7th Edition Dice Operations


This guide will teach you the basics of dice and its many purposes in RoE. Remember that not all situations will require dice, dice is only called upon when skills or items are used. Players may use dice during combat to prevent powergaming and move things along a lot faster. Since RoE is a role playing game, dice is a huge part of RoE, so expect to use them quite often.

RoE supports both Dice and Freeform style combat and RP. Before a ANY fight; the DEFENDING player gets the choice of a free form scene or a dice driven scene, if a dice scene is chosen by the defender, then use the guide below.

Skill Rolls

Any action that is not handled through free form RP requires a skill roll on a 1d100. If you are making an opposed roll vs another player, both you and they roll a 1d100, with the high roll winning. If the roll is not against another player, a GM can roll against the player, or if no one is rolling assume a target number of 50 or higher. A roll may have modifiers to it, from stats, skills, gear, etc. Never be afraid to ask a GM if you’ll get modifiers that no one thought of (GMs, circumstantial bonuses/penalties (as opposed to from items/effects) should not exceed +/- 5) Note that this is not all-inclusive, so if you’re attacking a faction base, the FL may be allowed to roll against you for breaching walls, etc.

The player who won then gets to post their success, and the loser posts their loss in their next respective actions. This is intended to be a straight “succeed-fail” situation, but if players both agree, there can be degrees of success or failure based on the difference in rolls.

Though you can freeform RP any opposed situation, please note that this only works if both players directly involved agree, or a GM okays it. If you are doing anything to a door, or any other sort of action against an object, you must ALWAYS roll unless the GM, or the player whose character owns the building/object/whatever okays it.


Modifiers refer to any item that will add or subtract from skill rolls. Whenever you have an inventory item equipped that offers mods to your roll you gain that bonus in all appropriate situations. i.e. Your enhanced strength cybernetic will add to your melee damage and an arm-wrestling roll, but you won’t get a bonus to play chess from it. You can also use them in roleplay posts so long as it’s appropriate; remember, items are there to enhance your character all over, not just add tons of bonuses to your rolls. An item’s rules will always describe what their bonuses are applicable to, but you can always ask a GM if you feel it is appropriate in a new situation. That being said, if the GM says no, then the answer is no. You may have multiple items that all affect the same skill roll, and the effects will stack, but only if they are different items. So no, you can’t get four cybernetic arms and get quad damage.

Note that combat is also considered a “skill roll” under these rules, and that bonuses to Accuracy rolls count towards both melee and ranged, unless otherwise stated.

Note, you can only have so many different cybernetics. implants, or magicka equipped; this means you can only have 3 cybernetics, 3 Magika, and 3 implants unless your racial ability says otherwise. But most importantly; there is a hard cap on modifier stacking of +30. Even if one possesses items that go beyond a +30, a character may never have higher than a +30 modifier applied to a roll. To determine final modifiers to a roll, add and subtract all relevant modifiers and then apply the +30 cap.


Racials are permanent modifiers that are granted to a player by virtue of choosing a specific race. They are not items, and cannot be looted, traded, sold, unequipped, or “turned off”. Racials do not use actions to use, and they are passive modifiers. A player can only choose 1 of the 3 racial bonuses from 1 race consistently, even if they are a crossbreed. You cannot be a Drevii-Human and decide on the fly which set of abilities affect you or use both.

Also, please have either a float text/titler or profile pic that shows your chosen Racials when creating your character. It just makes it easier on everyone.

Shorthand of the racial options for each race (this does not supercede the full writeups on the relevant racial pages)


  • Earth Adapted (ignore weather penalties, -5 melee damage)
  • Violent Upbringing (+5 Ballistic Damage, -5 Stealth)
  • Compassionate (+5 to Heals, -5 to all Looting/Pickpocket rolls)


  • Fully Artificial (+5 DR, +1 turn to all Cybernetic specific debuffs)
  • Advanced Prosthetics (+5 Accuracy, Critical Hits vs and Critical fails on Defense, causes loss of entire next turn (no move or action))
  • Neural Net (+1 Cybernetic -or- Implant slot, -5 to all Magika rolls and effects)


  • Artificial Strength (+5 Strength, Cannot flee if allied non-splicers are in combat)
  • Spliced Genes (+5 Stealth/Dodge, Not allowed to have a Pet)
  • Healing Factor (+2HP per round, -2 to all cybernetic and implant mods)


  • Hyperactivity (+5 Dodge, +1 turn to all debuffs)
  • Nocturnal Predator (+5 Accuracy and Stealth at night (and no night penalty), -5 Dodge during the day)
  • Simply Speedy (+2m movement, -5 to rolls for all tech disposables)


  • Venus Born (+1 Magika Slot, x2 weather penalties)
  • Magika Mage (½ cooldown on magika stones (round up), -5 DR)
  • Drevii Technology (+5 to Magika effects, +1 action to prep any tech items before use)


  • Zombie Like Durability (+5 DR, -5 to all forms of Healing)
  • Old Mind (+10 Hacking/Lockpicks/Medical, 1 in 10 chance of random target for combat)
  • Fortified Organs (No debuffs from drugs, ½ duration from all drugs, stims, and medical)


  • Scholar Caste (+5 to all implant/Cybernetic Mods, All weapons treated as if one size larger)
  • Warrior Caste (weapons treated as one size smaller, -2m movement)
  • Royal Caste (+10 to resist magika, -20 to flee attempts)


  • Powerfully Built (+5 Melee Damage, -1m movement)
  • Tough Hide (+5 DR melee/Ballistic, -5 Dodge)
  • Adaptability (reverse weather penalties to bonus, -5 to rolls for tech items (including explosives and guns))


  • Amorphous Form (2 hour wound timer, ½ effectiveness from medical items)
  • Environmental Suit (no surgery for cybernetics, EMP debuffs last 1 turn less, piercing and ballistic weapons do +1d10 damage)
  • urious Mind (+5 to effect from useable tech items, -5 to dodge useable tech items)

Weather and Time of Day

When time of day and weather effects happen; your character will gain bonuses or debuffs depending on your racials and such, (See racial traits section for more info). Your HUD will also indicate when the weather has changed and what effect it has on you. If the weather/time of day changes mid-fight, please assume the weather at the beginning of the fight is still active.


Unless the combat is freeform, combat rolls are the standard for any combat in RoE. Before combat begins, decide if you’re going to be using dice, or Free Form, and unless everyone decides to change their minds, that’s what it is until the end of the fight. It is the defenders’ call as to what combat begins as, though… that way no one is pushed into a combat method they are not comfortable with. Note that it is bad form to leap into a free form fight and whinge and whine that it’s not dice, and vice versa.

Basic Contested Roll

When an attack (or other contested roll) is made, the attacker rolls a dice appropriate to their range or attempted action (in most cases a 1d100, See below) and the defender rolls 1d100 with the high roll winning. If the attacker wins then the attack connects, if the defender wins, the attack misses. If the rolls are equal, the tie always goes to the defender. All effects (other than ongoing zone effects such as toxic gas bomb, and null) that negatively impact another character require a contested roll unless the effect/item specify otherwise.

Critical Success or Failure

If you roll a 1, you have critically failed. You either fail to hit or are hit, as appropriate, but also suffer an additional negative. If a GM is present, or if you and the other players decide on something, then that can be the effect, but the general outcome should be a loss of your next Action. (You can still move, speak, and if you have multiple actions, you have only lost One of them)

Conversely, if you roll a natural 100 (or the maximum result of the relevant attack or skill roll (non-sniper class weapons cannot crit at medium or long range)) you get a critical success. If it’s an attack action, it can only be dodged on a critical dodge roll and you score double damage (multiply the dice roll, then add modifiers), if it a defense roll it succeeds regardless of relative modifiers.

Note that in either of these cases the roll has to be a natural 1 or 100, not with modifiers.

Parts of a Turn

Combat is divided up into turns, with a turn being each person’s post. A player’s turn is divided up into two parts, with a character able to do one movement phase, and one action. Movement can be anything from shuffling your feet to sprinting, or any other related actions, whereas an action skill is anything that is a skill roll, a reload, or other activity.

Steps of a Combat Turn

  • Check any Debuffs or ongoing effects that affect the current turn. If any Debuffs or Zones deal damage, take that damage now.
  • Post your intended actions, including movement, hasted actions and pet actions.
  • Resolve each Action Separately
  • Determine dice and modifiers for attack/contested rolls
  • Roll dice, and compare to defense rolls, check for any “critical hits” or “bonus effects”
  • Roll damage, remember that damage modifiers apply per action, not per hit/die. (this means for example, if dual wielding it applies only once to the total damage of both weapons).
  • Once damage has been determined from the attacker’s side, the defender applies their total DR (including all relevant positives and negatives) to determine the damage taken and adjusts their HP accordingly.
  • If there are further actions (hasted actions, pet, etc.) repeat these steps for each of them.
  • Any fused explosives (grenades, molotov cocktails, etc.) explode, resolve those, follow the steps in #3 as needed, check the explosive rules for details on how to handle the contested rolls.
  • Duration on any ongoing effects (that you initiated) or debuffs are reduced by one turn, removed if at 0.
  • Turn is over.

Size Classes

Be sure to add this to your character creation process and titler

  • Small 0-5 feet = can only dual wield small weapons. (Small characters get +3 to dodge, + 3 stealth, -3 to melee damage) (if at the higher end on height you are expected to be otherwise obviously small, thin, etc.)
  • Medium 4-9 feet = can only dual wield small and medium weapons. No bonuses.
  • Large 8-15 feet = can dual wield all weapon sizes. (Large characters get -3 dodge -3 stealth +3 melee Damage) (if at the lower end on height you are expected to be otherwise obviously large, bulky, etc.) Large class characters may treat two handed weapons as single handed if they are able to be dual wielded. (see the weapon's description in the item listing)

Characters above 15 foot tall require specific Admin/GM approval.

Movement Range

During a movement phase you can move up to 8 meters in any direction. Moving up a ladder, through a door, over a barricade, or related should slow your movement down (as a general rule either half movement when climbing, or spend an extra meter of movement for difficult obstacles)… please be reasonable in your movements. If another player has issue with your move, you should at least hear them out (but keep it in IMs) You must be within 3 meters of your target to attack them in melee.

Fleeing is not considered a movement action, it takes your full turn.


Sprinting costs 1 Action to get a bonus 4 meters added to your movement speed.


Falling is when a character jumps, leaps, or falls off anything and the landing is at least 5 meters down, the player automatically takes 10 damage away from their HP and additional 1 HP for each meter over 5. A player may roll dodge (1d100) to negate falling damage with a result of 75+ (the player can choose to either be latched on to the edge of the higher surface, or to safely land down below)


Fleeing is the act of disengaging from the fight entirely. To successfully flee, you sacrifice your entire turn (you must have your movement and at least 1 Action available) and break from combat. If anyone chooses to interrupt the attempt it requires a roll, all players choosing to interrupt a flee attempt must declare prior to rolls being made. The fleeing character rolls a 1d100 plus any dodge modifiers with the resulting number being their “dodge” roll for the escape. Anyone attempting to interrupt the flee attempt uses that as their difficulty to strike you with AN attack (even if the weapon used is capable of multiple attacks), and if you are struck, damage is resolved for One hit and your flee failed. Each Character is allowed TWO flee attempts in any given combat.

Attempting to interrupt a flee action uses up the attacker’s next Action on their upcoming turn. On a hit, the fleeing character is stopped and takes damage for 1 hit with whatever weapon was used to stop them. On a Failed flee attempt, you may use up to half your movement (as reasonable) to indicate the halted movement of your escape attempt. This is not your only way of leaving combat, but it is a way to disengage from combat immediately. A character can fall back, escape through movement, etc as normal.

Note that if you do not use a Flee attempt to escape, you are not allowed to just move barely out of chat range, then jog across the length of the sim while others are posting attacks. If your movement takes you outside chat range but you are still engaged in combat, you should use a marker for your new position so your avatar can remain in chat range for the ongoing scene until it is apparent you are clear of combat.

Calling for Aid

Calling for Aid (Reinforcements, via com call) requires an Action to perform. If anyone chooses to interrupt the attempt it requires a roll, all players choosing to interrupt a com call must declare prior to rolls being made. The calling character rolls a 1d100 plus any dodge modifiers with the resulting number being their “dodge” roll for the call. Anyone interrupting you uses that as their difficulty to strike your com with an attack, if the attack hits no damage is dealt, but the com is considered destroyed/disabled until the end of combat. If the call is not successfully interrupted, the call goes through and your ally(s) must wait 2 full combat rounds (they are added to the initiative after the person who called them, after that person has completed 2 more turns) unless the call was made from within 70 meters of their faction base in which case they must wait 1 full combat round (if the distance is in question, measure from the closest part of the faction base to the closest combatant to them) to post their entry into the scene (see Entering a Combat in Progress, below). Only one person or group channel can be called per attempt. (See Entering a Combat in Progress, below)

Each post to make a com call in combat takes an action, and has potential to be interrupted, replying to anything from the other end must occur on your next Turn.

Coming a single individual (not a group channel) who is not online at the time requires consent of all involved to pause the scene when they would be able to enter the combat, if any members do not wish to pause to reschedule, direct the com to someone else, or do not attempt it.

Attempting to interrupt a com call uses the attackers next Action on their upcoming turn.

Throughout the city, there are emergency comlinks that can only summon CPD or Medical Aid. These calls will never fail, however they must be reached with a movement phase and the caller must be within 3 meters of the device to use it. If used outside combat or during a free form scene, the caller must make an attempt post. There are similar coms for PDI security and Earthgov in the mining compound.

RoE Main and Trading group chats are not an IC hub to make emergency calls from.

Entering a Combat in Progress

If you approach a combat in progress (DO NOT METAGAME REASONS TO APPROACH A FIGHT YOU KNOW ABOUT OOCLY), post oocly to claim a slot in the posting order (if responding to a com call, your entry position is set by their call), your ic entry will occur in that slot on the next Round. If ALL players in a scene have agreed to lock a scene from bystanders (and an admin has not overruled this due to the time/place of the fight in question (you are not going to exclude the mytharii from a fight in their camp, earthgov from a fight right outside their gate, etc.)) anyone arriving will need to be informed of this, and proceed to leave the area with no IC knowledge of the scene in progress unless summoned via com.

Your first post is -just- your arrival (at the outside edge of whatever range the fight is occurring over, minimum of just barely inside 20 meters) , description, and possibly drawing weapons, no use of other actions allowed. Actions cannot be used (including interrupt actions) until their following turn. If you do not follow this procedure you are not ICly present at the scene and cannot use the information ICly.

Gunfire and Explosions

If Ballistic Weapon tokens or Explosives are used, a shout command should be given with just that information (“Gunfire” or “Explosion!”). A Silencer attached to a ballistic weapon negates the need for this shout, there is no method of silencing weapons that deal explosive damage. Only the first time this rule requires a shout must be shouted.

Anyone within shout radius choosing to respond to having heard this occur, will be treated as having received a com call from the shooter (but do not know IC who is shooting/etc. until after they have posted their entry post into the fight) but instead of using faction bases as the range/time indicator, those within 30 meters can post in immediately (and mark their current location for movement ranges and are considered to be the outer edge of the fight range), those within 50 meters can post in after 1 round, within 70 meters 2 rounds, 70-100 meters 3 rounds. (For arrivals, check the Entering a Combat in Progress section above.)


If a character is defeated (whether in Dice or Freeform) they are considered "Wounded" and unable to continue the fight (fatigue, disabled, blood loss, wounds, knocked out, unable to fight, etc). If the fight is still going, you cannot move or take any actions while waiting on resolution. You do not have to be unconscious, and can potentially speak, but not make com calls or even resist basic actions like being picked up or restrained. The Wounded period lasts for four real time hours, during which time the player is not allowed to engage in any combat. If a wounded character engages in combat or is attacked, they are automatically downed once more, and suffer an additional four hours of wounded time. After a player is defeated, the attacker may perform an attempt of looting the defeated opponent's inventory. (not backpacks or containers) You may not transfer items to your backpack or container during combat. (See looting rules).

  • A wounded character can still move around, RP, etc, but they MUST roleplay out that they are heavily injured and unable to fight again.
  • Visiting a doctor or using certain items on a wounded character can reduce the wound time, depending on the item and rolls. [Be sure to see the item listing]


If a character is struck for double their remaining HP, they immediately roll a 1d100 saving roll, if they roll a 25 or less, they are struck for a “Mortal Wound”. This is the same as a normal wound timer, but you automatically give half (if number is odd, round up) of each stack of non-permanent items to the attacker, from pocket 0 only, if the attacker is unable or unwilling to ‘loot’ these items, they are dropped (destroyed) instead. This is in addition to the standard loot rules. This means that as a character gets progressively more hurt; the risk is increased exponentially. If you wish to prevent this risk in combat you must use unarmed or non-damaging attacks.

This status is meant to represent “death” or “near death”, however the player does not have to consent to death and may play out their character being reconstructed, resuscitated, cloned or anything they like to continue playing if they do not accept death.

If you continue playing your current character you must give up half (if number is odd, round up) of your credits to the hospital’s staff that brought you back from near-death state. If you have no credits, you will be in debt to the hospital.

Weapon Types and Damage Outputs

All weapons are gained through a “weapon token” which represents all the information you need to know about the weapon. You have freedom to interpret what each token represents (a slugthrower, energy weapon, whatever) so long as you are still wielding the basic type of weapon the token is. Please make sure your weapon is vaguely recognizable.

The way to read a weapon token is this: For guns, the first letter is the damage the weapon does, the second is if it is semi or fully auto, and then the name of the weapon class. For example, M_a_Rifle_Class_(Permanent) means a medium, fully automatic, rifle. For Melee weapons it is much the same, with the first being the damage, and then the second being if it does Blunt, Slash, or Pierce damage (See further down).

The actual type of weapon (MG, Shotgun, etc) will have special rules listed below, but all the information you need at a glance is in the weapon token’s listing.

Weapon tokens are as follows:

  • H_a_ACannon_Class_(Permanent)
  • H_s_Launcher_Class_(Permanent)
  • L_a_ChemThrower_Class_(Permanent)
  • L_a_MG_Class_(Permanent)
  • L_s_AMR_Class_(Permanent)
  • L_s_Rifle_Class_(Permanent)
  • M_a_Rifle_Class_(Permanent)
  • M_s_Rifle_Class_(Permanent)
  • M_s_Shotgun_Class_(Permanent)
  • S_a_Needler_Class_(Permanent)
  • S_a_Pistol_Class_(Permanent)
  • S_a_SMG_Class_(Permanent)
  • S_s_HPistol_Class_(Permanent)
  • S_s_Pistol_Class_(Permanent)
  • S_s_StunGun_Class(Permanent)

  • H_b_Club_Class_(Permanent)
  • H_b_Fist_Class_(Permanent)
  • H_s_Axe_Class_(Permanent)
  • H_s_Sword_Class_(Permanent)
  • H_w_Whip_Class_(Permanent)
  • L_b_Club_Class_(Permanent)
  • L_p_Shafted_Class_(Permanent)
  • L_s_Axe_Class_(Permanent)
  • L_s/b_Shafted_Class_(Permanent)
  • L_s_Sword_Class_(Permanent)
  • M_b_Club_Class_(Permanent)
  • M_p_Sword_Class_(Permanent)
  • M_s_Sword_Class_(Permanent)
  • M_w_Whip_Class_(Permanent)
  • S_b_Club_Class_(Permanent)
  • S_b_Fist_Class_(Permanent)
  • S_b_Knuckle_Class_(Permanent)
  • S_s_Blade_Class_(Permanent)
  • S_s_Claw_Class_(Permanent)
  • S_s_Stun_Class_(Permanent)
  • S_s_Sword_Class_(Permanent)

  • L_m_Magika_Class_(Permanent)
  • M_m_Magika_Class_(Permanent)
  • S_m_Magika_Class_(Permanent)

The Basics of Tokens

What determines my weapon in RoE?

Since players all have weapons they’d prefer their character use, and that they’ve bought, weapons are kept separate from the inventory system. Weapons can be any class that is reasonable, so as long as you have a weapon token that can be considered the model you have, you can have the weapon. This system should allow players flexibility while avoiding constant GM questions, and the situation where every street beggar has a minigun.

Please remember that characters can only use a weapon that could reasonably be considered the token they have. You cannot take a pistol token and claim it’s a shotgun, for example.

Weapon Token Details

(Some weapons may have their own custom damage templates, Please check the item database for their damage outputs or abilities)



  • H(eavy)- 1d100 damage
  • L(arge)- 1d50
  • M(edium)- 1d20
  • S(mall)- 1d10


  • H(eavy)- 1d70 damage
  • L(arge)- 1d50
  • M(edium)- 1d20
  • S(mall)- 1d10

Weapon Special Rules

Keep in mind that some items have rules on their item descriptions that explicitly override these listings.

Weapons have items and attachments that can be equipped to them, but a weapon can only have 2 total attachments. A weapon’s mods/attachments only affect the weapon it is attached to (NOT both if dual wielding). You cannot have the same named attachment on a weapon more than once.


Shotguns at medium or further range use the same method as multiple shots (See below)(To represent buckshot). The next action after firing, a shotgun cannot be fired, as the user is racking the next shell in. At close range (20m) shotguns only get a single shot, but do 1d70 for damage as a Heavy weapon.

Minigun/Chainfed gun users may go through 3 combat turns without needing a reload, but then must spend the next two Actions reloading. A user reloading a minigun cannot take a move or attack action. If they do, they interrupt the reload and must spend another two reload actions.

Sniper weapons get bonuses to Accuracy at medium and long range (See the respective range entries). After each shot a sniper must spend an action working the bolt to get the next round into place. Snipers can never fire automatically.

Revolver or heavy pistol types may never fire automatically and may only fire once per turn but deal a 1d40 for damage. Heavy pistol types still belong to the small firearms family and can be dual wielded.

Flamers/Flamethrowers/Chemical weapons use the same weapon ability as Minigun/Chainfed class weapon but require you to be within 8 meters of your target. If you roll a 60+ on your attack roll and strike the target, you inflict Chemical Burn (see entry below). If the player manning the flamer/flamethrower/chemical weapon is downed in combat they must roll 1d100, on a 25 or lower, they will suffer 1d50 undodgeable explosive damage and deal that same damage in a 5 meter diameter around their person, potentially harming those around them, as the entire area is doused in aerosolized, burning fuel. This damage is dodgeable for all targets in the area other than the user.

Small Firearms that cannot fire automatically (Semi auto) may fire up to 2 times per turn. They do not need to take a reload “cooldown’ turn.


Blunt- Roll X or higher on Accuracy roll to stun your opponent for one turn, causing them to lose their actions on their next turn. X=Heavy/Large - 70, Medium - 75, Small - 80

Magika- Can be used at close range as well as melee, weapon deals Magika damage (and uses magika Accuracy and Damage modifiers regardless of range used). Roll X or higher on Accuracy roll to increase your Magika Damage/Effect and Accuracy by 10 until the end of your next turn. X=Heavy/Large - 70, Medium - 75, Small - 80

Pierce- Roll X or higher on Accuracy roll to negate the enemy’s armor for that action. X=Heavy/Large - 70, Medium - 75, Small - 80

Slash- Roll X or higher on Accuracy roll to cause your opponent to Bleed. They take -5 HP for 5 turns. No, this doesn’t stack, additional bleeds simply reset the timer back to 5 turns..

  • Damage reduction mods such as armor or racials do not reduce bleed damage.

X=Heavy/Large - 70, Medium - 75, Small - 80

Whip- Have reach as per shafted weapons (+3 meters to melee range), grant +5 to disarm attempts, and can perform attempts at full melee range. Roll X or higher on attack Accuracy roll to knock your target prone (per Changing Stance rules). X=Heavy/Large - 70, Medium - 75, Small - 80

Medium melee weapons may take 2 swings per turn, using the multiple shot rules (see below) but ignore reloading. Melee weapons never reload.

Small melee weapons may take 3 swings per turn using the multiple shot rules (see below) but ignore reloading. Melee weapons never reload.

  • Blunt, Piercing, Slashing, and Magika effects do not stack if multiple hits are successfully rolled, and trigger on unmodified dice of successful rolls.

Close Range

At and below 20m (chat range), you are considered to be at a CLOSE RANGE. The dice roll when attacking at Close Range is 1d100. Sniper class weapons at close range receive no bonus to Accuracy.

Medium Range

From 20m to 50m you are considered to be at MEDIUM RANGE. Weapons useful only at close range do not function, and you roll a 1d20 for Accuracy. If you are using a sniper class weapon at medium range, you may use a 1d70 instead of a 1d20 for Accuracy. Only sniper class weapons may crit at medium range.

Long Range

At 50m and above, you are considered to be at LONG RANGE. The base Accuracy dice at Long Range is so the appropriate dice to roll is a 1d10. If you are using a sniper class weapon at long range you use a 1d60 for Accuracy instead of a 1d10 for Accuracy. Only sniper class weapons may crit at long range.

Assorted Combat Rules

Changing Weapons

Drawing a Weapon, Exchanging Weapons, or swapping out tools (all of which occupy the hand slots), uses up an action phase to “prepare” the weapon, then it can be used on the next turn. All hand slots can be exchanged at the cost of one Action. Only items and weapons that are equipped to the hand slot may be swapped out for another item during combat at the cost of an action phase. No other slots/equipment may be altered/changed/swapped once combat has begun.

  • On your first turn of combat (that you are not stunned, in case you are stunned on your first turn) you can draw weapons/tools without using an action.

Multiple/Automatic Shots

If a player uses automatic fire they get three rolls on one attack, but must spend their next action reloading. An automatic weapon can (normally) fire just a single shot without reloading in lieu of automatic fire. Some weapons such as machine guns will have longer reload/cooldown times before they can continue firing. Damage mods do not affect each individual shot. Instead, total up your damage from all shots that landed in that Action, then add your bonuses. Armor also mitigates total damage, not individual shots. So add the total damage together BEFORE removing for your armor.

Automatic fire from A weapon cannot be used to target multiple targets in a single action (however, see the firing into melee rules below, and dual wielding can target a separate target with each weapon). Multiple attacks in melee can be used against multiple targets as long as all are within melee reach at the same time.

Special Ammo and Magazines

Only one type of ammo may be loaded into a single weapon at one time. Special ammo is loaded into this weapon using its listed reload action, 1 action phase. Loading special ammo may be done for free as part of a reload action. Only grenade type weapons with the "Fuse" property can be used as special ammo. When fired, use standard explosive weapon rules, including for targeting a specific target. Grenades fired as special ammo explode immediately upon impact.

Suppressive Fire

An Automatic weapon can use suppressive fire, reducing damage dice to 1/2 (1d50 becomes 1d25) to give (all) targets (anyone who has to make a dodge roll) a -15 to Accuracy until the end of their next turn. The attack is otherwise treated as normal.

Dual Wielding

You can dual wield weapons (Depending on your size class), at a penalty to Accuracy on any attack rolls (based on the Larger of the weapons, applied to all weapons). This allows you to take the basic attack action you could take with each weapon, both in one action. Thus if you are using two small weapons, you could take 6 attacks, three with each. You can also wield 2 weapons but only use one or the other on a given turn (this does not incur dual wielding penalties). You cannot fire a weapon and reload the other weapon in the same Action. Reloading weapons requires a separate action for each weapon.

  • -15 Accuracy on Small weapons
  • -20 Accuracy on Medium weapons
  • -25 Accuracy on Large weapons
  • -35 Accuracy on Heavy weapons

This penalty is for -using- both weapons in a single action, not simply holding them.

If using more than one damage type in the same Action (for example melee in one hand and ballistic in the other), apply the largest +damage mod that hit, and half of the other(s), to a maximum of +30, and the target applies their largest DR value from the damage types being applied, and half of the other(s) to a maximum of 30 DR (universal DR is counted separately for each damage type).

Aimed Shots

You can use an Action to perform an aim on a target. You do not fire this turn, but next turn if you strike with your roll you ignore any damage reduction your target has (armor), to deal full unmodified damage. If the target is unarmoured you deal double damage with an aimed shot (multiply the result of the damage die, then add any damage modifiers). Accuracy modifiers, and other bonuses still apply to your roll. Aimed shots can only be used with basic attacks, not damage-dealing Items or magika. You cannot Aim and then fire in the same Turn.

  • Aimed shots give no bonus if using Automatic fire, Dual Wielding, or Multi-attacks.
  • Aimed shots give no bonus to Explosives except on direct hit (see Explosive rules in the Explosives section)
  • The double damage from Aimed Shot cannot stack with Sneak Attacks (but does stack with crits (for a total of x3))


With limited exceptions, you cannot become hidden during an ongoing combat once you have been spotted. If you speak in close proximity to others, use spells on others (or have them use spells on you), or many other actions that would expose your position, you are no longer considered hidden, you cannot remain hidden after attacking (with the exception listed below for snipers at long range).

If you are attempting to hide, disguise yourself, or conceal actions that others might be able to detect, that is a skill roll (Sneak) contested by any potential witnesses. Remember to use relevant modifiers for equipment. If you are considered hidden, and are spotted, any character who has spotted you can point you out to others. *You may not re-enter stealth unless the character can move to cover successfully and must spend an action phase to hide once again

Sneak Attacks

Sneak Attacks must be done as your first attack in a combat, and only if you’ve spent time (at least one action) setting up previously. If need be, let your FL or a GM know you are hiding to avoid accusations of metagaming or cheating. When you take your sneak attack, roll a stealth roll vs your opponent, with the opponent gaining any “Spot” bonuses they may have, to confirm that you are unseen. Then you make a normal attack. Sneak Attacks can only be used with basic attacks, not damage-dealing Items or magika. If you succeed, your strike does double damage.

  • Sneak Attacks give no bonus if using Automatic fire, Dual Wielding, or Multi-attacks.
  • Sneak Attacks give no bonus to Explosives except on direct hit (see Explosive rules in the Explosives section)
  • The double damage from Sneak Attack cannot stack with Aimed Shot (but does stack with crits (for a total of x3)) (cannot gain the other benefit of aimed shot with sneak attack either)

Sniper Stealth

Finding an attacker at long range, who has previously hidden, requires a Perception roll (1d100) against their stealth roll (1d100 + mods) to detect them. This takes 1 action to perform. If the Sniper wins the stealth roll he/she is not spotted and the target may not use any action phases against them, but may use their action/movement phases for anything else, such as fleeing, moving to cover, preparing an item, etc.

Line of Sight

You must have a reasonable line of sight to strike a target, in mouselook. If there is something in the way that blocks entirely, you cannot fire at the target… if it only partially blocks the target they get to use the cover rules.

Melee can strike anyone within range that is not behind a solid wall (So through a window, around a corner within reason). Please be reasonable in your judgement of line of sight, and always try to give the benefit of the doubt to the defender.

Firing into Melee

If firing a single shot or semi-automatic while an ally is within your line of sight when you fire, as in -directly- in the way, the ally provides cover (+15 Dodge) to your target, and must roll dodge against any attacks that miss the intended target.

If firing automatic fire through other characters or into a melee (within 3 meters of the primary target, or directly in the line of fire), the Primary target is treated as normal, and all other targets must also dodge with a bonus +15 to the dodge roll and only take half damage (from the dice that hit). Shotguns are treated as Automatic fire for this rule when further than 10 meters. For damage to multiple targets from this effect, roll all damage dice, then each target applies the dice in the position that hit them (secondary targets take only half those damage dice (but the full damage modifier)).

Enemies within melee range of a target who specifically choose to attempt to grant cover to protect a target can expend their next Action on their upcoming turn to do so (granting the same +15 Dodge to the target), but are hit by (get no dodge roll against) any attacks that miss the intended target (as they are intentionally Trying to get shot to protect them), in the case of automatic fire it is possible to take both the normal damage shot for the intended target, as well as the half-damage shot for yourself (however you do still get to roll dodge for the attack targeting yourself).


If you are reasonably behind a piece of cover, or your attacker is firing through a large number of intervening objects, get +15 to all dodge attempts. You must be within 1 meter of an object to use it as cover.

Changing Stance

A player using ranged weapons can spend a movement phase to either get on one knee, or go prone. Taking a knee in combat consumes one movement phase but rewards +5 Accuracy (for Ranged only) that turn. Once the character moves, they no longer get the bonus for Accuracy. Standing up from this stance however does not consume another movement phase.

Going Prone in combat consumes one movement phase but rewards +10 Accuracy (for Ranged only) and +5 to Stealth +5 to Dodge.This dodge bonus is reversed as a penalty however if an attacker is using melee attacks on you. Standing from prone takes a movement phase. When characters are prone, speed is reduced to 3 meters (modified by racials and items (gain only 1/2 effect of positive modifiers), minimum of 1 meter regardless of all modifiers) to move during their movement phases, cannot sprint while prone.

Throwing Weapons

Non-grenade throwing weapons use an Accuracy roll like any other weapon, with a maximum range of 20m. Normal Accuracy bonuses apply, treating the thrown weapon as any other ranged weapon for attack rolls, and melee weapon for damage. They do whatever their listed damage is, improvised thrown weapons (including weapons not intended to be thrown (swords, clubs, pistols, rocks, etc.)) will do 1d6 damage but only ½ strength mod (rounded down).


Explosives do not require a to-hit roll. On grenades, the thrower marks the grenade’s location (the center of an explosion must be a location the controller has line of sight to), and anyone within the radius is affected (determine cover, if applicable, based on center of the explosion). If it is a damage or immediate effect item, like a plasma or frag grenade, or EMP, the thrower rolls a 1d100. That is the difficulty that the targets inside the blast all have to beat on a 1d100 Dodge roll to avoid taking damage/effect.

-Grenades explode on the END of their Second -turn- of use, the two methods of use are to either... spend 1 Action to Prime and Throw (place marker where it is thrown, it can be interacted with (thrown back by spending an action, or otherwise move it around)) or Spend 1 action to Prime and Cook (hold grenade in hand until next turn), and throw as an Action on next turn, if you are stunned or otherwise incapable of throwing the grenade on the second turn it will go off in hand, centered on yourself.

Grenades that form a zone effect (Smoke, Gas, whatever) simply go off and effect anyone within the radius on their next turn. In general, a target is affected on any turn where they passed through the area of effect. However, actions taken before they pass through the zone are NOT affected. A target moving OUT of the cloud will still be effected on that turn, because the effect happens first and lasts all turn.

Example: If a toxic gas bomb (anyone inside cannot take an action phase) goes off and Bob is outside it, and he moves inside and wants to shoot, he cannot. However, he CAN take a shot at the start, before he moves through. He cannot, in his next turn, move out of the cloud, then shoot at the last step… he will still be choking like a bitch.

Explosive weapons (such as the rocket launcher) follow the same rules as other explosives, except in the case of targeting a specific target and centering it on them, in which case the primary target has Accuracy mods applied, and all others are done as per the standard unmodified explosive rules.


Firearms do not require ammunition (as an item), the reload action is used to reload weapons as needed (based on the weapon token). Ammo items can be applied to a ballistic weapon in combat, and requires a number of actions to load into a weapon equal to the reload time on that weapon, minimum of one Action.


Armor adds a negative to any incoming damage. This means that after an attack hits, and all damage is tallied, you subtract your armor’s value from the incoming damage. Like Dice roll modifiers, DR caps at a 30. (see item listing)


Unarmed attacks are classed as Small weapons. Unarmed attacks give you three strikes in an action, do 1d6 damage per strike, do not have a Blunt effect, and cannot be dual wielded. Swapping from your weapon to use a unarmed strike does not consume an Action, but uses an Action to deliver the attack as normal.


Disarming a player requires a stealth roll (1d100 + any mods) against the target's dodge (1d100 + any mods) and can only be attempted at targets within 3 meters of the attacker.

If successful; 1 weapon is removed and thrown from target 5 meters away (mark the location with a token if needed). Removed weapons cannot be used until a movement phase is spent to reach the weapon (and an Action to pick it up).

Grenades and other items held in the hands can be disarmed the same way. Grenades can be scooped and thrown again with a single Action, other items can be kicked up to 5 meters to a new location for 1 Action. Weapons you do not own can be picked up and used after being disarmed (this does not count as looting and the weapon is somehow recovered by the original owner after combat unless it is looted (see standard looting rules below)).


Grappling requires an Action to attempt with a contested roll using your Unarmed Melee Accuracy vs Dodge. If successful the target is now Held. Further rules here are specific to dealing with a Resisting target.

While Held your movement and attack options are limited, you cannot use any weapons larger than your character size to make attacks, you cannot move more than 1 meter without first breaking the hold, and the Holding character may interrupt Flee attempts with a +30 on the roll (regardless of actual Accuracy modifiers).

While Holding someone, you cannot use any weapons larger than your character size to make attacks, and cannot dual wield any weapons larger than small. You must spend at least 1 Action each round on some form of interaction (attack, magika, forced movement, etc.) with the resisting target, or release the hold.

Breaking a hold requires an Action (Dodge or Strength to escape (Held character’s choice), vs Strength to hold), the Holder releasing the character, or the Holder being stunned.

While holding a character you can use an action to use a medicine or drug with the (Injection) trait on them. Doing so requires a Surgery roll vs the target’s dodge. The item is used up regardless of success (if a drug, then if failed, @drop the item, if successful @give the item to the target, who must @use it) (if medicine then if failed @drop it, and if successful @use it).

While holding a character you can use an action to make a contested roll (Strength vs Strength) to move them up to half of the lower of your speeds (round up, minimum 1 meter), this can be either dragging them (in which case you must use that movement yourself to remain adjacent) or pushing/throwing (pushing into solid objects is resolved as a hit with an improvised weapon (1d6 damage), pushing off objects to cause falling damage is covered in falling rules). Throwing one character into another character also requires an accuracy roll (ranged accuracy) vs the target’s dodge, if the attack hits, Both subjects take the 1d6 + strength damage. Pushing/Throwing breaks a Hold.


Some effects create a zone, zones mark a place on the ground that last from the time they are created for a certain number of turns, calculated by their creator’s turns. If you begin your turn in a zone, or move into a zone during your turn, apply the effects immediately and those effects continue till the end of the turn (unless the item or effect specifies otherwise)


This includes all positive effects, haste, barrier, food buffs, drugs, and so on…

All durations are tracked by the initiator’s turns. Duration of effects is reduced by one at the end of their turn, removing all effects that reach duration 0, only reduce duration of effects that were in place at the Start of that turn.


This includes, bleeds, burns, acid, stuns, freeze, and so on.... all debuffs that are specific to a single target.

All durations are tracked by the victim's turns, and ticks of damage occur at the Start of their turn. This does mean Other players can remove a debuff before the turn starts to protect you (if they go before you), but you cannot remove it from yourself before it takes effect. Duration of debuffs are reduced by one at the end of your turn, removing all debuffs that reach duration 0, only reduce duration of debuffs that were in place at the Start of that turn.


When a character is Stunned, they lose their Action Phase for the entire turn for the number of turns the stun lasts, they are still able to speak, move, and defend themselves unless the effect states otherwise.

When a Stun ends, you are immune to being stunned again till the end of your Next turn.

Chemical Burn

When a character is subject to Chemical Burn (generally from a chem-thrower/flame-thrower token) they take 1d10 explosive damage per stack (to a maximum of 3 stacks) at the beginning of each of their turns, for 3 turns, but can spend an entire turn (must have at least one Action) to extinguish the flames. Bodies of water, fire extinguishers, etc, can also be used to end the effect.


When a character is subject to Bleed, they take 5 damage (which ignores DR) at the start of each of their turns, for the duration of the bleed (generally 5 turns).


If in combat, a character is defeated, the attacker who landed the 'killing blow' may loot the defeated player, the defeated player gives the person who defeated them the loot from their inventory they pick (INCLUDING permanents) if so roleplayed.

The defeated player must “@give # item (attacker)” as needed.

The process for determining loot is outlined below.

  • Make a contested roll (d100s) against the other player for searching success.
  • If successful, have player show their inventory to you. “@show all”
  • Pick ONE stack (permanent or non-permanent) you'd like to steal from.
  • Roll 1d(size of stack, max of 100) for amount to steal. For example if the victim has 5 Cogs, the looter will roll 1d5. If they have 27 Cogs, the looter will roll 1d27.
    • Players may not loot any INSTALLED cybernetics or implant items (uninstalled ones can be looted like any other permanent) from players without at least 1 set of Medical_Tools and a surgery attempt roll, only after player is knocked out, captured, wounded, handcuffed, or detained through proper role play.
      • To attempt surgery: Roll 3d100s scoring a 70 or above on each die for surgery success and use up one Medical_Tools, If you fail the surgery roll, the player may keep their permanent item, if you critically fail (roll a 1) on any of the rolls, you fail and the permanent breaks and must be discarded indefinitely, both players lose it. Rolling successfully on all 3 rolls means you may take the item into your inventory. Alternatively, you may take your knocked out or captured target to the hospital to have the permanent item removed perfectly with no risk, but at the cost of credits, at the doctor’s choosing.
    • Please keep a player's RP limits in mind, if they disagree to dismemberment/mutilation, please respect that player’s rights but you still may take the item.
    • If a character wants to install a cybernetic without a visit to the hospital, the installer would have no medical training and have to attempt a surgery roll (See above) They must have the Permanent item that requires surgery as well as the Medical_Tools item. Rolling continues until you either succeed (3 70s) or roll any natural 1s, on a natural 1 the item is destroyed. (this surgery system is purely for surgery on a willing subject, any form of surgery on an unwilling subject receives only a single roll to gain all 3 successes required). You may not attempt to install your own Permanents.
    • Backpacks and containers cannot be stolen from. They are safe storage. You may not use items that are stored in your backpack or container however.
    • If you are in a group combat scenario, You may only steal one time from the player(s) you have downed in combat.
    • Players may not steal Mega_Credit(s) from anyone.


To attempt a stealth or undetected theft with no combat follow these steps:

  • Roleplay your attempt out first
  • Then roll 1d20 + any modifiers you may have against the target who gets to roll a 1d100 +Per. (Stealth looting is tough) for undetected success. This only applies to stealth looting, any other types of stealth are a standard skill roll, (See above)
  • Other potential witnesses are done as a standard contested stealth roll (with 1d100s on both sides)
  • After success, ask to see their inventory with the show all command
  • Select the stack you wish to steal from (no pickpocketing permanents (with the exception of license or clearance chips (Not ID chips)), or anything that is not legal to take with standard looting rules)
  • Roll d(size of stack, max 100) for amount to steal. For example if you have 5 Cogs, the looter will roll 1d5. *If you have 27 Cogs, the looter will roll 1d27

Capture and Escaping

Players who have been detained/captured must remain captured for at least 4 hours real time (Unless they RP out escaping properly, and the captor agrees that the RP is solid. That means you can’t just wait til everyone turns their back and then POOF). Escape attempts should always be roleplayed out in detail, but if an arbitrary system is required in a situation where both sides cannot agree on things use the following system.

To attempt escape from your prison the player must attempt 3 1d100 rolls, scoring an 80 or higher each time to escape. If any of those three are failed, a captive must wait at least a half hour to attempt again.  Once they have 3 successes attained over ALL their rolls, they are free.  An escape attempt may only be played out if the captor or a GM is present.

When a player is captured/detained, if the captive has not already been looted as a result of combat, the captor may loot one item for free without an attempt. Only Col-Sec can confiscate multiple items, but may not take permanents, only illegal contraband such as drugs or explosives, and the confiscator does not get to keep the items, they are turned into the Col-Sec director. Col-Sec officers who are caught embezzling items are fired on the spot if they are exposed with proper evidence. Search and Seizure mechanics: When a suspect is searched by the COL-SEC the COL-SEC officer doing the search will roll 1d100 + <Per> and the suspect will roll 1d100 +<Stealth> If the COL-SEC officer wins the roll, the suspect must turn over items listed as drugs or explosives on the COL-SEC evidence turn in vendor. If the suspect wins (tie goes to the suspect), for every (up to) 10 points above the cpd officer, they may declare 1 stack immune to seizure. A suspect cannot use undiscovered items while in COL-SEC custody. The items are assumed to have been missed when searching the suspect’s possessions and returned when released (this means tie to 10= 1 stack, 11-20= 2 stacks, 21-30= 3 stacks)]


Handcuffs are used to prevent resistance rolls against you until lock is picked, target must roll 65 or higher to pick lock/escape + any lock picking mods and may only roll once. Can only be used against stunned, incapacitated, or surrendering targets. Incapacitated or Surrendering targets are considered non-resisting, Stunned targets who choose to resist require a contested Melee Accuracy roll vs Dodge. Cuffs can only be used 1 time per combat and are consumed regardless of success. Attempting to handcuff an un-stunned, resisting, target, automatically fails, expends the handcuffs, and prevents you from using further handcuffs during that combat.


Vehicles will have HP, but none of it will provide extra HP to the user. This HP is only used if the vehicle is attacke as a target, when the vehicle’s HP is depleted the character is forced out of the vehicle and will suffer -20 HP penalty. Instead of gaining HP; a player inside/using a vehicle gains a cover bonus if they are attacked. (See cover rules). Some vehicles do not have inbuilt weapons, they must be mounted using a riders weapon token and there must be a free weapon slot/seat available. The only exceptions to this are certain vehicles. such as; tanks that will have 1 weapon already included. Included weapon tokens are not removable. Each vehicle will have a certain amount weapon slots. 1 slot may carry 1 weapon token and player. You must use your own weapon tokens to fill these slots. Weapon slots also mark how many occupants you may have in a vehicle. Hatches/Doors on vehicles may be opened with a hacking skill roll, hacking modifiers apply here. If a door is opened, the occupants inside may be targeted directly. If the opener scores at least a 70 or above. When a vehicle is destroyed in combat, it cannot be used again until the end of combat. Repair RPs must be taken after.

  • Vehicles cannot be stored in backpacks and can only be stolen/looted if the following conditions are met:

1: The vehicle was active/used in the scene.

2: The occupants inside were defeated or abandoned the vehicle. (No longer in use)

3: The vehicle was intact at the end of combat (Still has HP left)

4: Use normal looting rolls to acquire it.

  • Vehicles with more than one seat; 1 person is selected to be the driver, The pilot/driver makes the vehicle's dodge rolls and movement phase. The driver may also fire a weapon too.
  • Vehicles may be driven into targets to deal damage by moving the vehicle toward the player on it's movement phase and must reach the target within 1 meter. Dealing this damage does not consume an action phase however, only a movement phase. Vehicles also must follow line of sight and friendly fire rules when attempting to drive into a player. Additionally only wheeled vehicles may drive into a player, ( Car Class, APC Class and Tank Class only, Personal, Dropship and Fleetship class do not apply) Flying types may not perform these actions. The defending player must perform a dodge roll, and spend a movement to avoid being hit by the target. If they fail; they take 1d50 melee damage.
  • Melee and Stun type tokens cannot be placed on a vehicle's weapon slot. Only weapon tokens that deal ballistic or explosive type damage.
  • APC, Tank, Dropship and Fleetship class vehicles are completely immune to Small and Medium (melee and ballistic) weapons, unless the roller can score a natural 100 on their Accuracy roll. If this condition is met, a player may deal damage to the vehicle normally (do not deal double damage for the crit). APC and Tanks are further immune to Large (melee and ballistic) weapons, with the same rules. The armor piercing trait of the AMR class firearm (and L_AP rounds, but not the piercing melee trait or AP rounds) can also penetrate APC and Tank armor.
  • Remember reloading rules, these still apply to vehicles. (The requirement to not move while reloading an LMG is satisfied by remaining in your seat/slot, even if the vehicle is moving, unless you are also the driver.)
  • Only one player per weapon and seat slot, only one weapon per seat (no dual wielding from weapon slots).
  • Only one weapon may fire per turn, per player. For example: If a vehicle has multiple weapons they may all fire as long as you have a player to man them. Players cannot use kneel or prone for Accuracy modifiers while in a vehicle.
    • Weapons that are inherent to a vehicle (Launcher on tank, etc.) cannot be disarmed, however a successful disarm attempt prevents the weapon from being used until an Action is spent to enable the weapon again.
  • No mods may be applied to vehicles in any way with the exception of accuracy or damage modifiers that may only be applied to the weapon token. (This includes character movement mods)
  • An action is required to mount or dismount a vehicle.

Vehicle HP Guide

>Light / personal transport = 10 HP 0 Weapon Slots/seats (Hoverboards, skates, bikes, motorcycles, etc.) +3meters to movement range during combat.

>Car class transport = 40 HP 1 Weapon Slot/seats (Trucks, cars, hovercars, SUVs,etc.)

>APC class transport = 200 HP (Player cannot be directly attacked at until vehicle is destroyed) 2 weapon slots/seats 8 seats w/ no weapon slots Cannot be damaged except by Explosive damage, Magika, or Heavy Melee Weapons (SWAT trucks, APCs, Mech suits, DropPods, BMPs,half tracks, light tanks, etc.)

>Tank class transport = 350 HP (Player cannot be directly attacked until vehicle is destroyed) 4 Weapon Slots/seats Cannot be damaged except by Explosive damage, Magika, or Heavy Melee Weapons (Tanks, tracked vehicles, heavy armor, etc) 1x H_s_Launcher_Class_(Permanent) Included

>Dropship class transport = 200 HP (Player cannot be directly attacked until vehicle is destroyed) 4 Weapon Slots/seats (Gunships, helicopters, hoverplatforms, hoverships, small spacecraft, planes, etc.) 1x L_a_MG_Class_(Permanent) Included

>Fleetship class transport = 500 HP (Player cannot be directly attacked until vehicle is destroyed) 6 Weapon Slots/seats (many seats with no weapon slots) (Large space ships) 1x H_a_ACannon_Class_(Permanent) Included

  • All vehicles add a +10 bonus to flee attempts.
  • Always ask a GM to use a vehicle in any type of combat first.
  • Be sure to see other vehicle rules on core rulebook page


A “pet” is like a player’s character. A player may only have one pet out at a time, unless a racial dictates otherwise. They get one action and one movement phase, but only have 1 magika slot (Pets cannot hold/use any magika stone their owner has equipped, but their held stone does not count against their owner's colors for phage requirements). They also do a fixed amount of damage and HP based on their “level”.

Level 1 - 10HP, 1d6 Damage.

Level 2 - 20HP, 1d10 Damage

Level 3 - 30 HP, 1d20 Damage

There are two types of pets, Robotic and Organic. Robotic = Ranged and Organic = Melee (melee needs to be within 3 meters of target). Pet attacks follow all the standard combat rules for ranges, etc. Pets that are downed in combat are revived after the battle… it should generally be accepted that pets who are downed shouldn’t be fighting for at least a couple hours while they repair/heal. Be reasonable. Pets do not require, and cannot take, a weapon token, their base attack is set and cannot be changed.

Pets move 8 meters per movement when moving independently, but can be assumed to “keep up” with their owners when they move faster, so long as they stay in melee range (3 meters) of their owner.

  • Pets cannot be stolen.
  • When the owner of a pet is defeated before the pet is downed, it retreats from combat.
  • More pet details and instructions will be released in a respective manual.


Hacking is the only skill roll that requires prerequisites to perform the skill roll. If you are hacking a player or player's object. The target MUST be stunned or defeated in order to be hacked. Hacking modifiers may be added to your skill roll. Your hacking effects will take place after they are revived/recover. For example, Hacking a downed robot player can change his allegiance to your side when he recovers.

Hacking an object in the sim requires a GM or the owner's permission. If it is a faction item like a CPD camera or database, it requires the faction leader to be present and a GM to make the changes that will impact the rest of the world. Most of these items will be marked with hovertext. But you may ask a GM or an admin if you may hack something that is not marked.

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