Combat Quick Reference


Initiative is rolled at the beginning of each Combat Turn. Initiative determines the number of times per turn that a character may act, each turn being broken down into phases called an initiative pass with each character's actions in the pass called a combat phase. A character determines their initiative each turn by typing +init, and acting in order of descending numerical value.

At the end of each initiative pass (after all characters have completed their combat phase in the order determined by their initiative roll), 10 points are subtracted from everyone's total initiative. If a character has an initiative greater than 0 at this point, they may act again in a second initiative pass while those who do not have an initiative higher than 0 must wait until the next Combat Turn. This process continues until no character has an initiative score higher than zero.

A player can also hold an action until later a later combat phase in an initiative pass. If more than one player decides to hold their action, the order of action is determined as if resolving an initiative tie.


During a character's combat phase of the initiative pass, they declare their actions. Each character is allowed to take a free action and a complex action during their combat phase. A character may substitute the complex action for two (2) free actions or two (2) simple actions, giving them either three (3) free actions or a free action and two (2) simple actions for their pass.

Activate Cyberware Call a Shot Change Smartgun
Fire Mode
Deactivate Focus
Delay Action Drop Object Drop Prone Drop Sustained Spell
Eject Smartgun Clip Gesture Observe Speak a (short) Phrase
Activate Focus Call Nature Spirit Change Gun Mode Change Position
Command a Spirit Fire Weapon (SA/BF) Insert Clip Observe in Detail
Pick Up/Put Down Object Quick Draw Ready Weapon Remove Clip
Shift Perception Take Aim Throw Weapon Use Simple Object
Astral Projection Banish Spirit Call Elemental Cast Spell
Control Spirit Erase Astral Signature Fire Weapon (SS/FA) Fire Mounted Weapon
Fire Vehicle Weapon Melee/Unarmed Attack Reload Firearm Summon Nature Spirit
Use Complex Object Use Skill

Ranged Combat

Target Number 4 5 6 9
Range in Meters Short Medium Long Extreme
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
SMG 0–10 11–40 41–80 81–150
Taser 0–5 6–10 11–12 13–15
Shotgun 0–10 11–20 21–50 51–100
Sporting Rifle 0-100 101-250 251-500 501-750
Sniper Rifle 0-150 151-300 301-700 701-1,000
Assault Rifle 0-50 51-150 151-350 351-550
Heavy Weapons
Light Machine Guns 0-75 76-200 201-400 401-800
Medium Machine Gun 0-80 81-250 251-750 751-1,200
Heavy Machine Gun 0–80 81–250 251–800 801–1,500
Assault Cannon 0-100 101-300 301-900 901-2,400
Grenade Launcher 5–50* 51–100 101–150** 151–300
Missile Launcher 20–150* 151–450 451–1,200 1,201–3,000
Impact Projectiles
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
Mods Short Medium Long* Extreme*
Standard Vision 4 5 6(8) 9
Laser Sight 3 4 5(7) 8
Smart Goggles 3 4 5(7) 8
Smartlink 2 3 4(6) 7
Smartlink-2 w/ Rangefinder 2 3 3(5) 5
Image Magnification
Level 1 4 4 5(5) 6(8)
Level 2 4 4 4(4) 5
Level 3 4 4 4(4) 4
Image Magnification w/ Laser Sight
Level 1 3 3 4(4) 4
Level 2 3 3 3(3) 4
Level 3 3 3 3(3) 3

*Numbers in parantheses in this column is for launch weapons. Note the only modifier for indirect fire is the -1 modifier from a smartlink-2 system.


Ranged Combat There are two basic paths to choose between when choosing mods for your ranged items, and the choice is generally a simple one; cybered or not. If cybered a smartlink with rangefinder grants very nice benefits, and if not cybered, image magnification with a laser sight is the better choice. Obviously there are other choices then these but this is a good start point.

Vision: If ranged weaponry is used, particularly pistols, it is helpful to have some means for low-light or thermographic vision to help reduce visibility modifiers in addition to your choice in TN modifiers.

Armor Layering: You may layer pieces of armor to help increase survivability. All layering adheres to the following formula: (Full Ballistic and Impact rating for highest rated armor) + ((Half Ballistic and Impact rating)/(2 rounded down)) from all additional armor. Penalties are assessed once the total armored rating reaches twice the character's quickness rating.

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