| · DV8 [21-01-2008 / 11:28:06] |
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During combat situations there will be many factors weighing into the chance of success of different tests. All these modifiers are applied to a test's target number in order to produce the final target number against which the test is made. Here is an overview of the different, relevant modifiers you can encounter when in combat.
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| Situation | Modifier |
| Recoil, Semi-automatic | +1 for second shot that Combat Phase |
| Recoil, burst-fire | +3 per burst that Combat Phase |
| Recoil, full-auto | +1 per round fired that Combat Phase |
| Recoil, heavy weapon | 2 x uncompensated recoil |
| Blind Fire | +8 |
| Partial Cover | +4 |
| Visibility Impaired | See Visibility Table |
| Multiple Targets | +2 per additional target that Combat Phase |
| Target Running | +2 |
| Target Stationary | -1 |
| Attacker in melee combat | +2 per opponent or -2 per opponent (when friendly opponents) |
| Attacker running | +4 |
| Attacker running (difficult ground) | +6 |
| Attacker walking | +1 |
| Attacker walking (difficult ground) | +2 |
| Attacker wounded | See Injury Modifiers |
| Smartlink (with smartgun) | -2 |
| Smart goggles (with smartgun) | -1 |
| Laser sight | -1 |
| Using a second firearm | see below |
| Aimed shot | -1 per Simple action spent aiming (up to a maximum of simple actions equal to half the skill used rounded down) |
| Called Shot | +4 |
| Condition | Type of Vision (Cyber/Natural) |
| | Normal | Lowlight | Thermographic |
| Full Darkness | +8 | +8/+8 | +4/+2 |
| Minimal Light | +6 | +4/+2 | +4/+2 |
| Partial Light | +2 | +1/0 | +2/+1 |
| Glare | +2 | +4/+2 | +4/+2 |
| Mist | +2 | +2/0 | 0 |
| Light Smoke/Fog/Rain | +4 | +4/+2 | 0 |
| Heavy Smoke/Fog/Rain | +6 | +4/+2 | +1/0 |
| Thermal Smoke | +4 | +4 | +8/+6 |