Combat
Initiative
Each combat round begins with initiative. Roll 1d100 + your SPD. Highest goes first. Rolling 90+ on the initiative roll means you act last — no other penalty.
Zones
Combat is divided into zones rather than measured in feet. This keeps the action fast and the map simple.
| Zone | Distance | To Move There |
|---|---|---|
| Engaged | 0–2 m | Already there |
| Close | 3–15 m | 1 action |
| Far | 16–50 m | 2 actions |
| Distant | 51 m+ | 3+ actions |
Moving one zone and attacking in the same turn is free — no penalty. Moving more than one zone costs your action, so you cannot attack that turn. Ranged characters who want to reposition and fire must choose: move into a better position, or shoot from where they stand.
Making an Attack
Roll your attack skill (Melee, Ranged, Brawling — whichever fits).
- ≤ 10 — Critical hit. Auto-hit, double damage, target cannot dodge.
- 90+ — Auto-miss, and something goes wrong. Your GM decides the consequence.
- Between — Hit. The defender now rolls Dodge (≤ DEX). If they fail (or roll 90+), your attack lands.
Damage
Damage equals your weapon's dice plus any bonuses, minus the target's armor (DR). See the Builder's Manual under Damage & Combat Options for the full damage table.
Brawling Bonus
Unarmed attacks get a bonus based on your Brawling skill:
- Skill 50–69 = +0
- Skill 70–89 = +1
- Skill 90–100 = +2
STR Damage Bonus (GM Option)
Your GM may allow +1 melee and unarmed damage per 10 STR above 50, applied before doubling on a critical hit.
Optional Tactical Rules
The following rules are optional. Use them when your table wants more tactical depth. Skip them when you want fast, cinematic combat.
Cover
Taking cover behind objects makes you harder to hit.
| Cover Type | Dodge Modifier | Example |
|---|---|---|
| Soft cover | –10 | Crowds, bushes, furniture |
| Hard cover | –20 | Stone walls, thick trees, vehicles |
| Heavy cover | Cannot be targeted directly | Fortified bunker, sealed door |
Ranged attacks are affected by cover. Melee attacks are not — you are already in the thick of it.
Flanking
When two or more allies are engaged with the same enemy from opposite sides, they are flanking. Each flanker gets +10 to attack rolls against that enemy.
The bonus does not stack beyond two flankers. Three attackers on one target still get +10, not +20.
Multi-Attack
A character with two weapons (one in each hand) can attack twice in one round. Each attack is made separately. The second attack is made at –10.
A character with a single weapon can choose to attack twice, but the second attack is at –20.
Aimed Shot
Spend your entire turn aiming at a single target. Your next attack gains +20 to hit and ignores soft cover. You cannot move and aim in the same turn.
Suppressive Fire
Instead of attacking a specific target, a ranged attacker can fire into a zone. All creatures in that zone must roll DEX or take the weapon's base damage. Creatures who pass the roll are unharmed but cannot move out of the zone without using their action.
First Aid in Combat
Roll ≤ INT once per combat per target. Heal = 1d10 + ⌊(skill – 50) / 10⌋. A Critical (≤10) auto-stabilises an unconscious ally. See Healing & Recovery for rules outside combat.
Leaving Engaged Range
Each adjacent enemy gets one free attack against you as you disengage. Your dodge is at –20 for these attacks.