Rangers 
Combat Sequence
1. Declare Actions and Full Reaction Skills. 
Characters declare all actions for this combat round. The character with the lowest Perception code declares actions first, followed by the other characters in ascending order of Perception.  If a PC has the same Perception as an NPC, the NPC must declare first.
Movement (1D free, each additional +1D counts as an extra action)
Overspeed (adds distance to a movement roll but not dice to the Speed code)
Skill or attribute use (1 action free, each additional action -1D to all action resolution)
Full Dodge (add Dodge roll to difficulty, must be used with a Movement action)
Full Parry (add Parry roll to difficulty)
Full Evade (add Piloting roll to difficulty, must be used with a Movement action, piloting roll is also added to difficulty of all other actions performed on the ship)
Haste (Haste puts adds 1D Dexterity to an action for order determination only)

2. Declare Combat Reaction Skills. 
Characters declare combat dodges or parries.  Haste for reaction skills, including full reactions, may be increased.  The character with the highest Perception code declares first, followed by the other characters in descending order of Perception. If a PC has the same Perception as an NPC, the NPC must declare first.
Combat Dodge (substitute Dodge roll for difficulty)
Combat Parry (substitute Parry roll for difficulty)
Combat Evade (substitute Evade roll for difficulty)
Shielding (add Starship Shield roll to difficulty, if attacker rolls over difficulty but below Shield total, then add ship's Shield dice to the Hull dice)

3. Roll Actions and Reactions in Order of Haste.  
All actions are resolved in descending order of Dexterity, highest to lowest. Characters roll skill dice for their actions, subtracting 1D per action from each action declared.  The gamemaster determines the to-hit and other difficulty numbers for this round. 

Difficulty Chart
Task	Combat	Repair	Medpack	Difficulty	Average Dice	
Very Easy	Point-Blank			5	2D	
Easy	Short	Lightly Damaged	Wounded	10	3D	
Moderate	Medium		Incapacitated	15	4D	
Difficult	Long	Heavily Damaged	Mortally Wounded	20	6D	
Very Difficult		Severely Damaged		30	9D	

4. Calculate Damage as Hits Occur. 
Roll damage and strength/ull dice for all targets hit by an attack, and determine the effects according to the appropriate "Damage Summary" chart.

Human Damage
Roll	Effect		
2xDR =<SR	no effect		
DR =< SR	stunned 	-1D that round	
DR => SR	Wounded 	-1D until healed	
DR => 2xSR	Incapacitated	-2D until healed, no movement	
DR => 3xSR	mortally wounded 	each turn roll 2D over number of elapsed turns since wounded to stay alive	

Starship Damage
Roll	Effect		
2xDR =<SR	no effect		
DR =< SR	Light damage 	Ships can be lightly damaged any number of times. Roll 1D: 
1.	-1D from maneuverability. (If maneuverability 0D: -1 Move.) 
2.	One on-board weapon hit and destroyed. 
3.	One on-board weapon rendered inoperative; it's lightly damaged. 
4.	Hyperdrive damaged. Double time to calculate astrogation courses; if pilot wants to jump in one round, add extra +10 to astrogation difficulty. 
5.	-1D from shields. If no dice in shields, controls ionized. 
6.	-1D Speed. 
	
DR => SR	Heavy Damage	A heavily damaged ship that's lightly or heavily damaged becomes severely damaged. Roll 1D: 
1.	-2D from maneuverability. (If maneuverability 0D: -2 Moves.) 
2.	Lose a weapon system in one fire arc. 
3.	All weapons of one type in the same fire arc destroyed. 
4.	Hyperdrive damaged. Increase all astrogation difficulties +10. 
5.	-2D from shields. If no dice in shields, 2 ionized controls. 
6.	-2D Speed. 
	
DR => 2xSR	Severe Damage	A severely damaged ship that's lightly, heavily or severely damaged again is destroyed. Roll 1D: 
1.	Dead in space. All drives and maneuvering systems are destroyed. 
2.	Overloaded generator. Explodes in 1D rounds, destroying ship. 
3.	Disabled hyperdrives. 
4.	Disabled weapons. All weapons lose power. Roll 1D: 1-4: Weapons are severely damaged. 5-6: Weapons destroyed. 
5.	Structural damaged. Ship disintegrates in 1D rounds. 
6.	Destroyed. 
	
DR => 3xSR	Destroyed 		

Vehicle Damage
Roll	Effect		
2xDR =<SR	no effect		
DR =< SR	Light damage 	Vehicles can be lightly damaged any number of times. Roll 1D: 
1-3. -1D from maneuverability. (If maneuverability 0D: -1Move.) 
4. One on-board weapon hit and destroyed. 
5-6. -1D Speed.
	
DR => SR	Heavy Damage	A heavily damaged vehicle that's lightly or heavily damaged becomes severely damaged. Roll 1D: 
1-3. -2D from maneuverability until repaired. (If maneuverability 0D: -2 Moves.) 
4-6. -2D Speed.
	
DR => 2xSR	Severe Damage	A severely damaged vehicle that's lightly, heavily or severely damaged again is destroyed. Roll 1D: 
1-2. Destroyed powerplant. A ground vehicle going high speed or all-out speed crashes; at cruising or cautious speed, rolls to a stop. For flying vehicles, pilot must make minimum of Moderate roll to prevent crash. 
3. Overloaded generator. Explodes in 1D rounds. 
4. Disabled weapons. All shut down. 
5. Structural damage. Pilot has 1D rounds to eject or crash-land vehicle before explosion. 
6. Destroyed.
	
DR => 3xSR	Destroyed 		

Scale 
The scales, from "lowest" to "highest," are character (creature), speeder, mecha, starfighter, capital and Extreme. The scale modifiers reflect the differences between small, fragile targets (like characters) and large, tough targets (like Star Destroyers). 

* When targets of the same scale are shooting at each other, ignore the modifiers; roll hits, dodges, and damage die codes normally. 
* When using the scale rolls, apply the difference between the two scales: this is now called the "adjusted modifier" just to show that you're not using the raw numbers). 

Scale 															Modifier															
Character 															-- 															
Speeder 															2D 															
Mecha 															4D															
Starfighter 															6D 															
Capital 															12D 															
Extreme 															24D 															
 
Lower Against Higher. 
When a "lower" scale character or vehicle is shooting at a "higher" scale character or vehicle: 

* The lower scale gets to add the modifier to the attack roll; if the higher scale target makes a vehicle dodge, just roll its normal maneuverability. 
* The higher scale target gets to add the modifier to the roll to resist damage; the lower scale weapon rolls damage normally. 

 Higher Against Lower. 
When a "higher" scale character or vehicle is shooting at a "lower" scale character or vehicle: 

* The higher scale attacker rolls its normal attack roll; the lower scale target adds the "adjusted modifier" to its vehicle dodge roll to avoid the attack. 
* The higher scale attacker adds the "adjusted modifier" to its damage roll. 

Weapons
Personal Scale	Damage	Short (10)	Medium (15) 	Long (20) 	
Slugthrower	3D	3-15	16-45	46-125	
Rifle	3D+1	3-30	31-100	101-300	
Submachinegun	4D	30-10	11-50	51-100	
Blaster Pistol	4D	3-10	11-30	31-120	
Heavy Blaster Pistol	5D	3-7	8-25	26-50	
Blaster Rifle	5D	3-30	31-100	101-300	
Heavy Repeating Blaster	8D	3-75	76-200	201-500	
Speeder Scale		Short (10)	Medium (15) 	Long (20) 	
Light 	1D-2D+	50-300	301-500	501-1,000	
Medium 	3D-4D+	50-300	301-800	801-1,500	
Heavy 	5D+	50-400	401-900	901-2,000	
Mecha Scale		Short (10)	Medium (15) 	Long (20) 	
Light 	1D-2D+	10-500	501-2,000	2,001-10,000	
Medium 	3D-4D+	20-600	601-3,000	3,001-16,000	
Heavy 	5D+	50-600	601-5,000	5,001-25,000	
Starfighter		Short (10)	Medium (15) 	Long (20) 	
Blaster		0.2-10km	20km	35km	
Missiles		0.25-4km	17km	30km	
Laser Cannon		0.2-5km	25km	50km	
Ion Cannon		0.05-5km	15km	75km	
Proton Torpedoes		0.5-15km	-	-	
Capital Ship		Short (10)	Medium (15) 	Long (20) 	
Missiles		3-25km	60.5km	125km	
Turbolaser		5-30km	70km	150km	
Ion Cannon		2-20km	50km	100km	
Proton Torpedoes		1-10km	30km	60km	

 Movement
For each die of speed declared, a character may move the distance given on the chart below. Overspeed actions are allowed, which move the character or vehicle an additional distance above the normal maximum Speed code as if more dice were declared, and an additional action is taken, but the extra dice are not added to the Speed code to resolve chases. Each Overspeed action reduces all die codes by 1D and increases the maneuver difficulty number by three.

Type of vehicle:	Distance Moved per Turn:	Velocity per die declared:	
Character/Creature	10m	7.2 kph	
Mecha	100m	72 kph	
Grav Vehicle	250m	180 kph	
Starfighter/Capitalship	10 km	7200 kph	

For example: A Grav Car with a Speed Code of 4D may declare 1D for free and move 250m (at 180kph) at no penalty. Each additional die declared will move an additional 250m and increase the speed by an additional 180 kph. However, each additional die declared reduces all other actions, including maneuver actions, by a corresponding -1D. If the Grav Car in question used all 4D, it would travel 1000m in one round at a velocity of 720kph. The pilot would be at -3D to all other actions, including maneuver actions.

Chases and Dogfights.
Characters involved in a chase in which one vehicle is attempting to pass another vehicle should roll a contested action using each character or vehicle's Speed codes. The winner may gain extra speed actions to be used that round to either close or widen the gap or maneuver around the vehicle which may affect fire arcs. A vehicle may choose to discard extra Speed Actions, but all extra Speed Actions are lost at the end of that round.

Winners Roll is	Bonus Speed Actions	
>loser's roll	1	
>2x loser's roll	2	
>3x loser's roll	3	

For example: A Grav Car with a Speed code of 4D  and a Maneuver code of 2D is being chased by a Grav Bike with a Speed code of 5D and a Maneuver code of 1D. They are currently 100m apart. The Grav Car declares all 4D of speed to travel  (1000m) and the Grav Bike declares all 5D (1250m, which will close the gap and possibly overtake the Grav Car).  The Pilot of the Grav Car rolls 15. The Pilot of the Grav Bike rolls 13, a poor roll. The Grav Car wins the contest and receives a bonus speed action, increasing it's total to 5 and keeping ahead of the Grav Bike, but only barely..

The next round, the Grav Car declares all 4D of speed while the Grav Bike declares all 5D.  This time around, the Grav Car only rolls 12 while the Grav Bike rolls 17. The Grav Bike now receives a Bonus Speed Action for a total of 2 over Grav Car. The Grav Bike not only catches up to the Grav Car, it may move alongside it, moving from the rear arc to the side arc, or pass it, moving to the forward arc.

In an attempt to break away, the Grav Car attempts three Overspeed Actions in the next round. It still uses only 4D of speed  but it now travels 1750m opposed to the Grav Bike's 1250m at 5D. This is a desperate maneuver as the Grav Car's pilot's die codes are now reduced by 6D (-3D from Speed Actions and -3D from the three Overspeed actions). The Grav Car rolls 4D for a total of 16. The Grav Bike rolls 5D for a total of 19. The Grav Bike still gains a bonus Speed Action for a total of six, but the Grav Car is using a total of seven Speed Actions, and manages to widen the gap by 250m at great personal risk.

Maneuverability.
Each time a character uses a movement action, they must also make a maneuver roll. Maneuver rolls are only required when the situation is such that normal unimpeded movement is unreliable, such as combat or over rough terrain or for a difficult maneuver. Set difficulties for maneuver rolls using the guidelines below.

Character/
Creature	Mecha	Grav Vehicle	Starfighter/
Capital Ship	Difficulty	
Running over flat ground	Unobstructed terrain	Unobstructed terrain	Straight line	5	
Running over natural ground	Piloting through a crowded City	Piloting through a crowded City 	Flying in crowded airspace	10	
Running over broken ground with many obstacles	Maneuvering to avoid enemy fire; desert sandstorm	Maneuvering to avoid enemy fire; desert sandstorm	Maneuvering to avoid enemy fire	15	
Running in a panicked crowd	Fighting and running through forest	Fighting while maneuvering through forest	Combat in debris-strewn space	20	
Running through disintegrating starship	Running and jumping through falling boulders during an avalanche	Maneuvering through collapsing building during combat	Flying through dense asteroid field while in combat	30	

Wipe-out.
Should a character fail a maneuver action, consult the following Collision Damage Chart to determine any  damage taken. If there is nothing appropriate to collide with, the losing vehicle simply loses 1d6 Speed Actions that round.

Speed Actions for…	Damage dice of collision	
Character/Creature		
1D	2D	
2D-3D	3D	
4D-7D	5D	
8D-10D	6D	
Mecha		
1D	6D	
2D	7D	
3D	8D	
4D	9D	
Grav Vehicles		
1D	8D	
2D	9D	
3D	10D	
4D	11D	
5D	12D	
6D	14D	
Starfighters		
1D+	14D