Useful Tables
TABLE P11: COMBAT MOVEMENT EFFECTS
| Movement | Action Penalty |
|---|---|
| All-out Sprint | No actions |
| All-out Swim | No actions |
| All-out Fly | No actions |
| Sprint | +3 steps |
| Run | +2 steps |
| Walk | No penalty |
| Easy Swim | No actions |
| Glide | +1 step |
| Fly | +2 steps |
In some cases, a character might try to sprint. Combat movement (as opposed to all-out movement, described below) works essentially like any other action. During a round, whenever a character has an available action, he can move for a single phase at his listed rate. However, it’s also possible for him to move and perform some other action in the same phase. That additional action usually receives a situation die penalty, as shown on TABLE P11: COMBAT MOVEMENT EFFECTS. Note that a character who is using his swim movement rate can’t move and attempt another action in the same phase, and a character who moves at a walk can perform another action with no penalty.
The movement rates for easy swim and glide are provided for those times when a character is in water or airborne and simply wants to travel without covering distance as quickly as possible.
TABLE P12: ENCUMBRANCE
| Load | Move | Penalty |
|---|---|---|
| STR x 2 | 100% | 0 |
| STR x 4 | 75% | +1 step |
| STR x 5 | 50% | +2 steps |
| STR x 6 | 25% | +3 steps |
The reduction in movement rate applies both to combat movement and overland movement. The penalty applies to all actions related to Strength and Dexterity-based skills, as well as the character’s Strength and Dexterity resistance modifiers. (For example, a character with a +1 Dexterity resistance modifier who is loaded down with gear weighing five times his Strength score has his resistance modifier reduced to -1 for as long as he remains encumbered.)
Although it’s possible for a character to lift more weight than six times his Strength score in kilograms (see the discussion of Strength feats on page 63 in Chapter 4: Skills), STR x 6 is the limit that a character can carry while still retaining the ability to move at an appreciable speed.
Example: Grimes is wearing attack armor (15 kg), carrying weapons and sensors totaling 7 kg, and wearing a backpack stuffed with supplies and survival gear that totals 26 kg. His total load is 48 kg, and he has a Strength score of 12. The load weighs STR x 4, so Grimes is slowed to 75% of his normal movement rate, has a +1 step penalty to the use of Strength and Dexterity skills, and his resistance modifiers in those Abilities are reduced by 1. If he can dump his backpack before getting into a fight, his load drops to 22 kg, which puts him under the STR x 2 limit and means that he can move and fight with no penalty to any of his actions.
TABLE P13: OVERLAND MOVEMENT
| Mode of Travel | Kilometers per Hour | Hours per Fatigue Check |
|---|---|---|
| Stroll | 1.5 | — |
| March | 3 | 8 |
| Forced march | 4.5 | 1 |
TABLE P14: THROW SITUATION MODIFIERS
This table summarizes the difficulty of using a thrown weapon based on the type of object and the range of the target. As shown on that table, a character actually gets a situation die bonus when trying to hit a target at short range with an object that is designed to be thrown. Objects that are small and relatively light (weighing up to 3 kg) but aren’t designed for throwing cause the character to receive a penalty, even at short range. For heavy objects (weighing more than 3 kg but no more than one-half of a character’s Strength score in kilograms, rounded down), the penalty is +4, and no heavy object can be tossed beyond short range.
| Object Type | Short Range | Medium Range | Long Range |
|---|---|---|---|
| Designed for throwing | -1 step | +1 step | +2 steps |
| Not for throwing | +1 step | +2 steps | +3 steps |
| Heavy (up to 0.5 STR) | +4 steps | — | — |
Grenades need to be treated a little differently from other thrown objects due to their explosive radius. In other words, you need to know exactly where a grenade lands, since it doesn’t have to hit its target to inflict damage. There are two types of grenades in the AAA game system: standard and gun-launched grenades. (Chapter 11: Weapons & Armor has descriptions and statistics for all available grenades.)
Standard grenades are any of the normal fragmentation, concussion, or energy grenades that are manually tossed at a target. A character can toss a standard grenade a distance equal to his normal throwing distance. He uses his Athletics-throw skill. Treat a grenade as an object designed to be thrown for purposes of determining situation modifiers. Cover modifiers are applied to the throw situation die if such cover protects from the blast.
Gun-launched grenades are fired out of grenade launchers. This requires the use of the Heavy Weapons-indirect fire skill. Ranges depend on the grenade launcher being used. Refer to TABLE P20: ACCURACY BY RANGE on page 67 in Chapter 4: Skills and the accompanying text in the description of the throw skill to determine how far a grenade lands from its intended target.
If it’s important to know the direction of the miss from the target, a simple random determination might suffice: Roll d4, assigning each of the possible results to the four basic directions (ahead of the target, behind the target, to the left, to the right). The Gamemaster Guide has more detailed information on how to determine exactly where a grenade lands.
TABLE P15: IMPACT DAMAGE
| Success | EX (<3m) | S (3-10m) | M (11-30m) | L (31-60m) | T (>60m) |
|---|---|---|---|---|---|
| Critical Failure | d4w | d8w | d12+4w | d20+8w | 2d20+8m |
| Failure | d4s | d6w | d10w | d12+6w | d20+8m |
| Marginal | 1s | d4w | d8w | d12+4w | d12+8m |
| Ordinary | — | 1s | d6w | d10w | d12+6m |
| Good | — | — | d4w | d8w | d8+6m |
| Amazing | — | — | — | d6w | d6+4m |
TABLE P22: RANGE MODIFIERS BY WEAPON TYPE
| Weapon | Short | Medium | Long |
|---|---|---|---|
| Flintlock Pistol | -1 step | +1 step | +2 steps |
| Primitive* | -1 step | None | +1 step |
| Musket | -1 step | None | +1 step |
*Bow, crossbow, sling only.
Table P24: Knowledge Categories
For a Knowledge skill check, the Gamemaster determines which category the information sought belongs to:
| Category | Modifier | Complexity |
|---|---|---|
| Trivial | +1 step | Marginal |
| General | None | Ordinary |
| Specific | +2 steps | Good |
| Expert | +3 steps | Amazing |
TABLE P21: HEAVY WEAPONS RANGE MODIFIERS
| Range | Direct | Indirect |
|---|---|---|
| Short | -1 step | +2 steps |
| Medium | None | -2 steps |
| Long | +1 step | None |
TABLE P22: RANGE MODIFIERS BY WEAPON TYPE
| Weapon | Short | Medium | Long |
|---|---|---|---|
| Submachine gun | -1 step | +1 step | +2 steps |
| Pistol | -1 step | +1 step | +2 steps |
| Rifle | -1 step | None | +1 step |
TABLE P23: SCRATCH-BUILT EXPLOSIVES
| Skill Check Result | Concussive | Type of Device: Fragmentation | Incendiary |
|---|---|---|---|
| Crit. Failure | d4w | Dud | Dud |
| Failure | Dud | d4+3m | d6+2w |
| Ordinary | d6+2s | Dud | Dud |
| Good | d8+2s | d4+2w | d4w |
| Amazing | d4w | d6+3w | d4+2w |
| d4+3m | d6+2w |
TABLE P11: COMBAT MOVEMENT EFFECTS
| Movement | Action Penalty |
|---|---|
| All-out Sprint | No actions |
| All-out Swim | No actions |
| All-out Fly | No actions |
| Sprint | +3 steps |
| Run | +2 steps |
| Walk | No penalty |
| Easy Swim | No actions |
| Glide | +1 step |
| Fly | +2 steps |
In some cases, a character might try to sprint. Combat movement (as opposed to all-out movement, described below) works essentially like any other action. During a round, whenever a character has an available action, he can move for a single phase at his listed rate. However, it’s also possible for him to move and perform some other action in the same phase. That additional action usually receives a situation die penalty, as shown on TABLE P11: COMBAT MOVEMENT EFFECTS. Note that a character who is using his swim movement rate can’t move and attempt another action in the same phase, and a character who moves at a walk can perform another action with no penalty.
The movement rates for easy swim and glide are provided for those times when a character is in water or airborne and simply wants to travel without covering distance as quickly as possible.
TABLE P12: ENCUMBRANCE
| Load | Move | Penalty |
|---|---|---|
| STR x 2 | 100% | 0 |
| STR x 4 | 75% | +1 step |
| STR x 5 | 50% | +2 steps |
| STR x 6 | 25% | +3 steps |
The reduction in movement rate applies both to combat movement and overland movement. The penalty applies to all actions related to Strength and Dexterity-based skills, as well as the character’s Strength and Dexterity resistance modifiers. (For example, a character with a +1 Dexterity resistance modifier who is loaded down with gear weighing five times his Strength score has his resistance modifier reduced to -1 for as long as he remains encumbered.)
Although it’s possible for a character to lift more weight than six times his Strength score in kilograms (see the discussion of Strength feats on page 63 in Chapter 4: Skills), STR x 6 is the limit that a character can carry while still retaining the ability to move at an appreciable speed.
Example: Grimes is wearing attack armor (15 kg), carrying weapons and sensors totaling 7 kg, and wearing a backpack stuffed with supplies and survival gear that totals 26 kg. His total load is 48 kg, and he has a Strength score of 12. The load weighs STR x 4, so Grimes is slowed to 75% of his normal movement rate, has a +1 step penalty to the use of Strength and Dexterity skills, and his resistance modifiers in those Abilities are reduced by 1. If he can dump his backpack before getting into a fight, his load drops to 22 kg, which puts him under the STR x 2 limit and means that he can move and fight with no penalty to any of his actions.
TABLE P13: OVERLAND MOVEMENT
| Mode of Travel | Kilometers per Hour | Hours per Fatigue Check |
|---|---|---|
| Stroll | 1.5 | — |
| March | 3 | 8 |
| Forced march | 4.5 | 1 |
TABLE P14: THROW SITUATION MODIFIERS
This table summarizes the difficulty of using a thrown weapon based on the type of object and the range of the target. As shown on that table, a character actually gets a situation die bonus when trying to hit a target at short range with an object that is designed to be thrown. Objects that are small and relatively light (weighing up to 3 kg) but aren’t designed for throwing cause the character to receive a penalty, even at short range. For heavy objects (weighing more than 3 kg but no more than one-half of a character’s Strength score in kilograms, rounded down), the penalty is +4, and no heavy object can be tossed beyond short range.
| Object Type | Short Range | Medium Range | Long Range |
|---|---|---|---|
| Designed for throwing | -1 step | +1 step | +2 steps |
| Not for throwing | +1 step | +2 steps | +3 steps |
| Heavy (up to 0.5 STR) | +4 steps | — | — |
Grenades need to be treated a little differently from other thrown objects due to their explosive radius. In other words, you need to know exactly where a grenade lands, since it doesn’t have to hit its target to inflict damage. There are two types of grenades in the AAA game system: standard and gun-launched grenades. (Chapter 11: Weapons & Armor has descriptions and statistics for all available grenades.)
Standard grenades are any of the normal fragmentation, concussion, or energy grenades that are manually tossed at a target. A character can toss a standard grenade a distance equal to his normal throwing distance. He uses his Athletics-throw skill. Treat a grenade as an object designed to be thrown for purposes of determining situation modifiers. Cover modifiers are applied to the throw situation die if such cover protects from the blast.
Gun-launched grenades are fired out of grenade launchers. This requires the use of the Heavy Weapons-indirect fire skill. Ranges depend on the grenade launcher being used. Refer to TABLE P20: ACCURACY BY RANGE on page 67 in Chapter 4: Skills and the accompanying text in the description of the throw skill to determine how far a grenade lands from its intended target.
If it’s important to know the direction of the miss from the target, a simple random determination might suffice: Roll d4, assigning each of the possible results to the four basic directions (ahead of the target, behind the target, to the left, to the right). The Gamemaster Guide has more detailed information on how to determine exactly where a grenade lands.
TABLE P15: IMPACT DAMAGE
| Success | EX (<3m) | S (3-10m) | M (11-30m) | L (31-60m) | T (>60m) |
|---|---|---|---|---|---|
| Critical Failure | d4w | d8w | d12+4w | d20+8w | 2d20+8m |
| Failure | d4s | d6w | d10w | d12+6w | d20+8m |
| Marginal | 1s | d4w | d8w | d12+4w | d12+8m |
| Ordinary | — | 1s | d6w | d10w | d12+6m |
| Good | — | — | d4w | d8w | d8+6m |
| Amazing | — | — | — | d6w | d6+4m |
TABLE P22: RANGE MODIFIERS BY WEAPON TYPE
| Weapon | Short | Medium | Long |
|---|---|---|---|
| Flintlock Pistol | -1 step | +1 step | +2 steps |
| Primitive* | -1 step | None | +1 step |
| Musket | -1 step | None | +1 step |
*Bow, crossbow, sling only.
Table P24: Knowledge Categories
For a Knowledge skill check, the Gamemaster determines which category the information sought belongs to:
| Category | Modifier | Complexity |
|---|---|---|
| Trivial | +1 step | Marginal |
| General | None | Ordinary |
| Specific | +2 steps | Good |
| Expert | +3 steps | Amazing |
TABLE P21: HEAVY WEAPONS RANGE MODIFIERS
| Range | Direct | Indirect |
|---|---|---|
| Short | -1 step | +2 steps |
| Medium | None | -2 steps |
| Long | +1 step | None |
TABLE P22: RANGE MODIFIERS BY WEAPON TYPE
| Weapon | Short | Medium | Long |
|---|---|---|---|
| Submachine gun | -1 step | +1 step | +2 steps |
| Pistol | -1 step | +1 step | +2 steps |
| Rifle | -1 step | None | +1 step |
TABLE P23: SCRATCH-BUILT EXPLOSIVES
| Skill Check Result | Concussive | Type of Device: Fragmentation | Incendiary |
|---|---|---|---|
| Crit. Failure | d4w | Dud | Dud |
| Failure | Dud | d4+3m | d6+2w |
| Ordinary | d6+2s | Dud | Dud |
| Good | d8+2s | d4+2w | d4w |
| Amazing | d4w | d6+3w | d4+2w |
| d4+3m | d6+2w |
TABLE P11: COMBAT MOVEMENT EFFECTS
| Movement | Action Penalty |
|---|---|
| All-out Sprint | No actions |
| All-out Swim | No actions |
| All-out Fly | No actions |
| Sprint | +3 steps |
| Run | +2 steps |
| Walk | No penalty |
| Easy Swim | No actions |
| Glide | +1 step |
| Fly | +2 steps |
In some cases, a character might try to sprint. Combat movement (as opposed to all-out movement, described below) works essentially like any other action. During a round, whenever a character has an available action, he can move for a single phase at his listed rate. However, it’s also possible for him to move and perform some other action in the same phase. That additional action usually receives a situation die penalty, as shown on TABLE P11: COMBAT MOVEMENT EFFECTS. Note that a character who is using his swim movement rate can’t move and attempt another action in the same phase, and a character who moves at a walk can perform another action with no penalty.
The movement rates for easy swim and glide are provided for those times when a character is in water or airborne and simply wants to travel without covering distance as quickly as possible.
TABLE P12: ENCUMBRANCE
| Load | Move | Penalty |
|---|---|---|
| STR x 2 | 100% | 0 |
| STR x 4 | 75% | +1 step |
| STR x 5 | 50% | +2 steps |
| STR x 6 | 25% | +3 steps |
The reduction in movement rate applies both to combat movement and overland movement. The penalty applies to all actions related to Strength and Dexterity-based skills, as well as the character’s Strength and Dexterity resistance modifiers. (For example, a character with a +1 Dexterity resistance modifier who is loaded down with gear weighing five times his Strength score has his resistance modifier reduced to -1 for as long as he remains encumbered.)
Although it’s possible for a character to lift more weight than six times his Strength score in kilograms (see the discussion of Strength feats on page 63 in Chapter 4: Skills), STR x 6 is the limit that a character can carry while still retaining the ability to move at an appreciable speed.
Example: Grimes is wearing attack armor (15 kg), carrying weapons and sensors totaling 7 kg, and wearing a backpack stuffed with supplies and survival gear that totals 26 kg. His total load is 48 kg, and he has a Strength score of 12. The load weighs STR x 4, so Grimes is slowed to 75% of his normal movement rate, has a +1 step penalty to the use of Strength and Dexterity skills, and his resistance modifiers in those Abilities are reduced by 1. If he can dump his backpack before getting into a fight, his load drops to 22 kg, which puts him under the STR x 2 limit and means that he can move and fight with no penalty to any of his actions.
TABLE P13: OVERLAND MOVEMENT
| Mode of Travel | Kilometers per Hour | Hours per Fatigue Check |
|---|---|---|
| Stroll | 1.5 | — |
| March | 3 | 8 |
| Forced march | 4.5 | 1 |
TABLE P14: THROW SITUATION MODIFIERS
This table summarizes the difficulty of using a thrown weapon based on the type of object and the range of the target. As shown on that table, a character actually gets a situation die bonus when trying to hit a target at short range with an object that is designed to be thrown. Objects that are small and relatively light (weighing up to 3 kg) but aren’t designed for throwing cause the character to receive a penalty, even at short range. For heavy objects (weighing more than 3 kg but no more than one-half of a character’s Strength score in kilograms, rounded down), the penalty is +4, and no heavy object can be tossed beyond short range.
| Object Type | Short Range | Medium Range | Long Range |
|---|---|---|---|
| Designed for throwing | -1 step | +1 step | +2 steps |
| Not for throwing | +1 step | +2 steps | +3 steps |
| Heavy (up to 0.5 STR) | +4 steps | — | — |
Grenades need to be treated a little differently from other thrown objects due to their explosive radius. In other words, you need to know exactly where a grenade lands, since it doesn’t have to hit its target to inflict damage. There are two types of grenades in the AAA game system: standard and gun-launched grenades. (Chapter 11: Weapons & Armor has descriptions and statistics for all available grenades.)
Standard grenades are any of the normal fragmentation, concussion, or energy grenades that are manually tossed at a target. A character can toss a standard grenade a distance equal to his normal throwing distance. He uses his Athletics-throw skill. Treat a grenade as an object designed to be thrown for purposes of determining situation modifiers. Cover modifiers are applied to the throw situation die if such cover protects from the blast.
Gun-launched grenades are fired out of grenade launchers. This requires the use of the Heavy Weapons-indirect fire skill. Ranges depend on the grenade launcher being used. Refer to TABLE P20: ACCURACY BY RANGE on page 67 in Chapter 4: Skills and the accompanying text in the description of the throw skill to determine how far a grenade lands from its intended target.
If it’s important to know the direction of the miss from the target, a simple random determination might suffice: Roll d4, assigning each of the possible results to the four basic directions (ahead of the target, behind the target, to the left, to the right). The Gamemaster Guide has more detailed information on how to determine exactly where a grenade lands.
TABLE P15: IMPACT DAMAGE
| Success | EX (<3m) | S (3-10m) | M (11-30m) | L (31-60m) | T (>60m) |
|---|---|---|---|---|---|
| Critical Failure | d4w | d8w | d12+4w | d20+8w | 2d20+8m |
| Failure | d4s | d6w | d10w | d12+6w | d20+8m |
| Marginal | 1s | d4w | d8w | d12+4w | d12+8m |
| Ordinary | — | 1s | d6w | d10w | d12+6m |
| Good | — | — | d4w | d8w | d8+6m |
| Amazing | — | — | — | d6w | d6+4m |
TABLE P22: RANGE MODIFIERS BY WEAPON TYPE
| Weapon | Short | Medium | Long |
|---|---|---|---|
| Flintlock Pistol | -1 step | +1 step | +2 steps |
| Primitive* | -1 step | None | +1 step |
| Musket | -1 step | None | +1 step |
*Bow, crossbow, sling only.
Table P24: Knowledge Categories
For a Knowledge skill check, the Gamemaster determines which category the information sought belongs to:
| Category | Modifier | Complexity |
|---|---|---|
| Trivial | +1 step | Marginal |
| General | None | Ordinary |
| Specific | +2 steps | Good |
| Expert | +3 steps | Amazing |
TABLE P21: HEAVY WEAPONS RANGE MODIFIERS
| Range | Direct | Indirect |
|---|---|---|
| Short | -1 step | +2 steps |
| Medium | None | -2 steps |
| Long | +1 step | None |
TABLE P22: RANGE MODIFIERS BY WEAPON TYPE
| Weapon | Short | Medium | Long |
|---|---|---|---|
| Submachine gun | -1 step | +1 step | +2 steps |
| Pistol | -1 step | +1 step | +2 steps |
| Rifle | -1 step | None | +1 step |
TABLE P23: SCRATCH-BUILT EXPLOSIVES
| Skill Check Result | Concussive | Type of Device: Fragmentation | Incendiary |
|---|---|---|---|
| Crit. Failure | d4w | Dud | Dud |
| Failure | Dud | d4+3m | d6+2w |
| Ordinary | d6+2s | Dud | Dud |
| Good | d8+2s | d4+2w | d4w |
| Amazing | d4w | d6+3w | d4+2w |
| d4+3m | d6+2w |
TABLE P11: COMBAT MOVEMENT EFFECTS
| Movement | Action Penalty |
|---|---|
| All-out Sprint | No actions |
| All-out Swim | No actions |
| All-out Fly | No actions |
| Sprint | +3 steps |
| Run | +2 steps |
| Walk | No penalty |
| Easy Swim | No actions |
| Glide | +1 step |
| Fly | +2 steps |
In some cases, a character might try to sprint. Combat movement (as opposed to all-out movement, described below) works essentially like any other action. During a round, whenever a character has an available action, he can move for a single phase at his listed rate. However, it’s also possible for him to move and perform some other action in the same phase. That additional action usually receives a situation die penalty, as shown on TABLE P11: COMBAT MOVEMENT EFFECTS. Note that a character who is using his swim movement rate can’t move and attempt another action in the same phase, and a character who moves at a walk can perform another action with no penalty.
The movement rates for easy swim and glide are provided for those times when a character is in water or airborne and simply wants to travel without covering distance as quickly as possible.
TABLE P12: ENCUMBRANCE
| Load | Move | Penalty |
|---|---|---|
| STR x 2 | 100% | 0 |
| STR x 4 | 75% | +1 step |
| STR x 5 | 50% | +2 steps |
| STR x 6 | 25% | +3 steps |
The reduction in movement rate applies both to combat movement and overland movement. The penalty applies to all actions related to Strength and Dexterity-based skills, as well as the character’s Strength and Dexterity resistance modifiers. (For example, a character with a +1 Dexterity resistance modifier who is loaded down with gear weighing five times his Strength score has his resistance modifier reduced to -1 for as long as he remains encumbered.)
Although it’s possible for a character to lift more weight than six times his Strength score in kilograms (see the discussion of Strength feats on page 63 in Chapter 4: Skills), STR x 6 is the limit that a character can carry while still retaining the ability to move at an appreciable speed.
Example: Grimes is wearing attack armor (15 kg), carrying weapons and sensors totaling 7 kg, and wearing a backpack stuffed with supplies and survival gear that totals 26 kg. His total load is 48 kg, and he has a Strength score of 12. The load weighs STR x 4, so Grimes is slowed to 75% of his normal movement rate, has a +1 step penalty to the use of Strength and Dexterity skills, and his resistance modifiers in those Abilities are reduced by 1. If he can dump his backpack before getting into a fight, his load drops to 22 kg, which puts him under the STR x 2 limit and means that he can move and fight with no penalty to any of his actions.
TABLE P13: OVERLAND MOVEMENT
| Mode of Travel | Kilometers per Hour | Hours per Fatigue Check |
|---|---|---|
| Stroll | 1.5 | — |
| March | 3 | 8 |
| Forced march | 4.5 | 1 |
TABLE P14: THROW SITUATION MODIFIERS
This table summarizes the difficulty of using a thrown weapon based on the type of object and the range of the target. As shown on that table, a character actually gets a situation die bonus when trying to hit a target at short range with an object that is designed to be thrown. Objects that are small and relatively light (weighing up to 3 kg) but aren’t designed for throwing cause the character to receive a penalty, even at short range. For heavy objects (weighing more than 3 kg but no more than one-half of a character’s Strength score in kilograms, rounded down), the penalty is +4, and no heavy object can be tossed beyond short range.
| Object Type | Short Range | Medium Range | Long Range |
|---|---|---|---|
| Designed for throwing | -1 step | +1 step | +2 steps |
| Not for throwing | +1 step | +2 steps | +3 steps |
| Heavy (up to 0.5 STR) | +4 steps | — | — |
Grenades need to be treated a little differently from other thrown objects due to their explosive radius. In other words, you need to know exactly where a grenade lands, since it doesn’t have to hit its target to inflict damage. There are two types of grenades in the AAA game system: standard and gun-launched grenades. (Chapter 11: Weapons & Armor has descriptions and statistics for all available grenades.)
Standard grenades are any of the normal fragmentation, concussion, or energy grenades that are manually tossed at a target. A character can toss a standard grenade a distance equal to his normal throwing distance. He uses his Athletics-throw skill. Treat a grenade as an object designed to be thrown for purposes of determining situation modifiers. Cover modifiers are applied to the throw situation die if such cover protects from the blast.
Gun-launched grenades are fired out of grenade launchers. This requires the use of the Heavy Weapons-indirect fire skill. Ranges depend on the grenade launcher being used. Refer to TABLE P20: ACCURACY BY RANGE on page 67 in Chapter 4: Skills and the accompanying text in the description of the throw skill to determine how far a grenade lands from its intended target.
If it’s important to know the direction of the miss from the target, a simple random determination might suffice: Roll d4, assigning each of the possible results to the four basic directions (ahead of the target, behind the target, to the left, to the right). The Gamemaster Guide has more detailed information on how to determine exactly where a grenade lands.
TABLE P15: IMPACT DAMAGE
| Success | EX (<3m) | S (3-10m) | M (11-30m) | L (31-60m) | T (>60m) |
|---|---|---|---|---|---|
| Critical Failure | d4w | d8w | d12+4w | d20+8w | 2d20+8m |
| Failure | d4s | d6w | d10w | d12+6w | d20+8m |
| Marginal | 1s | d4w | d8w | d12+4w | d12+8m |
| Ordinary | — | 1s | d6w | d10w | d12+6m |
| Good | — | — | d4w | d8w | d8+6m |
| Amazing | — | — | — | d6w | d6+4m |
TABLE P22: RANGE MODIFIERS BY WEAPON TYPE
| Weapon | Short | Medium | Long |
|---|---|---|---|
| Flintlock Pistol | -1 step | +1 step | +2 steps |
| Primitive* | -1 step | None | +1 step |
| Musket | -1 step | None | +1 step |
*Bow, crossbow, sling only.
Table P24: Knowledge Categories
For a Knowledge skill check, the Gamemaster determines which category the information sought belongs to:
| Category | Modifier | Complexity |
|---|---|---|
| Trivial | +1 step | Marginal |
| General | None | Ordinary |
| Specific | +2 steps | Good |
| Expert | +3 steps | Amazing |
TABLE P21: HEAVY WEAPONS RANGE MODIFIERS
| Range | Direct | Indirect |
|---|---|---|
| Short | -1 step | +2 steps |
| Medium | None | -2 steps |
| Long | +1 step | None |
TABLE P22: RANGE MODIFIERS BY WEAPON TYPE
| Weapon | Short | Medium | Long |
|---|---|---|---|
| Submachine gun | -1 step | +1 step | +2 steps |
| Pistol | -1 step | +1 step | +2 steps |
| Rifle | -1 step | None | +1 step |
TABLE P23: SCRATCH-BUILT EXPLOSIVES
| Skill Check Result | Concussive | Type of Device: Fragmentation | Incendiary |
|---|---|---|---|
| Crit. Failure | d4w | Dud | Dud |
| Failure | Dud | d4+3m | d6+2w |
| Ordinary | d6+2s | Dud | Dud |
| Good | d8+2s | d4+2w | d4w |
| Amazing | d4w | d6+3w | d4+2w |
| d4+3m | d6+2w |