE RANGES 
  Explosive 
  Unit 
  Area 
  Damage 
  Plastique 
  1kg 
  7m 
  7D10 
  C6 
  1kg 
  8m 
  8D10 
  TNT 
  1 stick 
  4m 
  4D10 
  Take the area covered by one unit of explosive and multiply this by the 
  total number of units. 
  EXPLOSIVES RULES
  Use grenade to damage structure .....….. 20
  Use explosive as thrown bomb ........….. 15
  Tamping an explosive (5 min+) ......…... 15
  Minimize C-6+ shockwave (33%) …..... 20
  Enhance C-6+ shockwave (+100%) ..…. 20
  Shaping charge (1/3rd AOE,x2 damage)…30
  EVALUATE STRUCTURE FOR WEAKNESS
  x2 damage ............................................. 20
  x3 damage ............................................. 30
  x1 .................................................... Failure
  x1/3 ................................................ Fumble
  MAKING EXPLOSIVES
  Nitroglycerine (lab, 24eb/kg) ................. 15
  Guncotton (lab, 10eb/kg) ....................... 15
  TNT (full lab, 20eb/kg) ........................... 20
  Plastique (full-lab, 50eb/kg) ...............…. 25
  C6 (full-lab, 75eb/kg) .........................….. 35
  Chemical delay fuses (25eb-75eb) .……... 20
  PROPORTIONAL  
  ARMOR TABLE
  Difference 
   in SPs 
  Bonus  
  Number
  0-4 
  +5 
  5-8 
  +4 
  9-14 
  +3 
  15-20 
  +2 
  21-26 
  +1 
  27+ 
  +0 
  Staged Penetration  
  Armor doesn't just 
  keep absorbing 
  damage indefinitely. 
  Every time the armor 
  is hit, it is reduced by 
  one point of SP.  Each 
  time the armor is 
  struck by a 
  penetrating attack 
  (i.e., an attack that 
  actually exceeds the 
  armor's SP), it's SP is 
  reduced by an 
  additional 1 point for 
  every 4 points of 
  penetration (before 
  halving for Armor 
  Piercing and the like).  
  When the SP reaches 
  0, the armor will no 
  longer stop damage. 
  COMMON COVER       SP SDP
  Office/Sheetrock Wall 
  5/15-sq yard 
  Concrete Block Wall 
  10/30-sq yard 
  Reinforced Wall 
  20/60-sq yard 
  Brick Wall 
  25/75-sq yard 
  Stone Wall 
  30/90-sq yard 
  Reinforced Wall 
  40/120-sq yard 
  External Wall 
  50-150-sq yard 
  Floor / Ceiling 
  25/75-sq yard 
  Heavily Reinforced Floor 
  100/300-sq yard 
  Office/Wood Door 
  5/15 
  Heavy Wood Door 
  15/45 
  Concealed Security Door 
  15/45 
  Steel/Security Door 
  25/60 
  Reinforced Steel Door 
  50/150 
  Plexiglas Windows 
  12/15-sq yard 
  Bulletproof Glass 
  15/45-sq yard 
  External Windows 
  25/75-sq yard 
  Car Body, Door 
  5/20 
  Data Term 
  25/75 
  Mailbox 
  10/55 
  Curb 
  25/25 
  Armored Fridge 
  90/30 
  Weapon Emplacement 
  30/90 
  Tree, Phone Pole 
  90/50 
  Concrete Utility Pole 
  85/85 
  Engine Block 
  55/40 
  Hydrant 
  35/65 
  Armored Car Body 
  25/80 
  AV-4 Body 
  40/60 
  Jersey Barrier 
  120/120 
  GRENADE TABLE 
  Roll 1D10 to determine Point Of 
  Explosion. 
  To determine effects and damage 
  for anyone caught in the Blast 
  Radius of the Explosion, first 
  determine the targets distance 
  from the center of the blast.  Next 
  figure the Area Of Effect Range. 
  For every meter away from the 
  Point Of Explosion damage is 
  reduced by 1 Die increment 
  (shaped or directional charges are 
  reduced by 2 Die increments). 
  Explosive damage is taken to 1 
  location for every 2 Die of damage 
  (round up) the character(s) in the 
  Blast Radius receives.
  Average Missiles, Rockets, And Torpedos 
  Type 
  Blast Radius 
  Damage 
  Rocket 
  5m 
  13d6 
  Missile 
  4m 
  12d6 
  Torpedo 
  10m* 
  13d6 
  * underwater only 
  Note: for Rockets and Missiles: If a rocket or missile has an 
  Armor-Piercing warhead, the armor's SP is halved, but the 
  damage that penetrates is not. 
   
  
  Skill Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  IP Cost 
  10
  10
  20
  30
  40
  50
  60
  70
  80
  90
  Total IP 
  Cost 
  10
  20
  40
  70 110 160
  220
  290
  370
  460
  ����
  
  BASIC LOCATION CHART 1D10 
  Location 
  Head 
  Torso 
  R.Arm 
  L.Arm 
  R.Leg 
  L.leg 
  D10 
  1 
  2-4 
  5 
  6 
  7-8 
  9-0 
  EXPANDED LOCATION TABLE 1D6 
  D6 
  HEAD 
  TORSO 
  ARM 
  LEG 
  1 
  Skull 
  Neckline 
  Shoulder 
  Hip 
  2 
  R/L Cheek/ 
  Back of Skull 
  Chest/ 
  Upper Back 
  Upper Arm
  Thigh 
  3 
  R/L Eye 
   R/L Ear  
  Sternum/ 
  Spine 
  Elbow 
  Knee 
  4 
  Nose/ 
  Back of Skull 
  Ribs 
  Forearm 
  Calf/ 
  Shin 
  5 
  Mouth/ 
  Back of Skull 
  Stomach/ 
  Lower Back 
  Wrist 
  Ankle 
  6 
  Neck 
  Groin 
  Hand 
  Foot 
  If you hit a body location that is behind cover, do not re-roll, keep it 
  and hope your weapon does enough damage to penetrate the cover, if 
  not, tough luck.  The GM may decide allowances are in order, but only 
  within reason. 
  CRITICAL WOUNDS
  10 points in an arm or leg means it cannot be used until medical 
  attention is sought.  Single wounds causing 10 or 11 points of 
  damage to one area cause critical effects as follows: 
  10 points in the head requires an instant Mortal 4 save and in any 
  case renders the victim into a coma lasting 2D10 days. A mortal 3 
  death save must be passed every day for the first half of this time. 
  There is a 50% chance of brain damage. This is permanent and 
  reduces INT by D6/2. 
  10 points in the torso, requires a single mortal 1 save, (death and 
  stun) and needs a save each minute after the wound at one mortal 
  level greater, (i.e. 2 then 3 then 4 then 5 etc...). This continues till the 
  patient is stabilized, healed or dies.... 
  10 points to any arm or leg will break it, immobilizing it so it cannot 
  be used until it has been re-set, (this means it cannot be used for 
  1D10 weeks from when it is re-set). 
  Single wounds causing 12 or more points of damage will cause a 
  mortal effect as described below: 
  12 points to the head, (after doubling), will kill the character outright. 
  They automatically drop to death state 10 as their head is literally 
  blown off!!!! 
  12 points to the torso, (14 for decentralized heart), will automatically 
  put the victim at death state 1 regardless of wounds, this increases 
  as per normal. This represents major internal organ damage. 
  12 points to any arm or leg will either mangle it or sever it completely. 
  This means the victim must make a mortal 0 stun and death save, 
  with another save one level more each turn, (i.e. mortal 1, then 2 then 
  3 etc...).   
  WOUND EFFECTS 
  Light (1) .......................................... 0 
  Serious (5) .....     -2 to all Actions/-1 Stun Saves 
  Critical (9) .....     -4 to all Actions/-2 Stun Saves 
  Mortal (13) .....   -6 to all Actions/-3 Stun Saves/-0 Death Saves 
  Mortal 1 (17) …  -8 to all Actions/-4 Stun Saves/-1 Death Saves 
  Mortal 2 (21) …-10 to all Actions/-5 Stun Saves/-2 Death Saves 
  Mortal 3 (25) …-12 to all Actions/-6 Stun Saves/-3 Death Saves 
  Mortal 4 (29) …-14 to all Actions/-7 Stun Saves/-4 Death Saves 
  Mortal 5 (33) …-16 to all Actions/-8 Stun Saves/-5 Death Saves 
  Mortal 6 (37) …-18 to all Actions/-9 Stun Saves/-6 Death Saves 
  Degree 
  Damage 
  Progressive Effects Per Location of Burn 
  1st 
  Light 
  Redness and Pain 
  2nd 
  Medium 
  Blistering 
  3rd 
  Serious 
  Scarring (-1 ATTR) Epidermis burned away 
  4th 
  Critical 
  Severe Scarring (-2 ATTR) Ligaments and Tendons 
  burned, (-2 to all physical actions with limb) 
  5th 
  Mortal 0 
  Hideous Scarring (-3 ATTR) Possible Limb Loss 
  (Burned to Muscle Tissue) 
  6th 
  Mortal 1 
  Limb Loss or Death  (burned down to bone) 
  Source
  Damage
  Average Taser
  1D6
  Powerful Taser
  2D6
  Car Battery
  2D6
  Electrical Outlet
  3D6
  Transformer
  4D6
  Lightning Strike
  6D6
  FBC’S
  Full conversion cyborgs 
  take damage from 
  electricity the same way a 
  human does, as such 
  their Stun Save still 
  applies, unless shielded.  
  The encumbrance penalty 
  for additional layers on a 
  cyborg applies fully. 
  STABILIZATION  MODIFIERS
  Full Hospital & Surgery .…. +5
  Trauma Team Ambulance.  +3 
  Life Suspension Tank ….... +3 
  Clinic…………………….….. +2 
  Veterinary clinic ..………… +2 
  Portable Intern Unit ....…... +1 
  Blood Substitute .........…… +1 
  First Aid Kit……………...…..+1 
  Full Field Trauma Kit..……..+2 
  HOLLYWOOD OVERACTING
   EFFECTS 
  1 ……...creams, windmills arms, falls
  2 ……..…...... Crumples like a rag doll 
  3 ……...... Spins around in place, falls 
  4..Clutches wound,staggers and falls 
  5 Stares stupidly at wound, then falls 
  6 ………..Slumps to ground, moaning 
  INFECTION CHANCE TABLE
  SITUATION 
  SAVE 
  MODIFIER 
  Untreated wound in a filthy environment
  -5
  Untreated wound in a Normal Environment
  -3
  Untreated Wound in a clean environment
  -2
  Untreated wound in a Sterile Environment
  -1
  Treated Wound in a Filthy Environment
  -3
  Treated Wound in a Normal Environment
  -2
  Treated Wound in a clean environment
  0
  Treated Wound in a Sterile Environment
  +2
  Wounded by Filthy object
  -2
  Wound is a burn
  -3
  Wound is from Laser
  +1
  Wound is left untreated
  0
  Wound is cleaned and dressed regularly
  +3
  Light Wound
  0
  Serious Wound
  -1
  Critical Wound
  -2
  Mortal Wound
  -3 
  DC
  Sample Target
  15
  Household name Corporation or Establishment Website 
  20
  Low threat target (School or small business networks)
  25
  Personal computer IP’s 
  30
  Police, Govt. or Corporate networks
  35+
  Top Secret Corporate and Military servers and networks
  Rnds 
  Req. 
  INFILTRATION ACTIONS 
  Sample Actions 
  1
  Make a System Knowledge check, Delete a File, Copy a small 
  file, take over an automated Process. 
  2
  Copy or Edit a mid-sized file, plant a virus, 
  3
  Edit a small Program
  4
  Copy or Edit a large file
  5
  Edit a medium program
  6
  Copy or Edit a Huge file
  7
  Edit a large program
  DC
  SampleTarget File or System
  10
  Computer Program (start menu)
  15
  Common File/Trash (desktop acess)
  20
  Remote System (security door locks, automated machinery) 
  25
  Buried Data File or Folder, Secured Remote Sytem
  30
  Hidden or Protected Data file or Folder,
  35+
  Top Secret Data, Bank Transaction Sytem, heavily protected 
  automated system 
  COMPUTER INTRUSION
  Hacker: INT + Programming Skill + Interface + Comp. Speed + 1D10 
  Vrs. 
  Target Computer: Comp. Speed + CPU + Protection (DWx3)USER:  
  INT + Awareness/Notice + Interface + 1D10
  Vrs. 
  Hacker: INT + System Knowledge + Interface + 1D10 
  COMPUTER COMBAT
  Attacker: INT + Programming Skill + Interface + Comp. Speed + 1D10
  Vrs. User 
  Defender: INT + Programming Skill + Interface + Comp. Speed + 1D10
  Or vrs. Cybermodem 
  Comp. Speed + CPU + Protection (DWx5) +1d10 
  
  VEHICULAR MANEUVER DIFFICULTY TABLE
  Difficulty Level:
  DC Modifier 
  (base 10) 
  Driving at Speed Limit
  0
  Driving over speed limit/safe driving speed
  +1 per 5mph
  No traffic
  -1
  Light traffic (1-6 vehicles)
  +1
  Medium Traffic
  +2
  Heavy Traffic
  +3
  Extreme Traffic
  +4
  Attempting a turn traveling faster than vehicles top speed for 
  degree of turn.  Usually involves a “drift” or “power slide” 
  maneuver 
  +1 per 2mph
  over turn top 
  speed  
  Driving in reverse
  +1 per 5mph
  Driving under fire
  +4
  Driver distracted (talking on hand held phone, eating)
  +2
  Recovering from loss of control (ignore 1 10mph increment 
  for every +1 of maneuverability, if the vehicle has negative 
  maneuverability, add a 10mph increment for every –1) 
  +1 per 10mph 
  Vehicle traveling faster than 80% of listed top speed
  +3
  Vehicle traveling more than 80 mph regardless of top speed 
  (Add or reduce 10mph to the 80 for every bonus or minus to 
  maneuverability a vehicle possesses.) 
  +3 every 
  20mph over 80 
  (round up) 
  Making a full deceleration
  +1
  Slamming on the brakes
  +3
  Doing something crazy, like attempting a jump, driving under 
  a truck, driving in oncoming traffic or other insane stunt. 
  (May be modified by circumstance at GM discretion) 
  +6
  Recovering from a sideswipe or a ram from behind (either as 
  attacker or target) 
  +2
  Recovering from impact from side or behind greater than 10 
  degrees 
  (either as attacker or target) (receives additional +1 for every 
  10 degrees up to 90) 
  +3
  Driving with flat tire (non steering tire)
  (vehicles with more than 2 non steering tires reduce this 
  penalty by half) 
  +2 difficulty 
  (per flat tire) 
  Driving with flat tire (steering)
  +3
  Treaded vehicle
  -3
  Driving blind
  +10
  Extra actions w/ cybercontrols (Near Future+ settings only) 
  -1/action
  DRIVING OFF-ROAD
  Fairly flat field
  +2
  Partially wooded, rocky, and/or hilly terrain
  +4
  Densely wooded, very rocky, and/or steep hills
  +6
  Flat, hard packed desert
  0
  Loose sand
  +3
  High dunes, drifting sands
  +6
  Off-road capable vehicles treat off-road conditions as having a 2 point lower 
  modifier 
  Treaded vehicles treat off-road conditions as having a 4 point lower modifier
  MPH to KM/H Simple 
  Conversion 
  5 mph = ~10 km/h
  10 mph = ~15 km/h
  15 mph = ~25 km/h
  20 mph = ~30 km/h
  25 mph = ~40 km/h
  30 mph = ~50 km/h
  35 mph = ~55 km/h
  40 mph = ~65 km/h
  45 mph = ~70 km/h
  50 mph = ~80 km/h
  60 mph = ~100 km/h
  70 mph = ~115 km/h
  80 mph = ~130 km/h 
  TOP TURNING SPEED 
  Radius 
  Top 
  Speed 
  Radius 
  Top 
  Speed 
  15 degree 
  70 mph
  105 degree 10 mph
  30 degree 
  60 mph
  120 degree 
  0 
  45 degree 
  50 mph
  135 degree 
  0 
  60 degree 
  40 mph
  150 degree 
  0 
  75 degree 
  30 mph
  165 degree 
  0 
  90 degree 
  20 mph
  180 degree 
  0 
  Traffic Random Vehicle Generator:
  1D10
  VEHICLE
  1-2
  Motorcycle
  2-3
  Compact Car, Midsize, Car Sedan, 
  6
  Luxury Vehicle, Sportscar
  7-8
  SUV, Pickup Truck, or Minivan
  9
  Large SUV, Van, or Light Truck
  10
  Semi Truck or Large RV
  RANDOM TRAFFIC GENERATOR
  1d10
  # OF VEHICLES
  1
  Road Clear
  2-6
  Light Traffic 1d6 Vehicles
  7-9
  Medium Traffic 2d6 Vehicles
  10
  Heavy Traffic 3d6 Vehicles
  Default is for Daytime, (normal hours 5-7AM, 9AM-3PM, and 6PM 
  to 9PM) 
  Rush Hour (7AM-9AM and 4PM-6PM) doubles the number of 
  vehicles rolled 
  Night time (9PM-12PM) 1/2 of the vehicles rolled (round down)
  Late night/early morning (12pm-5am) 1/3 of vehicles rolled, (round 
  down) 
  High population Area = x2 Vehicles rolled
  Rural Area = 1/2 vehicles rolled (round down)
  Desolate area (interstates between cities, extreme back roads, 
  etc...) = 1/4 vehicles rolled (round down)  
  Dirt Roads raise difficulty modifier level by 1
  Road in severe disrepair raise difficulty modifier level by 2
  Light rain, snow, = -10% of vehicles on road (round down), treat 
  speed limit as if -10mph posted, increases difficulty modifier level 
  by 1  
  Heavy Rain, Snow, Ice, fog, and Sandstorm = -50% of vehicles on 
  road (round down), treat speed limit as if half posted, and 
  Difficulty Modifier level raises by 2  
  For every 2 vehicles over 5 per lane in an increment, treat posted 
  speed limit as being 10% lower in that lane 
  Roll on the table above once for traffic moving in your direction, 
  and again for the traffic in the oncoming lanes. 
  The default is for a 4-lane road (2 lanes moving your direction, 2 
  lanes oncoming).  For every additional lane add 1d6 vehicles,   
  MPH over 
  posted speed 
  re-roll times 
  modified by speed
  MPH over 
  posted 
  speed 
  re-roll times 
  modified by 
  speed 
  Posted speed
  10 rounds
  (30 seconds) 
  +25 mph
  5 rounds
  (15 seconds) 
  +5 mph
  9 rounds 
  (27 seconds) 
  +30 mph
  4 rounds
  (12 seconds) 
  +10 mph
  8 rounds 
  (24 seconds) 
  +35 mph
  3 rounds
  (9 seconds) 
  +15 mph
  7 rounds 
  (21 seconds) 
  +40 mph
  2 rounds
  (6 seconds) 
  + 20 mph
  6 rounds 
  (18 seconds) 
  +50 mph
  1 rounds
  (3 seconds) 
  1D10
  REACTION RESULT 
  1
  Driver panics, loses control of vehicle (roll on vehicle 
  fumble table) 
  2
  Driver not paying attention, cannot react or evade
  3
  Road Rage, driver purposely does whatever he can to 
  hinder involved vehicle, 20% chance he will join chase 
  4
  Driver Speeds up
  5-6
  Driver slows down
  7
  Driver moves out of way violently, if driver is in outside 
  lane he will move onto shoulder or sidewalk, if he is in 
  inside lane he will move into oncoming traffic, if multiple 
  lane, he will move into adjoining lane regardless of traffic.
  8
  Driver slams on breaks
  9-10
  Driver moves out of way easily
  
  RANDOM INTERSECTION TABLE
  1-2
  Side streets have stop signs
  3 
  You have stop sign
  4-5
  4-way stop sign
  6-10
  Stop light
  For a stop light roll 1d6: 1-3 green, 4 yellow, 5-6 red (if yellow it will change to 
  red in 1d6/3 rounds (3-6 seconds)   
  For every 15 seconds it takes you to reach the intersection, there is a 25% 
  chance a light will change color. 
  RANDOM ROAD OCCURRENCES
  (roll once every ten increments of random traffic) 
  1D100
  RESULT
  1-3
  Driver ahead slams on brakes
  4-10
  Opening in traffic, Road clear ahead for 2 increments (comes in to 
  play next increment) 
  11-20 Vehicles ahead of you are side by side and blocking you from passing
  21-24
  Opportunity for cinematic maneuver (ramp allowing for jump, vehicle 
  with loose cargo, etc...) (Comes into play next increment) 
  25-29
  As you move to pass a vehicle it suddenly swerves into your lane (18 
  difficulty to avoid 
  30-35
  Traffic closes behind you, hindering pursuit for 2 increments
  36-38
  Animal, person runs out into road ahead of you (18 difficulty to avoid)
  39-42
  Vacant lot, open field on side of road
  43-45
  Something falls from a vehicle in front of you (20 difficulty to avoid)
  46-50
  Emergency vehicle, lights and siren on, pulls onto road ahead of you, 
  moves 20mph faster than posted speed limit, stays on road 2d10 
  rounds 
  51-55
  Collision between one or more vehicles in front of you (23 to avoid)
  56-60 Road ends in a T-Junction (if on rural road, road becomes dead end, if 
  on interstate, ignore and re-roll) 
  61-65
  Road Damage (large potholes, etc..)
  65-72
  Road changes size (even larger, odd smaller), Roll 1D6/2 to determine 
  additional lane increase/decrease.  Even numbers always result in the 
  lanes distributed equally to both outbound and inbound lanes, if the 
  roll is odd, the GM determines placement of the lane (if the road gets 
  smaller and decreases to 1 lane, the road becomes 1-way).   
  73-78
  Oil, Ice (15 difficulty to keep control, or glass, nails, debris, etc.. (10% 
  chance of blowout) 
  79-84
  Sharp Curve ahead, increases difficulty modifier by one level.
  85-87
  Driver from side street runs light or stop sign (24 difficulty to avoid)
  88-93
  Traffic Jam ahead, all traffic comes to a complete stop
  94-96
  Oncoming traffic suddenly swerves into lane (difficulty 26 to avoid)
  97-100
  Vehicle broken down in middle of the road
  For every increment of random traffic rolled, there is a 10 percent chance of 
  police presence
  CONTROL LOSS / CRASH!
  Total up the amount by which you missed the Driving/Piloting roll, and 
  apply below: 
  1-5
  Vehicle slews briefly out of control. Weapons fire at -5 this turn.
  6-9
  Vehicle slews out of control. All weapons fire at -10 this turn and 
  next. 
  10+
  Vehicle crashes. No weapons fire from this vehicle.
  VEHICLE QUALITY RATING
  Breakdown chance is rolled once per day vehicle is used. There is ALWAYS 
  at least a 1% chance of vehicle breakdown. 
  For every 20% of SDP damage taken a vehicle drops one category and must 
  make an immediate breakdown chance roll. 
  Quality Rating
  Chance of breakdown per day
  Last Legs
  20%
  Used and Abused
  15%
  Normal
  10%
  Maintained
  5%
  Showroom Quality
  1%
  Other quality rating modifiers
  New vehicle (1 year old or less)
  - 10%
  Used (2-10 years old)
  +5%
  Well Used (11-20 years old)
  +10%
  Classic (21-30 years old)
  +15%
  Antique (31+ years old)
  +20%
  Standard Maintenance
  0
  Well Maintained
  -5%
  Lovingly Maintained by Top Grade Professional mechanics
  -10%
  No Maintenance
  +10%
                                                                   
  VEHICLE HIT LOCATION TABLE
  D10
  Civilian Ground Vehicle Location
  1
  Tire track (unless otherwise noted tire is 5 SP / 3 SDP Wheel 
  is full SP/SDP) 
  2-3
  Engine (full SP/ x3SDP)
  4-6
  Driver, crew, or passenger (unless otherwise noted glass is 
  4 SP / 2 SDP) 
  7-9
  Vehicle body (Full SP/SDP)
  10
  Cargo
  D10
  Military Ground Vehicle Location
  1
  Tire/GE skirt/track (unless otherwise noted tire is 5 SP / 3 
  SDP Wheel is full SP/SDP) 
  2-3
  Engine (full SP/ x3SDP)
  4
  Driver or crew (unless otherwise noted glass is 4 SP / 2 SDP)
  5
  Subsystem. 
  6-8
  Vehicle body (full SP/SDP)
  9-10
  Turret (body if not present) ( turret is full SP / 1/3 SDP)
  D10
  Aircraft Location
  1-2
  Engine (full SP/ x3SDP)
  3
  Pilot or crew (unless otherwise noted glass is 5 SP / 3 SDP)
  4-5
  Wings/rotors/fans (unless otherwise noted ½ SP / full SDP)
  6
  Subsystem. 
  7-10
  Vehicle body (full SP/SDP)
  AERIAL VEHICLE TERRAIN
  Diff
  Open Sky 
  0
  Hazardous (within 300m of ground) 
  +5
  Very Hazardous (nape of Earth) 
  +10
  AERIAL MANEUVERS
  Hard banks (up to 45º) 
  +3
  46-90 degree banks 
  +5
  Controlled skids (sideways drift)* 
  20
  Emergency deceleration (x2 Dec rate)
  +6
  Bootlegger reverses (-1/2 speed) 
  +5
  Rapid dives and climbs 
  +3
  Loops (reverse direction) **
  +2
  Corkscrew** 
  20
  *Can’t be done by Fixed Wing Aircraft
  **Can’t be done by non-fixed wing aircraft 
  Jinking (reduce chance of being hit) ..... 20
  Stress Take-off (under fire, danger) ...... 10
  Stress Landing (under fire, danger) ..... 15
  Rapid Direction Change .................. 20-25
  Moving Pivot (hovers, AVs, helis) ........... 15
  DOGFIGHTING
  Each contestant declares the maneuver they wish to make that turn 
  and which particular target he's dogfighting. All contestants make 
  appropriate skill tests. Count the difference between the skill roll 
  and the difficulty and compare below, subtracting lower differences 
  from higher: 
  Difference 
  Result
  -10 or more 
  You can't get a shot
  -9 to -2 
  Only use turret weapons at -5
  -1 to +1 
  Shoot at normal WA
  +2 to +9 
  +3WA vs chosen target
  +10 or more
  +5WA vs chosen target
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Datafortress 2020 - Interlock Unlimited - CP2020 Reference Sheets.pdf