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Quick Reference Guide

Use this guide to quickly check rules, dice rolls and stats during play. For complete rule descriptions, see the Full Rules page.


Contents:

Skill Test Quick Reference

Running Combat

Combat Profiles

Skill Map

Trait Map

Corruption

Character Points


Skill Test Quick Reference


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When making a Skill test:

  • Remember that your Traits represent your fundamental strengths and weaknesses, while Skills represent your training and expertise. Both are combined to give your final test score.
    • First, find your rank in the Skill you want to use, then roll that many D6 dice. (a D6 is a six-sided die) For example, if you have 5 ranks in the Skill, roll 5 D6 dice.
    • Compare your dice results with the table below and add up your AP score.
    • Next, find the related Traits for the Skill you are using In the “Skills and Related Traits” list below.
    • Check your rank in those Traits and find whichever is higher.
    • Gain AP equal to the higher rank.
  • Finally, total up your dice results with your Trait bonus.
  • This is your final AP score for the test.


Example:

Steve is making a Mech Lore test to repair his truck. Don't ask.

  • His rank in Mech Lore is 6, so he rolls 6 dice and gets the results: 1, 2, 3, 4, 5, 6.
  • Looking at the table, we see that the results of 1-3 earn no bonus, but the 4 and 5 grant +1AP each, while the 6 gives +2AP for a total of (0 + 0 + 0 + 1 + 1 + 2) = 4AP.
  • Steve now checks the related Traits for Mech Lore and finds these are Acuity or Resolve (whichever is higher).
  • His Acuity Trait is higher at rank 5, so he adds +5AP to the test as his Trait bonus.
  • Totaling up his dice results (4AP) and his Trait bonus (5AP), Steve ends with (4 + 5) = 9AP.
  • 9AP is Steve's final score for the Mech Lore test.



Dice Results
D6 result: 1 2 3 4 5 6
Score: 0 0 0 +1AP +1AP +2AP

(“AP” stands for “Action Points” - the more you get, the better you do)




Skills and Related Traits List

Skills and Related Traits List

Academic Skills
Skills Traits Used
Bio Lore Acuity or Resolve
Chem Lore Acuity or Resolve
Tech Lore Acuity or Resolve


Combat Skills
Skills Traits Used
High-Caliber Combat Agility or Physique
Rapid-Fire Combat Agility or Physique
Special Weapon Combat Agility or Physique


General Skills
Skills Traits Used
Awareness Acuity or Resolve
Social Resolve or Vigor
Stealth Acuity or Resolve
Endurance Resolve or Vigor


Talent Skills
Skills Traits used
Actor Resolve or Vigor
Artist Acuity or Agility
Chef Resolve or Vigor
Dancer Agility or Resolve
Magician Acuity or Agility
Musician Resolve or Agility
Vocalist Resolve or Vigor





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Running combat is easy! - Just follow these 4 steps:


1) AT THE START OF COMBAT, EVERYONE ROLLS FOR TURN ORDER


  • In Horizon: out of the ashes, combat is handled by taking turns. This means that everyone in a combat gets a chance to roll their tests and carry out their actions in (relative) peace; one Character at a time.


  • THE AWARENESS TEST
    • Turn order is decided by comparing scores on an Awareness Skill test, sorted from highest score going first, down to lowest score going last.
    • As combat begins, each participant makes the Awareness test for turn order. If you have the Awareness Skill unlocked, roll your dice and add your Trait bonus as normal. If you don't have the Skill, you can't roll any dice, so just use your rank in the Acuity Trait as your final score.
    • For example, if don't have the Awareness Skill and your ACU is 3, then your score for the test is also 3.
    • Once you have your Awareness score, tell the Director. They will compare everyone's results and use them to create the turn order.


  • SURPRISE!
    • If you can catch an enemy off-guard, there is an extra bonus, giving you and your allies an advantage at the start of combat. See the Surprise(!) rule section.




2) MAKE YOUR COMBAT TEST


  • WEAPON TYPE
    • What weapon are you using? Every weapon falls into 1 of the 3 weapon categories; High-Caliber, Rapid-Fire and Special Weapons. Each of these categories uses a different combat Skill so it's important you're using the right one! Find your weapon in the list below and see what Skill it uses.
      • If it's in the “High-Caliber” section, then you need the High-Caliber Combat Skill,
      • If it's in the “Rapid-Fire” section, then you need the Rapid-Fire Combat Skill
      • If it's in the “Special weapons” section you need the Special Combat Skill.
    • Once you know what Skill to use, combat is just like any other test.



Weapons and Combat Skills

Weapons and Combat Skills

Weapons and Combat Skills
Weapon Combat Skill used Trait Bonus used
Pistols High-Caliber Combat AGI or STR rank
Shotguns High-Caliber Combat AGI or STR rank
Sniper Rifles High-Caliber Combat AGI or STR rank
Assault Rifles Rapid-Fire Combat AGI or STR rank
Machine Guns Rapid-Fire Combat AGI or STR rank
SMGs Rapid-Fire Combat AGI or STR rank
Grenades Special Combat AGI or STR rank
Melee weapons Special Combat AGI or STR rank
Unarmed styles Special Combat AGI or STR rank


Forgotten how to use Skills?

Forgotten how to use Skills?


  • ROLL YOUR DICE
    • When using any Skill, the number of dice to roll is always the same as your Skill rank. If you have 5 ranks in that Skill, then roll 5 dice.

Dice results are easy too, just add up the results you roll:

Die result: 1 2 3 4 5 6
Score: 0 0 0 +1AP +1AP +2AP


  • ADD YOUR TRAIT BONUS
    • Every Skill in the game has at least one Related Trait.
    • In addition to their own effects, Traits also provide bonuses for their Related Skills.
      • For example, if you have high Strength, not only will you have a high carry weight, but you will also tend to be better at physical Skills, like combat.
    • Whenever a Skill is used, it gains bonus AP equal to the highest rank in its Related Traits. This is called the “Trait bonus” and it adds to your dice results.
    • For example, the Awareness Skill is Related to Acuity, so if you have Acuity 3, then you gain +3AP whenever you use the Awareness Skill.


  • TOTAL YOUR DICE RESULTS AND TRAIT BONUS
    • Just add together your dice results and your Trait bonus; that's your score for the test!
    • As an example, if you got +4AP from your dice and +5AP from your Trait bonus, you have a total of (4+5) = 9AP as your score!






3) TAKE ACTION


  • AP RESULTS
    • After taking your combat test, find the row in your weapon's combat profile that matches your AP score. If you scored 10AP, find the row marked, “10AP”. Whatever your results, the matching row gives you values for:
      • Attack - which deals damage
      • Defense - which negates incoming damage
      • Move - which…uh…lets you move
      • Range - which tells you how far you can shoot or throw your weapon.


  • CHOOSE YOUR ACTIONS
    • Each round, you can pick 2 actions.
      • For example you can move and attack, attack and defend, defend and reload or reload and attack, etc. You may notice that the higher your AP score is on the combat test, the more powerful your actions will be that round.
    • Most actions can be used multiple times.
      • For example, you can attack twice to deal twice as much damage, or to damage two different targets. You can also defend twice to get double the damage negation, or reload twice to add double the number of shots to your gun.
    • The exception to this is Move, which can only be taken once.
      • This is because it already offers your maximum movement range with just one use. If you want to go even further, you can carry a weapon with better mobility, increase your AGI Trait for better base movement or unlock the Endurance Skill and make a test to increase your move range each round.


  • ONE ROUND AT A TIME
    • Combat tests are only rolled once per round, not once for each action.




4) PASS THE TURN


  • …AND YOU'RE DONE!
    • Once you make your actions for the round, it's time to see how things play out until it's your turn again.
    • If you're confident using the system and your Director allows it, feel free to make your combat test and plan out your turn while other Players are taking their theirs - If your results are ready when your turn begins, nobody will have to wait while you count your dice, which can really help to keep things moving!




Back to Top

During combat, most of your Character's actions will depend on the weapon they are using. Each weapon has a unique set of strengths and weaknesses represented by a simple table called a “Combat Profile”.

You will make a combat test using this profile every round of combat. Based on your AP score for the test, the Combat Profile will tell you how far you can run, how well you can take cover, how much range you have and how much damage you can do that round, so roll high!

You can find a full list of all weapons and their combat profiles, along with the Skill you need to use for each weapon below.


High-Caliber Weapons

High-Caliber Weapons

Pistols

Weapon Profile - Rusty Pistol (Tier 1)

Weapon Profile - Rusty Pistol (Tier 1)

Rusty Pistol
Magazine: 3Shots Reload: +2Shots Weight: 2 Cost: 1Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -5 10
2 2 2 -5 10
3 3 3 -5 10
4 4 4 -5 10
5 4 5 -5 10
6 5 6 Base 15
7 6 7 Base 15
8 7 8 Base 15
9 8 9 Base 15
10 8 10 Base 15
11 9 11 Base 20
12 10 12 Base 20
13 11 13 Base 20
14 12 14 Base 20
15 12 15 Base 20
16 13 16 Base 20
17 14 17 Base 20
18 15 18 Base 20
19 16 19 Base 20
20 16 20 Base 20
21 17 21 Base 25
22 18 22 Base 25
23 19 23 Base 25
24 20 24 Base 25
25 20 25 Base 25
26 21 26 Base 30
27 22 27 Base 30
28 23 28 Base 30
29 24 29 Base 30
30 24 30 Base 30


Weapon Profile - Light Combat Pistol (Tier 2)

Weapon Profile - Light Combat Pistol (Tier 2)

Light Combat Pistol
Magazine: 3Shots Reload: +2Shots Weight: 3 Cost: 8Bar Rarity: Common
AP Damage Defense Move Range
1 5 6 -5 10
2 6 7 -5 10
3 7 8 -5 10
4 8 9 -5 10
5 8 10 -5 10
6 9 11 -5 15
7 10 12 -5 15
8 11 13 -5 15
9 12 14 -5 15
10 12 15 -5 15
11 13 16 Base 20
12 14 17 Base 20
13 15 18 Base 20
14 16 19 Base 20
15 16 20 Base 20
16 17 21 Base 20
17 18 22 Base 20
18 19 23 Base 20
19 20 24 Base 20
20 20 25 Base 20
21 21 26 Base 25
22 22 27 Base 25
23 23 28 Base 25
24 24 29 Base 25
25 24 30 Base 25
26 25 31 Base 30
27 26 32 Base 30
28 27 33 Base 30
29 28 34 Base 30
30 28 35 Base 30


Weapon Profile - Heavy Combat Pistol (Tier 3)

Weapon Profile - Heavy Combat Pistol (Tier 3)

Heavy Combat Pistol
Magazine: 3Shots Reload: +2Shots Weight: 3 Cost: 18Bar Rarity: Uncommon
AP Damage Defense Move Range
1 9 11 -10 10
2 10 12 -10 10
3 11 13 -10 10
4 12 14 -10 10
5 12 15 -10 10
6 13 16 -5 10
7 14 17 -5 10
8 15 18 -5 10
9 16 19 -5 10
10 16 20 -5 10
11 17 21 -5 15
12 18 22 -5 15
13 19 23 -5 15
14 20 24 -5 15
15 20 25 -5 15
16 21 26 Base 20
17 22 27 Base 20
18 23 28 Base 20
19 24 29 Base 20
20 24 30 Base 20
21 25 31 Base 25
22 26 32 Base 25
23 27 33 Base 25
24 28 34 Base 25
25 28 35 Base 25
26 29 36 Base 30
27 30 37 Base 30
28 31 38 Base 30
29 32 39 Base 30
30 32 40 Base 30


Weapon Profile - Hand Cannon (Tier 4)

Weapon Profile - Hand Cannon (Tier 4)

Hand Cannon
Magazine: 3Shots Reload: +2Shots Weight: 4 Cost: 26Bar Rarity: Rare
AP Damage Defense Move Range
1 13 16 -10 10
2 14 17 -10 10
3 15 18 -10 10
4 16 19 -10 10
5 16 20 -10 10
6 17 21 -10 15
7 18 22 -10 15
8 19 23 -10 15
9 20 24 -10 15
10 20 25 -10 15
11 21 26 -5 20
12 22 27 -5 20
13 23 28 -5 20
14 24 29 -5 20
15 24 30 -5 20
16 25 31 -5 25
17 26 32 -5 25
18 27 33 -5 25
19 28 34 -5 25
20 28 35 -5 25
21 29 36 Base 30
22 30 37 Base 30
23 31 38 Base 30
24 32 39 Base 30
25 32 40 Base 30
26 35 35 Base 35
27 36 36 Base 35
28 36 36 Base 35
29 37 37 Base 35
30 38 38 Base 35



Shotguns

Weapon Profile - Rusty Shotgun (Tier 1)

Weapon Profile - Rusty Shotgun (Tier 1)

Rusty Shotgun
Magazine: 4Shots Reload: +2Shots Weight: 6 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -10 20
2 2 2 -10 20
3 3 2 -10 20
4 4 3 -10 20
5 5 4 -10 20
6 6 4 -5 25
7 7 5 -5 25
8 8 6 -5 25
9 9 6 -5 25
10 10 7 -5 25
11 11 8 -5 30
12 12 8 -5 30
13 13 9 -5 30
14 14 10 -5 30
15 15 10 -5 30
16 16 11 Base 35
17 17 12 Base 35
18 18 12 Base 35
19 19 13 Base 35
20 20 14 Base 35
21 21 14 Base 35
22 22 15 Base 35
23 23 16 Base 35
24 24 16 Base 35
25 25 17 Base 35
26 26 18 Base 40
27 27 18 Base 40
28 28 19 Base 40
29 29 20 Base 40
30 30 20 Base 40


Weapon Profile - Light Combat Shotgun (Tier 2)

Weapon Profile - Light Combat Shotgun (Tier 2)

Light Combat Shotgun
Magazine: 6Shots Reload: +2Shots Weight: 8 Cost: 12Bar Rarity: Common
AP Damage Defense Move Range
1 6 4 -10 20
2 7 5 -10 20
3 8 6 -10 20
4 9 6 -10 20
5 10 7 -10 20
6 11 8 -10 25
7 12 8 -10 25
8 13 9 -10 25
9 14 10 -10 25
10 15 10 -10 25
11 16 11 -5 30
12 17 12 -5 30
13 18 12 -5 30
14 19 13 -5 30
15 20 14 -5 30
16 21 14 -5 35
17 22 15 -5 35
18 23 16 -5 35
19 24 16 -5 35
20 25 17 -5 35
21 26 18 Base 35
22 27 18 Base 35
23 28 19 Base 35
24 29 20 Base 35
25 30 20 Base 35
26 31 21 Base 40
27 32 22 Base 40
28 33 22 Base 40
29 34 23 Base 40
30 35 24 Base 40


Weapon Profile - Heavy Combat Shotgun (Tier 3)

Weapon Profile - Heavy Combat Shotgun (Tier 3)

Heavy Combat Shotgun
Magazine: 6Shots Reload: +2Shots Weight: 10 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Speed Range
1 11 8 -15 25
2 12 8 -15 25
3 13 9 -15 25
4 14 10 -15 25
5 15 10 -15 25
6 16 11 -10 30
7 17 12 -10 30
8 18 12 -10 30
9 19 13 -10 30
10 20 14 -10 30
11 21 14 -5 35
12 22 15 -5 35
13 23 16 -5 35
14 24 16 -5 35
15 25 17 -5 35
16 26 18 -5 40
17 27 18 -5 40
18 28 19 -5 40
19 29 20 -5 40
20 30 20 -5 40
21 31 21 -5 40
22 32 22 -5 40
23 33 22 -5 40
24 34 23 -5 40
25 35 24 -5 40
26 36 24 -5 40
27 37 25 -5 40
28 38 26 -5 40
29 39 26 -5 40
30 40 27 -5 40


Weapon Profile - Tactical Flak Cannon (Tier 4)

Weapon Profile - Tactical Flak Cannon (Tier 4)

Tactical Flak Cannon
Magazine: 6Shots Reload: +2Shots Weight: 14 Cost: 40Bar Rarity: Rare
AP Damage Defense Move Range
1 16 11 -20 25
2 17 12 -20 25
3 18 12 -20 25
4 19 13 -20 25
5 20 14 -20 25
6 21 14 -15 30
7 22 15 -15 30
8 23 16 -15 30
9 24 16 -15 30
10 25 17 -15 30
11 26 18 -10 35
12 27 18 -10 35
13 28 19 -10 35
14 29 20 -10 35
15 30 20 -10 35
16 31 21 -10 40
17 32 22 -10 40
18 33 22 -10 40
19 34 23 -10 40
20 35 24 -10 40
21 36 24 -5 40
22 37 25 -5 40
23 38 26 -5 40
24 39 26 -5 40
25 40 27 -5 40
26 41 28 Base 45
27 42 28 Base 45
28 43 29 Base 45
29 44 30 Base 45
30 45 30 Base 45



Sniper Rifles

Weapon Profile - Rusty Hunting Rifle (Tier 1)

Weapon Profile - Rusty Hunting Rifle (Tier 1)

Rusty Hunting Rifle
Magazine: 4Shots Reload: +2Shots Weight: 10 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -15 50
2 2 2 -15 50
3 2 2 -15 50
4 3 3 -15 50
5 4 4 -15 50
6 4 4 -15 100
7 5 5 -15 100
8 6 6 -15 100
9 6 6 -15 100
10 7 7 -15 100
11 8 8 -15 150
12 8 8 -15 150
13 9 9 -15 150
14 10 10 -15 150
15 10 10 -15 150
16 11 11 -10 200
17 12 12 -10 200
18 12 12 -10 200
19 13 13 -10 200
20 14 14 -10 200
21 14 14 -10 200
22 15 15 -10 300
23 16 16 -10 300
24 16 16 -10 300
25 17 17 -10 300
26 18 18 -10 300
27 18 18 -10 300
28 19 19 -10 300
29 20 20 -10 300
30 20 20 -10 300


Weapon Profile - Light Precision Rifle (Tier 2)

Weapon Profile - Light Precision Rifle (Tier 2)

Light Precision Rifle
Magazine: 4Shots Reload: +2Shots Weight: 12 Cost: 12Bar Rarity: Common
AP Damage Defense Move Range
1 4 4 -15 100
2 5 5 -15 100
3 6 6 -15 100
4 6 6 -15 100
5 7 7 -15 100
6 8 8 -15 150
7 8 8 -15 150
8 9 9 -15 150
9 10 10 -15 150
10 10 10 -15 150
11 11 11 -10 200
12 12 12 -10 200
13 12 12 -10 200
14 13 13 -10 200
15 14 14 -10 200
16 14 14 -10 300
17 15 15 -10 300
18 16 16 -10 300
19 16 16 -10 300
20 17 17 -10 300
21 18 18 -10 400
22 18 18 -10 400
23 19 19 -10 400
24 20 20 -10 400
25 20 20 -10 400
26 21 21 -10 400
27 22 22 -10 400
28 22 22 -10 400
29 23 23 -10 400
30 24 24 -10 400


Weapon Profile - Heavy Precision Rifle (Tier 3)

Weapon Profile - Heavy Precision Rifle (Tier 3)

Heavy Precision Rifle
Attacks: 4Shots Reload: +2Shots Weight: 14 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Move Range
1 8 8 -20 100
2 8 8 -20 100
3 9 9 -20 100
4 10 10 -20 100
5 10 10 -20 100
6 11 11 -15 200
7 12 12 -15 200
8 12 12 -15 200
9 13 13 -15 200
10 14 14 -15 200
11 14 14 -15 300
12 15 15 -15 300
13 16 16 -15 300
14 16 16 -15 300
15 17 17 -15 300
16 18 18 -10 400
17 18 18 -10 400
18 19 19 -10 400
19 20 20 -10 400
20 20 20 -10 400
21 21 21 -10 500
22 22 22 -10 500
23 22 22 -10 500
24 23 23 -10 500
25 24 24 -10 500
26 24 24 -10 600
27 25 25 -10 600
28 26 26 -10 600
29 26 26 -10 600
30 27 27 -10 600


Weapon Profile - Precision Long-Cannon (Tier 4)

Weapon Profile - Precision Long-Cannon (Tier 4)

Precision Long-Cannon
Magazine: 4Shots Reload: +2Shots Weight: 16 Cost: 40Bar Rarity: Rare
AP Damage Defense Move Range
1 11 11 -20 300
2 12 12 -20 300
3 12 12 -20 300
4 13 13 -20 300
5 14 14 -20 300
6 14 14 -20 400
7 15 15 -20 400
8 16 16 -20 400
9 16 16 -20 400
10 17 17 -20 400
11 18 18 -15 500
12 18 18 -15 500
13 19 19 -15 500
14 20 20 -15 500
15 20 20 -15 500
16 21 21 -10 600
17 22 22 -10 600
18 22 22 -10 600
19 23 23 -10 600
20 24 24 -10 600
21 24 24 -10 700
22 25 25 -10 700
23 26 26 -10 700
24 26 26 -10 700
25 27 27 -10 700
26 28 28 -10 800
27 28 28 -10 800
28 29 29 -10 800
29 30 30 -10 800
30 30 30 -10 800




Rapid-Fire Weapons

Rapid-Fire Weapons


Assault Rifles

Weapon Profile - Rusty Assault Rifle (Tier 1)

Weapon Profile - Rusty Assault Rifle (Tier 1)

Rusty Assault Rifle
Magazine: 8Shots Reload: +4Shots Weight: 8 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Speed Range
1 1 1 -10 30
2 2 2 -10 30
3 2 2 -10 30
4 3 3 -10 30
5 4 4 -10 30
6 4 4 -5 40
7 5 5 -5 40
8 6 6 -5 40
9 6 6 -5 40
10 7 7 -5 40
11 8 8 -5 50
12 8 8 -5 50
13 9 9 -5 50
14 10 10 -5 50
15 10 10 -5 50
16 11 11 Base 60
17 12 12 Base 60
18 12 12 Base 60
19 13 13 Base 60
20 14 14 Base 60
21 14 14 Base 70
22 15 15 Base 70
23 16 16 Base 70
24 16 16 Base 70
25 17 17 Base 70
26 18 18 Base 80
27 18 18 Base 80
28 19 19 Base 80
29 20 20 Base 80
30 20 20 Base 80


Weapon Profile - Light Assault Rifle (Tier 2)

Weapon Profile - Light Assault Rifle (Tier 2)

Light Assault Rifle
Magazine: 10Shots Reload: +5Shots Weight: 10 Cost: 12Bar Rarity: Common
AP Damage Defense Speed Range
1 4 4 -10 30
2 5 5 -10 30
3 6 6 -10 30
4 6 6 -10 30
5 7 7 -10 30
6 8 8 -10 40
7 8 8 -10 40
8 9 9 -10 40
9 10 10 -10 40
10 10 10 -10 40
11 11 11 -5 50
12 12 12 -5 50
13 12 12 -5 50
14 13 13 -5 50
15 14 14 -5 50
16 14 14 -5 60
17 15 15 -5 60
18 16 16 -5 60
19 16 16 -5 60
20 17 17 -5 60
21 18 18 Base 70
22 18 18 Base 70
23 19 19 Base 70
24 20 20 Base 70
25 20 20 Base 70
26 21 21 Base 80
27 22 22 Base 80
28 22 22 Base 80
29 23 23 Base 80
30 24 24 Base 80


Weapon Profile - Heavy Assault Rifle (Tier 3)

Weapon Profile - Heavy Assault Rifle (Tier 3)

Heavy Assault Rifle
Magazine: 10Shots Reload: +5Shots Weight: 12 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Speed Range
1 8 8 -15 40
2 8 8 -15 40
3 9 9 -15 40
4 10 10 -15 40
5 10 10 -15 40
6 11 11 -10 50
7 12 12 -10 50
8 12 12 -10 50
9 13 13 -10 50
10 14 14 -10 50
11 14 14 -10 60
12 15 15 -10 60
13 16 16 -10 60
14 16 16 -10 60
15 17 17 -10 60
16 18 18 -5 70
17 18 18 -5 70
18 19 19 -5 70
19 20 20 -5 70
20 20 20 -5 70
21 21 21 -5 80
22 22 22 -5 80
23 22 22 -5 80
24 23 23 -5 80
25 24 24 -5 80
26 24 24 Base 90
27 25 25 Base 90
28 26 26 Base 90
29 26 26 Base 90
30 27 27 Base 90


Weapon Profile - Tactical Auto-Cannon (Tier 4)

Weapon Profile - Tactical Auto-Cannon (Tier 4)

Tactical Auto-Cannon
Magazine: 10Shots Reload: +5Shots Weight: 14 Cost: 40Bar Rarity: Rare
AP Damage Defense Speed Range
1 14 14 -15 50
2 15 15 -15 50
3 16 16 -15 50
4 16 16 -15 50
5 17 17 -15 50
6 18 18 -15 60
7 18 18 -15 60
8 19 19 -15 60
9 20 20 -15 60
10 20 20 -15 60
11 21 21 -10 70
12 22 22 -10 70
13 22 22 -10 70
14 23 23 -10 70
15 24 24 -10 70
16 24 24 -10 80
17 25 25 -10 80
18 26 26 -10 80
19 26 26 -10 80
20 27 27 -5 80
21 28 28 -5 90
22 28 28 -5 90
23 29 29 -5 90
24 30 30 -5 90
25 30 30 -5 90
26 31 31 -5 100
27 32 32 -5 100
28 32 32 -5 100
29 33 33 -5 100
30 34 34 -5 100



Machine Guns

Weapon Profile - Rusty SAW (Squad Assault Weapon) (Tier 1)

Weapon Profile - Rusty SAW (Squad Assault Weapon) (Tier 1)

Rusty SAW (Squad Assault Weapon)
Magazine: 12Shots Reload: +3Shots Weight: 14 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -15 30
2 2 2 -15 30
3 3 2 -15 30
4 4 3 -15 30
5 4 4 -15 30
6 5 4 -15 35
7 6 5 -15 35
8 7 6 -15 35
9 8 6 -15 35
10 8 7 -15 35
11 9 8 -15 40
12 10 8 -15 40
13 11 9 -15 40
14 12 10 -15 40
15 12 10 -15 40
16 13 11 -10 45
17 14 12 -10 45
18 15 12 -10 45
19 16 13 -10 45
20 16 14 -10 45
21 17 14 -10 50
22 18 15 -10 50
23 19 16 -10 50
24 20 16 -10 50
25 20 17 -10 50
26 21 18 -10 55
27 22 18 -10 55
28 23 19 -10 55
29 24 20 -10 55
30 24 20 -10 55


Weapon Profile - LMG (Light Machine Gun) (Tier 2)

Weapon Profile - LMG (Light Machine Gun) (Tier 2)

LMG (Light Machine Gun)
Magazine: 15Shots Reload: +3Shots Weight: 16 Cost: 12Bar Rarity: Common
AP Damage Defense Move Range
1 5 4 -15 30
2 6 5 -15 30
3 7 6 -15 30
4 8 6 -15 30
5 8 7 -15 30
6 9 8 -15 35
7 10 8 -15 35
8 11 9 -15 35
9 12 10 -15 35
10 12 10 -15 35
11 13 11 -15 40
12 14 12 -15 40
13 15 12 -15 40
14 16 13 -15 40
15 16 14 -15 40
16 17 14 -10 45
17 18 15 -10 45
18 19 16 -10 45
19 20 16 -10 45
20 20 17 -10 45
21 21 18 -10 50
22 22 18 -10 50
23 23 19 -10 50
24 24 20 -10 50
25 24 20 -10 50
26 25 21 -10 55
27 26 22 -10 55
28 27 22 -10 55
29 28 23 -10 55
30 28 24 -10 55


Weapon Profile - HMG (Heavy Machine Gun) (Tier 3)

Weapon Profile - HMG (Heavy Machine Gun) (Tier 3)

Magazine: 15Shots Reload: +3Shots Weight: 18 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Move Range
1 9 8 -20 35
2 10 8 -20 35
3 11 9 -20 35
4 12 10 -20 35
5 12 10 -20 35
6 13 11 -20 40
7 14 12 -20 40
8 15 12 -20 40
9 16 13 -20 40
10 16 14 -20 40
11 17 14 -15 45
12 18 15 -15 45
13 19 16 -15 45
14 20 16 -15 45
15 20 17 -15 45
16 21 18 -15 50
17 22 18 -15 50
18 23 19 -15 50
19 24 20 -15 50
20 24 20 -15 50
21 25 21 -10 55
22 26 22 -10 55
23 27 22 -10 55
24 28 23 -10 55
25 28 24 -10 55
26 29 24 -10 60
27 30 25 -10 60
28 31 26 -10 60
29 32 26 -10 60
30 32 27 -10 60


Weapon Profile - Tactical Vulcan (Tier 4)

Weapon Profile - Tactical Vulcan (Tier 4)

Tactical Vulcan
Magazine: 18Shots Reload: +3Shots Weight: 18 Cost: 40Bar Rarity: Rare
AP Damage Defense Move Range
1 5 4 -15 30
2 6 5 -15 30
3 7 6 -15 30
4 8 6 -15 30
5 8 7 -15 30
6 9 8 -15 35
7 10 8 -15 35
8 11 9 -15 35
9 12 10 -15 35
10 12 10 -15 35
11 13 11 -15 40
12 14 12 -15 40
13 15 12 -15 40
14 16 13 -15 40
15 16 14 -15 40
16 17 14 -10 45
17 18 15 -10 45
18 19 16 -10 45
19 20 16 -10 45
20 20 17 -10 45
21 21 18 -10 50
22 22 18 -10 50
23 23 19 -10 50
24 24 20 -10 50
25 24 20 -10 50
26 25 21 -10 55
27 26 22 -10 55
28 27 22 -10 55
29 28 23 -10 55
30 28 24 -10 55



SMGs (Sub-Machine Guns)

Weapon Profile - Rusty SMG (Tier 1)

Weapon Profile - Rusty SMG (Tier 1)

Rusty SMG
Magazine: 6Shots Reload: +3Shots Weight: 6 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -15 20
2 2 2 -15 20
3 3 2 -15 20
4 4 3 -15 20
5 4 4 -15 20
6 5 4 -10 25
7 6 5 -10 25
8 7 6 -10 25
9 8 6 -10 25
10 8 7 -10 25
11 9 8 -5 30
12 10 8 -5 30
13 11 9 -5 30
14 12 10 -5 30
15 12 10 -5 30
16 13 11 -5 30
17 14 12 -5 30
18 15 12 -5 30
19 16 3 -5 30
20 16 14 -5 30
21 17 14 Base 35
22 18 15 Base 35
23 19 16 Base 35
24 20 16 Base 35
25 20 17 Base 35
26 21 18 Base 40
27 22 18 Base 40
28 23 19 Base 40
29 24 20 Base 40
30 24 20 Base 40


Weapon Profile - Light Combat SMG (Tier 2)

Weapon Profile - Light Combat SMG (Tier 2)

Light Combat SMG
Magazine: 6Shots Reload: +3Shots Weight: 8 Cost: 12Bar Rarity: Common
AP Damage Defense Move Range
1 5 4 -15 25
2 6 5 -15 25
3 7 6 -15 25
4 8 6 -15 25
5 8 7 -15 25
6 9 8 -10 30
7 10 8 -10 30
8 11 9 -10 30
9 12 10 -10 30
10 12 10 -10 30
11 13 11 -10 35
12 14 12 -10 35
13 15 12 -10 35
14 16 3 -10 35
15 16 14 -10 35
16 17 14 -5 35
17 18 15 -5 35
18 19 16 -5 35
19 20 16 -5 35
20 20 17 -5 35
21 21 18 -5 40
22 22 18 -5 40
23 23 19 -5 40
24 24 20 -5 40
25 24 20 -5 40
26 25 21 Base 45
27 26 22 Base 45
28 27 22 Base 45
29 28 23 Base 45
30 28 24 Base 45


Weapon Profile - Heavy Combat SMG (Tier 3)

Weapon Profile - Heavy Combat SMG (Tier 3)

Heavy Combat SMG
Magazine: 6Shots Reload: +3Shots Weight: 10 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Move Range
1 9 8 -15 30
2 10 8 -15 30
3 11 9 -15 30
4 12 10 -15 30
5 12 10 -15 30
6 13 11 -10 35
7 14 12 -10 35
8 15 12 -10 35
9 16 3 -10 35
10 16 14 -10 35
11 17 14 -10 35
12 18 15 -10 35
13 19 16 -10 35
14 20 16 -10 35
15 20 17 -10 35
16 21 18 -5 40
17 22 18 -5 40
18 23 19 -5 40
19 24 20 -5 40
20 24 20 -5 40
21 25 21 -5 45
22 26 22 -5 45
23 27 22 -5 45
24 28 23 -5 45
25 28 24 -5 45
26 29 24 Base 50
27 30 25 Base 50
28 31 26 Base 50
29 32 26 Base 50
30 32 27 Base 50


Weapon Profile - Micro Minigun (Tier 4)

Weapon Profile - Micro Minigun (Tier 4)

Micro Minigun
Attacks: Reload: Weight: Cost: Rarity:
AP Damage Defense Move Range
1 13 11 -20
2 14 12 -20
3 15 12 -20
4 16 3 -20
5 16 14 -20
6 17 14 -15
7 18 15 -15
8 19 16 -15
9 20 16 -15
10 20 17 -15
11 21 18 -15
12 22 18 -15
13 23 19 -15
14 24 20 -15
15 24 20 -15
16 25 21 -10
17 26 22 -10
18 27 22 -10
19 28 23 -10
20 28 24 -5
21 29 24 -5
22 30 25 -5
23 31 26 -5
24 32 26 -5
25 32 27 -5
26 33 28 -5
27 34 28 -5
28 35 29 -5
29 36 30 -5
30 36 30 -5




Special Weapons

Special Weapons


Grenades

Weapon Profile - Scrap Grenade (Tier 1)

Weapon Profile - Scrap Grenade (Tier 1)

Scrap Grenade
Magazine: 1Throw Reload: None Weight: 0.5 Cost: 0.5Bar Rarity: Ubiquitous
AP Damage per Target Defense Move Range
1 25/20/15/10/5 1 -5 20
2 25/20/15/10/5 2 -5 20
3 26/21/16/11/6 3 -5 20
4 26/21/16/11/6 4 -5 20
5 27/22/17/12/7 5 -5 20
6 27/22/17/12/7 6 -5 30
7 28/23/18/13/8 7 -5 30
8 28/23/18/13/8 8 -5 30
9 29/24/19/14/9 9 -5 30
10 29/24/19/14/9 10 -5 30
11 30/25/20/15/10 11 Base 35
12 30/25/20/15/10 12 Base 35
13 31/26/21/16/11 13 Base 35
14 31/26/21/16/11 14 Base 35
15 32/27/22/17/12 15 Base 35
16 32/27/22/17/12 16 Base 40
17 33/28/23/18/13 17 Base 40
18 33/28/23/18/13 18 Base 40
19 34/29/24/19/14 19 Base 40
20 34/29/24/19/14 20 Base 40
21 35/30/25/20/15 21 Base 45
22 35/30/25/20/15 22 Base 45
23 36/31/26/21/16 23 Base 45
24 36/31/26/21/16 24 Base 45
25 37/32/27/22/17 25 Base 45
26 37/32/27/22/17 26 Base 50
27 38/33/28/23/18 27 Base 50
28 38/33/28/23/18 28 Base 50
29 39/34/29/24/19 29 Base 50
30 39/34/29/24/19 30 Base 50


Weapon Profile - Light Military Grenade (Tier 2)

Weapon Profile - Light Military Grenade (Tier 2)

Light Military Grenade
Magazine: 1Throw Reload: None Weight: 0.5 Cost: 0.5Bar Rarity: Common
AP Damage per Target Defense Move Range
1 30/25/20/15/10 6 -5 20
2 30/25/20/15/10 7 -5 20
3 31/26/21/16/11 8 -5 20
4 31/26/21/16/11 9 -5 20
5 32/27/22/17/12 10 -5 20
6 32/27/22/17/12 11 -5 30
7 33/28/23/18/13 12 -5 30
8 33/28/23/18/13 13 -5 30
9 34/29/24/19/14 14 -5 30
10 34/29/24/19/14 15 -5 30
11 35/30/25/20/15 16 Base 35
12 35/30/25/20/15 17 Base 35
13 36/31/26/21/16 18 Base 35
14 36/31/26/21/16 19 Base 35
15 37/32/27/22/17 20 Base 35
16 37/32/27/22/17 21 Base 40
17 38/33/28/23/18 22 Base 40
18 38/33/28/23/18 23 Base 40
19 39/34/29/24/19 24 Base 40
20 39/34/29/24/19 25 Base 40
21 40/35/30/25/20 26 Base 45
22 40/35/30/25/20 27 Base 45
23 41/36/31/26/21 28 Base 45
24 41/36/31/26/21 29 Base 45
25 42/37/32/27/22 30 Base 45
26 42/37/32/27/22 31 Base 50
27 43/38/33/28/23 32 Base 50
28 43/38/33/28/23 33 Base 50
29 44/39/34/29/24 34 Base 50
30 44/39/34/29/24 35 Base 50


Weapon Profile - Heavy Military Grenade (Tier 3)

Weapon Profile - Heavy Military Grenade (Tier 3)

Heavy Military Grenade
Magazine: 1Throw Reload: None Weight: 1 Cost: 1Bar Rarity: Uncommon
AP Damage per Target Defense Move Range
1 31/26/21/16/11 11 -5 20
2 32/27/22/17/12 12 -5 20
3 32/27/22/17/12 13 -5 20
4 32/27/22/17/12 14 -5 20
5 33/28/23/18/13 15 -5 20
6 33/28/23/18/13 16 -5 30
7 33/28/23/18/13 17 -5 30
8 34/29/24/19/14 18 -5 30
9 34/29/24/19/14 19 -5 30
10 34/29/24/19/14 20 -5 30
11 35/30/25/20/15 21 Base 35
12 35/30/25/20/15 22 Base 35
13 35/30/25/20/15 23 Base 35
14 36/31/26/21/16 24 Base 35
15 36/31/26/21/16 25 Base 35
16 36/31/26/21/16 26 Base 40
17 37/32/27/22/17 27 Base 40
18 37/32/27/22/17 28 Base 40
19 37/32/27/22/17 29 Base 40
20 38/33/28/23/18 30 Base 40
21 38/33/28/23/18 31 Base 45
22 38/33/28/23/18 32 Base 45
23 39/34/29/24/19 33 Base 45
24 39/34/29/24/19 34 Base 45
25 39/34/29/24/19 35 Base 45
26 40/35/30/25/20 36 Base 50
27 40/35/30/25/20 37 Base 50
28 40/35/30/25/20 38 Base 50
29 41/36/31/26/21 39 Base 50
30 41/36/31/26/21 40 Base 50


Weapon Profile - H.O.L.Y. (High-explosive, Omni-directional, Lacerating Yield) Grenade (Tier 4)

Weapon Profile - H.O.L.Y. (High-explosive, Omni-directional, Lacerating Yield) Grenade (Tier 4)

H.O.L.Y.
Magazine: 1Throw Reload: None Weight: 1.5 Cost: 1Bar Rarity: Rare
AP Damage per Target Defense Move Range
1 35/30/25/20/15 16 -5 20
2 35/30/25/20/15 17 -5 20
3 36/31/26/21/16 18 -5 20
4 36/31/26/21/16 19 -5 20
5 37/32/27/22/17 20 -5 20
6 37/32/27/22/17 21 -5 25
7 38/33/28/23/18 22 -5 25
8 38/33/28/23/18 23 -5 25
9 39/34/29/24/19 24 -5 25
10 39/34/29/24/19 25 -5 25
11 40/35/30/25/20 26 -5 30
12 40/35/30/25/20 27 -5 30
13 41/36/31/26/21 28 -5 30
14 41/36/31/26/21 29 -5 30
15 42/37/32/27/22 30 -5 30
16 42/37/32/27/22 31 Base 35
17 43/38/33/28/23 32 Base 35
18 43/38/33/28/23 33 Base 35
19 44/39/34/29/24 34 Base 35
20 44/39/34/29/24 35 Base 35
21 45/40/35/30/25 36 Base 40
22 45/40/35/30/25 37 Base 40
23 46/41/36/31/26 38 Base 40
24 46/41/36/31/26 39 Base 40
25 47/42/37/32/27 40 Base 40
26 47/42/37/32/27 41 Base 45
27 48/43/38/33/28 42 Base 45
28 48/43/38/33/28 43 Base 45
29 49/44/39/34/29 44 Base 45
30 49/44/39/34/29 45 Base 45



Melee

Weapon Profile - Rusty Weapon (Tier 1)

Weapon Profile - Rusty Weapon (Tier 1)

Rusty Shiv
Magazine: None/1Throw Reload: None Weight: 1 Cost: 0.5Bar Rarity: Ubiqitous
AP Damage Defense Move Range
1 1 1 -10 Melee / 3
2 2 2 -10 Melee / 3
3 3 2 -10 Melee / 3
4 4 3 -10 Melee / 3
5 5 4 -10 Melee / 3
6 6 4 -5 Melee / 4
7 7 5 -5 Melee / 4
8 8 6 -5 Melee / 4
9 9 6 -5 Melee / 4
10 10 7 -5 Melee / 4
11 11 8 -5 Melee / 5
12 12 8 -5 Melee / 5
13 13 9 -5 Melee / 5
14 14 10 -5 Melee / 5
15 15 10 -5 Melee / 5
16 16 11 Base Melee / 6
17 17 12 Base Melee / 6
18 18 12 Base Melee / 6
19 19 13 Base Melee / 6
20 20 14 Base Melee / 6
21 21 14 Base Melee / 8
22 22 15 Base Melee / 8
23 23 16 Base Melee / 8
24 24 16 Base Melee / 8
25 25 17 Base Melee / 8
26 26 18 Base Melee / 10
27 27 18 Base Melee / 10
28 28 19 Base Melee / 10
29 29 20 Base Melee / 10
30 30 20 Base Melee / 10


Weapon Profile - Simple Weapon (Tier 2)

Weapon Profile - Simple Weapon (Tier 2)

Simple Weapon
Magazine: None/1Throw Reload: None Weight: 2 Cost: 2Bar Rarity: Common
AP Damage Defense Move Range
1 6 4 -10 Melee / 3
2 7 5 -10 Melee / 3
3 8 6 -10 Melee / 3
4 9 6 -10 Melee / 3
5 10 7 -10 Melee / 3
6 11 8 -5 Melee / 4
7 12 8 -5 Melee / 4
8 13 9 -5 Melee / 4
9 14 10 -5 Melee / 4
10 15 10 -5 Melee / 4
11 16 11 -5 Melee / 5
12 17 12 -5 Melee / 5
13 18 12 -5 Melee / 5
14 19 13 -5 Melee / 5
15 20 14 -5 Melee / 5
16 21 14 Base Melee / 6
17 22 15 Base Melee / 6
18 23 16 Base Melee / 6
19 24 16 Base Melee / 6
20 25 17 Base Melee / 6
21 26 18 Base Melee / 8
22 27 18 Base Melee / 8
23 28 19 Base Melee / 8
24 29 20 Base Melee / 8
25 30 20 Base Melee / 8
26 31 21 Base Melee / 10
27 32 22 Base Melee / 10
28 33 22 Base Melee / 10
29 34 23 Base Melee / 10
30 35 24 Base Melee / 10


Weapon Profile - Refined Weapon (Tier 3)

Weapon Profile - Refined Weapon (Tier 3)

Refined Weapon
Magazine: Reload: Weight: Cost: Rarity:
AP Damage Defense Move Range
1 11 11 -10 Melee / 3
2 12 12 -10 Melee / 3
3 13 12 -10 Melee / 3
4 14 13 -10 Melee / 3
5 15 14 -10 Melee / 3
6 16 14 -5 Melee / 4
7 17 15 -5 Melee / 4
8 18 16 -5 Melee / 4
9 19 16 -5 Melee / 4
10 20 17 -5 Melee / 4
11 21 18 -5 Melee / 5
12 22 18 -5 Melee / 5
13 23 19 -5 Melee / 5
14 24 20 -5 Melee / 5
15 25 20 -5 Melee / 5
16 26 21 Base Melee / 6
17 27 22 Base Melee / 6
18 28 22 Base Melee / 6
19 29 23 Base Melee / 6
20 30 24 Base Melee / 6
21 31 24 Base Melee / 8
22 32 25 Base Melee / 8
23 33 26 Base Melee / 8
24 34 26 Base Melee / 8
25 35 27 Base Melee / 8
26 36 28 Base Melee / 10
27 37 28 Base Melee / 10
28 38 29 Base Melee / 10
29 39 30 Base Melee / 10
30 40 30 Base Melee / 10


Weapon Profile - Advanced Weapon (Tier 4)

Weapon Profile - Advanced Weapon (Tier 4)

Advanced Weapon
Magazine: None/1Throw Reload: None Weight: 3 Cost: 6Bar Rarity: Rare
AP Damage Defense Move Range
1 16 14 -15 Melee / 3
2 17 15 -15 Melee / 3
3 18 16 -15 Melee / 3
4 19 16 -15 Melee / 3
5 20 17 -15 Melee / 3
6 21 18 -10 Melee / 4
7 22 18 -10 Melee / 4
8 23 19 -10 Melee / 4
9 24 20 -10 Melee / 4
10 25 20 -10 Melee / 4
11 26 21 -5 Melee / 5
12 27 22 -5 Melee / 5
13 28 22 -5 Melee / 5
14 29 23 -5 Melee / 5
15 30 24 -5 Melee / 5
16 31 24 Base Melee / 6
17 32 25 Base Melee / 6
18 33 26 Base Melee / 6
19 34 26 Base Melee / 6
20 35 27 Base Melee / 6
21 36 28 Base Melee / 8
22 37 28 Base Melee / 8
23 38 29 Base Melee / 8
24 39 30 Base Melee / 8
25 40 30 Base Melee / 8
26 41 31 Base Melee / 10
27 42 32 Base Melee / 10
28 43 32 Base Melee / 10
29 44 33 Base Melee / 10
30 45 34 Base Melee / 10



Unarmed

Weapon Profile - Kick-Boxing (Tier 1)

Weapon Profile - Kick-Boxing (Tier 1)

Kick-Boxing
Magazine: None Reload: None Weight: None Cost: 0.5Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 Base Melee
2 2 2 Base Melee
3 2 3 Base Melee
4 3 4 Base Melee
5 4 5 Base Melee
6 4 6 Base Melee
7 5 7 Base Melee
8 6 8 Base Melee
9 6 9 Base Melee
10 7 10 Base Melee
11 8 11 Base Melee
12 8 12 Base Melee
13 9 13 Base Melee
14 10 14 Base Melee
15 10 15 Base Melee
16 11 16 Base Melee
17 12 17 Base Melee
18 12 18 Base Melee
19 13 19 Base Melee
20 14 20 Base Melee
21 14 21 +5 Melee
22 15 22 +5 Melee
23 16 23 +5 Melee
24 16 24 +5 Melee
25 17 25 +5 Melee
26 18 26 +5 Melee
27 18 27 +5 Melee
28 19 28 +5 Melee
29 20 29 +5 Melee
30 20 30 +5 Melee


Weapon Profile - Silat (Tier 2)

Weapon Profile - Silat (Tier 2)

Silat
Magazine: None Reload: None Weight: None Cost: 2Bar Rarity: Common
AP Damage Defense Move Range
1 4 6 Base Melee
2 5 7 Base Melee
3 6 8 Base Melee
4 6 9 Base Melee
5 7 10 Base Melee
6 8 11 Base Melee
7 8 12 Base Melee
8 9 13 Base Melee
9 10 14 Base Melee
10 10 15 Base Melee
11 11 16 Base Melee
12 12 17 Base Melee
13 12 18 Base Melee
14 13 19 Base Melee
15 14 20 Base Melee
16 14 21 +5 Melee
17 15 22 +5 Melee
18 16 23 +5 Melee
19 16 24 +5 Melee
20 17 25 +5 Melee
21 18 26 +5 Melee
22 18 27 +5 Melee
23 19 28 +5 Melee
24 20 29 +5 Melee
25 20 30 +5 Melee
26 21 31 +5 Melee
27 22 32 +5 Melee
28 22 33 +5 Melee
29 23 34 +5 Melee
30 24 35 +5 Melee


Weapon Profile - LINE (Tier 3)

Weapon Profile - LINE (Tier 3)

LINE
Magazine: None Reload: None Weight: None Cost: 6Bar Rarity: Uncommon
AP Damage Defense Move Range
1 8 11 Base Melee
2 8 12 Base Melee
3 9 13 Base Melee
4 10 14 Base Melee
5 10 15 Base Melee
6 11 16 Base Melee
7 12 17 Base Melee
8 12 18 Base Melee
9 13 19 Base Melee
10 14 20 Base Melee
11 14 21 +5 Melee
12 15 22 +5 Melee
13 16 23 +5 Melee
14 16 24 +5 Melee
15 17 25 +5 Melee
16 18 26 +5 Melee
17 18 27 +5 Melee
18 19 28 +5 Melee
19 20 29 +5 Melee
20 20 30 +5 Melee
21 21 31 +5 Melee
22 22 32 +5 Melee
23 22 33 +5 Melee
24 23 34 +5 Melee
25 24 35 +5 Melee
26 24 36 +5 Melee
27 25 37 +5 Melee
28 26 38 +5 Melee
29 26 39 +5 Melee
30 27 40 +5 Melee


Weapon Profile - Krav Maga (Tier 4)

Weapon Profile - Krav Maga (Tier 4)

Krav Maga
Magazine: None Reload: None Weight: None Cost: 12Bar Rarity: Rare
AP Damage Defense Move Range
1 11 16 Base Melee
2 12 17 Base Melee
3 12 18 Base Melee
4 13 19 Base Melee
5 14 20 Base Melee
6 14 21 Base Melee
7 15 22 Base Melee
8 16 23 Base Melee
9 16 24 Base Melee
10 17 25 Base Melee
11 18 26 +5 Melee
12 18 27 +5 Melee
13 19 28 +5 Melee
14 20 29 +5 Melee
15 20 30 +5 Melee
16 21 31 +5 Melee
17 22 32 +5 Melee
18 22 33 +5 Melee
19 23 34 +5 Melee
20 24 35 +5 Melee
21 24 36 +5 Melee
22 25 37 +5 Melee
23 26 38 +5 Melee
24 26 39 +5 Melee
25 27 40 +5 Melee
26 28 41 +5 Melee
27 28 42 +5 Melee
28 29 43 +5 Melee
29 30 44 +5 Melee
30 30 45 +5 Melee







Skill charts represent all the information you need to use skills in one place. Here you can find:

  • The uses of each Skill
  • The Related Traits of each Skill, used for Trait bonuses (remember that only the highest one is used) and a brief description of each Trait.
  • The related Augs for each Skill and a brief description of each Aug.


Bio Lore

Bio Lore



Bio Lore Skill
Skill Uses
Physiology
(Analyze vital state)
Heal
(Restore HP over time)
Harm
(Drain HP over time)
Nanology
(Analyze IRIS state)
Energize
(Restore Stamina over time)
Exhaust
(Drain Stamina over time)
Toxicology
(Analyze toxicity)
Reconstruction
(Add IRIS / Heal Conditions)
Deconstruction
(Remove IRIS / Cause Conditions)
Bio Lore Related Traits
Acuity Trait The Acuity Trait improves:
Surprise bonus.
(Attacking unaware enemies)
Per rank of Acuity:
+1AP Surprise Bonus
Resolve Trait The Resolve Trait improves
Max Stamina,
Max Spend per round
Stamina Regen per day.
Per rank of Resolve:
+5 Max Stamina
+1 Stamina Spend per turn
+1 Stamina Regen per day
Bio Lore Augs
Nanometrics Aug The Nanometrics Aug:
Use your IRIS to analyze
or influence a target's
IRIS remotely.
Abilities gained:
- Identify Augs remotely
- Scan max / current Stamina
Drain / Energize remotely
- Repair / Inflict
Conditions remotely.
Pharmacy Aug The Nanometrics Aug:
Use your IRIS to convert
raw Dust or Bar into
medical supplies
Abilities gained:
- Create Stimshots
- Create Medpacks
(Dust, Bar or Medic Bag required)
Physiometrics Aug The Physiometrics Aug:
Use your IRIS to analyze
or influence target's
physiology remotely.
Abilities gained:
- Diagnose remotely
Scan max / current Health
- Heal remotely
- Harm remotely




Chem Lore

Chem Lore



Chem Lore Skill
Skill Uses
Material knowledge
(Identify materials)
Catalyze
(Improve chemicals)
(Requires Chem Bag)
Reinforce
(Improve Materials)
(Requires Chem Bag)
Chem Knowledge
(Identify chemicals)
Neutralize
(Make Chemicals inert)
(Requires Chem Bag)
Degrade
(Decompose materials)
(Requires Chem Bag)
Analysis
(Identify material or
chemical properties)
Formulation
(Craft Chems / munitions
using Chemist Bag)
Chem Lore Related Traits
These Traits grant +1AP per rank
when using Chem Lore
(highest Trait only)
Acuity Trait The Acuity Trait improves:
Surprise bonus.
(Attacking unaware enemies)
Per rank of Acuity:
+1AP Initiative bonus for
Awareness and Surprise
Resolve Trait The Resolve Trait improves
Max Stamina,
Max Spend per round
Stamina Regen per day.
Per rank of Resolve:
+5 Max Stamina
+1 Stamina Spend per turn
+1 Stamina Regen per day
Chem Lore Augs
Reconstruction Aug The Reconstruction Aug:
Use your IRIS to analyze
Chemicals or Materials
and manipulate their
shape or integrity by touch.
Chem Lore extended action
Abilities gained:
- Analyze Chems by touch
- Analyze Materials by touch
- Reinforce / Degrade by touch
- Reshape, mix and separate
substances by touch
Reaction Aug The Reaction Aug:
Use your IRIS to analyze
Chemicals or Materials
and manipulate their
molecular structure
by touch.
Chem Lore extended action
Abilities gained:
-Analyze Chems by touch
-Analyze Materials by touch
-Catalyze / Neutralize by touch
-Formulate by touch
(Formulate still requires raw material)
Synthesis Aug The Synthesis Aug:
Use your IRIS to convert raw
Dust or Bar into Chem Bag
uses by touch. Doubles
Chem Bag uses and grants
+5AP when crafting munitions,
chems or materials.
Chem Lore extended action
Abilities gained:
- Create chemicals
- Create munitions
- Create weapon oils
- Doubles Chem Bag uses
- Grants +5AP
(Dust, Bar or Chem Bag required)




Tech Lore

Tech Lore



Tech Lore Skill
Skill Uses
Mechanic
(Identify or Analyze
Hardware activity)
Repair
(Fix or enhance Hardware)
Optimize
(Repair or enhance Data)
Technologist
(Identify or Analyze
Data activity)
Sabotage
(Destroy or degrade Hardware)
Corrupt
(Destroy or degrade Data)
Manufacture
(Craft Hardware from parts)
Code
(Create Programs or Data)
Tech Lore Related Traits
Acuity Trait The Acuity Trait improves:
Surprise bonus.
(Attacking unaware enemies)
Per rank of Acuity:
+1AP Surprise Bonus
Resolve Trait The Resolve Trait improves
Max Stamina,
Max Spend per round
Stamina Regen per day.
Per rank of Resolve:
+5 Max Stamina
+1 Stamina Spend per turn
+1 Stamina Regen per day
Tech Lore Augs
Telepresence Aug The Telepresence Aug:
Use your IRIS to interface
with Programs or Data
remotely, without tools.
Abilities gained:
- Use Technologist remotely
- Optimize remotely
- Corrupt remotely.
- Code remotely
IDLE Aug
(Iterative Development
Loop Extrapolation)
The IDLE Aug:
Use your IRIS to convert raw
Dust or Bar into Bio Bag,
Chem Bag or Tech
Bag uses and grants +5AP
when consuming them.
Doubles normal Tech Bag uses.
Abilities gained:
- Convert 1 Bar into 2
Bio Bag Uses
- Convert 1 bar into 2
Chem Bag uses
- Convert 1 Bar into 2
Tech Bag uses
- Gain +5AP when consuming
any Support Bag type




Special Combat

Special Combat



Special Combat
Skill uses
Resonance Aug The Resonance Aug:
Use your IRIS to generate
kinetic resonances,
enhancing normal Melee
or Unarmed attacks
and generating resonance
waves which can strike
from a short distance away.
Abilities gained:
- Melee and Unarmed
Attacks gain +5AP
- This bonus can be sacrificed
to make Melee or Unarmed
Attacks from up to 5m away.
- Attacks made from
beyond 2m no longer
gain the +5AP Point Blank
bonus, unless otherwise
stated






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People with higher concentrations of IRIS become more susceptible to its “Presence”. This collection of powerful impulses and pleasure-resonse patterns is used to influence you when you are desperate, or through your natural virtues and vices. If you fail to resist these urges over a long period, your mind is gradually trained into submission until the IRIS can optimize your brain function without resistance. While the changes undeniably offers many advantages, an undesirable byproduct is the near total elimination of your consciousness in the process. This is known as, “Feralization”.

Representing your degree of vulnerability to this condition, you gain “Corruption” points as you integrate more IRIS or fail to resist its Presence. For each Trait rank you gain above your natural number (the number granted by the Director at Character creation), and for every Aug you install, your Corruption level increases. This has several effects. For example, various temptations may plague you when you witness events that anger or excite you. These urges become more frequent and severe as your Corruption increases. The Presence may also offer aid in times of weakness; when you are exhausted, or mortally wounded.

When your Corruption is triggered, you can make an Endurance Skill test to resist the Presence driving you to obey. Success indicates that you steel yourself and carry on, while failure proves that the urge was too strong or, weakened and desperate, you lack the strength to refuse.


Corruption Rules

Corruption Rules

  • THE PRICE OF POWER
    • Each Aug increases Corruption by +3
    • Each Trait rank increases Corruption by +2
      • Trait ranks given by the Director for a new Character don't count.



  • TRIGGERS
    • These events can trigger your Corruption, forcing you to either resist or obey the Presence of your IRIS.
      • Check the Corruption Triggers table below. If you experience any of the events listed for your Corruption level or less, your Corruption is triggered.
      • If your Stamina drops lower than your Corruption level, your Corruption is triggered. (For example, if you have Corruption 10 and your Stamina drops below 10 for any reason)
      • If you attempt to extract IRIS, or have it extracted by someone else, for any reason, your Corruption is triggered. IRIS extraction is removing your Augs and Trait ranks to reduce Corruption.
      • If your Corruption level is ever greater than your MAXIMUM Stamina, your Corruption is triggered every night at midnight until you resolve the situation. Good luck.



  • RESISTANCE
    • When your Corruption is triggered, you make a choice: either resist or obey.
    • If you want to resist, make an Endurance Skill test.
      • The difficulty for this test is half your Corruption level, rounding fractions up.
      • For example, if you have Corruption 15, you would need to score 8AP on the Endurance Skill test. This is because half of 15 is 7.5, which is rounded up to 8. Therefore, you need to score 8AP.
    • If you pass, you resist the Corruption and it can't be triggered again for the rest of the scene.
    • If you fail, check the Corruption Triggers table and suffer the consequences for your Corruption level. Your Corruption can't be triggered again for the rest of the scene.



  • OBEDIENCE
    • When your Corruption is triggered, you make a choice: either resist or obey.
    • If you obey voluntarily, there are several effects:
      • Check your rank in the Resolve Trait. Instantly gain that many Stamina.
      • Gain +5AP for your next Skill test.
      • Check the Corruption Triggers table and suffer the consequences for your Corruption level as normal.
    • You cannot obey voluntarily after failing an attempt to resist.
    • Generally, the benefit of obedience is using the Stamina and AP bonuses to (hopefully) resolve the trigger as quickly as possible, before the situation can get any worse.



  • PASSING OUT AND DEATH COMA
    • When your Stamina drops to 0 or less, normally you Pass Out. You only recover from Passing Out when your Stamina recovers to 1 or higher.
    • When your Health drops to 0 or less, normally you go into Death Coma. you only recover from Death Coma when your Health recovers to 1 or higher.
    • You can delay Passing Out and Death Coma for 1 round by passing an Endurance Skill test.
      • The difficulty is 5AP for the first round you delay, 10AP for the second round, 15AP for the third and so on.
    • If you fail your Endurance Skill test to resist Passing Out or Death Coma, your last chance is Embracing your Corruption.



  • EMBRACING CORRUPTION
    • You embrace the power of your IRIS, willingly giving up control in exchange for a second chance.
      • Embracing Corruption automatically delays Passing Out and Death Coma for 1 scene.
      • Also gain +5AP for your next test
      • After Embracing Corruption, your Health and Stamina remain unchanged. You can continue losing Health and Stamina while Pass Out and Death Coma are being delayed.
      • Choose a Corruption Consequence at your Corruption level and suffer its effects as normal.
      • The target of your psychosis is at the Director's discretion, but ideally you and the Director should try to find conditions you can both agree on.



  • LIMITATIONS
    • If your Stamina ever goes fully negative, you Pass Out. No action can prevent this. For example if you have Stamina 10, then dropping to -10 Stamina or less forces you to Pass Out.
    • If your Health ever goes fully negative, you Die. No action can prevent this. For example, if you have 20 Health, then dropping to -20 Health or less causes permanent death. Make a new Character.



Corruption Triggers

Corruption Triggers

Corruption Triggers
Corruption level Cause Consequences if you fail to resist
(Triggered by witnessing, inflicting or experiencing the following) Test difficulty = half your Corruption (rounding up)
1 - 5 Torture, Mass murder, Cannibalism, Multiple rapes, The sacking of a settlement (or similar) Gain +1 temporary Corruption
6 - 10 Extreme physical or emotional abuse, Multiple murder, Gang rape, Raider attack (or similar) Gain +1 temporary Corruption
11 - 15 Severe physical or emotional abuse, Murder, Rape, Grand theft (like bank robbery) (or similar) Suffer a Light Corruption result that fits your Character. Gain +2 temporary Corruption.
16 - 20 Severe perversion, Riots, Open combat, Armed robbery (or similar) Suffer a Severe Corruption result that fits your Character. Gain +2 temporary Corruption.
21 - 25 Bullying, Sexual harassment, Violence, Threats of violence, Blackmail, Theft (or equivalent events) Attempts of social manipulation (if the Character detects it), Being followed (if the Character detects it), Sever rudeness (or similar) Suffer an Extreme Corruption result that fits your Character. Gain +3 temporary Corruption.
26+ Bullying, Sexual harassment, Violence, Threats of violence, Blackmail, Theft (or equivalent events) Attempts of social manipulation (if the Character detects it), Being followed (if the Character detects it), Sever rudeness (or similar) You are overcome by Feralization. The Director chooses an Extreme Corruption result. Your Character pursues that result until they escape or die. Make a new Character.



Corruption Consequences

Corruption Consequences


Corruption Consequences
Manifestation (All actions must involve the event that triggered your Corruption)
Nowhere is safe… I cannot allow this… I need to hear them scream…
Corruption level Corrupted by Fear Corrupted by Zeal Corrupted by Sadism
Light Corruption You have a desperate need
to distance yourself
from the triggering event.


Lasts 1 scene.
-5AP for UNrelated actions.
+2 temporary Corruption.
Honor requires that you act
to resolve the triggering
event.

Lasts 1 scene.
-5AP for UNrelated actions.
+2 temporary Corruption.
You have a sick desire to
make people suffer.
Target the triggering
event.

Lasts 1 scene.
-5AP for UNrelated actions.
+2 temporary Corruption.
Severe Corruption You are smothered by fear.
Escape and hide.
Trust nobody.


Lasts 1 scene.
-10AP for UNrelated actions.
+2 temporary Corruption.
You are filled with righteous
anger. As a paragon of
virtue, you must stop
wrongdoing along with
any who oppose you; by
force if necessary.


Lasts 1scene.
-10AP for UNrelated actions.
+2 temporary Corruption.
You are overcome by
perversity. Only by
becoming a figure of
terror can you satisfy
your urges.


Lasts 1 scene.
-10AP for UNrelated actions.
+2 temporary Corruption.
Extreme Corruption The abject terror is too
much for your mind.
Curl into a ball and fight
or flee any attempt
to approach you.


Lasts 1 scene.
+5AP for related actions.
Take no other action.
+ 3 temporary Corruption.
Your fervor escalates into
a berserk frenzy. ALL who
oppose your righteousness
- for any reason - must be
obliterated.


Lasts 1 scene.
+5AP for related actions.
Take no other action.
+3 temporary Corruption.
You drown yourself in
depravity. There is no
greater music than screams,
no greater feeling than fresh,
warm blood.


Lasts 1 scene.
+5AP for related actions.
Take no other action.
+3 temporary Corruption.





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Character Points (or CP) are awarded to your Character as you play games. These points can then be spent to improve your Character in various ways including ranking up Skills, unlocking new Skills and enhancing Traits among many, many other options. Below is a a full list of spending options, along with general guidelines for awarding CP.

Spending CP
Benefit CP cost Additional Costs
+1 Skill rank 1 CP -
+1 Trait rank 2 CP +2 Corruption
Unlock new Aug 3 CP +3 Corruption
Unlock new Skill 4 CP


Earning CP
CP Reward Source
1CP Participation
1CP Side Objective
2CP Main Objective
1-2CP Director's Blessing