PERFORMING ACTIONS


 


In Fuzion, each player can perform one action per phase. But what kind of actions can you perform when your chance comes up? And how do they all work together? In general, there are two kinds of Actions in Fuzion: Basic Actions, which are simple descriptions of tasks you'll want to perform during your turn, and Advanced Actions, which represent more sophisticated maneuvers that add strategy and tactics to your game play. Both have advantages; Basic in speed, Advanced in subtlety.  Note that each character in combat is concidered to be attempting some type of defense.  Thus each character is allowed to parry or avoid incoming attacks at no action cost.  This "free" actions are NOT concidered BLOCKS or DODGES (both of which are actions and give the defender certain bonuses.

The following section discusses Basic Actions a character can perform, each explained. Advanced Actions are described on the following page in their own section. Both also have useful summary pages to recap what each action means.

BASIC ACTION SUMMARY

Actions Notes

Attack (Shoot Make Attack (optionally, add modifiers); autofire
or Strike)
attacks count as one Action. Kicks do +1DC at -1 to hit.
Block Stops any one attack with a successful Defensive Roll + 3 vs the Attacker's Attack roll. 
Dodge Makes you harder to hit against all attacks this phase-adds +3 DV, but you cannot attack
Get Up Get up from being prone
Grab -2 to perform; grab target or gadget; -3 Defense for both
Run Move up to your full Combat Move (a Run).
Sprint Move up to your full Non Combat Move at 1/2 DEX, 0 REF
Other Action Any single action not otherwise specified.s
[or Use a Skill] reloading, mounting a vehicle, changing weapons, etc.
Throw Throw one object(-4 if not made for throwing).


BASIC ACTION DESCRIPTIONS

Attack: Use a weapon, power or physical combat skill to harm an opponent. There are many modifiers that can affect your chance to do this Specific weapons may have other modifiers to take into account as well.
Block: Use this Action to deflect attacks. In general, this means stopping a specific Melee or Hand to Hand attack in addition to your normal Defense Value. When Blocking an attack, make a Hand to Hand Defense or Melee Defense roll against the roll which your attacker already got past your defense roll. If the roll is successful, the attack is blocked. After being blocked, the attacker is put off balance, and must act after the target next phase regardless of normal turn order.
This is a good time to introduce the Rock, Papers, Scissors Rule of Blocking. As a general rule, certain defenses can be used to physically block certain kinds of attacks; against other attacks, these defenses are worse than useless. (You could lose an arm!)

As a rule of thumb, always remember:

Wood damages Flesh
Metal damages Wood
Energy damages Metal

Dodge: Use this Action to make yourself harder to hit. Instead of attacking, you may declare that you are actively dodging and gain +3 to your Defense Value against all attacks that Phase.
Get Up: Use this Action to stand up after being knocked down.
Grab: Use this Action to get a grip on an opponent, a weapon, a gadget, or something else. A successful Grab allows the attacker to hold, pin, choke or throw his opponent; he may also attempt to grab a weapon from his opponent's grasp. Use an Opposed Skill check to see if you can break out of a Grab (use STR Characteristic plus Hand to Hand, Athletics or Martial Arts whichever is highest); the attacker suffers -2 to his roll. When Grabbed, both grabber and grabbee are -3 DEX to all other attacks. The grabber can choose to do his full STR in damage to the grabbee each turn.
Run (Combat Move): Allows character to move up to their full Running Characteristic that phase.
Sprint (Non-Combat Move): Use this Action to move faster each phase-up to your full Sprint speed, but at 1/2 DEX and 0 REF while doing so.
Other Action: Use this Action for anything not covered by other Actions, like reloading, taking off your shirt, opening a door, or anything else you can think of. How long an Other Action takes is up to the GM; they may well decide that what you describe takes several rounds to perform, or it may have modifiers on your DEX. Some common Other Actions: drawing a weapon, getting into or out of a vehicle (or mounting or dismounting from a horse), and clearing a jammed weapon. All of these Actions take up your full phase.
Throw: This allows the attacker to use a thrown weapon (grenade, bottle, mug, small car). The object must be liftable by the character, and may be thrown using the character's Athletics Skill. Improvised, non-aerodynamic objects can be thrown at at -4 penalty. 

TURN SEQUENCE SUMMARY
Each Phase, roll one die and add your REF. During this 3-second segment, do the following:

[A] Choose Your Action You have 1 Action each Phase. These actions can be Attacks or involve other types of activity. If attacking go to [B]; if not, skip down to [D].

[B] Check Line of Sight You can attack anything positioned forwards of your shoulders, as long as nothing else is in the way.

[C] Check Range Each attack has a range, listed in meters/yards. 

[D] Resolve Action See Taking Action [pg.141]. In general, roll 1die and add to your Characteristic+ Skill. If the action was an Attack, go to [E]. If not, go on to NEXT PHASE [F].

[E] Resolve Damage If you hit, roll a number of 6-sided dice equal to the Damage Class.

[F] Go to Next Phase Start again with the process.

ADVANCED ACTIONS
These are other Actions you can take besides the Basic ones. Remember that even this list is only a fraction of the possible maneuvers you may want to invent or add to your campaigns.

Advanced Action SUMMARY

Actions

Notes
Aim Each phase taken Aiming adds +1 to Attack, up to +3; no other Action possible
Choke Hold A Grab at - 4 REF. 2DC Killing Attack. And you can't talk while being choked.
Disarm Knock opponent's weapon from hand.
Dive for Cover Avoid an area attack. Defender makes REF + Athletics (or combat) skill roll vs 8, +1 difficulty per each extra meter/yard dived.
Draw & Attack  Draw weapon and attack in one Action. -3 Penalty to attack.
Entangle Immobilize opponent until he can make a Escape.
Escape Escape from Grabs or Entangles, using STR+Athletics(or combat) skill vs opponent's STR+Athletics(or combat)skill.
Haymaker +3 dice damage, with -3 to REF.
Move This action allows you to move up to half your Run (or other Combat Movment power) distance, and perform one other action, except for Run, Sprint, Move By, Move Thru, Recover or any action the GM rules to take a Full Action (or longer.)
Move By Full Move and HTH attack during movement with a -2 penalty. to REF & DEX. Damage = half of STR + 1 die for every 10m/yds moved. You will also take one third of that damage yourself.
Move Thru Full Move and HTH attack at end of move with a -1 penalty for every 10m.yds moved and a DEX penalty of -3 total. Damage = STR + 1 die for every 5m/yds moved; you will also take one half of that damage yourself.
Recover -5 to Defense Value, get Recovery back in SDC

All Characters should get a free Recovery at the end of every Round. If the game is not using the Speed Chart, then the characters should get a free Recovery at the end of each 4 Phases.

Sweep/Trip Opponent falls; takes -2 penalty to his REF next phase, must spend an Action to get back up.
Wait Wait for a chance to take your action or hold an action til later.

Advanced Action Descriptions

Aim: This action allows you to improve your chances to hit with a ranged weapon(only). Each action taken aiming adds +1 to your attack, up to three actions total. Aiming assumes a steady, braced position, no movement, and a clear chance to track your target.
Choke Hold: A two hand or one arm Grab maneuver (unless you're really big and your GM allows you to use one hand or arm). Once a successful Choke hold is established, the choker will do 2DC in killing damage unless the Choke is broken by the victim.
Disarm: On a successful Attack roll, you have a chance to knock something from the opponent's hand at no penalty. The attacker gets a STR + Hand to Hand roll versus the defender's STR + Hand to Hand roll; if the attacker wins, the defender drops the weapon. Use the area effect table to determine where the weapon falls, with your opponent in the center.
Dive For Cover: This action allows you to get out of the way of explosions and area effect attacks. You make a Defense roll(using an appropriate Hand To Hand or Athletics roll if allowed by the GM), against a Difficulty Value based on the distance (base of 8 for 1m +1 difficulty for every extra 1 m/yds). If the roll is failed, you didn't dodge fast and/or far enough and were caught by the attack effects. Diving for cover can be performed by holding an action (just in case) or by aborting to your next action if you have not yet taken your turn.
Draw & Attack: By declaring this action at the start of the round, you are effectively trying to "fast draw" on your opponents. This allows you to draw and use a weapon in one action, instead of the normal two, but imposes a -3 penalty on your attack.
Entangle: This allows the character to use any entangling type of attack(whips, nets, tentacles, etc)to immobilize an opponent. The attack is made using the skill for that weapon against the target's defense roll. An entangled character must act as though a Grab has been made; he can't move or attack until he escapes.
Escape: This is the action of freeing yourself from physical holds, chokes, entanglements or simple traps (like snares or nets). This requires a separate roll using your STR+ Athletics(or Hand to Hand skills) against the holder's Athletics (or Hand to Hand)skills plus their Strength. Example: Although Fox's Athletics is 7, her STR is only 3. Brick's Athletics is only 3, but his STR is 10. The extra 3 point edge easily allows Brick to hold Fox immobilized. If pitted against a trap, you will use your STR+Athletics Skill against a Difficulty Value set by the GM. On a successful roll, you are free of the hold and may move again. Hand to Hand or Tech-based Skills may also be used in default of Athletics if the GM agrees.
Haymaker: You throw caution to the wind and put everything into a single full-out physical move (a swing, punch or blow).This gives you a damage bonus of +3 dice, but imposes a -3 penalty to hit(because you're not worrying about keeping your balance or aiming, etc.).
Move: This action allows you to move up to half your Run (or other Combat Movment power) distance, and perform one other action, except for Run, Sprint, Move By, Move Thru, Recover or any action the GM rules to take a Full Action (or longer.)
Move By: This action lets you use up to your full Move and make a Hand-to-Hand or Melee attack(only) at any point along that movement, at a penalty of -2 to your REF and DEX. You do your half STR damage plus 1 die for every 10m/yds moved. You will also take one third of that damage yourself.
Move Thru: This action lets you use up to your full Move and make a Hand-to-Hand or Melee attack(only) at the end of that movement, at a REF penalty of -1 for every 10m/yds moved and -3 to DEX. You do your STR damage plus 1die for every 5m/yds moved. You also take half that damage yourself.
Recover: Recovering gives you back SDC (and Endurance, if using that Derived Characteristic) equal to your Recovery score. If you choose to Recover for your action, you can do nothing else that phase. If you suffer damage while recovering, you may not recover SDC points that phase. You are at -5 DEX while Recovering.
Sweep/Trip: You put out a foot and send him sprawling. On a successful Hand to Hand roll, the attacker is knocked to the ground. He will be -2 to his next attack, you will gain +2 on your next.
Wait: Allows you to interrupt another player's actions during their turn. Waiting is best used when you want to wait until an opportunity exposes itself. To Wait, you must announce, when your part of the phase comes up, that you are planning to Wait. The important word to include in this announcement is until, stating what condition must be met before you will act. An example might be, "I wait until Bob moves." or "I wait until I can see the whites of his eyes." If the conditions of your wait are not met, you must stand there, waiting, until the next round. When the specified condition has been met, you can elect to interrupt someone else's action immediately; after all, this is what you have been waiting for. An example would be: "I wait until my opponent pops his head up from behind the wall, then I'll shoot." The moment your opponent pops up to shot at you (his action), you could then interrupt and fire. You need not roll to interrupt; it's automatic. This can also be used to cover an opponent-i.e.; hold a ready weapon on him-you interrupt his action(BANG!) if he attempts to escape.

LIFTING & THROWING

Strength 

The Strength table below is for deadlifting the weight to waist (or dragging it).Pressing it overhead would be half of your Lift, carrying (at 1/2 normal MOVE). Pushing or lifting it for throwing would be reduced to one fourth of the listed weight.

 STR Lift in Kilograms Lift in Pounds Example
 .5 18kg/36lbs  Small Child
 1  36kg/72lbs  Child
 2  50kg/110lbs
 3  72kg/158lbs  Adult female
 4  100kg/220lbs  Adult male
 5  144kg/317lbs  Lion
 6  200kg/440lbs  
 7  288kg/634lbs Motorcycle
 8  400kg/880lbs
 9  575kg/1,265lbs  Small Car
 10  2.5tons/2.75tons  Large car

Throwing stuff
1) Compare the weight of the object to the closest approximate weight on the Weight Modifier table.

Important: You must be able to lift the object in order to throw it (no cheating!).

2) Subtract the Throw Modifier value from your current Throw (STR+1). Subtract 1 if the object is not aerodynamic; also subtract 1 if it isn't balanced for throwing. Find your new Throw on the Distance Table (below) to determine how far you can throw the object. If the Throw is below .5, you can't throw it.

Throw Table

.5 2m
1 6m
2 14m
3 20m
4 28m
5 36m
6 46m
7 56m
8 66m
9 76m
10 86m
11 96m

 

Throw Modifier Table
Weight (Kg) Weight (Lbs) Example Modify Throw

            
Less than 2 kg/Less than 4lbs...Baseball -0
2kg/4lbs........................................-1
4kg/9lbs........................................-2
9kg/20lbs.......................................-3
18kg/40lbs......................................-4
36 kg/72lbs Small Child...............-5
72 kg/158lbs Adult Male,Lamp post......-6
143 kg/317lbs Manhole Cover.............-7
287 kg/634lbs Motorcycle................-8
575 kg/1,265lbs Small Car.................-9
1.15 tons/1.265tons Large car................-10

MELEE & HAND-TO-HAND ATTACKS
Strike-this basic Attack Action includes punches and kicks, as well attacks using swords, clubs, knives and other melee weapons. In general, a strike can be defined as any attack made with a body part or that is powered by the strength of the body. The simplest Attack, it involves only four steps: Facing, Range, Line of Sight and Modifiers.

FACING & RANGE
Facing is the direction you are pointing. Since many Fuzion games are played "in head" (without maps), the standing rule is that you can clearly face anything that is positioned forward of your shoulders. When using a standard gaming hex map, characters "face" through any three adjacent sides of the hex they are standing in.

Range:
Can I Reach Out and Smack It?
As a rule, Melee attacks can hit any target within 4m/yds of you; this defined as MELEE RANGE. Polearms and other long melee weapons can hit anything within 6m/yds of you; this is Extended Melee Range and is applicable only to these weapons.

Line of Sight:
What's in the way?
Line of sight deals with whether anything's between you and your target.

Line of sight can either be:

Clear There's nothing in the way; go ahead and swing.
Obscured There's something that may block a clear view, but won't block a swing, such as smoke, or darkness. You can't see who you're fighting (the enemy is invisible, in darkness, in ambush or because you're dazzled), each phase you must make a Perception Roll (GM sets the Difficulty Value) If the roll is successful, the penalty is --2 to all subsequent Attack and Defense Valuesthat phase. If the Perception roll is unsuccessful, the penalty increases to -4.
Blocked There's something in the way that you can't get through. Or, if the target is only partially blocked, swing at what you can reach. Determine how much is exposed, then modify your roll .

Cover Modifier

Half Body -1
Head and Shoulders Only -1
Head only -2 Behind someone else -2

Modifiers:
What Are My Chances to Hit?
Combat Modifiers take into account the conditions of the battle. Modifiers are always applied to Offensive Rolls. You may use some, none, or all of these rules:

Situation Modifier

Moving target -1 per 10m/yd target moves
Aimed body shot chest [-1], vitals, head [-6] , legs, hands, feet [--4]
stomach [--5] arms, shoulders, thighs [--3]
Blinded by light, dust -4
Tiny Target (bullseye, 1-3") -3
Small Target (1 foot or smaller) -2
Improvised weapon (rock, bottle, small girder) -2

A Special Modifier:
Surprise! It's an Ambush!
An attack that surprises the target, such as an ambush or a backstab, gives the Attacker a +5 Offensive bonus for that attack (but no initiative bonus).

To lay an ambush requires the following conditions:

The opponent is unaware of your location and intention to attack. He may only detect you with a successful Perception roll.
The opponent's attention is distracted or focused on another situation, such as another attack or a difficult task.

 

Making The Attack
In combat, the Attacker combines his Skill in his chosen Weapon or Hand to Hand skill with his REF and a die roll to create an Attack Totall. He may also have to add or subtract certain modifiers from this Attack Total to determine the final outcome. Example: an attacking character with a REF Characteristic of 5 a Hand to Hand Skill of 6 and a die roll of 6 has a Attack Total of 17. A -2 mod for an aimed shot in turn brings this down to 15.

The Defender combines his DEX, Athletics (or another skill like Fencing or Hand to hand if GM permits) skill and a die roll (in HERO, a flat value of 10 can be substituted for the roll) to produce a comparable Defense Value. Example: a character with DEX of 4, an Athletics skill of +6 and a die roll of 3 has a Defense Value of 13. The two rolls are compared; if the Attack Total is equal or greater than the Defense Value, you hit!

 

A Built-In Modifier: Weapon Accuracy
Weapon Accuracy [WA] reflects the difference in quality between weapons, and their effect on their user's abilities; the better and easier to use the weapon, the better you use it (and the worse the weapon...). WA's are not always used in Fuzion games, as their use varies from campaign to campaign. When they are brought into play, you will always find them listed in the description of the weapon. To use them, just apply the WA to your Attack roll as with any other Modifier.

RANGED COMBAT
Ranged Combat occurs whenever you shoot at something. Any ranged weapon or attack can be "shot"-energy beams can be shot from a superhero's hands, bullets can be shot from a gun, stones can be shot from a sling. In general, if it strikes the target from a distance, it's Ranged Combat.

 

Line of Sight:
Is there anything in the way?

Line of sight deals with whether anything's between you and your target.

Line of sight can be:

Clear There's nothing in the way; go ahead and shoot.
Obscured There's something that may block a clear view, but won't block an shot, such as shrubbery, smoke, or darkness. If a character can't see who they are fighting ( enemy is invisible, in darkness, behind cover, in ambush or the character is dazzled), each phase they must make a Perception Roll (Difficulty Value determined by the GM) On a successful roll, the penalty is -2 to all Attack and Defense Values that phase. This increases to -4 with an unsuccessful roll.
Blocked There's something in the way that you can't shoot through. If the target's only partially blocked; you can try to attack what you can reach. Determine how much is exposed, then reduce your Attack Total:

Cover Modifier
Half Body -2
Head and Shoulders Only -3
Head only -4
Behind someone else -4
Target prone -2
Target crouched or kneeling -1

RANGE:
Is it Close Enough to hit?
In Fuzion, "shooting" ranges aren't based on how far the gun can shoot, but on how easy it is for a marksman to clearly see a target(if you can't see it, you're firing blind no matter how far your gun reaches).

This means that weapon ranges tend to overlap until they reach their Extreme ranges; as reflected in the table below. The Modifiers for each range are listed in [brackets] as well:

 

Melee [ -2] Within4m/yds or less of the target. This is also basic Melee and Hand to Hand range.

Close [ +0 ] Within 10m/yds of the target.

Medium [ -2 ] Within 50m/yds of the target.

Long [ -4 ] 51m/yds up to the listed range of the weapon.

Extreme [ -4, plus -1 for every full 50m/yds past listed Range. If listed range is < 50m/yds, -4 applies to distances between Close range and listed range.] This can be "bought down" by aiming, using scopes, bracing and other things. Example: a rifle has a listed Range of 400 m/yds. If I shoot something at 600m/yds, that raises the range modifier from -4 to -8).

 

NUMBER OF SHOTS & RATES OF FIRE:
Unlike Melee weapons, most ranged attacks have a limited number of Shots(arrows, bullets, charges, etc.); this will usually be listed in the attack's description.

Rate of Fire [ROF] is how many times the attack can be "shot"in a 3 second phase. Most ranged weapons have an ROF of 1 or 2, but others may have the capacity for automatic fire and ROFs of 20 or more. Like Shots, this will also be listed in the attack description.

 

Modifiers:
What Are My Chances to Hit?
Combat Modifiers take into account the conditions of the battle. Modifiers are always applied to Attacks. You may use some, none, or all applicable modifiers to make the combat in Fuzion more exciting and realistic.

 

Situation Modifier
Moving target -1 per 10m/yd target moves
Target silhouetted +2
Vehicle mounted, no turret -4
Aimed body shot chest [-1], vitals, head [-6] , legs, hands, feet [-4]
stomach [-5], arms, shoulders, thighs [-3]
Firing shoulder arm from hip -2
Aiming +1 per phase, up to +3 max
Braced +2
Tiny Target (bullseye, eye, vital area) -6
Small Target(less than 1m/yd, head, limb) -4
Large Target (trees, cars, large animals, etc.) +2
Very Large Target (trucks, planes, walls, side of barn) +4
Surprise Attack +5
Target Prone -2

A Built-In Modifier: Weapon Accuracy
Weapon Accuracy [WA] reflects the difference in quality between weapons, and their effect on their user's abilities; the better and easier to use the weapon, the better you use it (and the worse the weapon...). WA's are not always used in Fuzion games, as their use varies from campaign to campaign. However, when they are in play, you'll find them listed in the description of the weapon. To use them, just apply the WA to your Attack roll as with any other Modifier.

Making the Attack
In combat, the Attacker combines his Skill in his chosen Weapon with his REF and a die roll to create an Attack Total. He may also have to add or subtract certain modifiers (such as range, cover, etc.) from this Attack Total to determine the final outcome. Example: an attacking character with a REF Characteristic 5 a Firearms Skill of 6 and a die roll of 6 has a Attack Total of 17. A -2 modifier for range in turn brings this down to 15.

The Defender combines his DEX, Hand to Hand skill and a die roll  to produce a comparable Defense Value. Example: a character with DEX of 4, an a skill of +6 and a die roll of 3 has a Defense Value of 13. The two; Attack Total and Defense Value, are compared. If the Attack Total is equal or greater than the Defense Value, the attack succeeds.

Vehicles: When attacking a vehicle, the attacker will use his skill with the appropriate vehicle weapon or vehicle attack skill (such as Gunnery or Heavy Weapons). He attacks as usual, opposing his target's skill in controlling the vehicle (such as Driving or Piloting). The resolution is completed the same as all other Combats.

Targeting Against Range: Sometimes, you need to hit an apple, or a tree or something else without Skills or Characteristics. In these cases, the GM will set a Difficulty Value based on the range.


Melee (4m/yds or less) 4
Close (10m/yds or less) 8
Medium (50/yds or less) 12
Long (out to listed range of weapon) 16
Extreme (beyond listed range) 16, +2 per +100m/yds


SPECIAL ATTACKS

Area Effect Attacks
Area Effects are attacks (Energy Blasts, Shotguns, Flamethrowers, Stun Fields, Gas and other effects) that strike an area rather than a character. The area affected depends on the kind of attack made and will always be described as part of its description or construction. The outcome is determined by each defender in the area defending against a single attack total; those who fail take damage.

 

Explosions
For these, the attacker rolls against a Difficulty Value assigned by the GM (see ). Characters take the damage in the ratio of 2 less points for every m/yd they are away from the center of the attack.


Typical Area Effects Effect Radius
Shotgun (per barrel) 1m/yd
Grenade (per DC of damage) 1m/yd
Explosive (per DC of damage) 1m/yd
Flamethrower (per DC of damage) 1m/yd
Heavy Weapons (per Kill of damage) 4m/yds


If the character fails the Attack Roll, the center of the attack shifts 1 m/yd for every 1 point the Attack Roll was missed by, up to a maximum of 1/2 the total range to the target. Roll 1D6 to see which direction the center of the attack scatters and consult the table above. Then roll 1D6 to determine how many meters/yards the round fell in that direction.

Autofire Attacks
Shooting a lot of something (bullets, fireballs, etc.) in one attack is called autofire. Many guns, superpowers and other ranged attacks have the possibility of using the autofire option (this is defined by the weapon or power used). In autofire, the weapon (or attack) fires as fast as it can in a 3 second turn. This is called a "rate of fire" [ROF] and is usually defined as part of the weapon or attack.

Autofire allows for a wide variety of combat techniques:

Burst: A burst is a limited autofire attack, usually 3 shots. Since the weapon isn't bucking around as much, there is no attack penalty. Make an Attack roll; if the defender fails his roll, he takes 1D6/2 bullets.

Hosing Them Down: When using autofire against a single target,a normal Attack is made. To determine how many shots hit, use the Autofire Ratio listed below. For every X points the Attacker's AV exceeded the Defender's DV by, one additional round hits the target, up to the maximum number of shots fired.

Campaign Style Autofire Ratio
Everyday 1
Compentent 1
Heroic 2
Incredible 2
Legendary 3
Superheroic 4

Example: The Autofire Ratio is set at 2. This means for every 2 pts. I roll over what I need to hit, 1 shot hits. Round the fractions up.

The Catch? There's a 1 point attack penalty for every 10 shots fired (your gun is jumping around).

Another Example: Jake Gronski is using a M-16 to hose down an evil cult. Jake is from a Legendary campaign with the Autofire Ratio set at 3. Jake, being a talented shot, has a AV of 12. (He's got a REF of 7, an Autofire Weapons skill of 5, a WA [Weapon Accuracy Bonus] of +1, and a -1 modifier for firing 10 shots; we haven't rolled the dice yet.) His target has a DV of 8 (a DEX of 6 and a Skill of 2 + a roll of 10 on 3D6). Jake, on his 3d6 roll, scores a 12, so his total AV for this attack is a 24. The AV of 24 minus the DV of 18 results in a difference of 6. Jake hits. The Autofire Ratio is 2, so we divide that result of 6 by 2, for a total of 3. Jake will hit the cultist with 3 shots. Multiple Targets: An autofire attack can also be directed against several targets at once. The attack must be directed into an area called a fire zone, and the width (in meters) of the fire zone must be specified at the time of the attack. The total ROF of the attack is divided by the total number of m/yds in the fire zone (round down), and this becomes the total number of rounds that can possibly hit a target in that zone.The attack is made as above, with each target using itsDefense Value against the attacker's single Attack roll. To determine how many shots hit, use the currently dialed Autofire Ratio above- for every X number of shots in this ratio, one round hits the target, up to the maximum number of shots fired. Example: I fire into a 10 meter area with 30 rounds. (30 divided by 10 = 3). Sue, Bob and Harry each make a Defense against my Attack roll of 12 totalling 13, 11 and 7 respectively. Sue is missed, Bob takes 2 rounds, and Harry (although he loses by 5), only takes 3 because that's all that's entered his part of the fire zone.

Archery Attacks
Bows are a special category of ranged attack because they're Strength-based ranged attacks. Bows do 1DC of damage and have 20m/yds of range for every 1 point of STR, to a maximum STR of 7. Compound bows and longbows have a maximum STR of 10. Crossbows work like normal firearms.

Presence Attacks
A powerful personality can have a strong effect on other people by words, actions, or sometimes by their mere presence. We call this effect a Presence Attack. A Presence Attack can be many different things, depending on the intent of the attacker: Fear, awe, surprise, surrender, rage, courage, hope, commitment, or other emotions or actions.
Making a Presence Attack does not require a combat Action, though sometimes performing a combat Action makes a Presence Attack more powerful(see Presence Attack Modifiers table). Usually a Presence Attack consists of a well-chosen phrase, such as "Surrender or die!" or "Champions to the rescue - follow me!" or even just "Stop!" Roll 1D6 for every 1 point of PRE; you may add or subtract dice depending on the GM's judgement (see the Presence Attack Modifiers table for suggested modifiers).Total the dice and compare the total against each target's Resistance value to find the effect.
Presence Attacks depend heavily on the circumstances, so the GM should feel free to modify the number of dice in the attack. The table below has some suggested modifiers:
The modifiers and the effects of Presence Attacks really depend a great deal on exactly what's happening and what is intended. The GM should use Presence Attacks to increase the drama of a situation or make things more interesting.