Combat is taken in turns, each turn follows the following steps:
1a. Surprise
- In order to surprise, prior to initiatives, the attacker must make a Dexterity+Stealth diff 6 vs the opponents Perception+Alertness diff 6. If the surprise is successful the defender gets no action and the surprise action is carried out. If the defender wins, then they may dodge/block/or parry.
Defensive Maneuvers
1b. Initiative (Extra Information)
- (!dice 1 1 +wits+dex) Adding the die roll to your Wits+Dex.
2. Declare Actions (Extra Information)
- In order of initiative, players declare their actions.
Multiple Actions and Maneuvers
3. Attack (Extra Information)
- Decide either if close combat or ranged combat is needed based on decleration (Either: Dex+Brawl (unarmed); Dex+Melee (armed) or Dex+Fire Arms (guns); Dex+Athletics (thrown weapons))
Modifiers and Multiple Actions
During the Attack Stage you can choose to change your action to defensive or abort your declared action instead of following through
Aborting and Defensive Maneuvers
4. Resolution (Extra Information)
- Each round ends with actions finally being played out. At this point, damage is recorded and wound penalties are added into the next rolls.
Dodging , Soaking , Damage Type , Damage Modifiers and Health and Healing Times