Combat

Initiative

Everyone rolls initiative by rolling their Reaction skill.

All actions take place at the same time; however, those with a higher Reaction result can take into account other people’s actions in the same round more easily. Thus, players declare their actions in reverse initiative order, starting from the slowest and working towards the fastest. The fastest, however, get to shout orders first.

The Combat Turn

Each combat turn takes 10 seconds to resolve. During your turn, you can make 2 actions – either move or attack actions. You can move and attack once, or move twice, or attack once with each hand (for two attacks).

Attacks

You may attack with two weapons against the same or different targets without penalty. You may use a melee weapon in one hand and a ranged weapon in the other without penalty. You may use a weapon in one hand and use the other hand for a superpower (like fire throwing) without penalty. You may use a weapon in one hand and use the other hand for an unarmed attack without penalty. You may use one hand for an unarmed attack and the other for a superpower without penalty. You may also use each hand for the same or different superpower without penalty.

In short, if it seems reasonable, you can go ahead and do it.

Combat Skill Use

Combat skill use is slightly harder to adjudicate than noncombat skill use.

1. The attacker rolls 4dF (4d3-8) and adds his Attack skill. In some cases, such as falling from a height, he can substitute other skills, most frequently Acrobatics or Stealth.

2. The defender rolls 4dF and adds her Defense skill. In some cases, such as defending against a sneak attack, she can substitute other skills, most frequently Insight or Notice.

3. If the attacker beat the defender’s roll, he has scored a hit. Damage is then resolved as follows:
A hit by 1 or less is a Scratch.
A hit by 2 or 3 Hurts the defender.
A hit by 4 or 5 leaves the defender Very Hurt.
A hit by 6 or more leaves the defender Incapacitated.

More on damage values in a moment.

Attacker Bonuses and Penalties

If the attacker is on higher ground, he gains a +1 bonus to his attack roll.
If the attacker is on his knees (melee or unarmed attacks only), he takes a -1 penalty to his attack roll.
If the attacker is prone (melee, unarmed, and thrown attacks only), he takes a -2 penalty to his attack roll.
If the attacker is Hurt, he takes a -1 penalty to his attack roll.
if the attacker is Very Hurt, he takes a -2 penalty to his attack roll (replaces the penalty from Hurt).
If the attacker is blind, he takes a -2 penalty to his attack roll (must still be able to locate his target).
If the attacker is at long range (relative to his thrown or projectile weapon), he takes a -1 penalty to his attack roll.
if the attacker is charging (melee or unarmed attacks only), he gains a +1 bonus to his attack roll.
If the attacker spends a turn aiming at his target (thrown and projectile weapons only), he gains a +1 bonus to his attack roll.

If the attacker is using an especially blunt weapon (such as a fist or giant rock), he takes a -1 penalty to his damage value.
If the attacker is using an edged weapon (such as a sword), he gains a +1 bonus to his damage value.
If the attacker is using anti-personnel rounds in his weapon, he gains a +1 bonus to his damage value.

Defender Bonuses and Penalties

If the defender is on higher ground, she gains a +1 bonus to her defense roll.
If the defender is on her knees (melee or unarmed attacks only), she takes a -1 penalty to her defense roll.
If the defender is on her knees (thrown or projectile attacks only), she gains a +1 bonus to her defense roll.
If the defender is prone (melee or unarmed attacks only), she takes a -2 penalty to her defense roll.
If the defender is prone (thrown or projectile attacks only), she gains a +2 bonus to her defense roll.
If the defender is Hurt, she takes a -1 penalty to her defense roll.
if the defender is Very Hurt, she takes a -2 penalty to her defense roll (replaces the penalty from Hurt).
If the defender is surprised or blind (or any similar effect), she takes a -2 penalty to her defense roll.
If the defender is behind partial cover (relative to origin of attack, not necessarily the attacker), she gains a +1 bonus to her defense roll.
If the defender is behind total cover (relative to origin of attack, not necessarily the attacker), she gains a +2 bonus to her defense roll. The attacker must still locate her before attacking.
If the defender is partially concealed, she gains a +1 bonus to her defense roll.
If the defender is totally concealed, she gains a +2 bonus to her defense roll. The attacker must still locate her before attacking.

If the defender is heavily armored (chainmail against a sword, or riot gear against bullets), she reduces the attacker’s damage value by 1.

Combat

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