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