COMBAT MANEUVERS

Maneuver	Phase	OCV	DCV	Effect
Block	½	Block, abort
Brace	2	half	+2 vs. Range Mod.
Disarm	½	-2	Can disarm
Dodge	½	—	3	Abort, vs. all attacks
Grab	½	-1	-2	Grab two limbs
Grab By	½	-3	-4	Move and Grab
Haymaker	½	-5	x1.5 Attack Damage
Move By	½	-2	-2	STR/2 + v/5
Move Through	half	-v/5	-3	STR + v/3
Set	Full	1	ranged attacks only
Strike	½	STR or weapon
Blazing Away	½	make as many attacks as desired, only hit on 18
Club Weapon	½	Killing weapon does equivalent Normal damage
Cover	½	-2	target held at weapon point
Dive for Cover	½	moves character, abort
Hipshot	½	-1	+1 DEX only for purposes of Initiative
Hurry	½	-2	-2	+1d6 DEX, only for purposes of Initiative
Pulling a Punch	½	-1/5d6	Strike, normal Stun damage, ½ BODY damage
Rapid Fire	1	-2/x	x½	Make multiple ranged attacks
Rolling With a Punch	½	-2	-2	“Block” after being hit, take ½ damage, ABORT
Snap Shot	1	-1	lets character duck back behind cover
Suppression Fire	1	-2	continuous fire on hex(es), must be autofire
Sweep	1	-2/x	x½	make multiple hand-to-hand attacks

COMBAT MODIFIERS

Range

Range	0-4	5-8	9-16	17-32	33-64	65-128
Rand Modifier	-2	-4	-6	-8	-10

Target Size

Size	1/8 Human	1/4 Human	1/2 Human	Norm Human	2x Human	4x Human	8x Human
Size Modifier	-6	-4	-2	+2	+4	+6

For called shots, see Hit Locations

Other

Situation	Notes	OCV	DCV
Concealment	Roll hit locations to see if cover is hit, or character.
Cooridnated Attack	Combine damage for the purpose of calculating stunning.	-	-
Multiple Attackers	+1 OCV/attacker, after the first; must coordinate.	Varies
Off Hand	Character attacking using off hand.	-3
Spread Attack	To hit one target	+1 OCV/-1 DC	-
Spread Attack	To hit multiple targets. -1 DC per additional hex targeted	-	-
Surprised	In Combat	-	x1/2
Surprised	Out of Combat. 2x STUN	-	x1/2
Surprise Move	GM Decides if move counts as surprising.	+1 to +3
Target a Hex	Must hit hex DCV: 3; 0 if Adjacent	-	-
Target Prone	May get concealment	-	x1/2
Thrown Weapon	Unbalanced and Unaerodynamic object	-4	-
Thrown Weapon	Balanced or Aerodynamic object	-2	-
Thrown Weapon	Balanced and Aerodynamic object	0	-
Unfamiliar Weapon	Character lacks appropriate Weapon Familiarity	-3