ATTACK MODIFIER
COMBAT ACTIONS
ACTION
MELEE AND
UNARMED
LOSES DEX
BONUS?
REFERENCE
TYPE
Delay
Page 357
Free Action
Press
Page 357
Free Action
Attacker Flanking defender
+2
+0
No
Regroup
Page 357
Free Action
Attacker on higher ground than defender
+1
+0
No
Ready
Page 357
Full Action
Attacker prone
-2
-21
No
No
Initiative Actions
CONDITION
Attacker takes an aim action (See page 375)
+0
+1
No
Attacker takes a brace action (See page 375)
+0
+2
No
Attacker moving twice his speed or faster
Attack Actions
RANGED
+0
-2
Defender sitting or kneeling
+2
-2
No
Defender stunned, cowering or off balance
+2
+2
Yes
Defender climbing
+2
+2
Yes
Defender in crouching position
+0
-1
No
Standard Attack
Page 362
Half Action
Burst Attack
Page 362
Half Action
Disarm
Page 363
Half Action
Strike an Object
Page 364
Half Action
Defender in high crawl position
+3
-3
No
Trip
Page 367
Half Action
Defender in low crawl position
Per Prone
Per Prone
Per Prone
Autofire
Page 362
Full Action
Defender surprised or flat-footed
+0
+0
Yes
Full Action
Defender running
+0
-23
No
Defender grappling (Attacker not)
+0
+04
No4
Coup de grace
Page 362
Cover Fire
Page 362
Full Action
Grapple
Page 364
Full Action
Strafe Attack
Page 364
Full Action
Suppressive fire
Page 365
Full Action
Standard Move
Page 373
Half Action
Charge
Page 374
Full Action
Movement Actions
Run
Page 374
Full Action
Total Defense
Page 375
Full Action
Withdraw
Page 375
Full Action
Defender pinned
+4
-4
Yes
Defender prone
+4
-45
No
Defender has cover
Per Cover rules (See page 368)
Defender concealed or unseen
Per Concealment rules (See page 368)
Defender helpless
See Helpless Defender rules (See page 368)
This penalty does not apply when the attackers weapon is braced (See pg 375).
This condition applies if the character moved twice his speed or faster during their last initiative count.
If both the attacker and defender are running, each suffers a 4 circumstance penalty to attack each other.
If this ranged attack hits, then randomly determine which grappling combatant is struck. The defender loses his Dexterity
bonus to Defense (if positive).
This penalty does not apply when the attacker is adjacent to the defender.
COVER AND CONCEALMENT
OTHER ACTIONS
ACTION
REFERENCE
TYPE
Other Common Actions
Activate an item
Page 353
Free Action
Drop an item
Page 353
Free Action
Drop to the ground (i.e.
drop prone)
Page 353
Free Action
Speak
Page 353
Free Action
Aim a ranged weapon
Page 375
Half Action
Draw or holster a weapon
Page 375
Half Action
Feint
Page 375
Half Action
DEGREE
EXAMPLE
COVER DEFENSE
BONUS
COVER REFLEX
BONUS
CONCEALMENT
DEFENSE BONUS
One-quarter
Standing behind a short
wall
+2
+1
+1
One-half
Fighting from around a
corner
+4
+2
+2
Three-quarters
Peering around a
corner
+7
+3
+3
Nine-tenths
Standing behind a
slightly open door.
+10
+41
+4
Total
Entirely behind a solid
wall
+6
Move a heavy object
Page 376
Half Action
Open a door
Page 376
Half Action
Pick up an item
Page 376
Retrieve a stored item
Page 376
No damage if your save is successful, half damage if you fail
FLUID INITIATIVE MODIFIERS
EVENT
COUNT MODIFIER
Character Aims Weapon
+2
Character braces weapon
+1
Half Action
Character moves to higher ground than all opponents
+1
Half Action
Character successfully makes a save to reduce blast damage to 0
Characters speed is reduced by terrain
-1
Character is target of suppressive fire
-1
Character fires a tactical weapon
-2
Stand up from being prone
Page 376
Half Action
Stabilize a dying character
Page 376
Half Action
Taunt
Page 377
Half Action
Character successfully makes a save to reduce blast damage to 1 or higher
-2
Threaten
Page 377
Half Action
Character loses 1 or more wounds
-21
Trick
Page 377
Half Action
Move an extremely heavy
or awkward object
Page 376
Full Action
Refresh
Page 376
Full Action
Use a skill or feat
Page 376
See description
Other actions
Page 376
Per the GM
Character becomes fatigued
-3
Character uses a weapon for which they do not possess the appropriate Weapon Group Proficiency
-42
Character fails a save to reduce blast damage
-5
Character suffers a critical hit (and loses 1 or more wounds)
-51
These modifiers do not stack when they apply to the same injury (i.e. a critical hit inflicts 1 or more wounds reduces the characters initiative counts by 5, not 7)>
This modifier is applied only once for each applicable weapon the character uses during each combat round, regardless of
how many times they use the weapon.
ATTACKING WITH TWO WEAPONS
FEAT/LIGHT WEAPON
EXAMPLE OPPOSED CHECKS
MAIN HAND
OFF-HAND
2ND OFF-HAND
-6
-10
N/A
Standard attack modifiers with two weapons
TASK
SKILL
OPPOSING
SKILL
Move Silently
Listen
Con someone
Bluff
Sense Motive
Character possesses Ambidexterity feat only
-6
-6
N/A
Character possesses Two-Weapon Fighting feat only
-4
-8
N/A
Character wielding light weapon in off-hand only
-4
-8
N/A
Character possesses both Ambidexterity and Two-Weapon Fighting
Feat
-4
-4
N/A
Hide from someone
Hide
Spot
Character possesses Ambidexterity feat and wields light weapon in
off-hand.
-4
-4
N/A
Win a car race
Drive
Drive
Character possesses both Ambidexterity and Two-Weapon Fighting
Feat and wields two light weapons in off-hand.
-2
-2
N/A
Pretend to be someone else
Disguise
Spot
Character possesses Improved Two-Weapon Fighting feat (which
includes the effects of Ambidexterity and Two-Weapon Fighting)
-4
-4
-9
Steal a key chain
Sleight of Hand
Spot
Character possesses Improved Two-Weapon Fighting feat and
wields light weapon in off hand
-2
-2
-7
Create Fake ID
Forgery
Forgery
OBJECT HARDNESS AND WOUND POINTS
OBJECT
HARDNESS
WOUND POINTS
Paper
2/inch of thickness
Cloth
2/inch of thickness
Rope
Ice
Sneak up on someone
SAMPLE OBJECTS
OBJECT
EXAMPLE ABILITY CHECKS
HARDNESS
WOUND
POINTS
DC TO
BREAK
Drywall (1 in.)
10
2/inch of thickness
Sandbags (12 in)
120
13
3/inch of thickness
Wooden Door (1 in)
10
13
Glass
1/inch of thickness
DDO
10
12
Pottery
1/inch of thickness
Leather
1/inch of thickness
Computer
15
14
Drywall
6/inch of thickness
Cue ball
36
21
Hard Plastic
8/inch of thickness
Rope (1 in. diameter)
23
Wood
10/inch of thickness
Bone or Ivory
12/inch of thickness
Concrete
14/inch of thickness
Stone
Reinforced Concrete
Forcing open a jammed or locked door
Strength
Tying a rope
Dexterity
Holding ones
breathe
Constitution
Navigating a maze
Intelligence
Recognize a stranger you have never
seen before
Wisdom
Getting yourself noticed in a crowd
Charisma
DIFFICULTY EXAMPLES
EXAMPLE
Very Easy
Notice Something Large in plain site
Easy
Climb knotted Rope
Average
10
Hear a patrol walking 10m away
Tough
15
Disarm an Explosive
40
Challenging
20
45
Formidable
25
Heroic
30
Climbing an uneven surface with
slight handholds.
Break into a secure Computer system
Leap across a 10m chasm
Super Heroic
35
Nearly Impossible
40
10
26
Handcuffs
10
10
26
15/inch of thickness
Metal bars
10
15
30
20/inch of thickness
150
35
10
30/inch of thickness
Metal Door (5in.
Thick)
10
Metal (Iron, etc)
336
15
35/inch of thickness
Concrete wall (24in.
Thick)
Strong Metal (Steel, etc.)
Super Strong Material
20
40/inch of thickness
Blast door (24in
Thick)`
15
840
ATTACK ACTIONS
DESCRIPTION
KEY ABILITY
DC
Chain
ATTACK OPTION
TASK
Standard Attack
Single standard attack action on a target of the characters choice
Autofire
Character selects a number of 3-shot volleys, -1 penalty to hit for each volley fired. For every 4 points over the targets defense,
another hit is scored. On a critical only the first rounds damage is applied directly to the targets wounds.
Burst Attack (Narrow)
Suffer a 3 penalty with the attack check, but gain a +2 bonus to the damage roll. Uses up three rounds.
Burst Attack (Wide)
Gain a +1 bonus with the attack check, no affect on damage. Uses up 3 shots.
Coup de Grace
Helpless character must make a Fort Save (DC 10 + damage) or die.
Cover Fire
Offer +4 dodge bonus to Defender of a single ally against enemies in your line of fire for 1 round. Uses 5 rounds.
Disarm
Make opposed attack roll; if you win, your target is disarmed
Feint
Bluff check opposed by opponents Sense Motive; if you succeed, target may not add Dex bonus to Defense on next attack.
Grapple
Special (See page 369 of the Stargate SG-1 RPG)
Refresh
If you are the target of no attacks this round, you may use an action die to recover the result in vitality points.
Strafe Attack
Target a number of adjacent squares up to 1/2 your remaining ammo. -2 attack penalty per square beyond first; all targets suffer the
same damage; uses 2 rounds per square.
Strike Object
Special (see page 364 of Stargate SG-1 RPG_
Suppressive Fire
One target in your line of sight suffers a 4 penalty to attack and skill rolls for 1 round. Use 5 rounds
Taunt
Make a Bluff check opposed by the targets Sense Motive. If you succeed, your target must attack you next round.
Trip
Melee touch attack, if you hit, make a Strength check opposed by Strength or Dex, if you succeed your target is prone.
DIFFICULTY
Convince guards you are someone
you arent even though you have no
ID
.
INJURY AND DEATH
WEATHER VISIBILITY
LEVEL
DAMAGE
EFFECTS
Fatigued
0 Vitality Points
Strength and Dexterity scores are reduced by 2.
May not run or charge. Fortitude Saving Throw (DC
10) or become stunned for 1d6 rounds
Unconscious
0 Wound Points
Character falls to the ground unconscious, becomes
helpless, and may take no actions
Dying
-1 to 9 Wound
Points
Make a Fortitude Save every hour with a DC of
10+1 per hour of unconsciousness. Failed saving
throw indicates death
Dead
-10 Wounds Points
or Less
Dead. Without a sarcophagus it is a one way trip
Destroyed
-25 Wound Points
Remains are destroyed, only DNA remains. Not
even a sarcophagus can revive the character.
Extremely Deadly
Situations
When a character suffers 50 or more points of damage in a single hit, they
must make a Fortitude save (DC 15). Failure indicates death.
HEALING
LEVEL
Natural Healing
EFFECTS
Regain 1 Vitality per character level, and 1 Wound Point per day of
rest.
First Aid
Stabilize a Dying
Character
First Aid Check (DC 15) and patient stabilizes at current Wound level.
If success is by 10 or more, patient restored to 0 Wounds.
Weather
Base Range
Clear Skies
Line of Sight
Fog, light
20 ft.2
Fog, moderate
10 ft.2
Fog, dense
5 ft.2
Hail
3/4 line of sight
Rain/snow light
3/4 line of sight
Rain/snow moderate
1/2 line of sight
Rain/snow heavy
1/4 line of sight
Sleet
1/2 line of sight
Storm, blizzard
10 ft.
Storm, dust storm
15 ft.
Storm, hurricane
10 ft.
Strom, snowstorm
20 ft.
Storm, thunderstorm
15 ft.
Treat Poison
First Aid check vs. Poisons current phase.
Long Term Treatment
A successful First Aid Check (DC 15) doubles the patients natural
healing.
Wind, light through strong
SAMPLE AWARENESS CHECKS DCS
Wind, severe
CONDITION
DC/DC MODIFIERS
Nearest opponent group is not trying to hide it's presence
20
Nearest opponent group is trying to hide its presence
25
Size of largest character within nearest opponent group1
+/-4 per size category above/
below medium
Nearest group blends or contrasts with scenery1
VISUAL RANGE1
CONDITIONS
Line of Sight
1/2 line of sight
Wind, windstorm
20 ft.
Wind, hurricane or tornado
10 ft.
Time of day1
Day
+/- 5 (or more)
Nearest group benefits from concealment1
+ (Concealment modifier
Nearest group consists of 6-10 characters
-2
Nearest group consists of 11-20 characters
1 x base visual range
Dawn/Dusk
1/2 x base visual range
-4
Night
1/4 x base visual range
Nearest group consists of 21+ characters
-8
Light Source
Leaders group engaged in distracting activity
+5
This modifier applies only when opposed groups awareness check pits the acting groups Hide
vs. its target groups Spot skills
2
1
No modifiers may increase a character's visual range beyond the lowest applicable range
(Determined by weather)
2
This modifier is reduced by any applicable bonus granted by the target groups gear.
+ gears range
These conditions are considered None when the character uses infrared gear.
FACE AND REACH
OPPONENT SIZE
Fine (F)
Diminutive (D)
Tiny (T)
Small (S)
Medium (M)
Large (L), tall
Large (L), long
Huge (H), tall
Huge (H), long
Gargantuan (G), tall
Gargantuan (G), long
EXAMPLE
DEFENSE MODIFIER
REACH
FACE
MAXIMUM ATTACKERS1
1 (in same square)
Fly
+8
Same Square
100/square
Gecko
+4
Same Square
25/square
1 (in same square)
Opossum
+2
Same Square
4/square
1 (in same square)
Child
+1
1 square
1 square
Adult human
1 square
1 square
Gorilla
-1
2 squares
1 square
Polar Bear
-1
1 square
1 x 2 squares
10
Giraffe
-2
3 squares
2 x 2 squares
12
Elephant
-2
2 squares
2 x 4 squares
16
Office Building
-4
4 squares
4 x 4 squares
20
Humpback whale
-4
2 squares
4 x 8 squares
30
Colossal (C) , tall
Skyscraper
-8
5 squares
8 x 8 squares
36
Colossal (C), long
Blue whale
-8
3 squares
8 x 16 squares
52
This number assumes that the combatant is completely surrounded with one small or medium attack in every adjacent square.