Combat

Combat occurs in ROUNDS. On your turn, you may perform the following action types:
  1. 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).
  2. Limited actions: some actions are "limited". Only one limited action can be performed by a character in a round.
  3. Movement: move up to your pace.
  4. 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.
  5. 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.
As damage die are not traits (attributes and skills), NO WILD DIE is used. The target number is the opponent's toughness.  

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 rollWound
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:
  • 1–2 Broken: Agility reduced a die type (minimum d4).
  • 3–4 Battered: Vigor reduced a die type (minimum d4).
  • 5–6 Busted: Strength reduced a die type (minimum d4).
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:
  • 1–3 Hideous Scar: Your hero now has the Ugly (Major) Hindrance.
  • 4–5 Blinded: An eye is damaged. Gain the One Eye Hindrance (or the Blind Hindrance if
  • he only had one good eye).
  • 6 Brain Damage: Massive trauma to the head. Smarts reduced one die type (min d4).

Bleeding Out:

The injured character is dying and must make a Vigor roll at thestart of his turn. Failure means he perishes.With success he survives but must roll againnext turn (or every minute if not in combat).With a raise, he stabilizes and no further rolls are required.Other characters may stop a victim’s bleeding by making a Healing roll. Thisis an action, and if successful the patient is stabilized.