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===Attack options===
 
===Attack options===
*[http://wiki.rpg.net/index.php/Attack_options to attack options]
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*Aim +2 Shooting/Throwing if character does not move
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*Area Effect Attacks Targets under template suffer damage, treat cover as armor; missed attack rolls cause 1d6” deviation for thrown weapons, 1d10” for launched weapons; x1 for Short, x2 for Medium, x3 for Long
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*Autofi re See rules
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*Breaking Things See Obstacle Toughness Table; Parry 2; No bonus damage or Aces
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*Called Shots Limb -2; Head -4, +4 damage, Small target -4; Tiny target -6
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*Cover Light -1; Medium -2; Heavy -4
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*Darkness Dim -1; Dark -2, targets are not visible beyond 10”
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*Pitch Darkness Targets must be detected to be attacked at -4
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*Defend +2 Parry; character may take no other actions
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*Disarm -2 attack; defender makes Str roll vs. damage or drops weapon
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*Double Tap/ 3 Rd Burst +1 attack and damage/+2 attack and damage
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*The Drop +4 attack and damage
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*Finishing Move Instant kill to helpless foe with lethal weapon
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*Firing Into Melee See Innocent Bystanders
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*Full Defense Fighting roll replaces Parry if higher
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*Ganging Up +1 Fighting per additional attacker; maximum of +4
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*Grappling Fighting roll to grapple. Raise=opponent Shaken; Defender makes opposed Strength or Agility to break free (any other action made at -4); Attacker can make opposed Str or Agility to cause damage
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*Innocent Bystanders Missed Shooting or Throwing roll of 1 (2 with shotguns or autofi re) hits random adjacent target
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*Nonlethal Damage Characters are knocked out instead of potentially killed when Incapacitated
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*Obstacles If attack hits by the concealment penalty, the obstacle acts as Armor
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*Prone As Medium cover; prone defenders are -2 Fighting, -2 Parry
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*Ranged Weapons in Close Combat Pistols only; Target Number is defender’s Parry
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*Suppressive Fire With successful Shooting roll, targets in Med Burst Template make a Spirit roll or be Shaken; roll of1 are hit for normal damage
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*Touch Attack +2 Fighting
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*Trick Describe action; make opposed Agility or Smarts roll; opponent is -2 Parry until next action; with a raise, foe is -2 Parry and Shaken
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*Two Weapons -2 attack; additional -2 for off-hand if not Ambidextrous
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*Unarmed Defender Armed attackers gain +2 Fighting
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*Unstable Platform -2 Shooting from a moving vehicle or animal
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*Wild Attack +2 Fighting; +2 damage; -2 Parry until next action
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*Withdrawing from Close Combat Adjacent foes get one free attack at retreating character

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