Quick Guides
From 5punk Wiki
Shootin
- Find your weapons DV and AP
- Select the fire mode that you are using
- Determine your base dice pool. This is your Agility + appropriate weapon skill
- Apply bonuses from equipment such as smartlinks or sights to your dice pool
- Subtract any wound modifiers from your dice pool
- Determine the recoil modifier. This is number of rounds fired this phase -(recoil compensation +1)
- If you are using a heavy weapon, double the recoil modifier
- If you are using a shotgun in BF or FA fire modes, double the recoil modifier
- If the recoil modifier is greater than 0, subtract is from your dice pool
- Roll a number of dice equal to your dice pool. Note the hits (5’s and 6’s)
- If fire mode is a wide burst, defender looses defence pool, inform the GM
- Defender rolls their defence pool, and subtracts their hits from your hits. Results of 0 or less indicate a miss.
- If the result of the previous step is greater than 0, add it to your weapon + ammos DV. This is the Modified DV.
- If the modified DV is greater than the defenders armour – your weapons AP, it causes Physical Damage. If it is less, it causes Stun Damage.
- If you are firing a narrow burst, add number of rounds – 1 to your modified DV
- Defender attempts to resist damage.
Punchin
- Find your weapons DV and AP
- Determine your base dice pool. This is your Agility + appropriate weapon skill.
- Compare your reach + your weapons reach to your opponents reach + weapons reach. Whoever has the higher reach may either add the difference to their own pool or subtract it from their opponents.
- Subtract your wound modifier from your pool
- Roll a number of dice equal to your dice pool. Note the hits (5’s and 6’s)
- Defender rolls their defence pool, and subtracts their hits from your hits. Results of 0 or less indicate a miss.
- If the result of the previous step is greater than 0, add it to your weapons DV. This is the Modified DV.
- If the modified DV is greater than the defenders armour – your weapons AP, it causes Physical Damage. If it is less, it causes Stun Damage.
- Defender attempts to resist damage.
Defendin
- Choose whether to spend your current or your next Complex Action for Full Defence.
- Determine your base dice pool. This is your Reaction. Remember to include modifiers from gear or spells.
- If you are defending against Melee, add your Dodge skill to your pool.
- If you are on Full Defense, you may add one of the following to your pool:
- Your dodge skill. If you are defending against melee, this does mean your dice pool will have your dodge skill added to it twice
- Your Gymnastics skill
- If you are defending against melee, your skill with your currently equipped Melee weapon can be used.
This indicates your are parrying rather than dodging.
- Subtract any Wound Modifiers from your dice pool
- Count each prior attack you have defended against since your last action, and subtract this total from your dice pool
- Add or Subtract modifiers as appropriate from the listing in the main rules book (page reference needed)
- Roll a number of dice equal to your dice pool. Note the hits (5’s and 6’s)
- Subtract your hits from the attackers hits. If the net hits are zero or less, you have avoided the attack
- If the number of net hits from the previous step is greater than 0, add them to the attackers weapon DV. This is the Modified DV
- If the modified DV is greater than your armour – the attackers weapons AP, it causes Physical Damage. If it is less, it causes Stun Damage.
- Determine your damage resistance dice pool. This is your Body + (your armour - the attackers weapons AP)
- Roll a number of dice equal to your dice pool. Note the hits (5’s and 6’s)
- Subtract hits from the attacks modified DV. If the result is greater than 0, apply that number to the appropriate damage track.