# Combat ### Ranged Combat #### Aim - Spend an entire turn Aiming a ranged weapon at a target without taking other Actions to ignore up to 4 points of Range, Cover, Called Shot, Scale or Speed penalties. - The attack must be used on the first action of the next turn or the bonus is lost. #### Firing Into Melee - Use the Innocent Bystander rules (pg. 102) #### Innocent Bystanders - When an attacker misses a Shooting or Athletics (throwing) roll near a crowd, each skill die that is a 1 hits a random victim. Wild Dice never hit bystanders. - A Wild Card must miss with their Wild Die for a RoF 1 weapon to hit a bystander, except for shotguns.* - ROF 2 OR SHOTGUNs: Sprays hit people easier. Each skill die that rolls a 1 or 2 hits a bystander. #### Range - Ranged weapons have (Short/Medium/Long) ranges. - EXTREME RANGE: Up to 4 x weapon's Long Range. Requires Aim (pg. 97). Aim doesn't reduce any penalties, just allows the character to fire at all. Characters cannot throw weapons at Extreme Range. #### Rate of fire - RoF = Amount of ammo a weapon can fire in 1 Action. Can't hit with more shots than the weapon's RoF. - Weapons with a RoF of 2 or higher must declare how many shots they're putting into each possible target. Roll that number of Shooting dice and assign them in whatever order. - Wild Cards can replace any of the Shooting dice with their Wild Die after seeing the roll. #### Recoil - Firing more than one shot in one Action with a RoF 2+ weapon subtracts -2 from the Shooting rolls. Recoil is not cumulative between Actions. #### Reloading - Free Action: knocking an arrow, loading a slingshot. Action: reloading a crossbow, clip, magazine, speed loader or single bullet. Some weapons are slower to reload, listed as Reload X. - RUNNING & RELOADING: Must succeed an Agility roll at -2 penalty for Running to be able to reload. #### Shotguns - Shotguns add +2 to Shooting rolls and deal 3d6 damage at Short Range, 2d6 at Medium Range and 1d6 at Long Range; cannot be fired at Extreme Range. - DOUBLE BARRELS: To shoot both at the same time, roll damage once and add +4. - SLUGS: Shooting roll doesn't get the +2 bonus but damage is 2d10 no matter the range and may be fired at Extreme Range. Innocent bystanders are shot only at 1 on the die instead of 1-2. #### Suppressive fire - The weapon must be able to fire as fast as a revolver. Uses 3 times as much ammo as the RoF of the weapon and always has Recoil (Edges, bipods and tripods negate Recoil.) Use a Medium Blast Template to make a single Shooting roll regardless of RoF. Compare the total to each target in the template after any Cover, Edge, etc.modifiers. Success means target is Distracted and a raise means the target is hit; no bonus damage is possible. - MAXIMUM CASUALTIES: Every target within the template can be Distracted but only a number of targets equal to the RoF can be damaged. #### Target number - The base TN to hit something at Short Range is 4. Longer ranges inflict penalties. #### Thrown weapons - Throwing grenades, knives, spears, etc. use the Athletics skill. #### Unstable platform - Ranged or thrown attacks subtract -2 when fired from an unstable platform. #### Vehicles - Weapons mounted to vehicles are fired the same way, and also suffer the Unstable Platform penalty. (Chapter 2). ## Melee Combat #### Breaking things - To break an object, use that object’s wielder's Parry as TN; 2 if it's montionless. Damage equal or above its Hardness breaks it. - Attack and damage rolls against objects don't get Raises or Aces. See Object Hardness Table. #### Defend Adds +4 to Parry against melee attacks, but takes entire turn. Cannot perform Multi-Actions. Can move but not Run. #### Finishing move - Usually a melee attack. Helpless victims can be dispatched with a lethal weapons as an Action. #### Free attacks - Some Edges and Withdrawing from Melee grant free attacks. They are a single attack unaltered by Edges or combat options. Usually a melee or grapple, or a ranged weapon that can fire in melee. #### Ganging up - Each additional adjacent foe who isn't Stunned adds +1 to the attacker's Fighting rolls, up to +4. Each ally adjacent to the defender cancels 1 point of Gang Up from an attacker adjacent to both. #### Grappling - Opposed roll between attacker and defender's Athletics. Defender is Entangled, or Bound with a raise. If a foe is Bound, the grappler is Vulnerable while maintaining hold. Gang Up bonus applies to grappling, but other maneuvers don't (GM’s call.) SIZE: If there's a Scale difference between attacker and defender, the grappler subtracts the difference from his total roll (defender does not.) Creatures may not grapple a foe more than two Sizes larger than themselves unless they have exceptional reach or Strength (GM's call.) - CRUSH: A grappler can use an Action to make a Strength roll against their Entangled or Bound captive, doing their Strength in damage, raise damage as normal. #### Natural weapons - Creatures with natural weapons are always considered armed and do not count as Unarmed Defenders. - BITE: The creature may bite a target it has grappled instead of crush. - CLAWS: +2 to Athletics rolls to climb soft or rough surfaces, not slick. - HORNS: +4 damage at the end of one Fighting roll if creature Runs at least 5" and strikes with horns. #### Nonlethal damage May only use fists, blunt weapons or edged weapons that have a flat side (which subtracts -1 from the Fighting roll.) Nonlethal Damage causes Wounds but knocks target out for 1d6 hours when Incapacitated instead of killing it. Off-hand attacks -2 to Fighting and Shooting rolls using just the off-hand. Off-hand weapons don't add Parry bonus unless Ambidextrous. #### Push - A successful opposed Strength or Athletics roll pushes the foe back up to 1" or 2" with a raise. Double the distance if the attacker's Scale is larger than the foe's. A pushed Character must make an Athletics roll (-2 with a raise) or be knocked Prone. - RUNNING: +2 to total roll if attacker ran at least 2". - SIZE: Creatures may not push foes more than two Sizes larger (or GM’s call.) - SHIELDS: Attackers and defenders add their shield's Parry to their Strength or Athletics roll when pushing. #### Ranged weapons in melee - The attacker may only use a power or a one-handed ranged weapon no larger than a pistol. The foe's TN is their Parry instead of Short Range. Shooting a non-adjacent target while in melee makes the attacker Vulnerable. - Target number - The TN for attacks is the enemy's Parry, and Toughness for Damage. #### Touch attack +2 to Fighting roll to just touch a foe to deliver a power effect and such. #### Two Weapons A Character wielding two weapons adds +1 to Fighting rolls against foes wielding one weapon or unarmed (not foes with Natural Weapons.) Doesn't apply to two firearms. #### Unarmed Defender - An attacker with a melee weapon adds +2 to Fighting rolls against an unarmed foe with no shield; does not stack with The Drop. #### Wild Attack - Adds +2 to the attackers Fighting and damage rolls for the round, but they are Vulnerable until the end of their next turn. Can be used with multiple attacks (Multiple-Action, Frenzy, etc.) #### Withdrawing From Melee - A Character retreating from melee provokes Free Attacks from non-Shaken, non-Stunned adjacent foes.