Actions in Combat
Initiative
Combat begins with all involved parties rolling opposed Reflex rolls. If you are drawing a weapon as the start of your action you may add the Draw Skill to your roll. The turns go around from highest to lowest with ties acting simultaneously. Once all actions are spent the round is over and a new initiative is rolled.
Your Turn
Your turn is made up of a Move and Standard Action or a Full Round Action.
Standard Actions
Attack
Heal
Repair
Move Single Distance
Move Actions
Move Single Distance
Draw an Item or Weapon
Stow an Item or Weapon
Mount
Dismount
Stand Up
Full Round Actions
Aim
Reload
Sprint
Cover Fire
Rushing an Action
You may choose to Rush any Standard Action, doing so increases the difficulty of the action by 5 but gives you an extra Standard Action to spend that round. Any skills used in that extra action also take the difficulty increase.
Holding an Action
You may choose to hold all or some of your actions to spend later in your turn. Holding gives you the freedom to interject later actions with your own but gives a -2 penalty to your next Initiative roll.
Aiming
You can spend your turn aiming to gain +1 to hit with your next ranged attack against the target you are aiming at. This bonus stacks with consecutive rounds of aiming with a maximum bonus of +3. This bonus is canceled if you move, change targets, or loose sight of the target.
Sneak Attack
Attacking a target in melee who is unaware of the attack requires a hit roll of 7 and deals an extra 5 damage as if the attack was a head shot but you decide the hit location. You can make sneak attacks with a ranged weapon as well, the DC doesn't change, but you must be within 20 ft.
Knock Out Blow
You can attempt to strike a vital point on a target to knock them out cold. You must first land a Melee or Brawling attack at a -5 penalty and you deal your damage as nonlethal. If the damage was equal to or greater than the targets maximum Endurance, he must pass an END check or fall unconscious at 0 health.
Grapple
You can make a Brawling roll at -5 to grapple a target. Once grappled the target cannot move until freed. They must make Slight of Hand rolls opposed by your Brawling to draw weapons. They can use either Brawling or Agility or Strength Based Athletics to escape or reverse the hold on their turn opposed by your choice of the same skill options. All Melee and Ranged Weapon attacks while in a grapple are at a -5 penalty and only one handed weapons can be used.
Sprinting
You can spend your entire round running in a straight line at 4X your standard distance
Cover Fire
With shotguns, handguns, and some automatic rifles you are able to provide cover fire. To do this you must designate your full turn to the action and choose how many shots you will put down range. The goal will be to choose a number of 5ft squares and effectively hit any target who chooses to remain in them. It requires 3 shots from a handgun to cover 2 adjacent squares. Fanning the hammer of a 6-shooter would cover 20ft of area. A shotgun only requires 1 shot / 2 adjacent squares. You can slam-fire a shotgun to unload its full potential down range. Now your turn is held and all who enter or end their turn in this area are subject to your cover fire. A target whos action has been spent and is within your area of effect gets a free single movement action to attempt to leave the area if he succeeds on an Agility or Luck Check. You then have to make a Hit roll with a DC accurate for the distance you are shooting. A failure results in a 50% miss chance. For a success, roll 1d3 to determine the number of shots that hit and deal damage accordingly. For shotguns all damage is halved no matter the range.
Quick Reference:
1- Declare number of shots
2- Declare areas effected
3- Hold until activated by entrance, or ending turn in area
4- Spent target gets a check for free movement
5- Make hit roll for 50% miss chance
6- Roll 1d3 for number of hits
7- Resolve damage (1/2 for shotguns)
Combat begins with all involved parties rolling opposed Reflex rolls. If you are drawing a weapon as the start of your action you may add the Draw Skill to your roll. The turns go around from highest to lowest with ties acting simultaneously. Once all actions are spent the round is over and a new initiative is rolled.
Your Turn
Your turn is made up of a Move and Standard Action or a Full Round Action.
Standard Actions
Attack
Heal
Repair
Move Single Distance
Move Actions
Move Single Distance
Draw an Item or Weapon
Stow an Item or Weapon
Mount
Dismount
Stand Up
Full Round Actions
Aim
Reload
Sprint
Cover Fire
Rushing an Action
You may choose to Rush any Standard Action, doing so increases the difficulty of the action by 5 but gives you an extra Standard Action to spend that round. Any skills used in that extra action also take the difficulty increase.
Holding an Action
You may choose to hold all or some of your actions to spend later in your turn. Holding gives you the freedom to interject later actions with your own but gives a -2 penalty to your next Initiative roll.
Aiming
You can spend your turn aiming to gain +1 to hit with your next ranged attack against the target you are aiming at. This bonus stacks with consecutive rounds of aiming with a maximum bonus of +3. This bonus is canceled if you move, change targets, or loose sight of the target.
Sneak Attack
Attacking a target in melee who is unaware of the attack requires a hit roll of 7 and deals an extra 5 damage as if the attack was a head shot but you decide the hit location. You can make sneak attacks with a ranged weapon as well, the DC doesn't change, but you must be within 20 ft.
Knock Out Blow
You can attempt to strike a vital point on a target to knock them out cold. You must first land a Melee or Brawling attack at a -5 penalty and you deal your damage as nonlethal. If the damage was equal to or greater than the targets maximum Endurance, he must pass an END check or fall unconscious at 0 health.
Grapple
You can make a Brawling roll at -5 to grapple a target. Once grappled the target cannot move until freed. They must make Slight of Hand rolls opposed by your Brawling to draw weapons. They can use either Brawling or Agility or Strength Based Athletics to escape or reverse the hold on their turn opposed by your choice of the same skill options. All Melee and Ranged Weapon attacks while in a grapple are at a -5 penalty and only one handed weapons can be used.
Sprinting
You can spend your entire round running in a straight line at 4X your standard distance
Cover Fire
With shotguns, handguns, and some automatic rifles you are able to provide cover fire. To do this you must designate your full turn to the action and choose how many shots you will put down range. The goal will be to choose a number of 5ft squares and effectively hit any target who chooses to remain in them. It requires 3 shots from a handgun to cover 2 adjacent squares. Fanning the hammer of a 6-shooter would cover 20ft of area. A shotgun only requires 1 shot / 2 adjacent squares. You can slam-fire a shotgun to unload its full potential down range. Now your turn is held and all who enter or end their turn in this area are subject to your cover fire. A target whos action has been spent and is within your area of effect gets a free single movement action to attempt to leave the area if he succeeds on an Agility or Luck Check. You then have to make a Hit roll with a DC accurate for the distance you are shooting. A failure results in a 50% miss chance. For a success, roll 1d3 to determine the number of shots that hit and deal damage accordingly. For shotguns all damage is halved no matter the range.
Quick Reference:
1- Declare number of shots
2- Declare areas effected
3- Hold until activated by entrance, or ending turn in area
4- Spent target gets a check for free movement
5- Make hit roll for 50% miss chance
6- Roll 1d3 for number of hits
7- Resolve damage (1/2 for shotguns)
Hit and Damage
Hit DCs (Rifles and Shotguns Vary)
Melee- Opposed Roll
Close Range (<1/2)- 10
Standard Range (1/2-1x)- 15
Long Range (1x-2x)- 20
Extreme Range (2x-3x)- 25
Impossible Range (3x-4x)- 30
True Limit Range (4x-5x)- 35
Rifles (Close-15 / Standard-15 / Long-20 / Extreme-25 / Impossible-30 / True Limit-35)
Shotguns (Close-10 / Standard-10 / Long-20 / Extreme-25 / Impossible-30 / True Limit-35) Shotguns deal 1/2 damage to targets at long range or further.
Hit Locations
After you are hit by any attack, a location is rolled on a d10.
1 - Head (+5 dmg)
2-4 - Torso
5 - Left Arm
6 - Right Arm
7-8 - Left Leg
9-10 - Right Leg
Armor
Any Armor covering the hit location reduces the damage taken by the DR amount. The damage can never be reduced below 1. Each time the armor is struck its durability is reduced by 1 out of 10. When the durability reaches 0 the armor is destroyed. A leather craft roll DC 15 can be used to spend an hour mending damaged durability. A destroyed armor cannot be mended.
Ranged Weapon in Melee
Firing a ranged weapon in melee range allows the target to oppose your roll with their melee or brawling. Alternatively you can use the ranged weapon as a melee weapon but the skill used is Melee and the damage is 1d4 for one handed or 1d6 for a two handed weapon. A bow deals 1d4 and breaks after being used in this way.
Cover and Called Shots
Hiding behind objects, people, or animals grants you cover. Cover gives you added DR from the attack if the cover object intercepts it. The attacker can choose to attack normally and take a chance of hitting the cover or take a -5 penalty on their attack to aim for a specific hit location.
Some examples of cover and DR are:
Grass- DR 2
Glass- DR 2
Tin- DR 5
Planks- DR 5
Person- DR 5
Sod- DR 5
Logs- DR 8
Brick- DR 8
Stone- DR 12
Steel- DR 12
Concealment
When you are hidden from sight of your attacker you gain a concealment bonus. The bonus can be any percentage off miss chance rolled after the attack would hit. Heavy dust or low light conditions would grant a 25% miss chance where hiding behind a curtain or in complete darkness would grant 50%.
Taking Damage
When you take enough damage to fall below 1 Health, you must make an Endurance check to stay conscious. An Endurance check roll of 10 is always a failure. If you pass you continue acting but keep making checks each time you take additional damage. For every 5 damage you take below 0 Health, you take a stacking -1 penalty on Endurance checks. Once you fail a check you fall unconscious and begin bleeding out if you are below 0 Health. While bleeding out you flip a single coin at the beginning of each round. If you get tails three times you die. A Heal roll DC 15 will bring you to 0 Health and stop the bleeding. You then can attempt an Endurance check each round to regain consciousness or an ally can take a standard action to wake you up, either way this brings you to 1 Health.
Extreme Damage
When 15 or more points of damage are dealt to one location in one round the location has taken extreme damage and medical attention will be required to attempt to save the location. In some very extreme cases medical attention would be needed to amputate and save the target's life.
Recovery
After taking damage that brings you below 0 Health, your body needs time to recover before it can perform at its peak again. This time is measured in days of light activity equal to the amount of Health you fell below 0. During this recovery period you take a -5 penalty to all physical skill rolls including skills based off of Strength, Endurance, Agility, Reflex, and Attractiveness. Light activity is broken if you ride, fight, shoot, sprint, take damage, or make an athletics skill roll. Each day you remain within the restrictions of light activity you subtract a day of recovery from your total. Recovery can be expedited with bed rest, meaning you take no actions all day which reduces your recovery by an additional day. Medical attention with a DC 15 heal roll also subtracts an additional day from your recovery tally. This can stack with bed rest for a total of 3 days of recovery reduced / day. Once your recovery reaches 0 days you no longer take the -5 penalty.
Melee- Opposed Roll
Close Range (<1/2)- 10
Standard Range (1/2-1x)- 15
Long Range (1x-2x)- 20
Extreme Range (2x-3x)- 25
Impossible Range (3x-4x)- 30
True Limit Range (4x-5x)- 35
Rifles (Close-15 / Standard-15 / Long-20 / Extreme-25 / Impossible-30 / True Limit-35)
Shotguns (Close-10 / Standard-10 / Long-20 / Extreme-25 / Impossible-30 / True Limit-35) Shotguns deal 1/2 damage to targets at long range or further.
Hit Locations
After you are hit by any attack, a location is rolled on a d10.
1 - Head (+5 dmg)
2-4 - Torso
5 - Left Arm
6 - Right Arm
7-8 - Left Leg
9-10 - Right Leg
Armor
Any Armor covering the hit location reduces the damage taken by the DR amount. The damage can never be reduced below 1. Each time the armor is struck its durability is reduced by 1 out of 10. When the durability reaches 0 the armor is destroyed. A leather craft roll DC 15 can be used to spend an hour mending damaged durability. A destroyed armor cannot be mended.
Ranged Weapon in Melee
Firing a ranged weapon in melee range allows the target to oppose your roll with their melee or brawling. Alternatively you can use the ranged weapon as a melee weapon but the skill used is Melee and the damage is 1d4 for one handed or 1d6 for a two handed weapon. A bow deals 1d4 and breaks after being used in this way.
Cover and Called Shots
Hiding behind objects, people, or animals grants you cover. Cover gives you added DR from the attack if the cover object intercepts it. The attacker can choose to attack normally and take a chance of hitting the cover or take a -5 penalty on their attack to aim for a specific hit location.
Some examples of cover and DR are:
Grass- DR 2
Glass- DR 2
Tin- DR 5
Planks- DR 5
Person- DR 5
Sod- DR 5
Logs- DR 8
Brick- DR 8
Stone- DR 12
Steel- DR 12
Concealment
When you are hidden from sight of your attacker you gain a concealment bonus. The bonus can be any percentage off miss chance rolled after the attack would hit. Heavy dust or low light conditions would grant a 25% miss chance where hiding behind a curtain or in complete darkness would grant 50%.
Taking Damage
When you take enough damage to fall below 1 Health, you must make an Endurance check to stay conscious. An Endurance check roll of 10 is always a failure. If you pass you continue acting but keep making checks each time you take additional damage. For every 5 damage you take below 0 Health, you take a stacking -1 penalty on Endurance checks. Once you fail a check you fall unconscious and begin bleeding out if you are below 0 Health. While bleeding out you flip a single coin at the beginning of each round. If you get tails three times you die. A Heal roll DC 15 will bring you to 0 Health and stop the bleeding. You then can attempt an Endurance check each round to regain consciousness or an ally can take a standard action to wake you up, either way this brings you to 1 Health.
Extreme Damage
When 15 or more points of damage are dealt to one location in one round the location has taken extreme damage and medical attention will be required to attempt to save the location. In some very extreme cases medical attention would be needed to amputate and save the target's life.
Recovery
After taking damage that brings you below 0 Health, your body needs time to recover before it can perform at its peak again. This time is measured in days of light activity equal to the amount of Health you fell below 0. During this recovery period you take a -5 penalty to all physical skill rolls including skills based off of Strength, Endurance, Agility, Reflex, and Attractiveness. Light activity is broken if you ride, fight, shoot, sprint, take damage, or make an athletics skill roll. Each day you remain within the restrictions of light activity you subtract a day of recovery from your total. Recovery can be expedited with bed rest, meaning you take no actions all day which reduces your recovery by an additional day. Medical attention with a DC 15 heal roll also subtracts an additional day from your recovery tally. This can stack with bed rest for a total of 3 days of recovery reduced / day. Once your recovery reaches 0 days you no longer take the -5 penalty.