VOCABULARY
Armor Rating(AR): How much armor your character is wearing, and how much damage that armor can soak.
Ex: John is wearing full Federation issue Kevlar, so his armor rating is 20.
Cover Rating(CR): How much damage the cover you are behind or wherever protects from. This is determined by a roll on your cover pool.
Ex: Tom rolled a 9 on a 1d18, meaning his cover will protect him from 9 points of damage before it falls.
Hp: How much damage you can take before you die.
Ex: John has 28 hit points, which means he can take that much damage before dieing.
Every stat point after eight (
gives a bonus of however many stat points after eight(
to a roll of 1d20 for an action involving that stat. Every point under eight(
is a negative modifier.
Ex: Tom has an intelligence of eighteen. Hes trying to fix a spaceships engine in order to escape from John. He has a 1d20+10 chance of succeeding, versuses the difficulty check of the operation.
Five stats: Strength, Speed, Constitution, Intelligence and Dexterity.
20 stat points are to be distributed as one sees fit.Strength 8
Speed 8
Constitution 8
Intelligence 8
Dexterity 8
Constitution+20=HP
Cover Rolls: A pool is made from your Speed and Intelligence for finding cover. The roll is your cover bonus which adds to your armor rating. Cover does not have hit points like armor does.
Ex:Ex: Toms Speed and Intelligence are both nine, therefore, he has a pool of eighteen for getting into cover. The GM then rolls for Toms cover with a d18, the result is Toms cover rating for that area of a fight.
Attack Rolls: A pool is made from your Dexterity and Constitution for firing or stabbing, this pool is then rolled, if higher than the enemys speed and dexterity pools roll, its a success.
For Melee weapons: Melee attacks use 1d20+speed for those rushing cover vs. 1d20+Intelligence for those in cover. Whoever roll is the higher succeeds. If this is the first roll, then the meleer may attack, if its the second, the opponent in cover may attack if it is not also a meleer. If both are meeleing, than its 1d20+speed vs. 1d20+speed to see who hits first, and who hits second. Then use an attack pool as listed above.
For guns: Then a roll using the clip-capacity of the gun is rolled for how many shots are fired off.
Then the damage of the shells fired is rolled and applied to the Armor rating of the opponent. If the damage is greater than the armor rating, the opponent takes damage.
A gun, however, will not work unless the range is lower than the max-range and higher than 0
Ex: John opens fire on Tom from behind, since Tom is out in the open. John has a total pool of 1d16. He rolls a 9. Tom rolls a 2 for dodging the shot. John fires off 1d30(25) shots, each shot containing explosive material, which is a total of 25d5 [68] damage. Toms armor soaks up 20 hp of damage, the rest ripping him to shreds for a total of 48 damage.
Every gun has a required amount of strength needed to hold it, this is called weight, for fluff reasons.
Strength + Constitution is also used to determine how much you can carry before youre encumbered.
Armor: There is five armor slots. Each armor slot is added up for your total Armor Rating, which is then used against damage rolls to see how much of the damage it soaks up. Heavy armors offer more protection but reduce movement by -1 speed for every slot filled with it. The slots are Feet, Legs, Torso, Arms and Head.