Coriolis - The Third Horizon
| Step | Action |
|---|---|
| 1 | All combatants roll 1D6 for initiative |
| 2 | Higher scores act first (ties: roll off) |
| 3 | Keep dice visible - score persists all combat |
| 4 | When all have acted, new turn begins |
| Source | Modifier |
|---|---|
| Surprise attack | +2 (first turn only) |
| Weapon initiative bonus | +X (must attack with weapon) |
| Bonus effect spent | +2 per six |
| Lower voluntarily | Any (permanent) |
| Action Type | AP Cost | Examples |
|---|---|---|
| SLOW | 3 AP | Aimed shot, Full auto fire, First aid, Activate mystical power, Tinker with gadget |
| NORMAL | 2 AP | Melee attack, Normal ranged shot, Reload weapon, Ram with vehicle |
| FAST | 1 AP | Sprint (10m), Take cover, Draw weapon, Parry, Quick shot, Go into overwatch, Hit the ground, Get up |
| FREE | 0 AP | Roll armor, Defend in opposed roll, Quick shout to ally |
FAST + FAST + FAST
Three quick actions
NORMAL + FAST
Standard attack + movement
SLOW
One careful action
NORMAL ACTION - 2 AP
| Requirement | Details |
|---|---|
| Range | Must be at Close Range (~2m) |
| Posture | Must be standing (get up = 1 AP) |
| Weapon | Add weapon's Gear Bonus to pool |
FAST ACTION - 1 AP
FAST REACTION - 1 AP
| Defense Effect | Result |
|---|---|
| Decrease Damage | Cancel one attacker's six (repeatable) |
| Counterattack | Deal your Weapon Damage to attacker |
| Disarm | Enemy drops weapon (after attack) |
| Raise Initiative | +2 to your initiative |
| Effect | Cost | Description |
|---|---|---|
| Increase Damage | 1 six | +1 damage (repeatable) |
| Critical Injury | Crit Rating | Roll D66 on critical injury table; extra sixes = reroll for worse |
| Strike Fear | 1 six | Target takes 1 stress (repeatable) |
| Raise Initiative | 1 six | +2 initiative next turn (repeatable) |
| Disarm | 1 six | Target drops weapon or item |
| Grapple | 1 six | Pin opponent (see below) |
Opposed MELEE COMBAT roll
NORMAL ACTION - 2 AP
| Distance | Range | Modifier |
|---|---|---|
| Close | ~2m | -3 (in melee) / +3 (unaware) |
| Short | ~20m | 0 |
| Long | ~100m | -1 |
| Extreme | ~1km | -2 |
| Beyond weapon range | +1 step | -3 |
| Target Size | Modifier |
|---|---|
| Prone / Small | -1 |
| Normal | 0 |
| Large (vehicle) | +1 |
| Huge | +2 or more |
| Shot Type | AP Cost | Modifier | Notes |
|---|---|---|---|
| Quick Shot | 1 AP | -2 | Close/Short range only; 3 quick shots = empty clip |
| Normal Shot | 2 AP | 0 | Standard ranged attack |
| Aimed Shot | 3 AP | +2 | Cannot use when engaged in melee |
| Full Auto | 3 AP | -2 | See Automatic Fire rules |
| Effect | Cost | Description |
|---|---|---|
| Increase Damage | 1 six | +1 damage (repeatable) |
| Critical Injury | Crit Rating | Roll D66 on critical injury table; extra sixes = reroll for worse |
| Suppressive Fire | 1 six | Target takes 1 stress (+1 if full auto) (repeatable) |
| Raise Initiative | 1 six | +2 initiative next turn (repeatable) |
| Disarm | 1 six | Target drops weapon or item |
FAST ACTION - 1 AP to take cover
| Cover Type | Armor Rating |
|---|---|
| Divan | 2 |
| Table | 3 |
| Door | 4 |
| Inner Wall | 5 |
| Outer Wall | 6 |
| Brick Wall | 7 |
| Foxhole | 8 |
FAST REACTION - 1 AP
| Bonus | Details |
|---|---|
| +2 modifier | To your attack roll |
| Fast action | Costs 1 AP |
FAST ACTION - 1 AP
| Reaction | AP Cost | When Triggered |
|---|---|---|
| Defend (melee) | 1 AP | When attacked in melee combat |
| Attack of Opportunity | 1 AP | Enemy leaves or passes Close Range |
| Overwatch Fire | 2 AP | Enemy acts within your 90° arc |