Combat

The combat round is one second.

Combat order:

  1. Instant actions are resolved (simultaneous at beginning of round)
  2. All characters roll initiative
  3. Actions are resolved from highest initiative to lowest

Initiative

Initiative is rolled with a d6, modified by the REF bonus. A high Reflex causes a character to react quicker.

If a character has multiple weapon actions, their second action is -2 from the initiative roll; the third is -4, etc.

If there is a tie, both parties roll another d6 with no modifiers. If they tie again, the Director can state they go simultaneously or roll again.

Half Move and Attack: The character moves on their base initiative and uses 1/2 normal attacks starting at 1/2 their initiative (rounded up).


Attacks

The attack order:

  1. Attacker rolls to hit
  2. Location is rolled
  3. Armor penetration is rolled (if any)
  4. Damage is calculated
  5. Defender rolls a stun roll

The player needs an Easy skill roll (10 or better) to hit. The roll modifiers are the attacker’s Combat Score + Dex Bonus − the defender’s Dodge.

Combat Scores

There are two combat scores: Hand-to-Hand (HTH) and Gun. Combat Scores are the average of three related skills. With only one or two combat skills, the Combat Score equals the skill score -2 or -1 respectively.

In a duel where both combatants use the same skill, the skill can be used directly instead of the Combat Score.

Dodge

Dodge = HTH Score + REF bonus

Dodge is only used when the character is aware of the attack.


Melee Attack Modes

Chosen at the beginning of combat; can be changed each round.

Normal: All actions for the round. No extra modifiers.

Defensive: Add HTH Score to existing Dodge for the round. Lose half of normal melee actions.

Aggressive: 1.5× normal melee actions. Loses all Dodge; cannot parry or make great blows.


Melee Moves

Each round the attacker can choose a maneuver.

Parry — Roll an Easy MCL skill roll; success modifies the defender’s dodge to that attack by the success number. Shields and certain weapons add modifiers.

Block — Using one’s own limbs to absorb a blow. A successful Block roll causes the attacker to hit the chosen limb and reduces damage by the effect number.

Grapple — An attempt to pin or choke out an enemy. Range: contact.

Grapple Break — A grappled character can try to break free using a melee skill that allows grapple break or a raw STR+DEX/5 roll.

Throw — Attack roll using HTH Score + Dex bonus against defender’s Dodge. If successful, both make a contested 4d6 STR save (attacker gets bonus from melee attack effect roll).

Effect (Saving Throw)Result
10+Target prone and stunned 1 round (max STR distance)
5–9Target prone and dazed (1/2 max STR distance)
1–4Target drops to hands and knees (1/4 max STR distance)

Entangle — Used with flexible weapons (chain) or multi-pointed weapons. Handled as a grapple but at the weapon’s full range.

Thrust — Sharp stabbing weapons can do a thrust attack that reduces the attacker’s dodge.

Feint — Fake attack using 1 action. If successful, defender loses next action and attacker gains +2 to next attack. Each additional feint in combat against the same defender gets -1. Attacker gets -6 vs. defenders in Aggressive mode.

Great Blow — Takes two actions; attacker loses all dodge modifiers during and until next action. Causes double damage.


Melee Maneuverings

Charge — Move full movement range and get one attack at the end. Damage 2× normal +2; -2 to dodge.

Lunge — Make an attack while closing range. Distance = melee combat skill level + DEX bonus. Damage 1.5×; -2 to defender’s dodge.

Sidestep — Maneuver to make a lunge or charge less effective.


Melee Ranges

All melee weapons and attack styles have an optimal melee range. For each range step away from optimal, the attacker gets -2 to hit.


Hit Location

Roll on the hit location table when a hit is scored. Damage is modified by the location after all other modifiers.

LocationDie RollDamage Mod
Head1–2×3
Chest3–6×2
Shoulder7–9×1
Abdomen10–13×1
Arm14–16×0.5
Leg17–20×0.5

Armor Penetration

The Penetration Class of the weapon is cross-referenced to the armor type (see Armor Tables). The chart gives two numbers separated by a slash:

For every five success points of the penetration roll, the damage divider is reduced by one (not less than 1). The penetration roll is modified by the difference in combat levels of the combatants.


Calculating Damage

Damage = Weapon damage roll × Location multiplier × Armor modifier

The damage is added to any other wounds. If the damage total exceeds the character’s health points they become incapacitated. If it equals or exceeds twice their health points, the character is killed.

Subdual and Lethal Damage

Subdual damage is done with attacks designed to knock someone unconscious. It heals much quicker than lethal damage and has less chance of infection. Track subdual damage separately — both types combine to equal total damage.


Stun Roll

A wound can cause a character to become stunned. Use the Stat Check chart to determine how many d6 the character rolls against their WIL.


Falling

A person that is free falling falls at 30 feet per second per second. In the first round of falling, a character falls 30 feet.

Distance FallenDamage on Impact
10 ft1d6
20 ft2d6
30 ft4d6
40 ft6d6
50 ft8d6
60 ft10d6
70 ft12d6
80 ft14d6
90 ft16d6
150 ft24d6
210 ft32d6
330 ft40d6
480 ft48d6
660 ft56d6
870 ft64d6
1,010 ft72d6

Drowning

A character can last a number of rounds equal to 3× FIT before any ill effects. After that, on the top of the round, the drowning character makes a FIT check on 4 dice.

After 6× FIT rounds: check goes to 5d6. After 9× FIT: 6d6.


Death and Severe Injury

Characters with wounds equal or exceeding their Health points are severely injured and require immediate medical attention. A severely injured character can act only by making a 5d6 stun roll each round; failure means incapacitation for rounds equal to the failure number. They lose 1 health point per minute until stabilized.

When total wounds reach 2× Health points, the character is dead.


Healing and Infection

Normal healing rate (clean environment, good care): d4 + FIT bonus HP per day.

Healing Modifiers

ModifierCondition
+1First aid or physician per +5 effect roll
+1Cleaned bandages
+1Healing herbs or drugs used per day
-1Exercise or traveling that day
-2Dirty environment
-2Unprotected in bad weather
-2Unable to sleep or rest that day
-2Malnourished

If the character ends up with a negative healing rate, they are getting worse from infection. A character in infection at Severe Injury level is in shock and fever and treated as unconscious.


The Funk and The Groove

The Funk: The Director rewards a character who creates a great role-playing opportunity with a Funk. While in the Funk, the character gets -1 to all rolls; natural 1 or 2 is a critical fail; no chance for critical success. The Funk also grants an Experience point.

The Groove: After coming out of the Funk through meaningful role-play (a one-liner, a training montage, etc.), the character stores a Groove. In the Groove, the character rolls twice for all actions and takes the best result. The Groove lasts up to one combat or contest.