SWN Basic Moves v3
SWN Basic Moves v3
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Skill Check Difficulties 47 Initiative 48 [Common Systems Page Reference]
6 A relatively simple task that is still more Each rolls 1d8 and adds their Dexterity Skills 8
than the PC would usually be expected to modifier. NPCs usually have no modifier. Psionics 29
manage in their regular background. The participants then act in order, high roll Skill Checks 47
Anything easier than this isn’t worth a skill to low, with PCs winning ties. When Combat 48
check. everyone has had a turn to act, the Injury, Healing, and Death 53
8 A significant challenge to a competent sequence starts over again from the top. Hacking 55
professional that they’d still succeed at Initiative is not re-rolled. System Quick Reference Sheet 59
more often than not. Armor 65
10 Something too difficult to be expected Hit Roll Modifiers 49
Ranged Weapons 67
of anyone but a skilled expert, and even Melee Weapons 68
Shooting at a distant prone foe -2
they might fail. Heavy Weapons 69
Shooting/meleeing adjacent prone foe +2
12 Only a true master could expect to carry General Equipment 70
Melee attacking while prone -4
this off with any degree of reliability. Lifestyles, Employees, and Services 77
Target is at least half behind cover -2
14+ Only a true master has any chance of Vehicles 78
Target is almost completely in cover -4
achieving this at all, and even they will Drones 80
Shooting from prepared firing position +2
probably fail. Cyberware 83
Ship Combat Actions 117
Common Actions in Combat 50
Types of Actions 48
Make a Melee Attack Main Action
Main Actions | Moves | On Turn | Instant Notes:
Make a Ranged Attack Main Action
Main Action - One per Turn
Make a Snap Attack Instant Action
Those deeds that are going to absorb most
Total Defense Instant Action
of the six-second round… In place of their
Club Up a Weapon Move Action
Main Action, an actor can take a second
Run Move Action
Move action.
Fighting Withdrawal Main Action
Move Action - One per Turn
Use a Skill Main Action
Every actor can make one Move action each
Ready or Stow an Item Main Action
round, running up to 10 meters… Climbing a
Reload a Weapon Main Action
surface, swimming, or passing extremely
Drop an Item Instant Action
rough terrain halves this movement rate.
Pick up an Item Move Action
Actors can’t split their Move action, such as
Stand Up Move Action
taking part of it before using their Main
Go Prone On Turn Action
Action and the rest afterwards.
Hold An Action Move Action
On Turn Action - Any Amount on Your Turn
An On Turn action is some fast, simple act
that could reasonably be performed while Ship Combat Actions 117
an actor is doing something else… A PC can Every PC can take one or more actions per
perform as many On Turn actions as they ship round. PCs who are department heads
want in a round, subject to the GM’s can pick actions from their department. Any
discretion. PC can pick from the general actions. Some
Instant Action - Any Amount, Any Time actions prohibit any other act that round.
An Instant action is special, in that it can be Most actions have a cost in Command
performed even when it’s not the actor’s Points. Usually, some PCs choose to Do
turn, or even after attacks or damage have Your Duty or go Above and Beyond to
already been rolled… Any number of Instant generate Command Points, while others
actions can be performed during a round. then spend them on actions for their
department. All unspent Command Points
are lost at the round’s end.
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