Declaration
Each player declares what their character will do that round (round = 6
seconds) order is unimportant at this stage.
Initiative
Each player rolls 1D100 against their MIND to determine initiative.
Character's highest melee combat skill gives modifier of skill Rating ÷ 10
from the initiative roll. Greatest difference of roll to MIND wins
initiative and goes first. Success allows declaration to be changed
moderately if so wished.
To Hit Roll
Roll DEX or Melee skill to hit whichever is appropriate. Difference between
Rating and Roll is added to DEX to determine the 'Result'. Highest result
wins combat. Success = velocity/accuracy correct [go to 4]. Critical Success
(usually 2% of Rating) = velocity/accuracy correct and damage x 2 [go to 5.]. Failure = too slow, accuracy off etc. A miss. Critical Failure
(usually 99-100 regardless of actual Rating) = fumble, drop weapon, damage self etc. DM's discretion.
Dodge, Blocks and Parries If Dodges, Blocks or Parries have a greater 'Result' than
attacker's 'Result' attack misses, is blocked or parried etc.
If Dodges, Blocks or Parries have a lesser 'Result' but are still
successful, they halve the Loss of Combat result or Wound Level.
Loss of Combat Check the Loss of Combat table for effects.
RANGED COMBAT
Declaration
Each player declares what their character will do that round (round = 6
seconds) order is unimportant at this stage.
Initiative
Each player rolls 1D100 against their MIND to determine initiative.
Character's highest ranged combat skill gives modifier of skill Rating ÷ 10
from the initiative roll. Greatest difference of roll to MIND wins
initiative and goes first. Success allows declaration to be changed
moderately if so wished.
To Hit Roll
Roll weapon skill on 1D100. Difference between Rating and Roll is used to
determine the 'Result'.
Success = aim or trajectory correct [go to 4.] Critical Success = aim or trajectory correct + critical location struck
if wished [go to 5].
Failure = too slow, aim accuracy off etc. A miss.
Critical Failure = fumble, drop weapon, weapon jam, misfire etc. DM's
discretion.
Dodge, Blocks and Parries If Dodges, Blocks or Parries have a greater 'Result' than
attacker's 'Result' attack misses, is blocked or parried etc.
If Dodges, Blocks or Parries have a lesser 'Result' but are still
successful, they halve the Loss of Combat result or Wound Level.
Damage
Roll on hit location table unless called shot made (remember hit location
damage modifiers).
Apply weapon damage as necessary.
DUELS
FOR DRAMATIC IMPACT THIS OPTIONAL RULE MAY BE USED
Whenever a 1 to 1 (or 6 to 6) shootout occurs, then the skill
ratings of the combatants are ÷ 10, rounding off. This gives a number needed on
1D10.
Rolling under the number shows a hit.
Successful doubles i.e. both roll 2's and both under their
target numbers, show both combatants are hit and both take full damage. No
other critical counts using this form of combat.
If both hit (but not doubles), then best roll does full damage, second does
half damage etc.
Example:
Player A
Throw weapons: Knife skill = 37%
Player B
Pistols skill = 67%
Player A = 37÷10 = 3.7 = 4
Player B = 67÷10 = 6.7 = 7
A rolls 1D10 = 6
B rolls 1D10 = 3
B wins and hits A
A rolls 1D10 = 4
B rolls 1D10 = 4
Both get same number: B hits A, but A also hits B
doing full damage.
A rolls 1D10 = 1
B rolls 1D10 = 8
A wins and hits B
A rolls 1D10 = 2
B rolls 1D10 = 3
A did better than B and does full damage but B also
hits A but for half damage.