Combat Rules - Initiative and Actions


A combat turn is about equivalent to 3 seconds in normal time. Initiative (Agility + Alertness) determines the order that characters act during combat. At the start of combat each participant rolls their initiative and the highest gets to act first. If someone wants to sit out a round and do nothin' else they can re-roll their initiative.

Each person gets to do one thing in a round for free unless they want to do more. In which case they take a one step penalty for each additional action they try. If the reductions take a skill below a d2 they lose that action. The GM can limit the number of actions you can make. Defensive actions can be included in your stated actions for the turn. However any defensive action used not initially stated at the start of the round is added to your actions next round.

Free actions are innate defense rolls (Agility only), a quick look around, drop to the ground or speak a short phrase.



Basic Attack / Damage

If your attack value is greater than or equal to the defense then you have hit. Basic damage is determined by:

                                      Attack - Defense = Basic Damage    (divide half between stun and wounds)

Add weapon damage to the basic attack damage. The type of damage inflicted is dependant on the weapon and can be stun, wound or basic. If plot points are used to reduce damage then this is taken into account after all damage is rolled.

If total damage from both stun and wounds equals your life points then an average Vitality + Willpower check must be made or fall unconscious. Each turn after the check must be made at +4 difficulty.

When you wounds equal half your total life points the you start bleeding and you start suffering a -2 step penalty on all attributes.

When your wound damage equals or exceeds your life points you must make an enduarnce check every minute or else be dead. If your total wounds equals twice your life points then you are fit for the worms.


Range and cover

Range gives a step bonus or penalty to the skill die of an attacker for ranged weapons. Cover of the target adds to the difficulty of the roll. These are given in the table below.

Range Step Modifier Cover Difficulty Description
Point Blank +1 Step Light Cover +4 Up to half the target is concealed.
Short None Medium Cover +8 More than half the target is concealed.
Medium -2 Step Heavy Cover +12 Most of the target is concealed.
Long -4 Step Total Cover +18 Only a tiny portion is concealed.



Special Attacks and Defenses

There are a number of special attacks that are summarized in the table below.

Type Mod Effect
Limb Attack -1 Step Damage die gains +2 step modifier. Endurance test to avoid incapacitation.
Vital Area -2 Step Damage die gains +4 step modifier. Endurance test to avoid stun.
Miniscule Target -3 Step Damage die gains +6 step modifier. Endurance test to avoid special injury.
All Out Attack +2 Step Only make attck actions in this turn - no defense or carry overs are allowed. 

-2 Step (melee) -4 Step (ranged)

If successful opponent must make hard agility+ willpower check or drop the weapon.
Feint Melee only Roll alertness + hand to hand weapon against opponents Intelligence + Perception / Intuition roll. If you roll higher opponent can only use innate defense.
Grapple Melee only Roll Agility + Unarmed combat / speciality to get a hold against opponent who rolls Agility + Strength to break free. If a hold is gained they are prone (knocked down and incurs a -2 steep attribute penalty to attacks) and an easy target for attacks until they break free.
Sneak Attack Attack action A target who is unaware of you gets innate defense only.
Thrown Weapon

Attack action   -1 to -4 step

Throwing an object not meant for throwing in combat attracts a -1 to -4 step penalty depending on range and size.
Bang to Rights Free action     +2 Step If you are holding a gun to someones head if they try and act then you have the option to have a free attack at a +2 skill step bonus as well as any normal attack.
Covering Delayed action If you are keeping your eyes on a spot for someone to appear you may delay your action until they appear and can even roll over into the next round.

Defense action Melee only

Roll an Agility + skill roll to oppose your opponents attack roll. If you are unarmed an successfully block you still take the weapon damage.
Dodge Defense action Dodging counts as one action. Your defense difficulty no becomes Agility + Athletics / Dodge.
All Out Defense

+2 Step bonus Defense action

Applies if all your actions this turn are defensive. Cannot be declared if you have carry over actions.
Innate Defense Free action Your innate defense is 3 if you are unaware, or an unskilled agility roll if you are aware of the attacker.


Automatic Weapons

Automatic Weapons can fire at different settings - single shots, bursts or autofire. They are each handled slightly differently.

Type Effect
Single-shot Weapon fires a single bullet and is considered a normal attack.
Burst The weapon fires a short burst of 3 rounds. It allows you to make three attack rolls against one target each with a -2 skill step penalty and only count as 1 action.
Autofire This is where a general area is targeted and sprayed with lead. An easy attack roll is made to ensure that you target the correct area, and anyone in the area must make a defense roll against average difficulty. Those that suceed do not get hit. Those unaware or standing still get their innate defense. Those hit are damaged as per the normal rules.



Explosives do different amounts of damage depending on how close the person is to the explosion. Different damage rolls are made for each person within the different radius' of the blast.


Unarmed Combat

Unarmed combat only inflicts stun damage, unless there is someone brutal enough to have the "Mean Left Hook" Trait.