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Coriolis Cheat

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BASICS Melee Combat

Coriolis uses much the same system as Mutant Year Zero, With a successful attack you inflict weapon damage. For each
though more forgiving. additional six rolled beyond the first, choose one bonus
effect:
You roll a pool of d6’s usually based on Attribute + Skill.
You’re looking for one “6” for a success. That’s all you need.  +1 damage (maybe chosen multiple times.)
There are only 16 skills in the game: basic and advanced. You  Inflict a critical injury. This costs extra sixes (beyond
can only make an Advanced skill test if you have at least a 1 in the first one) equal to weapon’s Crit Rating.
the skill. One or two successes is a limited success. Three+  Deal 1 point of stress (maybe chosen multiple times)
successes is a critical success. In combat you can spend extra  Raise your initiative score by 2 (maybe chosen
successes for additional results. multiple times)
 Make enemy drop weapon or other hand-held item.
No successes means the GM gets to inflict a problem.
 Pin your enemy in a tight clinch.
If you get no successes, you can ”Pray to an Icon.” Reroll all
non-6 dice. You can only do this once per roll. BUT when you Defending
do this, the GM gets a Darkness Point. They can spend this on
Defending against a melee attack is a fast reaction. Test
Moves later in the session. You can do Preparatory prayers to
Melee Combat. Each 6 allows you to choose an effect.
an particular icon. For the rest of the session you get an extra
die when you reroll skills associated with that Icon.  Neutralize one of the enemy sixes.
 Perform an attack dealing weapon damage. You may
Gear gives you extra dice to relevant skills. Aiding someone as
not increase this.
an action gives an extra die. If you have the Command skill,
 Inflict a critical injury. This costs extra sixes (beyond
you may roll that giving extra dice = to successes.
the first one) equal to weapon’s Crit Rating.
Most skills are self-explanatory. Manipulation is modified by  Raise your initiative score by 2 (maybe chosen
social leverage. Observation is used for spotting sneaking and multiple times)
super-hidden things. Otherwise if you look for something, you  Make enemy drop weapon or other hand-held item
find it. after attack.

STRESS tracks mental damage. DAMAGE tracks physical An aimed shot is a slow action, giving you +2. A quick shot is a
effects. fast action but you get a -2. Only at close range and your
weapon empties if you fire three times.
COMBAT
Ranged Combat
Roll one die for initiative. You can raise this in a couple of
ways in play. With a successful attack you inflict weapon damage. For each
additional six rolled beyond the first, choose one bonus
On your turn you have 3 Action Points (AP). Slow actions cost
effect:
all 3 AP; normal actions cost 2 AP; and fast actions cost 1 AP.
 +1 damage (maybe chosen multiple times.)
SLOW ACTIONS (3 AP): Firing an aimed shot; Firing full auto;
 Inflict a critical injury. This costs extra sixes (beyond
Administering first aid; Tinkering with a gadget; Activating a
the first one) equal to weapon’s Crit Rating.
mystical power.
 Deal 1 point of stress (maybe chosen multiple times)
NORMAL ACTIONS (2 AP): Attacking in close combat; Firing a  Raise your initiative score by 2 (maybe chosen
normal shot; Reloading a weapon; Ramming with a vehicle. multiple times)
 Make enemy drop weapon or other hand-held item.
FAST ACTIONS (1 AP): Sprinting a short distance (typically ten
yards); Taking cover; Getting up off the ground; Drawing a Additional Options: Grappling, Attacks of Opportunity,
weapon; Picking up an item; Parrying in close combat; Making Reloading, Overwatch, Automatic Fire.
an attack of opportunity in close combat; Making a quick
shot; Going into overwatch; Getting into, starting, or driving a Damage is not rolled, it is simply inflicted. Cover and Armor
vehicle. resist damage. Roll this as Gear dice with each 6 reducing the
damage.
FREE ACTIONS (0 AP): Using your armor against an attack;
Defending in an opposed roll; a quick shout to a comrade.

Quick Melee attach is a fast action, but gives you a -2.

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