Combat Guide for Players

Fast. Tactical. Deadly.

Survivors in Combat
☠️ Combat in this system is lethal. Use cover. Track ammo. Know when to run.

Combat Basics

The Turn Structure (~3 seconds per turn)

Combat uses a three-phase system where everyone acts simultaneously:

1
INTENT
Everyone declares what they're doing
2
ROLL
Everyone rolls all dice simultaneously
3
RESOLUTION
Highest Speed goes first, resolve in order

What You Can Do Each Turn

Major Actions (one per turn):

Movement: Speed × 5 feet

Free Actions (unlimited, within reason):

The Three Phases

Phase 1: Intent (Declare Your Action)

Be specific about what you're doing. You commit before knowing results — this creates tension!

"I'm shooting the guard by the door"
"I attack" (too vague)
"I'm running to cover behind the car"
"I do something" (commit!)

Phase 2: Roll (Roll Everything At Once)

Roll all your dice simultaneously:

Example Roll
  • Combat: d100 = 24 (target 29, success!)
  • Damage: 5 + 1d8 = 11
  • Speed: 1d6 = 4
  • Difficulty: +1d4 = 2
  • Final: Combat 26 (24+2, still hits), Damage 11, Speed 4
Keep your dice visible until your turn resolves! Don't scoop them up early.

Phase 3: Resolution (Act in Speed Order)

Turn Order:

  1. Highest Speed die goes first
  2. Continue in descending order
  3. Ties: Compare Reflex skill (Guts + Nerve tens)

On Your Turn:

  1. Check if your Combat roll succeeded
  2. If hit, roll damage and apply the dice result to the target's Tolerance
  3. Mark off ammo used
  4. Update injuries, Fortune

Attacking & Damage

Making an Attack

1
Roll Combat (d100)
Roll ≤ skill value = Hit • Roll > skill value = Miss
2
Roll Damage (if you hit)
Weapon damage = Base + Die • Example: 9mm = 5 + 1d8 (6-13 damage)
3
GM Determines Hit Location
Rolls 1d10 on hit location table • Or you choose (if Critical Success)
4
Compare to Target's Tolerance
Damage < Tolerance = No injury • Damage ≥ Tolerance = Injury!

Injury Severity

Damage vs Tolerance Level Penalty
Equals Tolerance Level 1 +5 to rolls
Exceeds by 1-4 Level 1 +5 to rolls
Exceeds by 5-8 Level 2 +10 to rolls
Exceeds by 9-12 Level 3 +15 to rolls, incapacitated
Exceeds by 13+ Level 4 ☠️ DEATH

Critical Success

How to get it:

Benefits:

Defense & Survival

Static Defense (Default)

Defenders don't roll — your Combat roll determines hit/miss.

Active Defense (With Traits)

Common defensive traits: Dodge Roll, Combat Parry, Uncanny Dodge

1
Enemy hits you
2
Before damage: Declare defensive trait
3
Roll defensive skill (Gymnastics/Combat/Reflex)
4
Success = Attack negated • Failure = Take damage
Limit: Once per turn (twice with Lightning Reflexes). Save it for deadly attacks!

Cover & Concealment

🧱 Partial Cover

(corner, car door, low wall)

  • Attacker gets +1d6 difficulty
  • Reduces damage 25% from explosions

🏰 Full Cover

(wall, inside vehicle)

  • Cannot be targeted
  • Reduces damage 50% from explosions
⚠️ Always use cover. Standing in the open = DEATH.

Ammunition & Reloading

Track Every Shot

Mark off each bullet/shell fired. Running dry at the wrong moment gets you killed.

Reloading (One Action)

Magazine-Fed

Full reload instantly

Revolver

Roll 1d6 for rounds loaded

Shotgun (tube)

Roll 1d6 for shells loaded

Breach-Fed

Loads full capacity (1-2)

Reload Example
  • Revolver (6 capacity, empty)
  • Reload action, roll 1d6 = 4
  • Now has 4 rounds (need another action for full reload)

Weapon Jamming

3+ Degrees of Failure: GM may declare jam

Natural 100 (Critical Failure): Weapon breaks

Automatic Weapons

Aimed Shot

Fire ModeAmmo UsedEffect
Full-Auto 10 rounds One damage roll, can move normally
Burst 3 rounds One damage roll, can move normally

Suppressive Fire

Fire ModeAmmo UsedArea
Full-Auto 30 rounds 20-foot area
Burst 6 rounds 15-foot area

Effects:

Enemies in suppressive fire:

Tactical use: Pin enemies, cover retreats, deny areas

Special Situations

Grenades

Throwing:

  1. Athletics roll to place accurately
  2. Detonates after 1 turn
  3. Everyone in radius takes same damage

Cover reduces damage:

GrenadeEffect
Frag6 + 2d8 damage, 15-foot radius
FlashbangBlind/deafen (Reflex resist)
Smoke20-foot concealment

Melee Combat

Within 5 feet = melee range

WeaponDamage
Unarmed0 + 1d4
Knife3 + 1d6
Bat2 + 1d6

Grappling: Opposed Athletics rolls — winner controls (pin, disarm, throw)

Multiple Injuries

Penalties stack from different locations:

Important: By default, injury penalties apply to all skill check (d100) rolls. Under special circumstances, the GM may allow a player to ignore the penalty for one or more injuries if reasonable, articulate justification is presented.
Death from multiple injuries:
  • Any Level 4 = Death
  • 3+ Level 3 = Death
  • 5+ Level 2 = Survival roll or die

Fortune in Combat

When to Spend Fortune

Good uses:
  • Turning fatal injury into survivable wound
  • Critical hit on boss enemy
  • Dodging suppressive fire
  • Crucial skill check under fire
Don't waste on:
  • Minor failures
  • Attacks that already succeeded
  • Low-stakes situations

Gaining Fortune

Leftover degrees of success add to Fortune pool:

Success by 23 = 2 degrees = +2 Fortune

Medical Treatment

Field Medicine (During Combat)

One action to stabilize ally:

Limitations:

Unconscious Allies

Medicine roll to stabilize/awaken:

Hit Locations

d10LocationCommon Effects
1HeadConcussion, vision problems
2NeckArterial bleeding, suffocation
3ChestBroken ribs, difficulty breathing
4AbdomenInternal bleeding, organ damage
5BackSpinal injury, paralysis
6Left ArmCan't use arm, drops items
7Right ArmCan't use weapon
8Left LegMovement reduced
9Right LegMovement reduced
10Hands/FeetCan't grasp/run

Quick Reference

⚡ Combat Cheat Sheet
Turn Timing

~3 seconds per turn

Movement

Speed × 5 feet

Actions

One action + movement

Reloading

= One action

Active Defense

Once per turn

Cover

ALWAYS use it

Attack Sequence

  1. Roll Combat (d100)
  2. Roll damage if hit
  3. Compare to Tolerance
  4. Apply injury penalties

Injury Penalties Quick Reference

Tactical Checklist

Before Combat

During Combat

Common Mistakes

❌ Mistake✅ Fix
Standing in openMove to cover
Wasting active defenseSave for big hits
Ignoring injuriesGet treatment ASAP
Shooting beyond rangeClose distance first
Not tracking ammoReload during lulls

Survival Priorities

🎯 "Meets it beats it" • 🔫 Track every shot • 🍀 Fortune for critical moments

☠️ Dead heroes tell no tales.
📖 Character Creation Guide 📝 Open Character Sheet