---
# System prepended metadata

title: Combat

---

# 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. 

