SWADE Rules Reference

Feb 12, 2023 10:39 am
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Basic Rules
Trait Tests
• A Trait Test is an attribute or skill roll.
• The Target Number (TN) for most rolls is 4. On a 4 or better, the roll is a success.
• In general, an easy task gets a +2, while a difficult task gets a -2. A very difficult task is made at -4.
• Rolling the highest number possible on a die (before modifiers) is called an Ace. By doing so, the player gets to roll that die again and add the result to the total.
• An Ace can "explode," which means that as long as the player keeps rolling Aces, he can keep adding the results to his total.
• Every four points over the Target Number is called a "Raise." Determine any raises after adjusting for modifiers.
• If an attack (ranged or melee) hits with one or more raises, add 1d6 to the damage roll. This additional d6 may Ace.

The Wild Die
• With all Trait Tests, Wild Cards get to roll an additional d6 and take the highest of the two.
• Only Trait rolls (Attributes and Skills) get a Wild Die. Damage rolls and Soak rolls do not.
• Like regular dice, the Wild Die can Ace and explode.
• Only one Wild Die is rolled per action, even if the character is rolling multiple dice for a single action.

Bennies
Bennies can be used to…
• Reroll any Trait roll (including the associated Wild Die) or Damage roll. Player can spend multiple Bennies to reroll multiple times and select the best roll from all the rerolls. The entire roll is made from scratch. For instance, if the PC fires three shots on full auto and spends a Benny for a reroll, then he gets to reroll all three dice and the Wild Die.
• Critical Failures (double 1s) cannot be rerolled.
• Remove Shaken status.
• Make a Soak roll. Additional Bennies can be spent to reroll the Soak roll, as well.
Extra Effort: The player may spend a Benny to add d6 to any roll except Soak rolls, Damage rolls, and Incapacitation Vigor rolls. This additional die can Ace and explode. However, the Extra Effort rule cannot be combined with a reroll; the player must pick one or the other. Only one Benny may be spent on Extra Effort per round.
• Bennies cannot be spent of rolls for tables.
• At any point, if a player draws a Joker for initiative, then ALL the players get a bonus Benny.

Unskilled Attempts
• If a character doesn’t have a skill for the action he’s attempting, he rolls a d4 at -2.
• Wild Card characters still get their Wild Die for unskilled attempts (which is also subject to the -2 penalty).
• Some skills are not possible to attempt (GM’s discretion).

Opposed Rolls
• The acting character gets his Trait roll first. He may spend Bennies until he is satisfied with his roll.
• Only after the acting character is finished does the opponent get to roll.
• The highest total wins. In a tie, the two opponents struggle with no clear victor.
• The winner of the opposed roll uses the opponent’s total as his TN for the purposes of determining raises.

Cooperative Rolls
• Two or more characters may perform a task together, but all participating characters must have the actual skill in question.
• The lead character makes his roll and adds +1 for every success and raise his companions achieve on their own rolls.
• Cooperation provides up to a maximum bonus of +4 for all tasks except those of Strength, which have no maximum.

Wild Cards & Extras
• A Wild Card can suffer multiple Wounds.
• A Wild Card PC gets three Bennies per session.
• A Wild Card rolls a Wild Die with all of his Trait Tests and chooses the better of the two.
• The GM gets two Bennies per Wild Card NPC per session.
• The GM also gets one Benny per each PC, and he can spend this pool of Bennies whichever NPCs he wants.
• An Extra does not get to roll a Wild Die.
• Wounded Extras are immediately removed from play.
• For a group of Extras, non-combat Trait rolls get a Wild Die. Take the better of the two and treat it as the group’s total. Combat rolls may be done individually for each Extra, but without the benefit of a Wild Die.

Movement
Pace represents how far the character can walk in a combat round. Moving up to one’s normal Pace is a free action.
Running: The PC can run at an additional 1d6", not including modifiers from race or edges. Running counts as a standard action, so all other actions performed while running suffer a -2 multi-action penalty.
Crawling: A character may crawl 2" per turn. Counts as being prone when fired upon.
Crouching: A character may move at half Pace while crouching. The character may also run while crouched, which is half of his total Pace after rolling for running. Ranged attacks against the PC suffer a -1.
Going Prone: Falling prone is a free action. Ranged attacks are -2 to hit a prone character. However, ranged attacks fired within 3" ignore this penalty. If a prone character is caught in melee, his Parry and Fighting rolls suffer -2. Getting up from prone costs 2" of movement.
Difficult Ground: Difficult ground such as mud, steep hills, and snow, slows characters down. Count each inch on difficult ground as two inches for purposes of movement.
Jumping: Jumping counts as an action. A character can jump 1" horizontally from a dead stop. With a short run of 1", a character can jump up to 2" (for a total of three inches of movement). A successful Strength roll grants one extra inch of distance. The height of a jump is equal to half of the distance (i.e., a leap of 2" has a height of 1", etc.)



General Combat Rules
Units of Measurement
• Combat is broken down into six second Rounds.
• 1 inch equals 2 yards/6 feet.
• A Small Burst Template (SBT) is 2" (12 feet) in diameter.
• A Medium Burst Template (MBT) is 4" (24 feet) in diameter.
• A Large Burst Template (LBT) is 6" (36 feet) in diameter.
• A Strafe Template is 8" long (48 feet) and 2" wide (12 feet); equivalent to four Small Burst Templates set adjacently in a straight line.

Initiative
• Draw a card from the Action Deck. Count down from Ace to Deuce to determine order of initiative.
• Ties are resolved by suit order: Spades, Hearts, Diamonds, Clubs (reverse alphabetical order).
• When a player draws a Joker, his character can go whenever he wants in the round, even interrupting another character’s action if so desired. In addition, the character gets +2 to all Trait rolls and +2 to all Damage rolls for that round. Furthermore, ALL players get a bonus Benny.

Hold
• A character may choose to wait and go later in the round by taking a Hold action. A "Held" action lasts until it’s used. If a character has a Held action when the new round starts, he does not draw an initiative card from the Action Deck. If the character becomes Shaken while on Hold, he loses his Hold status.

Surprise
• If combat starts by one person or side launching a surprise attack, then the attackers are not dealt initiative cards and begin the fight on Hold. Victims of the surprise attack must make Notice rolls. Those who succeed are dealt initiative cards, as usual. Those who fail get no card in the first round of combat.

Actions
When a character’s initiative card comes each round, he can move (up to his normal Pace) and perform one regular action.

Multiple Actions
• A character can perform multiple standard actions in the same round.
• A character can’t fire more than his weapon’s Rate of Fire in one round.
• A character cannot make more than one Fighting attack with the same weapon in one round.
• A character cannot perform the same action twice in a round (can’t make two Intimidation rolls, for instance).
• Each additional standard action attempted in a round incurs a cumulative -2 penalty to all of the character’s rolls.
• Wild Cards get a Wild Die for each multi-action, as usual.
• A moving character may perform such multi-actions at different points in his movement, but still suffers the multi-action penalty.

Free Actions
• Some minor actions are "free" and don’t inflict multi-action penalties.

Readying a Weapon
• Drawing a weapon is a standard action. It can also be done as a multi-action with the usual -2 penalty to other actions.
• When attempted as a multi-action, drawing two weapons at once, drawing a weapon from a difficult location (such as an ankle holster or from inside a coat), or drawing a large or unwieldy weapon inflicts a single -2 penalty and requires an Agility roll. If the roll is failed, then the character may not attack that round.

Melee Attacks
• The Target Number to hit an opponent is equal to the opponent’s Parry score (2, plus half of his Fighting ability).

Melee Weapon vs. Unarmed Opponent
• An attacker with a melee weapon gets +2 to his Fighting against opponents who are unarmed.

Ranged Attacks
• The Target Number to hit an opponent with a ranged attack is 4, after modifiers.

Range Modifiers
• Short range incurs no range penalty.
• Medium range a -2 penalty.
• Long range a -4 penalty.

Rate of Fire
• This represents how many Shooting dice the character rolls when firing the weapon.
• These shots must all be used at the same time.
• The Shooting dice may be aimed at a single target, or different between multiple targets.
• Regardless of the number of Shooting dice, Wild Cards only get one Wild Die, which can be used in place of one Shooting die.
• Can’t hit with more shots than a weapon’s Rate of Fire.



Special Combat Rules
Aiming
• A character who spends a full round aiming (no movement allowed) gets to add +2 to his Shooting or Throwing roll in the following round against whatever he was aiming at. Aiming for multiple rounds has no effect.

Area Effect Attacks
• If a ranged area effect attack roll (i.e., grenade, artillery shell, spell effect, etc.) is successful, the appropriate sized template is centered where desired.
• Failure means that the blast deviates. A thrown weapon deviates by 1d6", and a fired projectile deviates by 1d10". Multiply the result by 1 for Short range, 2 for Medium, and 3 for Long.
• Next, roll a d12 and read it like a clock to determine the direction that the missile deviates. The weapon can never deviate more than half the distance from the original target.
• Defenders who are prone or behind cover are partially protected from area effect attacks. In such cases, the penalty normally applied against ranged attacks serves as Armor instead (i.e., the -2 penalty to ranged attacks from Medium Cover becomes two points of Armor).
• Defenders who see the attack coming can dive out of the way by making an Agility roll at -2.

Blindly Shooting
• If the character has no fix on the target’s position and is firing blindly, the Shooting roll is at -4. Should he hit, the target gets to make a Stealth roll. A success on the Stealth roll means that the target ignores the attack (it misses). If the attacker’s weapon has a RoF of 3 or higher, then the Stealth roll is at -2.

Blindly Striking
• If the character has no fix on the target’s position and is attacking blindly, the Fighting roll is at -4. Should he hit, the target gets to make a Stealth roll. A success on the Stealth roll means that the target ignores the attack (it misses).

Called Shots
• Unless the attacker states otherwise, hits are always directed at the victim’s torso.
Limb (–2): An attack to a limb causes no additional damage but may ignore armor or have some other special effect (such as a disarm).
Head or Vitals (–4): The attacker gains +4 damage from a successful attack to these critical areas. The target must actually have vital areas, and the attacker must know where they are to gain this advantage.
Small Target (–4): Attacks against small targets, such as the heart, are made at –4. The effect of success depends on the situation. If the GM has no particular effect in mind, it adds +4 damage just like a shot to the head or vitals.
Tiny Target (–6): Particularly small or narrow targets, such as the eye-slit in a knight’s helmet, carry a –6 modifier. The effects of a hit depend on the target.

Cover
Light Cover: -1 to attack rolls if half or less of the target is obscured.
Medium Cover: -2 to attack rolls if more than half of the target is hidden from view.
Heavy Cover: -4 to attack rolls if only a small part of the target is visible.
Near Total Cover: -6 to attack rolls if the target is only accessible through a very tight opening.

Defend
• If a character chooses to "defend" for his action, then he gets +2 to his Parry score until his next action. He can move normally while performing this maneuver, but cannot run or take other actions.

Disarm
• With either a melee or ranged attack, the character must hit whichever of the opponent’s limbs is holding the weapon (at a -2 called shot penalty). The defender must then make a Strength roll; if the roll is less than the damage, then he drops the weapon.

Double Tap
• This gives the shooter +1 to hit and +1 to damage, using up two rounds of ammo.

Fast Target
A fast-moving target is more difficult to hit. Every full 10" of speed that the target is moving, relative to the attacker, incurs a -1 to hit the target. Going head-on toward the target incurs no attack penalty.

Firing into Melee
• Firing into melee may result in hitting the wrong target. Each miss that comes up a 1 on a Shooting or Throwing die indicates a random adjacent person was hit. If the attacker was firing on full-auto or with a shotgun, a miss on 1 or 2 has the same effect.

Full-Auto Weapons
• For the purposes of counting ammo, each die rolled on full-auto represents a number of rounds equal to the weapon’s Rate of Fire, even though only one "round" can hit and cause damage from that die (i.e., three dice from a full-auto weapon uses up nine rounds of ammo). Firing a weapon on full auto incurs a -2 Shooting penalty from recoil. Unless the weapon says otherwise, most full auto weapons can be fire a single shot (which doesn’t suffer the -2 recoil penalty).

Full Defense
• The character may choose to make a Fighting roll at +2 and use the result as his Parry score until the next action. This is a Trait roll, so he gets a Wild Die, as usual. This roll can Ace, and can also benefit from Bennies. The character’s Parry cannot get worse as a result of this roll; if his roll is worse, he uses his original Parry. While performing a full defense maneuver, the character cannot move at all.

Ganging Up
• Foes can be ganged up on. Each additional adjacent attacker adds +1 to all of the attackers’ Fighting rolls, up to a maximum of +4.

Grappling
• This is an opposed Fighting roll that causes no damage. If the attacker succeeds, he entangles his foe. On a raise, the victim is Shaken.
• On the next action, the victim may try to break free with an opposed Strength or Agility roll (the attacker and defender may choose which attribute to use).
• If the defender is successful, then he breaks free but the attempt uses up his action for the round. On a raise, the defender breaks free and may still act, as usual. Any other action attempted while grappling suffers a -4 penalty.
• While grappling, the attacker may attempt to damage his victim in subsequent rounds by making an opposed Strength or Agility roll (again, the attacker and defender may choose which to use). On a success, the attacker does his Strength in damage and gains an extra d6 on a raise, as normal.

Illumination
Dim: -1 to attack rolls. This includes twilight, nighttime on a full moon, etc.
Dark: -2 to attack rolls. This is normal darkness with some ambient light, such as starlight, partial moonlight, etc.
Pitch Darkness: -4 to attack rolls. This is for situations in which the target isn’t visible in pitch blackness, but the attacker still roughly knows where the target is.

Improvised Weapons
• Using an object not intended for use as a weapon incurs a -1 penalty to Fighting or Throwing, and -1 to Parry. This includes defending with a ranged weapon in melee.

Off-Hand
• Attacks made with the off-hand incur a -2 penalty.

Ranged Weapons in Close Combat
• No ranged weapon larger than pistol may be fired at adjacent foes in melee/close combat. In such situations, the Target Number for the Shooting roll is the opponent’s Parry, instead of the standard TN of 4.

Rapid Attack
• A character can choose to sacrifice skill for blind luck and make a rapid attack.
• In melee combat, a character can make up to three attacks as a single action. Roll a Fighting die for each attack at -4.
• In ranged combat, a character with a semi-automatic weapon or a revolver can fire up to six shots, each at a -4 penalty.
• A rapid attack must be taken all at once, but the attacker can assign his skill dice to multiple targets if he chooses.
• A rapid attack cannot be combined with any other maneuver that allows attacking multiple foes in one action, and it may not be used with Double Tap or Three Round Burst.

Snapfire
• If a weapon has the Snapfire quality, then the character gets a -2 Shooting penalty when moving and firing the weapon in the same round.

Strafing Fire
• Works just like suppressive fire, but uses the Strafe Template instead.

Suppressive Fire
• The shooter can spray an area with shots. Place down a Medium template and make a single Shooting roll (regardless of the weapon’s RoF). Include modifiers for range, recoil, and other factors except Cover or Prone.
• If the attack misses, the spray has no effect.
• If the attack is successful, then all targets within the template make Spirit rolls, adding any modifiers from Cover or Prone.
• Those who fail are Shaken. Those who roll a 1 (regardless of the Wild Die) are hit and suffer damage, as normal.
• Suppressive fire uses five times the weapon’s RoF in rounds.

Three Round Burst (3RB)
• This gives the shooter +2 to hit and +2 to damage, using up three rounds of ammo.

Touch Attack
• Touch attacks (simply wanting to touch a foe, perhaps to deliver a magical effect) provide +2 to the attacker’s Fighting roll.

Two Weapons
• Attack with two weapons at once inflicts a multi-action penalty, as usual, unless the character has the Two-Fisted edge.

Unstable Platform
• Firing a ranged attack from an unstable platform (horse, moving vehicle, etc.) imparts a -2 penalty to Shooting.

Wielding a Two-Handed Weapon with One Hand
• Using a two-handed weapon with one hand inflicts a -4 penalty to Fighting or Shooting.

Wild Attack
• A character can throw caution to the wind and attack with everything he’s got. This grants a +2 to his Fighting roll and Damage roll, but reduces his Parry by 2 until his next action. This maneuver can be used with multiple attacks or with two weapons.



DAMAGE EFFECTS
Damage
• Ranged weapons do fixed damage, while melee weapons cause fixed damage plus the attacker’s Strength die. Unarmed combatants only use their Strength die.
• A Damage roll can Ace.
• A Damage roll does not get a Wild Die.
• Compare the damage from the attack to the victim’s Toughness. If the damage is at least equal to the victim’s Toughness, then the victim is Shaken. For each raise over his Toughness, the victim suffers a Wound.

Armor
• Armor adds to the character’s Toughness in the covered location. Multiple layers of armor do not stack; only the highest bonus applies.
• The Armor Power may be able to stack with physical armor, depending on the Trapping.
• A weapon or round with Armor Piercing (AP) ignores an equivalent number of Armor points. Excess AP is simply lost.
• M.D.C./Heavy Armor can only be harmed by weapons or attacks that are considered Mega-Damage or Heavy.

Shaken
• If the damage of an attack is a simple success (0 to 3 points over Toughness), the victim is Shaken.
• On his action, a Shaken character may attempt to recover from being Shaken by making a Spirit roll.
• Failure means that the character remains Shaken and can only perform free actions.
• Success means that the character is no longer Shaken and may act normally.
• A character may spend a Benny at any time to remove his Shaken status. This can be done at any time, even after a failed Spirit roll to recover.

Wounds
• Every raise on a damage roll (4+ over the victim’s Toughness) inflicts a Wound.
• Wild Cards can endure up to three Wounds and still function (beyond which they are Incapacitated), while Wounded Extras are immediately removed from play.
• Each Wound suffered by a Wild Card inflicts a cumulative -1 penalty to his Pace and to all Trait rolls.
• A character can suffer multiple Wounds on the same action. Resolve each Damage roll and Soak roll separately and completely before moving on to the next.

Incapacitation
• Wild Cards become Incapacitated if they suffer more than three Wounds (cumulatively or all at once).
• When becoming Incapacitated, make an immediate Vigor check:
- Failure: Roll on the Injury Table (Savage Worlds Deluxe, p. 69). The injury is permanent and the character is bleeding out.
- Success: Roll on the Injury Table. The injury goes away when all Wounds are healed.
- Raise: Roll on the Injury Table. The injury goes away in 24 hours, or when all Wounds are healed.
• Incapacitated Extras get a Vigor roll after the fight. With a success, the Extra is alive but Incapacitated. A raise means that the Extra’s wounds were only superficial. Failure means that the Extra is dead.
[ +- ] Injury Table

Bleeding Out
• The injured character must make a Vigor roll. This roll is made at the start of each round following the one in which he was injured, and must be made before Action Cards are dealt.
• A success means the victim must roll the next round, or every minute thereafter if not in combat.
• A raise means the victim stabilizes and no further rolls are necessary.
• A failure means that the character must roll on the "Death and Defeat Table" (The Tomorrow Legion Player’s Guide, p. 122).
• Other characters may attempt to stop the bleeding by making a Healing roll. If successful, the victim stabilizes immediately and no further Vigor rolls are required.
• A second Vigor roll can be made for Incapacitated Extras to see if they can walk or not.

Soak
• A Wild Card can spend a Benny to make a Soak roll, which is a Vigor check. A success and each raise reduce the number of Wounds suffered from that attack by one.
• When making the Soak roll, don’t count the Wound modifiers from the Wounds that the character is potentially about to suffer.
• If the character has any Wounds left from the attack, he is still Shaken.
• A character may only make one Soak roll per attack.

Fatigue
• Fatigue is not direct damage, but represents stress or weakness that can eventually kill a character.
• There are multiple levels of Fatigue. These effects are cumulative; the source of the Fatigue doesn’t matter (i.e., if a character is already Fatigued from hunger and he suffers an additional level of Fatigue from cold, then he becomes Exhausted).
- Fatigued: The character suffers -1 to all Trait rolls. If he suffers another level of Fatigue, he becomes Exhausted.
- Exhausted: The character suffers a -2 to all Trait rolls. If he suffers another level of Fatigue, he becomes Incapacitated.
-Incapacitated: The character becomes Incapacitated and suffers the usual effects.
• Recovery from Fatigue varies depending on its source (severe hunger requires food, cold requires warmth, etc.).

Healing
• The Healing skill (or the Healing Power) may be used to treat Wounds. A character may only attempt to heal fresh wounds ONCE within the hour that they were sustained. This is known as the "Golden Hour."
• A different character may attempt a Healing roll, but once attempted, that healer has done all he can for the patient.
• Each attempted use of the Healing skill takes 10 minutes.
• A success on the Healing roll (or arcane skill roll for the Healing Power) removes one Wound. A raise removes two. Further raises have no effect.
• After the Golden Hour is up, only natural healing or the Greater Healing Power will can help.
• If the victim is Incapacitated, then the character must first make a successful Healing roll to remove the Incapacitation. He may then make further Healing rolls to remove actual Wounds.

Natural Healing
• Every five days, Wounded or Incapacitated characters can make a Vigor roll. Apply Wound penalties, as usual.
• Wild Cards remove one Wound level (or their Incapacitated status) with a success, or improve two steps with a raise.
• Critical Failure increases the Wild Card’s Wound level by one. If he already has three Wounds, then he becomes Incapacitated.
• Extras lose their Incapacitated status with a success, but die if they get a 1 on their Vigor roll.
• Various modifiers to natural healing apply: -2 for rough traveling, -2 for no medical attention, -2 for poor environmental conditions (intense cold, heat, rain, etc.), +1 for medical attention (1941 or better), +2 for medical attention (modern medicine).

Nonlethal Damage
• A character can choose to do nonlethal damage so as not to kill his opponent. This necessitates using only one’s fists or a blunt weapon.
• Edged weapons may be used if they have a flat side, but this incurs a -1 penalty to Fighting.
• Nonlethal damage causes Wounds, as usual, but if the victim becomes Incapacitated he’s knocked out for 1d6 hours instead.



MISCELLANEOUS
Encumbrance
• A typical character can carry up to five times his Strength in pounds without incurring penalties. This is called the "load limit."
• For every additional multiple of his load limit, the character suffers a -1 penalty to Strength and Agility rolls, as well as all skills linked to those two attributes.
• A typical character cannot carry weight that inflicts more than a -3 penalty.
• A character can lift greater weight (up to a -4 penalty) but can only move for a few short steps.
• A character can throw anything under his load limit at a range of 3/6/12. If it’s less than half of his load limit, the range increases to 6/12/24.

Test of Wills
• A character can make a Test of Wills against an opponent by using the skills Taunt or Intimidation.
• This is an opposed roll, with the opponent using Smarts to resist Taunt, and Spirit to resist Intimidation.
• A success means that the character gets a +2 to his next action against the defender during this combat.
• A raise makes the opponent Shaken, as well.

Fear Tests
• A Fear Test is a Spirit roll.
• A success on the Spirit roll means there are no effects.
• A failed Spirit roll can have two different effects, depending on the source of the fear. A natural 1 on the Spirit roll also requires that the player roll on the "Fright Table" as well.
o Fear/Nausea: The character is Shaken and must make a Vigor check or suffers one level of Fatigue for the remainder of the encounter.
o Terror: This is much more intense than Fear/Nausea. Extras become panicked (see Fright Table). Wild Cards automatically roll on the Fright Table and add the monster’s Fear penalty, if any, to the roll (a -2 adds +2 when rolling on the Fright Table).
• A character is only required to make a Fear Test the first time a character encounters a particular type of creature or situation, after which point the character becomes jaded.
[ +- ] Fear Table

Size
• For a human sized character (Size 0), a Large creature (Size 4 to 7) is +2 to hit, and a Huge creature (Size 8+) is +4 to hit. A Small creature (Size -2) is at -2 to hit.
• Likewise, a Large creature gets -2 to hit a human sized target, while a Huge creature gets -4, and a Small creature gets +2. These modifiers are relative, so opponents of similar size get no bonuses or penalties when fighting.
• Size also imparts a Toughness modifier equal to one’s Size (i.e., a Size 3 creature gets +3 Toughness, while a Size -1 creature gets -1 to Toughness, etc.). Most creatures have a minimum Toughness of 2, regardless of modifiers.

Minimum Strength
• With melee weapons, a character whose Strength die is lower than the weapon’s damage die suffers the following penalties:
• The weapon’s innate damage can’t be higher than the wielder’s Strength die (i.e., a sword that does d8 is reduced to d4 in the hands of someone with a Strength d4, for a total damage of 2d4).
• The wielder doesn’t get any of the weapon’s inherent bonuses, such as bonuses to Parry or Reach. However, he still retains any of the weapon’s inherent penalties.
• Some ranged weapons have a minimum Strength requirement. The attacker suffers -1 Shooting penalty for every step that his Strength is below the Minimum Strength to use the weapon. This penalty is ignored if the weapon can be braced on a bipod or other support.
• Body armor also has a Strength Minimum. For every die type under the minimum, the character suffers -1 to all Agility rolls and Agility-linked skill rolls when wearing the armor, as well as -1 to Pace. This penalty also applies to arcane skills rolls.

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