Action
In combat, your Action is used to do something. Attack, jump, or take a moment to gauge the situation, that’s up to you. Your Action is only limited by your imagination, the physical constraints of the fight location and the capabilities of your Character. |
Free Action |
Shouting a warning, drawing your weapon, or drinking a potion. If an act requires you to make a Test, it is an Action rather than a Free Action. |
Action |
Something requiring a test. |
Attack |
Within range of your ranged weapon and visible // Adjacent Engaged with your melee weapon(s). |
Assess
You use an Action to use a Skill in some way to gain an advantage in combat; narrate how the Skill will apply to this situation and make a Dramatic Test. On a success, gain 2 Advantage. On a success with 6 or more SL, gain 3 Advantage. |
Attacking
1. Roll to Hit |
Melee: |
Opposed Melee Test with your Opponent. If you win the Test, you hit your opponent and gain +1 Advantage. If you lose the Opposed Test your Action is finished. |
Ranged: |
Roll a Ranged Test for the weapon you’re using. If you are successful, you hit your opponent and gain +1 Advantage. If you fail, your Action is over. |
2. Determine Damage |
Take the SL of your (Opposed) Test and add it to the Weapon Damage of the weapon you’re using. This final number is your Damage. Damage = Weapon Damage + SL |
3. Apply Damage |
Wounds Suffered = Damage – opponent’s (Toughness Bonus + Armour Points). If this is 1 or less, your opponent only loses 1 Wound. Should the Wounds lost exceed your opponent’s remaining Wounds total, your opponent takes a Critical Wound. |
Opposing a Melee Attack
Prepare |
Prepare to dodge or parry incoming blows. As your action, choose a skill to use defensively and you will get +20 to defensive tests using the skill until the start of your next turn. |
Oppose |
You can oppose an incoming melee attack with more than just your melee skill. The most obvious choice is Dodge, but also: intimidate, charm, Leadership, and more. |
Ranged Combat
Ranged attacks cannot be opposed with Melee Skills unless you have a large enough shield, or if they are at Point Blank range, where it is also allowable to Dodge. |
You cannot make ranged attacks whilst Engaged, unless you are armed with a ranged weapon that has the Pistol Quality |
If you use your Ranged Skill when you are Engaged with your target, the target may Oppose your attack with any Melee Skill |
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Criticals
Any successful Melee or Ranged Test that also rolls a double causes a Critical. It even triggers when you are the defender in an opposed Test. SL is calculated as normal, as is who wins any Opposed Tests. |
Inflicting a Critical Hit on an Opponent with Wounds |
Your opponent receives an immediate Critical Wound (Crtitical Table). Roll d100 again to work out where your hit landed. Then roll d100 again and refer to the relevant entry on the Critical Damage table for that location. Use the Wounds column on the Critical Damage table to determine additional Wounds lost as a result of Critical Damage. |
Inflicting a Critical Hit on an Opponent with 0 Wounds |
If your opponent is reduced to 0 Wounds, you automatically inflict Critical Damage. When you come to resolve the entry on the Critical Damage table, add +10 to the result for every wound you inflicted beyond that needed to reduce the opponent to 0 wounds (or, if your opponent was already on 0 wounds, every wound you inflicted). |
Fumbles
Fumble |
Any failed combat Test that also rolls a double is a Fumble. Roll on the Oops! Table. |
Misfire |
if you are using a blackpowder, engineering, or explosive weapon, and roll a Fumble that is also an even number — 00, 88, and so on — your weapon Misfires, exploding in your hand. You take full Damage using the units die as an effective sl for the hit, and your weapon is destroyed |
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