Combat
Combat occurs in ROUNDS. On your turn, you may perform the following action types:
- Free actions: say something brief, drop something, recover from being shaken/stunned (start of turn only). You can perform more than one free action (GM's discretion).
- Limited actions: some actions are "limited". Only one limited action can be performed by a character in a round.
- Movement: move up to your pace.
- Melee attack: use your fighting skill to hit an opponent. The target number is the opponent's parry. As these are trait (attribute or skill) rolls, a wild die is used.
- Ranged attack: use your shooting skill to hit an opponent. The target number is 4. As these are trait (attribute or skill) rolls, a wild die is used.
Damage
- Damage for a melee weapon is your strength die + the weapon damage die. All damage die can ace.
- Damage for a missile weapon is fixed by the weapon type. All damage die can ace.
Wounds
- When shaken, a character can only take freeactions, such as moving (including running).At the start of their turn, Shaken charactersmust attempt to recover from being Shaken by making a Spirit roll. This is a free action. If the character has Wounds, the worunds remain in effect.
- Wounds cause cumulative penalties: -1 on all trait (attribute and skill) rolls, up to a maximum of -3; a reduction in pace of 1 metre, up to a maximum of -3 metres.
Incapacitation
When a character is incapacitated (takes a 4th wound), it makes a vigor roll. As this is a trait roll, a wild die is used.- CRITICAL FAILURE: The character dies.
- FAILURE: Roll on the Injury Table. TheInjury is permanent and the character is Bleeding Out
- SUCCESS: Roll on the Injury Table. The Injury goes away when all Wounds are healed.
- RAISE: Roll on the Injury Table. The Injury goes away in 24 hours, or when all Wounds are healed (whichever is sooner).
Injury Table
2d6 roll | Wound |
---|---|
2 | Unmentionables: If the injury is permanent, reproduction is out of the question without miracle surgery or magic. There is no other effect from this result. |
3-4 | Arm: The victim can no longer use his left or right arm (rolled randomly if not targeted). |
5-9 | Guts: Your hero catches one in the core. Roll 1d6:
|
10-11 | Leg: Gain the Slow Hindrance (Minor), or Major if already Slow or injured in either leg. |
12 | Head: A grievous injury to the head. Roll 1d6:
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