Combat
The combat round is one second.
Combat order:
- Instant actions are resolved (simultaneous at beginning of round)
- All characters roll initiative
- 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:
- Attacker rolls to hit
- Location is rolled
- Armor penetration is rolled (if any)
- Damage is calculated
- 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) |
| 5–9 | Target prone and dazed (1/2 max STR distance) |
| 1–4 | Target 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.
- Contact
- Short
- Medium
- Long
- Extra Long
Hit Location
Roll on the hit location table when a hit is scored. Damage is modified by the location after all other modifiers.
| Location | Die Roll | Damage Mod |
|---|---|---|
| Head | 1–2 | ×3 |
| Chest | 3–6 | ×2 |
| Shoulder | 7–9 | ×1 |
| Abdomen | 10–13 | ×1 |
| Arm | 14–16 | ×0.5 |
| Leg | 17–20 | ×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:
- First number: Roll equal to or higher on d20 to penetrate the armor
- Second number: The divider for damage
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.
- Failure: Character is stunned for a number of rounds equal to the failure points
- Exactly equals WIL: Dazed for one round (can’t attack but gets all defensive modifiers)
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 Fallen | Damage on Impact |
|---|---|
| 10 ft | 1d6 |
| 20 ft | 2d6 |
| 30 ft | 4d6 |
| 40 ft | 6d6 |
| 50 ft | 8d6 |
| 60 ft | 10d6 |
| 70 ft | 12d6 |
| 80 ft | 14d6 |
| 90 ft | 16d6 |
| 150 ft | 24d6 |
| 210 ft | 32d6 |
| 330 ft | 40d6 |
| 480 ft | 48d6 |
| 660 ft | 56d6 |
| 870 ft | 64d6 |
| 1,010 ft | 72d6 |
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.
- Failure: Take subdual damage equal to failure effect number
- Success: No roll needed for a number of rounds equal to the effect number
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
| Modifier | Condition |
|---|---|
| +1 | First aid or physician per +5 effect roll |
| +1 | Cleaned bandages |
| +1 | Healing herbs or drugs used per day |
| -1 | Exercise or traveling that day |
| -2 | Dirty environment |
| -2 | Unprotected in bad weather |
| -2 | Unable to sleep or rest that day |
| -2 | Malnourished |
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.
- A character can store up to 1/3 their Luck (rounded down) in Grooves
- A very strong role-playing stimulus can go from Funk to Groove directly