Violence is ruinous. You can recover from wounds, but you cannot so easily recover lost peace, trust, or security. Don’t start fights you don’t think you can win and don’t willingly instigate a fight without some advantage at your side.
Violence is played in the peril timescale.
Violence is an exchange: An attack made using a combat skill and a defense made in response.
getting an edge
Any edge against an opponent nets you +2 to attack d12 rolls and +1 to damage. Get an edge against opponents who are:- Staggered
- Surprised
- Prone
- Sleeping
- Knocked out
- Grabbed
- Receiving your charge
- Facing away from you
- Attacking with a shorter weapon vs your block or counter
attack
Roll a combat skill. Depending on your success and the outcome of your target’s defense roll, you damage them.
Attacking costs an action. You get 2 actions per turn.
chargingGet an edge on your melee attack roll if you move at least 6 m before attacking. You can do so as part of a sprint.
aimed attacksTargeting specific body areas incurs a penalty:
- melee aimed attacks: -2
- ranged aimed attacks: -4
- aiming for a tiny area (either) -6
defend
Choose a defense: Roll Agility to dodge or Melee to block or counter.
Defending costs a reaction. You get 2 reactions per turn. You spend them when it’s not actively your turn. Use reactions to:
- Defend (attack, block, or counter)
- Turn and adjust you facing after a foe moves
- Permit an ally to move through your space
You can’t react if unconscious, surprised, blinded, or backstabbed.
getting hit
A successful attack damages a body area. Randomize a wound location, compare the damage to present armor, then apply a wound corresponding remaining damage.
Armor is expressed as Hardness|Reduction. For example, 7 hardness and 5 reduction (steel plate armor) is written 7|5.
If a hit body area is armored, compare the damage to hardness, then apply reduction:
combat throws
For expedience, roll all the dice involved in an attack or defense simultaneously as a combat throw. An attack throw comprises the attack d12, the hit location die (d20,) and the damage die. For defending: The defense d12 and the reduction die for your dodge/block (or your attack dice if you counter.)
cohesion
Starting your turn next to an ally means you’re in cohesion with them. You enjoy the benefits of fighting as a unit:
- You can move freely through each other’s spaces
- If you’re knocked down, an ally behind you can catch you as a reaction, preventing the fall
- You don’t risk missed shots hitting your allies
confines
To swing a weapon, you need space equal to its reach on one side of you. Stabbing and ranged weapons aren’t affected by this. Two-handed weapons require at least 1 meter between you and your target. With inadequate space, you suffer -4 to attack. You can always pummel while confined or too close.
cover
In ballistic times, mere armor is insufficient. Cover is critical.
full covertotally interposes your body relative the angle of attack. Attacks against you hit the covering object, not you (unless damage penetrates the cover.) Enfilading attacks still hit.
half coverpartially interposes your body relative the angle of attack. Attacks against covered body areas hit the covering surface, not you. Usually, 50% if you is protected.
- Waist-high cover protects from the abdomen down.
- Leaning to attack from full cover constitutes 50% cover.
- Lying prone constitutes partial cover: 50% of shots miss.
Damage that penetrates cover may hit a body area behind it.