Rule Summary

Coriolis Cheat Sheet

Skill Checks

Roll a pool of d6’s usually based on an Attribute ( strength, agility, empathy and wits) + a Skill. One or two successes is a limited success. Three+ successes is a critical success. If you roll no sixes, there will be consequences. You are now in the hands of the GM, the only thing he cannot say is “nothing happens”.

If you get no successes, you can ”Pray to an Icon and reroll all non-6 dice. You can only do this once per roll. When you do this, the GM gets a Darkness Point (DP)  which can be spent on moves later in the session.

 

There are 8 basic skills and 8 advanced skills. You can only make an advanced skill test if you have at least a 1 in the skill. You can test a general skill even if you don’t have skills in it – just use the attribute.

 

Basic

Advanced

FORCE (Strength)

PILOT (Agility)

MELEE COMBAT (Strength)

COMMAND (Empathy)

DEXTERITY (Agility)

CULTURE (Empathy)

INFILTRATION (Agility)

MYSTIC POWERS (Empathy)

RANGED COMBAT (Agility)

DATAD JINN (Wits)

MANIPULATION (Empathy)

MEDICURGY (Wits)

OBSERVATION (Wits)

SCIENCE (Wits)

SURVIVAL (Wits)

TECHNOLOGY (Wits)

 

Probability of success

 

Number of dice

1

2

3

4

5

6

7

8

9

10

Chance of a success

17

31

42

52

60

67

72

77

81

84

With prayer

29

50

64

74

81

87

90

93

95

96

 

Opposed rolls

Greater number of successes wins

Modifiers

Modifications mean adding or subtracting dice.

  • Gear can give modifiers between +1 and +3
  • Difficulty

Difficulty

Child’s Play

Effortless

Easy

Normal

Demanding

Hard

Insane

Modifier

+3

+2

+1

0

-1

-2

-3

  • Help from others For a PC to help another they must have at least one level in the skill. For every person helping you get a +1 modifier. A maximum of 3 players can help

Combat

Initiative

  • Roll one die for initiative. Highest initiative goes first
  • A surprise attack (if deemed as such by GM) gives +2 initiative
  • A sneak attack – tests infiltration against defender’s observation (defender wins ties) using modifiers of -2, 0, +2, +4 when trying to get within close, short, long and extreme of defender. Success equals a free attack but fails just enter normal initiative.
  • The Veteran talent lets you roll 2 dice and choose best
  • A weapon if used can give you a temporary bonus (see weapon stats)

 

Actions

On your turn you have 3 Action Points (AP).

 

SLOW ACTIONS (3 AP)

NORMAL ACTIONS (2 AP)

FAST ACTIONS (1 AP)

FREE ACTIONS (0 AP)

Firing an aimed shot

Attacking in close combat

Sprinting a short distance (typically ten yards)

Using your armor against an attack

Firing full auto

Firing a normal shot

Taking cover

Defending in an opposed roll

Administering first aid

Reloading a weapon

Getting up off the ground

A quick shout to a comrade

Tinkering with a gadget

Ramming with a vehicle

Drawing a weapon

 

Activating a mystical power

 

Picking up an item

 

 

 

Defending in close combat

 

 

 

Making an attack of opportunity in close combat

 

 

 

Making a quick shot

 

 

 

Going into overwatch

 

 

 

Getting into, starting, or driving a vehicle

 

 

Generally you perform actions on your initiative slot with the exceptions of reactions – defending in close combat, attacks of opportunity, overwatch fire

 

Melee Attacks

When in close range of an opponent you can perform a melee attack.

  • Attacker tests Melee Combat and counts successes. A single success deals weapon damage.
  • If the defender has 1 AP remaining they can choose to defend (N.B GM will need to spend 1 DP in addition) by testing Melee Combat (-2 if unarmed). For each 6 a defender gets they can

    • Remove 1 success from the attacker (can be chosen multiple times)
    • Counter attack – additional successes do not increase damage but if you exceed the weapons crit rating by one then a critical hit can be inflicted
    • Disarm enemy once their attack has been resolved
    • Raise initiative by +2 taking effect this turn if not acted else on the next turn (can be chosen multiple times)
  • For each additional success beyond the first, the attacker can chose the following bonuses:

    •  +1 damage (may be chosen multiple times.)
    • Inflict a critical injury. This costs extra sixes (beyond the first one) equal to weapon’s Crit Rating.
    • Deal 1 point of stress (may be chosen multiple times)
    • Raise your initiative score by 2 (may be chosen multiple times)
    • Make enemy drop weapon or other hand-held item
    • Pin your enemy in a tight clinch – grapple them.
  • Armor. When a defender takes damage they may roll dice equal to their armour rating and each success lowers the damage by 1.
  • Grappling. If applied as a bonus, the defender must beat the grappler in an opposed Melee combat roll in order to break free and this counts as a normal (2 AP) action. Until they have broken free the defender can perform no other actions. The attacker can only perform a grapple attack when grappling. This inflicts unarmed damage (normally 1), gets a +2 modifier and the enemy can not defend.
  • A quick melee attack can be performed costing 1 AP but with a -2 dice modifier applied
  • An attack of opportunity can be performed if a combatant moves away in melee combat. It counts as a fast action and also gets a +2 dice modifier.

 

 

Ranged Attacks

When attacking from a distance using any ranged weapon (could be a rock) a ranged attack is performed:

  • Test ranged combat and apply modifiers as follows (N.B the person being attacked can not defend)


    • Range. Close +3 (-3 if engaged), Short 0, Long -1, Extreme -2, Beyond weapon range -3
    • Aimed shot (costing 3 AP) gives +2
    • Quick shot (costing 1 AP) gives -2
  • With a successful attack you inflict weapon damage. For each additional six rolled beyond the first, choose one bonus effect:

    • +1 damage (may be chosen multiple times.)
    • Inflict a critical injury. This costs extra sixes (beyond the first one) equal to weapon’s Crit Rating.
    • Deal 1 point of stress (may be chosen multiple times)
    • Raise your initiative score by 2 (may be chosen multiple times)
    • Make enemy drop weapon or other hand-held item.
  • Armor and Cover. When a defender takes damage they may roll dice equal to their armour rating + any cover they are in. Taking cover is a fast action (1 AP) and is in addition to movement taken to get to the cover. Common covers include the following with armour rating sofas (2), table (3), door (4), inner wall (5), outer wall (6), concrete wall (7), fox hole (8). Each success lowers the damage by 1.
  • Reloading. Most weapons (except long rifles, bows and rocket launchers) do not need to be reloaded. However if you make 3 quick shots in the same turn, you clip is empty and a reload is required. Firing with full auto risks a reload being rqeuired.
  • Automatic fire. Some weapons can be fired in full auto mode. The attack required 3 AP, must be within long range and gets a -2 modifier. Regardless of whether the first roll was a success the attacker can choose to keep on rolling one dice at a time and add any additional successes. However a roll of 1 means that the weapon clip in empty and requires a reload. Extra successes can be applied against the same target (bonus damage and potential crit) or against other targets.
  • Overwatch. For 1 AP you may go into overwatch mode. From that time the player can fire for the normal 2 AP. If an enemy is within a 90o arc, the player in overwatch may fire before the enemy even if they have declared an attack. Overwatch is broken if you become engaged in close combat or take damage.

Rule Summary

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