Combat Turn Synthesis
Plan how you will spend your action points.
Combat Actions and their Costs
Different types of combat actions, and their cost in action points.
Type | Action | Cost |
---|---|---|
Movement | Move | 1 |
Movement | Sprint | 1 |
Movement | Jump | 1 |
Movement | Climb | 1 |
Movement | Stand Up / Fall Prone | 1 |
Movement | Sneak | 1 |
Movement | Acrobatics | 1 |
Maneuver | Recover | 1 |
Maneuver | Reload Bow / Sling | 1 |
Maneuver | Reload Crossbow | 2 |
Maneuver | Aim | 1 |
Maneuver | Unsheathe/draw a readily accessible weapon | 1 |
Maneuver | Get something from your pocket | 1 |
Maneuver | Get something from your backpack | 6 |
Attack | Ranged | 1 |
Attack | Light Melee | 2 |
Attack | Heavy Melee | 3 |
Attack | Polearms | 3 |
Attack | Unarmed | 1 |
Free | Talking / Screaming | 0 |
Attack Modifiers
Check for Wound Penalties
Of character and target.Check for Target's Dodge, Parry & Toughness.
Check for preexisting combat effects on character and target
Combat Effects
Effect | Description |
---|---|
Horror | Depends, see article |
Distracted | -2 to all the distracted char rolls, -3 on Per+Notice |
Vulnerable | -2 to diff to hit the vulnerable char |
Shaken | Shaken chars cannot attack, and can be wounded, they can only move or roll Recovery |
Entangled | You can move limbs, but cannot move in battlefield. You are also Distracted. |
Bound | You cannot move at all. Distracted and Vulnerable. You can try to escape from bound. |
Knockout | Lost consciousness due to trauma, cannot act, takes time to recover, or assistance. You are Defenseless. |
Stunned | Pretty much like Knockout, but you can roll Recovery to get out. |
Bleeding out | Vigor rolls, see full article. |
Defenseless | Stealthed, Unaware, Asleep, Knockout, Stunned. Elegible target for a Sneak Attack. |
Incapacitated | On the brink of death, unconsious, cannot act, can be Executed. See full article. |
Are there any complications?
Combat Complications
Complication | Case | Atk Diff. Mod | Dmg. Roll Mod. | Comments |
---|---|---|---|---|
Cover | Light (1/4) | +1 | ||
Cover | Medium (1/2) | +2 | ||
Cover | Heavy (3/4) | +3 | ||
Cover | Near Total | +4 | ||
Darkness | Dim Light | +2 | ||
Darkness | Darkness | +4 | ||
Darkness | Pitch Dark | +6 | ||
Distance and Ranged Attacks | Medium Rng | +2 | ||
Distance and Ranged Attacks | Long Rng | +4 | ||
Distance and Ranged Attacks | Extrme Rng (4xLR) | +8 | ||
Dual Wielding | none | -1 | ||
Moving Target | Ranged | +2 | There are exceptions | |
Point Blank | Ranged | +2 | ||
Prone Opponent | Ranged | +4 | ||
Prone Opponent | Melee | -2 | ||
Reach | Unarmed v/s Melee | +2 | Exception vs knives | |
Reach | Melee v/s Polearms | +2 | ||
Size | Small to Large, Ranged | -2 | ||
Size | Small to Large, Melee | -2 | -2 | |
Size | Small to Large, Grapple | +2 | -2 | |
Size | Large to Small | +2 | +2 | |
Unstable | Mounted Ranged | +4 | ||
Unstable | Mounted Melee | +2 | ||
Unstable | Melee in equilibrium | +1 to +5 |
Are you attempting something special?
Special Attacks
Complication | Case | Requisite | Roll | On Success |
---|---|---|---|---|
Sweep | - | Precision Strike to Legs | Unarmed or Polearm | Success in dmg roll means target falls Prone. Bipeds only. |
Push | - | Unarmed Attack | On successful attack roll, contested Str roll, defender pushed back 1 m per success or raise. Running before gives you +2 to Str roll. | |
Grapple | - | Contested roll Unarmed vs Whatever the defender wields. | Success means Entagled, raise means Bound | |
Natural Weapons | - | Unarmed | Special Damage depending on case | |
Swarming | - | Melee or Unarmed | Diff. Mod.: Your allies - his allies, minimum -3, maximum +3 | |
Surprise Attack | Ambush | Contested Agi&Sneak vs Per&Notice | Surprised party doesn't act in the first round | |
Surprise Attack | Suckerpunch | Contested Man&Deceit vs Sma&Sense Motive | Surprised party doesn't act in the first round | |
Opportunity Attack | - | Enemy retreating from reach | Spend 1 AP from next turn to attack retreating enemy within reach. | On Shaken or Damage, retreat is prevented |
Sneak Attack | - | Defenseless Target, Surprise Attack | -4 to diff, +4 to dmg roll. | |
Aim | - | Ranged | Spend 1 AP aiming gets +2 bonus to ranged attack roll. Cumulative up to 4. | |
Precision Strike | Hand | +4 to diff. | Check Disarm | |
Precision Strike | Head/Vitals | +4 to diff | +4 to Damage | |
Precision Strike | Item | depends on size | Item falls or destroyed | |
Precision Strike | Arms | +2 to diff | Check Disarm. | |
Precision Strike | Legs | +2 to diff | Check Sweep. | |
Precision Strike | Unarmored Area | depends on size | Bypasses all armor | |
Break Stuff | - | Wpn damage against diff table in main article | Object breaks | |
Disarm | Arm | Precision strike (+2 diff) | Victim rolls Str, +2 to diff., on fail, loses weapon | |
Disarm | Hand | Precision strike (+4 diff) | Victim rolls Str, +4 to diff., on fail, loses weapon | |
Savage Attack | Unarmed, Melee | -2 to diff, +2 to dmg roll, you become Vulnerable | ||
Mounted Combat | Melee | Riding | You are Unstable, roll lowest between riding and your attack roll | |
Mounted Combat | Ranged | Riding | You are Unstable, cannot aim, roll agi&riding to reload | |
Mounted Combat | Receiving damage | Riding | Agi&Riding or you fall (2D4 dmg) | |
Mounted Charge | - | Riding, Polearm, 10 m running (1 AP) | +1 diff, +5 to dmg | |
Execution | - | Incapacitated Target | 1AP, automatic success | Dead target |
Stinking Blade | - | Blade covered in shit or corpse ooze | Common attack and damage | On damage, target rolls Vigor (diff 5) or gets Fleshrot |
Spitting | - | Agi&Ranged, standard diff, 1 AP, ignores point blank, -2 to diff instead. To face is Precision Strike. | Distracted, some mutations cause damage |
Calculate modifiers to difficulty and roll outcomes.
Just that.Resolution
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