Player's Handbook · Chapter 3

Combat

Combat in R.A.W is fast, loud, and fair: no initiative order, no waiting your turn. Everyone acts at once, and armor is what stands between you and the dice.

Hitting things

An attack is a normal roll: 2d6 + the stat your attack leans on, against your target's AC. Meet or beat the AC and the hit lands.

  • Brawn in close — swings, shoves, grapples. Reflex at range — bows, thrown things, shots from cover. Wits when you have time to aim at a target that doesn't know it's coming.
  • AC is worn, not innate — it comes from your armor. Check the AC on your armor item; unarmored, you count as AC 6. Standard armor runs light 8, medium 9, heavy 10.
  • A hit deals your weapon's flat damage — 2, 4, or 6 — straight off the target's Health. Creatures deal their flat damage value (2 / 4 / 6) on a hit.

One action each, all at once

Combat runs in rounds, and each combatant gets exactly one action per round — one attack, one card, one meaningful act. There is no initiative order:

  1. Declare. Say your one action — out loud, specific, committed. The GM declares for every enemy at the same time, so you always know what's coming before anything resolves.
  2. Resolve. The GM sets the scene and narrates the whole round in one or two sentences per combatant, damage included — everything happens at once.

Simultaneity cuts both ways:

  • If you're dropped this round, your declared action still happens — your arrow leaves the bow as you fall.
  • Two fighters charging each other can drop each other in the same round. Aggression is not protection.
  • If two people lunge for the same thing, both roll; higher total takes it. A tie means nobody gets it clean.

Talk during the declare phase. In simultaneous combat, the party's declarations are one plan — what each of you commits to should fit together.

Fleeing

Running is your one action, and it is a contest. Each fleeing character rolls their own chase roll every round — no group rolls: 2d6 + Reflex (or Brawn to bull through, Wits to pick clever ground) against your pursuer's 2d6 + the stat that fits their pursuit.

  • Win and the gap widens (+1). Lose and they close in — the gap resets. Tie and it holds.
  • Three lengths clear and you're gone. That's the escape ending.
  • Your pursuer has a hard choice every round: chase you (contest the gap) or shoot you (a normal attack — sprinting doesn't make you harder to hit). While you flee you can't attack; your action is spent running.
  • Enemies split their actions between runners and stayers — sometimes the bravest thing a party can do is split up.

How fights end

Fights have exactly three endings:

  • One side perishes. Health hits 0, your character dies. Death is permanent and ends that character's story.
  • One side escapes. A fleeing character gets three lengths clear and is gone.
  • One side surrenders — and the other side accepts. Throwing down your weapon is an offer, not a guarantee: the victors decide whether to accept. If they refuse, the fight goes on.

There is no fourth ending. If you start a fight, be ready to finish it, outrun it, win it, or beg.

Your party

Who you run with is tracked in a Party — the roster your GM reads to run your side of a fight. Keep it current: who's in, who's down, who's out. Your cards and gear matter, but in a fight where everyone moves at once, the plan is the weapon.

Manual updated Aug 29, 2026.