Combat

Initiative

At the beginning of combat, all fighters make a Perception check. The result is their initiative score for the fight. The character with the highest initiative scores goes first, followed by the character with the second highest score and so on until the character with the lowest result has acted. The character with the highest initiative score then acts again and so on.

A round is defined as the time from when a given character acts once to when they act again.

Surprise!

If some of the characters involved in the fight are expecting it before it breaks out, they may act once each before initiative is rolled.

Actions

When it is a given character's turn to act, he may make a single two-handed attack, two one-handed attacks, a trip, shove, grapple or disarmed maneuver or participate in a dog-pile. He may, alternatively make use of a full defence action or go to ground.

Marksmanship Attack: Roll Marksmanship vs. Dodge(+ any range modifiers). If you win, the target loses Hit Points equal to your Damage(minus their Soak, if any).

Melee Attack: Roll Melee vs. Block. If you win, the target loses Hit Points equal to your Damage(minus their Soak, if any).

Trip: Roll Melee vs. Block. If you win, roll Strength vs. Athletics. If you win, the target is prone. Trips can only be made at short range.

Disarm: Roll Melee vs. Block. If you win, roll Strength vs. Strength. If you win, the target drops their weapon or weapons. If you have an empty hand, you may choose to hold the weapon instead.

Grapple: Roll Melee vs. Block. If you win, roll Strength vs. Strength. If you win, you pin the target. If you win by 4 or more, you hold the target instead, though you may chose to pin them if you prefer. Trips can only be made at short range.

Shove: Roll Melee vs. Block. If you win roll Strength vs. Athletics. If you win, the target is moved out of melee range. If you win by 4 or more, the target is also prone. Shove can only be made at short range.

Go to Ground: A character may spend an action to go to ground. When gone to ground, the character is at -4 to Melee and to Block, but at +2 to Stealth and to Dodge. Once gone to ground, the character may spend a single action to rise.

Full Defence: A character may spend an action doing nothing but defending himself. If he does so, he receives a +2 bonus to Block and Dodge rolls until his next action. If he is carrying a shield, the bonuses do not stack.

Hide: A character may spend an action sneaking out of sight of his enemies. He makes a Stealth check, opposed by the Perception of all enemies involved in the combat. If he beats them all, he has hidden himself completely and may either flee or use his next action to make a Sneak Attack.

Sneak Attack: A character who has successfully hidden may make a Sneak Attack. This is a Melee or Marksmanship attack which automatically hits and is a critical hit if the attack roll is successful.

Special Rules

Concentrated Fire: When 3 or more indentical characters are firing on a single target, the GM may elect to use the Concentrated Fire rules. The target makes a single Dodge roll against a difficulty equal to the attackers' Marksmanship plus a Concentrated Fire bonus according to the table below. The target is hit once for every point by which they fail the Dodge check, up to maximum of the number of attackers.

Number of attackers Concentrated Fire bonus
3-4 +1
5-6 +2
7-8 +3
9-10 +4
11-12 +5

A group of characters dual-weilding or using weapons with the Two Shots quality make a single Concentrated Fire attack per round with each character counting as two attackers.

If more than 12 indentical characters (or more than 6 characters with two shots) are shooting a single target, they should be split into multiple groups and resolved seperately.

Dogpile: When 3 or more indentical characters are making melee attacks on a single target, the GM may elect to use the Dogpile rules. The target makes a single Block roll against a difficulty equal to the attackers' Marksmanship plus a Dogpile bonus according to the table below. The target is hit once for every point by which they fail the Block check, up to maximum of the number of attackers.

Number of attackers Dogpile bonus
3-4 +1
5-6 +2
7-8 +3
9-10 +4
11-12 +5

A group of characters who are dual-weilding make a single Dogpile attack with each of them counting as two attackers. No more than 6 characters may dogpile a single target, though if they dual weild they may count as up to 12 attackers.

Takedown: A takedown is a special kind of sneak attack. If a character successfully sneaks up on an enemy who is not expecting combat, he may attempt a takedown. Takedown can only be performed at short range and before initiative has been rolled. The target gets one final chance to notice the attacker with a Perception roll at +2, opposed by the attacker's Stealth. If he does, the attack is resolved as a Sneak Attack during the Surprise Round.

If the target fails to notice the attacker, the attacker succesfully executes the Takedown, dealing (Strength x 4) Damage and ignoring any Soak. No attack roll is needed and no critical hits are possible. Any melee weapon used adds it's Damage bonus to the Damage dealt. For example, a takedown performed with a sword deals (Strength x 4) +2 Damage. Takedowns are silent.

If a target survives a successful takedown, initiative is rolled an combat begins normally.

Criticals

Critical Hit: Whenever a player rolls four pluses (++++) in combat, they score a critical hit. This makes the attack deal double damage unless otherwise noted or directed by the GM.

Critical Fail: Whenever a player rolls four minuses (——) in combat, they score a critical fail. This will most often cause their weapon to jam up or break, and something horrible is likely to happen at the GM's direction.

Status effects

Prone: When prone, a character is at -4 to all attacks and -4 to Block. However they are at +2 to Dodge . A character may spend an action to stand and stop being prone or to roll over and go to ground.

Pinned: When one character pins another, they are both unable to take any other action and treat their Block and Dodge as 0. The pinner may abort the pin at any time, including in response to being attacked, in which case they may use their full Block or Dodge in response to the attack. The pinned character may attempt to break or reverse the pin by spending an action to roll Strength vs. Strength. If the test is tied, the pin is broken and both characters may act as normal. If the pinned character wins the test, he may chose to become the pinner and have the former pinner become pinned. If the pinned character wins the test by 4 or more, he may elect to hold his former pinner instead.

Held: When one character holds another, the held character may take no action and has a Block and Dodge of 0. The holding character may act at -4 to all rolls. The holding character may abort the hold at any time, including in response to being attacked, in which case they may use their full Block or Dodge in response to the attack. The held character may try to break the hold by spending an action to roll Strength vs. (Strength -4). Holds, unlike pins, cannot be reversed.

Range

Range Effect
Short range (less than 2m) Attacks are made with Melee. Short Range weapons get +1 to hit. Long Range weapons cannot be used.
Medium range (between 2m and 15m) All ranged weapons can be used with no bonuses or penalties
Long range (more than 15m) Short Range weapons cannot be used. Long Range weapons can be used without penalties. All other ranged weapon suffer a -1 to hit per full 15m from the target.