Modifiers
p. 139
Fudge either +2 or -2 steps of advantage/disadvantage unless the number is right in front of you.
Melee
| Situation | Modifier |
|---|---|
| Friends in the melee | +1 per friend (max. +4) |
| Character wounded | –wound modifier (see p. 153) |
| Character has longer Reach | +1 per point of net Reach* |
| Character using off-hand weapon | –2 |
| Character attacking multiple targets | splits dice pool |
| Character has superior position | +2 |
| Opponent prone | +3 |
| Attacker making charging attack | +2 |
| Defender receiving a charge | +1 |
| Called shot | variable (see Called Shots, p. 149) |
| Touch-only attack | +2 |
Range
| Weapon | Short | Medium -1 | Long -2 | Extreme -3 |
|---|---|---|---|---|
| Taser | 0–5 | 6–10 | 11–15 | 16–20 |
| Hold-out Pistol | 0–5 | 6–15 | 16–30 | 31–50 |
| Light Pistol | 0–5 | 6–15 | 16–30 | 31–50 |
| Heavy Pistol | 0–5 | 6–20 | 21–40 | 41–60 |
| Machine Pistol | 0–5 | 6–15 | 16–30 | 31–50 |
| SMG | 0–10 | 11–40 | 41–80 | 81–150 |
| Assault Rifle | 0–50 | 51–150 | 151–350 | 351–550 |
| Shotgun (flechette) | 0–10 | 11–25 | 26–40 | 41–60 |
| Shotgun (slug) | 0–10 | 11–40 | 41–80 | 81–150 |
| Sporting Rifle | 0–100 | 101–250 | 251–500 | 501–750 |
| Sniper Rifle | 0–150 | 151–350 | 351–800 | 801–1,500 |
| Light Machine Guns | 0–75 | 76–200 | 201–400 | 401–800 |
| Machine Gun | 0–80 | 81–250 | 251–750 | 751–1,200 |
| Assault Cannon | 0–100 | 101-300 | 301–750 | 751–1,500 |
| Grenade Launcher | 5–50 | 51–100 | 101–150 | 151–500 |
| Missile Launcher | 20–70 | 71–150 | 151–450 | 451–1500 |
| Bow 0–STR | To STR x 10 | To STR x 30 | To STR x 60 | |
| Light Crossbow | 0–STR x 2 | To STR x 8 | To STR x 20 | To STR x 40 |
| Medium Crossbow | 0–STR x 3 | To STR x 12 | To STR x 30 | To STR x 50 |
| Heavy Crossbow | 0–STR x 5 | To STR x 15 | To STR x 40 | To STR x 60 |
| Thrown Knife | 0–STR | To STR x 2 | To STR x 3 | To STR x 5 |
| Shuriken | 0–STR | To STR x 2 | To STR x 5 | To STR x 7 |
| Standard | 0–STR x 2 | To STR x 4 | To STR x 6 | To STR x 10 |
| Aerodynamic | 0–STR x 2 | To STR x 4 | To STR x 8 | To STR x 15 |
Situation
| Situation | Modifier |
|---|---|
| Attacker running | –2 |
| Attacker in melee combat | –3 |
| Attacker in a moving vehicle | –3 |
| Target has partial cover | –2 |
| Target has good cover | –4 |
| Target hidden (blind fire) | –6 |
| Attacker firing from cover | –1 |
| Attacker wounded | –wound modifiers (see p. 153) |
| Attacker using laser sight | +1* |
| Attacker using smartlinked weapon | +2* |
| Attacker using image magnification | eliminates range modifiers (see p. 139) |
| Attacker using a second firearm | splits dice pool |
| Attacker using off-hand weapon | –2 |
| Aimed shot | +1 per Simple Action |
| Called shot | –variable (see Called Shots, p. 149) |
| Multiple targets | –2 per additional target |
| Tracer rounds with short burst | +1 |
| Tracer rounds with long burst | +2 |
| Tracer rounds with full auto | +3 |
| Recoil, semi-automatic | –1 for second shot that Action Phase |
| Recoil, burst | –2 (first burst), –3 (second) |
| Recoil, long burst | –5 (first burst), –6 (second) |
| Recoil, full auto | –9 |
| Recoil, heavy weapon | 2 x uncompensated recoil |
| Recoil compensation | Reduces recoil modifier |
| Gyro stabilization | Reduces recoil or movement modifier |
Not cumulative*
Visibility
| Visibility | Normal | Low-Light | Thermographic | Ultrasound |
|---|---|---|---|---|
| Full Darkness | –6 | –6 | –3 | –3 |
| Partial Light | –2 | 0 | –2 | –1 |
| Glare | –1 | –1 | –1 | 0 |
| Light Fog/Mist/Rain/Smoke | –2 | –1 | 0 | –1 |
| Heavy Fog/Mist/Rain/Smoke | –4 | –2 | –2 | –2 |
| Thermal Smoke | –4 | –2 | –6 | –2 |