1. Determination Phase: all combatants state what they are doing this round, including the weapon they will use. Targets and opponents are named. The gamemaster decides whether the players or their gamemaster-run opponents first make their statements of intent.
Characters can fight, or do something else, as listed above. Generally, characters can fight or move, not both.
Characters within a metre of each other need not move to fight.
In cases where its important which combat action happens first, theyre resolved in order of speed. This will normally happen only when there are unopposed rolls. A characters speed is the average of her DEX and her skill with the weapon shes using.
|-1||long mêlée weapon (spear)|
|-2||medium mêlée weapon (katana)|
|-3||short mêlée weapon (knife), unarmed combat|
Example: Lotus Flower is in an argument with a street samurai, who suddenly pulls out a Colt revolver. She wants to knock it out of his hand before he can shoot her. Her DEX is 13 and her Athletics/Fist is 15, so her speed is 14, adjusted by -3 to 11. The street samurai has a speed of 10 with his pistol. Lotus Flower can roll her unopposed attack. She manages to hit him in his arm, causing enough damage that he drops the revolver.2. Resolution Phase: anyone shooting a missile weapon makes an unopposed roll.
The next round, the street samurai will attack her with his alloy-reinforced knuckles. Since both are choosing melee combat, there will be one opposed roll -- speed doesnt matter.
Melee combatants roll their respective weapon resolutions, using the opposed resolution system. The results leave a winner and a loser, or two losers. In addition, both critical and fumble rolls have special meaning.
If both fighters roll exactly the same number, and both are successful, then both are losers.
If both fighters fail to make their success rolls, then both missed that round and both are losers. They can try again next round, or try something else.
A critical success can still lose if the opponent receives a roll higher than the roll yielding the critical. The winner still does his normal damage.
If a combatant rolls a fumble, he must make a POW roll. If successful, he merely dropped his weapon. If the POW roll fails, the weapon broke. If he was fighting without a weapon, he instead makes a DEX roll to see whether he slipped and fell. 3. Winners Phase: the winner rolls his damage done. He also receives a check for experience in the weapon used, unless he already has such a check.
He must also roll a d20 to determine which location he hit.
Then he receives his damage, subtracting any protection gained from his armor and parry from the damage the opponent did. Any points greater than the armor are subtracted from current hit points, and from the location actually hit. The revised current hit points should be compared with the Unconscious statistic.
The loser must check the total damage done (whether or not any penetrated his armor) against his Knockdown statistic. 5. Movement Phase: characters who didnt fight may move simultaneously. Everyone moves their first metre of movement at once, then moves the second, the third, and so on. Characters dont have to move their whole rate, but if they stop, they cant add the distance later in the phase.
Foe above = -5, foe below = +5: when opponents are separated by at least one but less than two metres of height, this modifier is used. This includes when one character is down on the ground and the other is not. This modifier doesnt apply to firearm attacks.
Foe surprised = +5 to attacker: a foe surprised includes those attacked from behind, or without warning. This attack is always unopposed, with this bonus.
Difficulty seeing = -10: in darkness, fog, smoke, or other similar conditions, characters are all reduced this amount, unless they make their Awareness roll that round.
Target is moving = -2 to attacker: if the target is moving directly at the attacker, theres no penalty.
Target is dodging = -5 to attacker: a target who is weaving from side to side moves at half speed, but is harder to hit.
Firing while under fire = -3 to attacker: if youre under fire (even if youre not hit), you must make a Cool roll, or your attacks are at -3.
Extra round aiming = +5: taking an extra round to aim a firearm gives an increased chance of the next shot hitting. Additional shots in a burst dont get this advantage.
Subtract points of damage both from the characters total hit points and from his hit points in the hit location where the damage was taken.
Damage Equal to or in Excess of the Hit Points for Individual Hit Locations Abdomen: both legs are rendered useless and the character must fall. He may fight from the ground, at a penalty of -5 with any melee weapon. He may not move faster than 1 metre/combat round.
Arm: the limb is useless. If the character was holding something in that hand, it will fall unless it was attached to the arm. The character can continue to stand and act with whatever limbs are left.
Chest: the character collapses, unconscious.
Head: the character falls unconscious.
Leg: the limb is useless. The character falls. He may fight from the ground, at a penalty of -5 with any melee weapon.
If the head received twice as many points of damage as its normal rating, it is severed, crushed, or otherwise irrevocably maimed, and death is instantaneous.
When unbalanced, the character must receive a successful DEX roll. If he is successful, he does not fall down, and can continue fighting.
Whenever a character receives damage equal to twice or more than his knockdown, he doesnt even have a chance to make a DEX roll, but always is bashed down.
Total health: a character has full hit points. No character can ever have more than his total hit points.
Lightly wounded: damage is from 1 point to 1/4 of the characters total hit points. All activities allowed at normal level.
Seriously wounded: damage is between 1/4 and 1/2 of total. Any strenuous activity, such as combat, stops any healing for that week. Social activity, romantic activity, and travel are allowed without consequence.
Grievously wounded: damage is between 1/2 and 3/4 total hit points. Character is capable of any action, but at 1/2 normal skill level. Any movement stops healing for that week, and incurs one point of damage per day of movement or activity.
Some weapons (lasers, gauss guns) are more fragile, and break instead of jamming. They may be repairable, but only outside of combat.
If a weapon has a separate component which could be broken (laser sights), roll randomly to determine whether the weapon or the accessory failed.
Example: Johnny Logic uses an EEG patch to pick up the mental signal to fire his smartgun-equipped Magnum 1000. He rolls a 20, a fumble. Either the pistol or the smartgun modification could have failed, so he rolls a d6, odd numbers indicating the electronics. A 3: the GM rules that Johnnys sweat has loosened the EEG patch, and its fallen off. Luckily, theres still a manual trigger, and the next round Johnny fires again. Another 20! This time only the pistol can fail, so its jammed until Johnny can reverse his luck and make a Handgun/Projectile roll.
Example: Rudy Hopper, mercenary for hire, has a skill of 10 and a speed 11 with his Nishimura submachine gun. Facing a gang of senile delinquents, he decides to fire a burst of 3 shots at 3 different targets. His chances and speed are 5/11, 4/10, and 3/9. If hed fired the burst at the toughest looking geezer, hed roll at a skill of 5 for each shot, all at speed 11.Shots fired in a burst cant critical, but they can fumble. Ignore any shots after a jammed weapon.
A miss doesnt generally mean that a bullet missed one person and hits someone else, though it depends on the situation.
When dodging, a characters effective DEX is reduced one point for each 3 points of armor worn.
Dodging a firearm is virtually impossible: the roll is made at DEX-10, rather than DEX (but the character falls down only if the roll is above DEX).
Example: Mona Chrome has a DEX of 13, and a skill of 11 with her Culebra L16 laser pistol. Shes in a firefight with Sally Wire, who has reflective armor covering her body. Mona realizes her best chance is to hit Sallys head, so she reduces her skill and speed by 4. At speed 8, she rolls a 6, and barely hits. The d20 roll for hit location is 15. Mona adjusts this to a 19, so the laser hits Sally in her unprotected head.
Defenders may fight against as many attackers as they wish, dividing their weapon skill among them. The skills must be rolled separately on the resolution rolls. Unopposed opponents make unopposed resolution rolls.
Example: Johnny Logic is set upon by three thugs. Johnny decides to divide his Athletics/Fist skill of 12 between the front two attackers, allocating 6 points per attacker. The first thug misses; Johnny rolls a 7 and also misses. Against the second Johnny rolls a 5, under his divided skill; the thug rolls 2, and Johnny manages to punch him. Unfortunately, the thug behind Johnny has an unopposed attack roll, and hits.
Example: Lotus Flower, with Athletics/Fist 15 , is still in hand-to-hand combat with the street samurai. She wins the resolution, and decides to user her Unarmed Combat 12. She rolls a d20: 17, his left arm, which has 7 hit points. She opposes her skill of 12 against his 7 point arm. She rolls 2, but is beaten by his 5. The arm takes no damage. If shed simply tried to damage it, it would have taken the usual d6-1 damage from a fist, and would be easier to disable the next time.flying tackles, grappling, etc. are the Brawling skill
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