Table #3.1 - Percent To Hit

Range (m) Marksmanship (Marks) or Brawlmanship (Brawl)
1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90
.25 10 21 31 41 52 62 72 83 93 103 206 310 413 516 619 722 826 929
.50 6 11 17 23 28 34 40 45 51 57 114 170 227 284 341 398 454 511
.75 4 8 12 16 21 25 29 33 37 41 82 123 165 206 247 288 329 307
1.0 3 7 10 13 17 20 23 27 30 33 66 100 133 166 199 233 266 299
1.5 3 5 8 10 13 15 18 20 23 25 50 75 101 126 151 176 201 226
2.0 2 4 6 8 10 13 15 17 19 21 42 63 84 105 126 147 168 189
2.5 2 4 6 7 9 11 13 15 17 18 37 55 74 92 110 129 147 165
3.0 2 3 5 7 8 10 12 13 15 17 33 50 66 83 100 116 133 149
3.5 2 3 5 6 8 9 11 12 14 15 31 46 61 77 92 107 122 138
4.0 1 3 4 6 7 9 10 11 13 14 29 43 57 72 86 100 114 129
4.5 1 3 4 5 7 8 9 11 12 14 27 41 54 68 81 95 108 122
5.0 1 3 4 5 6 8 9 10 12 13 26 39 51 64 77 90 103 116
5.5 1 2 4 5 6 7 9 10 11 12 25 37 49 62 74 86 98 111
6.0 1 2 4 5 6 7 8 9 11 12 24 35 47 59 71 83 95 106
6.5 1 2 3 5 6 7 8 9 10 11 23 34 46 57 69 80 91 103
7.0 1 2 3 4 6 7 8 9 10 11 22 33 44 55 66 78 89 100
7.5 1 2 3 4 5 6 8 9 10 11 22 32 43 54 65 75 86 97
8.0 1 2 3 4 5 6 7 8 9 10 21 31 42 52 63 73 84 94
8.5 1 2 3 4 5 6 7 8 9 10 20 31 41 51 61 72 82 92
9.0 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90
9.5 1 2 3 4 5 6 7 8 9 10 20 29 39 49 59 69 78 88
10.0 1 2 3 4 5 6 7 8 9 10 19 29 38 48 58 67 77 86
11.0 1 2 3 4 4 5 6 7 8 9 18 27 36 45 54 63 72 81
13.0 1 2 3 3 4 5 6 7 8 9 17 26 34 43 51 60 68 77
15.0 1 2 2 3 4 5 6 7 7 8 16 24 33 41 49 57 65 73
17.0 1 2 2 3 4 5 5 6 7 8 16 23 31 39 47 55 63 70
19.0 1 2 2 3 4 5 5 6 7 8 15 23 30 38 45 53 61 68
21.0 1 1 2 3 4 4 5 6 7 7 15 22 29 37 44 51 59 66
23.0 1 1 2 3 4 4 5 6 6 7 14 21 29 36 43 50 57 64
26.0 1 1 2 3 3 4 5 6 6 7 14 21 28 35 42 49 56 63
36.0 1 1 2 2 3 4 4 5 5 6 12 18 24 30 36 42 48 54
46.0 1 1 2 2 3 3 4 5 5 6 11 17 23 29 34 40 46 51
56.0 1 1 2 2 3 3 4 4 5 5 11 16 22 27 33 38 44 49
66.0 1 1 2 2 3 3 4 4 5 5 11 16 21 27 32 37 43 48
76.0 1 1 2 2 3 3 4 4 5 5 10 16 21 26 31 36 41 47
86.0 1 1 2 2 3 3 4 4 5 5 10 15 20 25 30 35 40 45
100.0 1 1 2 2 3 3 4 4 5 5 10 15 20 25 30 35 40 45
200.0 0 1 1 2 2 3 3 3 4 4 9 13 17 22 26 30 35 39
300.0 0 1 1 2 2 2 3 3 4 4 8 12 16 20 24 28 32 36
400.0 0 1 1 2 2 2 3 3 3 4 8 12 15 19 23 27 31 35
500.0 0 1 1 1 2 2 3 3 3 4 7 11 15 19 22 26 30 33
600.0 0 1 1 1 2 2 3 3 3 4 7 11 14 18 22 25 29 32
1000.0 0 1 1 1 2 2 2 3 3 3 7 10 13 17 20 23 27 30
1400.0 0 1 1 1 2 2 2 3 3 3 6 10 13 16 19 22 25 29
1800.0 0 1 1 1 2 2 2 2 3 3 6 9 12 15 18 22 25 28
2200.0 0 1 1 1 1 2 2 2 3 3 6 9 12 15 18 21 24 27
2600.0 0 1 1 1 1 2 2 2 3 3 6 9 12 15 18 20 23 26
3000.0 0 1 1 1 1 2 2 2 3 3 6 9 12 14 17 20 23 26

Table #3.2 - Percent Against

Range (m) Adversity Modifiers
1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90
.25 0 0 0 0 0 1 1 1 1 1 2 3 4 5 6 7 8 9
.50 0 0 1 1 1 1 1 1 2 2 4 5 7 9 11 12 14 16
.75 0 0 1 1 1 1 2 2 2 2 5 7 10 12 15 17 19 22
1.0 0 1 1 1 2 2 2 2 3 3 6 9 12 15 18 21 24 27
1.5 0 1 1 2 2 2 3 3 4 4 8 12 16 20 24 28 32 36
2.0 0 1 1 2 2 3 3 4 4 5 10 14 19 24 29 33 38 43
2.5 1 1 2 2 3 3 4 4 5 5 11 16 22 27 33 38 44 49
3.0 1 1 2 2 3 4 4 5 5 6 12 18 24 30 36 42 48 54
3.5 1 1 2 3 3 4 5 5 6 7 13 20 26 33 39 46 52 59
4.0 1 1 2 3 3 4 5 6 6 7 14 21 28 35 42 49 56 63
4.5 1 1 2 3 4 4 5 6 7 7 15 22 30 37 44 52 59 67
5.0 1 2 2 3 4 5 5 6 7 8 16 23 31 39 47 54 62 70
5.5 1 2 2 3 4 5 6 7 7 8 16 24 33 41 49 57 65 73
6.0 1 2 3 3 4 5 6 7 8 8 17 25 34 42 51 59 68 76
6.5 1 2 3 4 4 5 6 7 8 9 18 26 35 44 53 61 70 79
7.0 1 2 3 4 5 5 6 7 8 9 18 27 36 45 54 63 72 81
7.5 1 2 3 4 5 6 7 7 8 9 19 28 37 46 56 65 74 84
8.0 1 2 3 4 5 6 7 8 9 10 19 29 38 48 57 67 76 86
8.5 1 2 3 4 5 6 7 8 9 10 20 29 39 49 59 68 78 88
9.0 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90
9.5 1 2 3 4 5 6 7 8 9 10 20 31 41 51 61 71 82 92
10.0 1 2 3 4 5 6 7 8 9 10 21 31 42 52 62 73 83 94
11.0 1 2 3 4 6 7 8 9 10 11 22 33 45 56 67 78 89 100
13.0 1 2 4 5 6 7 8 9 11 12 24 35 47 59 71 82 94 106
15.0 1 2 4 5 6 7 9 10 11 12 25 37 49 62 74 86 98 111
17.0 1 3 4 5 6 8 9 10 12 13 26 38 51 64 77 90 102 115
19.0 1 3 4 5 7 8 9 11 12 13 26 40 53 66 79 93 106 119
21.0 1 3 4 5 7 8 10 11 12 14 27 41 54 68 82 95 109 123
23.0 1 3 4 6 7 8 10 11 13 14 28 42 56 70 84 98 112 126
26.0 1 3 4 6 7 9 10 11 13 14 29 43 57 72 86 100 115 129
36.0 2 3 5 7 8 10 12 13 15 17 33 50 67 83 100 116 133 150
46.0 2 3 5 7 9 10 12 14 16 17 35 52 70 87 105 122 140 157
56.0 2 4 5 7 9 11 13 15 16 18 36 55 73 91 109 127 146 164
66.0 2 4 6 8 9 11 13 15 17 19 38 56 75 94 113 132 150 169
76.0 2 4 6 8 10 12 14 15 17 19 39 58 77 97 116 135 155 174
86.0 2 4 6 8 10 12 14 16 18 20 40 59 79 99 119 139 159 178
100.0 2 4 6 8 10 12 14 16 18 20 40 60 80 100 120 140 160 180
200.0 2 5 7 9 12 14 16 18 21 23 46 69 92 115 138 161 184 207
300.0 2 5 7 10 12 15 17 20 22 25 50 74 99 124 149 173 198 223
400.0 3 5 8 10 13 16 18 21 23 26 52 78 104 130 156 182 208 234
500.0 3 5 8 11 13 16 19 22 24 27 54 81 108 135 162 189 216 243
600.0 3 6 8 11 14 17 19 22 25 28 56 83 111 139 167 194 222 250
1000.0 3 6 9 12 15 18 21 24 27 30 60 90 120 150 180 210 240 270
1400.0 3 6 9 13 16 19 22 25 28 31 63 94 126 157 189 220 252 283
1800.0 3 7 10 13 16 20 23 26 29 33 65 98 130 163 195 228 260 293
2200.0 3 7 10 13 17 20 23 27 30 33 67 100 134 167 201 234 267 301
2600.0 3 7 10 14 17 20 24 27 31 34 68 102 137 171 205 239 273 307
3000.0 3 7 10 14 17 21 24 28 31 35 70 104 139 174 209 243 278 313
Note: These values based on a target size of 3 by 2 meters (krane sized or the equivalent) see table 7.1 adverse movement modifiers for racial adjustments to percent against.

Table #3.3 - Damage Done

Range (m) Weapon Modifiers (Tissues Damage)
1 2 3 4 5 10 20 30 40 50 60 70 80 90 100 200 300 400 500
.25 1 2 3 4 5 10 21 31 41 52 62 72 83 93 103 206 310 413 516
.50 1 1 2 2 3 6 11 17 23 28 34 40 45 51 57 114 170 227 284
.75 0 1 1 2 2 4 8 12 16 21 25 29 33 37 41 82 123 165 205
1.0 0 1 1 1 2 3 7 10 13 17 20 23 27 30 33 66 100 133 166
1.5 0 1 1 1 1 3 5 8 10 13 15 18 20 23 25 50 75 101 126
2.0 0 0 1 1 1 2 4 6 8 10 13 15 17 19 21 42 63 84 105
2.5 0 0 1 1 1 2 4 6 7 9 11 13 15 17 18 37 55 74 92
3.0 0 0 0 1 1 2 3 5 7 8 10 12 13 15 17 33 50 66 83
3.5 0 0 0 1 1 2 3 5 6 8 9 11 12 14 15 31 46 61 77
4.0 0 0 0 1 1 1 3 4 6 7 9 10 11 13 14 29 43 57 72
4.5 0 0 0 1 1 1 3 4 5 7 8 9 11 12 14 27 41 54 68
5.0 0 0 0 1 1 1 3 4 5 6 8 9 10 12 13 26 39 51 64
5.5 0 0 0 0 1 1 2 4 5 6 7 9 10 11 12 25 37 49 62
6.0 0 0 0 0 1 1 2 4 5 6 7 8 9 11 12 24 35 47 59
6.5 0 0 0 0 1 1 2 3 5 6 7 8 9 10 11 23 34 46 57
7.0 0 0 0 0 1 1 2 3 4 6 7 8 9 10 11 22 33 44 55
7.5 0 0 0 0 1 1 2 3 4 5 6 8 9 10 11 22 32 43 54
8.0 0 0 0 0 1 1 2 3 4 5 6 7 8 9 10 21 31 42 52
8.5 0 0 0 0 1 1 2 3 4 5 6 7 8 9 10 20 31 41 51
9.0 0 0 0 0 1 1 2 3 4 5 6 7 8 9 10 20 30 40 50
9.5 0 0 0 0 0 1 2 3 4 5 6 7 8 9 10 20 29 39 49
10.0 0 0 0 0 0 1 2 3 4 5 6 7 8 9 10 19 29 38 48
11.0 0 0 0 0 0 1 2 3 4 4 5 6 7 8 9 18 27 36 45
13.0 0 0 0 0 0 1 2 3 3 4 5 6 7 8 9 17 26 34 43
15.0 0 0 0 0 0 1 2 2 3 4 5 6 7 7 8 16 24 33 41
17.0 0 0 0 0 0 1 2 2 3 4 5 5 6 7 8 16 23 31 39
19.0 0 0 0 0 0 1 2 2 3 4 5 5 6 7 8 15 23 30 38
21.0 0 0 0 0 0 1 1 2 3 4 4 5 6 7 7 15 22 29 37
23.0 0 0 0 0 0 1 1 2 3 4 4 5 6 6 7 14 21 29 36
26.0 0 0 0 0 0 1 1 2 3 3 4 5 6 6 7 14 21 28 35
36.0 0 0 0 0 0 1 1 2 2 3 4 4 5 5 6 12 18 24 30
46.0 0 0 0 0 0 1 1 2 2 3 3 4 5 5 6 11 17 23 29
56.0 0 0 0 0 0 1 1 2 2 3 3 4 4 5 5 11 16 22 27
66.0 0 0 0 0 0 1 1 2 2 3 3 4 4 5 5 11 16 21 27
76.0 0 0 0 0 0 1 1 2 2 3 3 4 4 5 5 10 16 21 26
86.0 0 0 0 0 0 1 1 2 2 3 3 4 4 5 5 10 15 20 25
100.0 0 0 0 0 0 1 1 2 2 3 3 4 4 5 5 10 15 20 25
200.0 0 0 0 0 0 0 1 1 2 2 3 3 3 4 4 9 13 17 22
300.0 0 0 0 0 0 0 1 1 2 2 2 3 3 4 4 8 12 16 20
400.0 0 0 0 0 0 0 1 1 2 2 2 3 3 3 4 8 12 15 19
500.0 0 0 0 0 0 0 1 1 1 2 2 3 3 3 4 7 11 15 19
600.0 0 0 0 0 0 0 1 1 1 2 2 3 3 3 4 7 11 14 18
1000.0 0 0 0 0 0 0 1 1 1 2 2 2 3 3 3 7 10 13 17
1400.0 0 0 0 0 0 0 1 1 1 2 2 2 3 3 3 6 10 13 16
1800.0 0 0 0 0 0 0 1 1 1 2 2 2 2 3 3 6 9 12 15
2200.0 0 0 0 0 0 0 1 1 1 1 2 2 2 3 3 6 9 12 15
2600.0 0 0 0 0 0 0 1 1 1 1 2 2 2 3 3 6 9 12 15
3000.0 0 0 0 0 0 0 1 1 1 1 2 2 2 3 3 6 9 12 14

Table #3.3.1 - Organ

Body Part Circulatory (Circ) Respiratory (Res) Nervous / Endocrine (Ner/End) Digestive / Excretory (Dig/Exc)
Upper Head 2.25 1.75 2.25 —
Lower Head 1 1 2.75 —
Upper Neck 1.75 1 2 —
Lower Neck 1.75 1 2 —
Upper Torso 2.50 2 1.50 1
Mid. Torso 2.50 2 1.50 1
Cen. Torso 2 1.25 1.50 1.75
Lower Torso 1.25 1 1.50 1.25
Tail .50 — 1 —
Upper Arm .75 .75 .50 —
Lower Arm .50 .25 .25 —
Hand .10 .20 .10 —
Upper Leg 1 1 .75 —
Lower Leg .75 .50 .50 —
Foot .25 .10 .25 —

Table #3.3.2 - Modifiers

Type of Round Damage Modifier by Hardness
V. Soft Soft Medium Hard V. Hard
Bullet Material
Teflon .1 .3 .7 1.0 1.3
Multi-Loy 1.2 1.0 .7 .3 .1
Brass 1.3 1.0 .7 .3 .1
Lead 1.0 .7 .4 .2 .1
T-Steel .6 .7 .8 .9 1.0
Courant .3 .6 .8 1.0 1.2
Bullet Shape
Ball .1 .3 .7 1.0 1.2
Bullet .8 .9 1.0 1.2 1.3
Cross 1.3 1.1 .9 .7 .5
Hollow .9 .8 .7 .6 .5
Arkane 1.4 1.2 1.0 .9 .8
Special Round Types
Ball / Slug 1.2 1.0 .7 .3 .1
Bead* / Shot .7 .6 .4 .2 .1
Needle* .6 .4 .2 .1 .01

Note: * Indicates poisons possible.

Hardness Factor (HF) Definitions:

  • V. Soft: HF ≤ 1
  • Soft: 1 < HF ≤ 3
  • Medium: 3 < HF ≤ 7
  • Hard: 7 < HF ≤ 9
  • V. Hard: HF > 9

Table #3.3.3 - Random Hit

Body Part Ar Ee Fa Fe Gl Hu Kr Lo Ma So Ta Tg Vj
Upper Head 01-08 01-03 01-06 01-04 01-06 01-06 01-06 01-06 01-06 01-04 01-06 01-06 01-05
Lower Head 09-16 04-07 07-13 05-09 07-12 07-14 07-12 07-14 07-13 05-10 07-14 07-14 06-12
Upper Neck 17-19 08-11 14-16 10-11 13-16 15-16 — 15-16 14-16 — 15-16 15-19 13-14
Lower Neck 20-21 12-15 17-19 12-13 17-21 17-19 — 17-18 17-19 — 17-18 20-26 15-17
Upper Torso 22-33 16-26 20-31 14-21 22-33 20-30 13-24 19-30 20-30 11-25 19-30 27-36 18-26
Middle Torso 34-43 27-36 32-40 22-27 34-43 31-40 25-35 31-40 31-40 26-39 31-40 37-47 27-35
Central Torso 44-52 37-43 41-48 28-33 44-52 41-49 36-45 41-49 41-48 40-52 41-48 48-59 36-43
Lower Torso 53-61 44-52 49-57 34-43 53-62 50-58 46-55 50-58 49-58 53-66 49-57 60-73 44-51
Tail — — 58-63 — 63-65 — — — — — — 74-75 52-70
Upper Arm 62-68 53-58 64-70 44-48 66-69 59-66 56-63 59-66 59-65 67-72 58-65 76-79 71-75
Lower Arm 69-73 59-62 71-75 49-51 70-72 67-71 64-69 67-71 66-70 73-76 66-70 80-83 76-82
Hand 74-76 63-65 76-78 52-54 73-74 72-74 70-73 72-75 71-73 77-80 71-74 84-86 83-85
Upper Arm (2nd Pair) — 66-72 — — — — — — — — — 86-91 —
Lower Arm (2nd Pair) — 73-76 — — — — — — — — — 92-97 —
Hand (2nd Pair) — 77-79 — — — — — — — — — 98-00 —
Upper Leg 77-90 80-91 79-90 55-62 75-89 75-88 74-88 76-88 74-86 81-90 75-87 — 87-93
Lower Leg 91-97 92-97 91-97 63-67 90-95 89-95 89-96 89-96 87-97 91-96 88-95 — 94-97
Foot 98-00 98-00 98-00 68-69 96-00 96-00 97-00 97-00 98-00 97-00 96-00 — 98-00
Upper Leg (2nd Pair) — — — 70-78 — — — — — — — — —
Lower Leg (2nd Pair) — — — 79-82 — — — — — — — — —
Foot (2nd Pair) — — — 83-85 — — — — — — — — —
Upper Leg (3rd Pair) — — — 86-93 — — — — — — — — —
Lower Leg (3rd Pair) — — — 94-98 — — — — — — — — —
Foot (3rd Pair) — — — 99-00 — — — — — — — — —
  • First Roll (1:100sd): The Body Part specified above.
  • Second Roll (1:10sd): Left Side (01–05) or Right Side (06–00).
  • Third Roll (1:10sd): Front (01–05) or Back (06–00).
This table should be used when a player beats his marksmanship or brawlmanship but is 20 or less below it. Since this means he hits but is not allowed to "place" or choose where the shot hits a random roll is done.

Table #3.3.4 - Exoskeletons

Percent Damage Damage Table Number
9 10 11 12 13 14 15
01-05 86-90 61-65 76-80 46-50 46-50 76-80 46-50
06-10 91-95 66-70 81-85 51-55 51-55 81-85 51-55
11-15 96-00 71-75 86-90 56-60 56-60 86-90 56-60
16-20 01-05 76-80 91-95 61-65 61-65 91-95 61-65
21-25 06-10 81-85 96-00 66-70 66-70 96-00 66-70
26-30 11-15 86-90 01-05 71-75 71-75 01-05 71-75
31-35 16-20 91-95 06-10 76-80 76-80 06-10 76-80
36-40 21-25 96-00 11-15 81-85 81-85 11-15 81-85
41-45 26-30 01-05 16-20 86-90 86-90 16-20 86-90
46-50 31-35 06-10 21-25 91-95 91-95 21-25 91-95
51-55 36-40 11-15 26-30 96-00 96-00 26-30 96-00
56-60 41-45 16-20 31-35 01-05 01-05 31-35 01-05
61-65 46-50 21-25 36-40 06-10 06-10 36-40 06-10
66-70 51-55 26-30 41-45 11-15 11-15 41-45 11-15
71-75 56-60 31-35 46-50 16-20 16-20 46-50 16-20
76-80 61-65 36-40 51-55 21-25 21-25 51-55 21-25
81-85 66-70 41-45 56-60 26-30 26-30 56-60 26-30
86-90 71-75 46-50 61-65 31-35 31-35 61-65 31-35
91-95 76-80 51-55 66-70 36-40 36-40 66-70 36-40
96-00 81-85 56-60 71-75 41-45 41-45 71-75 41-45

Table #3.4 - Adverse Conditions Modifiers

Table #3.4.1 - Alertness For

Condition Modifier
Combat 0
Expecting 1
Focused 3
Cautious 5
Alert 7
Winded 8
Tired 9
Fatigued 10
Careless 11
Disorientated 12
Hysterical 13
Awakening (Sleeping) 14
Intoxicated 15
Injured / Infected: Per Body Part (< 4 Affected) 10
Injured / Infected: Per Body Part (> 4 Affected) 20
Injured / Infected: Per Organ System Affected 30
Note: Some characters may fulfill several of these conditions (Eg. intoxicated and injured). if that is the case the modifiers should be added and then used To modify percent to hit.

Table #3.4.2 - Alertness Against

Condition Modifier
Combat 95
Expecting 70
Focused 50
Cautious 35
Alert 25
Tired 20
Fatigued 15
Careless 10
Disorientated 5
Hysterical 0
Sleeping -10
Intoxicated -15
Winded / Infected -20
Injured Per Part Affected -25
Injured Per Organ System Affected -30
NOTE: some characters may fulfill several of these conditions (eg. intoxicated and injured). If that is the case the modifiers should be averaged and then used to modify primal attack and surprise.

Table #3.4.3 - Weather

Precipitation Condition Heavy Intermediate Light
Hail 10 8 6
Snow 9 7 5
Rain 8 6 4
Obscuration Condition Thick Intermediate Thin
Fog 9 5 2
Smoke 11 9 5
  • Wind: 5 per 10 km/h wind speed.
  • Temperature: 3 per 10°C ± body temperature.
  • Endurance: 5 per hour exposed to any of the above conditions.
Note: Some weather is a combination of several of the conditions listed Ex. a sandstorm is
Component Condition Modifier
PrecipitationLight Hail (Sand)6
ObscurationIntermediate Fog5
Wind100 km/h (5 × 10)+50
Total Sandstorm Modifier—61

Table #3.4.4 - Movement

Target Movement / Stance Mod
Dodging 17
Sprinting 13
Running 8
Jogging 6
Walking 4
Swimming 12
Stalking 2
Prone 9
Under Cover: 4/4 (Hidden) 19
Under Cover: 3/4 13
Under Cover: 1/2 8
Under Cover: 1/4 6
Racial Profile: Mahendoshi 18
Racial Profile: Human 3
Racial Profile: Sooaacoli 11
Moving Vehicle (per 5 km/h) 2
Marksman Movement / Stance Mod
Dodging 24
Sprinting 18
Running 10
Jogging 7
Walking 5
Swimming 17
Stalking 2
Crawling ½
Steadied Aim ½
Prone 1
Kneeling Aim 2
Standing Aim 4
Hanging Aim 6
Unfavored Hand 5
Moving Vehicle (per 5 km/h) 2½

Note: Simply add the modifiers of any of the above conditions to account for compound situations.

Table #3.4.5 - Terrain

Class Description Mod
0 Dry lake bed, desert, moon, arctic scrub, very flat. No vegetation 0
1 Low grassland, tundra grasses + shrubs < 30 cm. 2
2 High grassland grasses + shrubs > 30 cm., small scarce rocks 3
3 Savannah, compounds (fenced area) sparse rocks + small trees boxes + crates + vehicles 7
4 High altitude combination forest combination of both deciduous and coniferous trees and shrubs 9
5 High altitude deciduous forest gullies + hills + rocky deciduous trees surface of Magnus 12
6 High altitude coniferous forest large rocks + hills conifer trees 15
7 Low attitude combination forest combination of both deciduous and coniferous trees and shrubs 18
8 Bog, swamp , heavy trees and vines moss and patches of extremely wet ground. Lots of decaying material battle bog of Uirrichh 21
9 Tropical rain forest, deep jungle Argolian forest. 26
Note: There is a race height modifier as per below that effects the marksman only. Mahendoshi + 3 Classes Aracnians - 1 Class Krane - 2 Classes Others No modifier

Table #3.4.6 - Lighting

Lighting Condition Cloudy Modifier Clear Modifier
Moon (Per Moon1)
New Moon1612
Half1410
Full96
Sun (Per Sun1)
Dusk / Dawn1411
Morning / Afternoon100
Noon68
Special Conditions
Snow1013
Black Void (No Light2)27
These Values Are Additive. 1. For suns and moons of the same brightness as sol and the moon. If intensity of sun or moon light is different, multiply the above modifier by the intensity listed on the planet's data record. 2. Like caves, darkened hallways, interiors of derelict space craft etc.

Table #3.5 - Movement Cost

Table #3.5.1 - Attacks and Defences

Maneuver Movement Point Cost Skill Mod
Offensive Defensive
Punches
Boxer 5 4–7 1
Uppercut 7 5–8 3
Reverse 8 2–4 4
Palm 4–7 2–4 4
Club 6–1 3–5 1
Kicks
Side 6 2–4 4
Forward 5 2–4 3
Reverse 7 2–4 5
Round 14 4–7* 5
Jumps
Lunge 7 9 4
Tackle 9 12 1
Jump: Vertical 8 — 3
Jump: Forward 11 9 4
Flips
Forward 8 —* 3
Back 12 —* 4
Side 15 — 5
Tosses
Hip 9 12 2
Shoulder 13 10 5
Trips
Foot 2–4 3 3
Knee 5–7 3–5 5
Throw Downs
Hip 5–7 15 3
Shoulder 9–12 19 4
Overhead 15–24 28–32 5
Holds
Bear Hug 9–13 24 3
Head-Lock 7–9 18 5
Choke 5–7 13 1
Nelson: Full 8–11 11 4
Nelson: Half 5–8 8 4
Miscellaneous
Checking 13 10 2
Elbowing 9 5–8 1
*Ducking / Dodging 9 — 5
Biting 1 4 1

* Asterisk indicates special defensive / evasive maneuver conditions.

Table #3.5.3 - Movement

Action / Maneuver Cost (Movement Points / Second)
Regular Silently
Drawing a Pistol
From Shoulder or Lower Back 3 5
From Boot or Leg 6 8
From Waist 1 2
Weapon Handling
Unslinging Rifle 5 8
Changing a Battery or Clip 11 17
Aiming
Accurate 3 3
Quick ½ 1
Setting a Charge
Large 10 20
Medium 5 10
Small 2 5
Locomotion (per 5 meters)
Sprint 4 20
Run 3 16
Jog 2 13
Walk 1 10
Stalk ½ 8
Note: if a player wants to perform several of the above movements their costs are additive. the costs for sprinting, running etc. are to a distance of five (5) meters. Costs Do Not Vary Form A Deci-Percentage To A Whole Round. Only The Number Of Movement Points A Character Can Expend Is Changed.

Table #3.6 - Hardness Factors

Material Hardness Factor Material Hardness Factor
Courant 10 Multi-Loy 8.9
Aluma-Tung 8.8 T-Steel 8.2
Iron 7.6 Aluminum 7.5
Wrought Iron 7.0 Cast Iron 6.5
Copper 6.0 Gold 5.8
Lead 5.5 Granite 5.3
Marble 5.0 Slate 4.5
Woods 4.0 Bone 3.3
Exoskeleton 2.5 Flesh 1.0

Table #3.7 - Explosive Weapon Modifiers

Distance From Epicenter (m) Explosive Size / Weapon Modifier
1 2 3 4 5 10 20 30 40 50 60 70 80 90 100
0.10 100 200 300 400 500 1000 2000 3000 4000 5000 6000 7000 8000 9000 10000
0.20 25 50 75 100 125 250 500 750 1000 1250 1500 1750 2000 2250 2500
0.30 11 22 33 44 56 111 222 333 444 556 667 778 889 1000 1111
0.40 6 13 19 25 31 63 125 188 250 313 375 438 500 563 625
0.50 4 8 12 16 20 40 80 120 160 200 240 280 320 360 400
0.60 3 6 8 11 14 28 56 83 111 139 167 194 222 250 278
0.70 2 4 6 8 10 20 41 61 82 102 122 143 163 184 204
0.80 2 3 5 6 8 16 31 47 63 78 94 109 125 141 156
0.90 1 2 4 5 6 12 25 37 49 62 74 86 99 111 123
1.00 1 2 3 4 5 10 20 30 40 50 60 70 80 90 100
1.10 1 2 2 3 4 8 17 25 33 41 50 58 66 74 83
1.20 1 1 2 3 3 7 14 21 28 35 42 49 56 62 69
1.30 1 1 2 2 3 6 12 18 24 30 36 41 47 53 59
1.40 1 1 2 2 3 5 10 15 20 26 31 36 41 46 51
1.50 0 1 1 2 2 4 9 13 18 22 27 31 36 40 44
2.00 0 1 1 1 1 3 5 8 10 13 15 18 20 23 25
2.50 0 0 0 1 1 2 3 5 6 8 10 11 13 14 16
3.00 0 0 0 0 1 1 2 3 4 6 7 8 9 10 11
3.50 0 0 0 0 0 1 2 2 3 4 5 6 7 7 8
4.00 0 0 0 0 0 1 1 2 3 3 4 4 5 6 6
4.50 0 0 0 0 0 0 1 1 2 2 3 3 4 4 5
5.00 0 0 0 0 0 0 1 1 2 2 2 3 3 4 4
6.00 0 0 0 0 0 0 1 1 1 1 2 2 2 3 3
7.00 0 0 0 0 0 0 0 1 1 1 1 1 2 2 2
8.00 0 0 0 0 0 0 0 0 1 1 1 1 1 1 2
9.00 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1
10.00 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1
15.00 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
The type of damage that was taken is easily determined by looking at table showing the radii of the effects of various explosives. If a character is within only the concussion radius all the points will have the effect of concussion on the character. While being inside the fire ball radius will result in burn damage and a concussion the G.M. should decide upon how the damage is alloted between the two types of damage.

Table #3.8 - Throw Distance

Weight of Object (kg) Physical Strength (Throw Distance in Meters)
5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100
0.25 3 10 23 42 65 94 127 166 211 260 315 374 439 510 585 666 751 842 939 1040
0.50 1 5 12 21 33 47 64 83 105 130 157 187 220 255 293 333 376 421 469 520
0.75 1 3 8 14 22 31 42 55 70 87 105 125 146 170 195 222 250 281 313 347
1.0 1 3 6 10 16 23 32 42 53 65 79 94 110 127 146 166 188 211 235 260
2.0 0 1 3 5 8 12 16 21 26 33 39 47 55 64 73 83 94 105 117 130
3.0 0 1 2 3 5 8 11 14 18 22 26 31 37 42 49 55 63 70 78 87
4.0 0 1 1 3 4 6 8 10 13 16 20 23 27 32 37 42 47 53 59 65
5.0 0 1 1 2 3 5 6 8 11 13 16 19 22 25 29 33 38 42 47 52
6.0 0 0 1 2 3 4 5 7 9 11 13 16 18 21 24 28 31 35 39 43
7.0 0 0 1 1 2 3 5 6 8 9 11 13 16 18 21 24 27 30 34 37
8.0 0 0 1 1 2 3 4 5 7 8 10 12 14 16 18 21 23 26 29 33
9.0 0 0 1 1 2 3 4 5 6 7 9 10 12 14 16 18 21 23 26 29
10.0 0 0 1 1 2 2 3 4 5 7 8 9 11 13 15 17 19 21 23 26
15.0 0 0 0 1 1 2 2 3 4 4 5 6 7 8 10 11 13 14 16 17
20.0 0 0 0 1 1 1 2 2 3 3 4 5 5 6 7 8 9 11 12 13
25.0 0 0 0 0 1 1 1 2 2 3 3 4 4 5 6 7 8 8 9 10
30.0 0 0 0 0 1 1 1 1 2 2 3 3 4 4 5 6 6 7 8 9
35.0 0 0 0 0 0 1 1 1 2 2 2 3 3 4 4 5 5 6 7 7
40.0 0 0 0 0 0 1 1 1 1 2 2 2 3 3 4 4 5 5 6 7
50.0 0 0 0 0 0 0 1 1 1 1 2 2 2 3 3 3 4 4 5 5
60.0 0 0 0 0 0 0 1 1 1 1 1 2 2 2 2 3 3 4 4 4
70.0 0 0 0 0 0 0 0 1 1 1 1 1 2 2 2 2 3 3 3 4
80.0 0 0 0 0 0 0 0 1 1 1 1 1 1 2 2 2 2 3 3 3
90.0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 2 2 2 2 3 3
100.0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 2 2 2 2 3
125.0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 2 2 2 2
150.0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 2 2
175.0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1
200.0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1
250.0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1
300.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1
350.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1
400.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1
450.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1
500.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1
1000.0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1

Table #3.9 - Grenade Bounce

Roll Under Brawl Bounces
0–14 3
15–19 2
20+ 1

Grenade Bounce