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)

A turn (also called a round, the two mean the same thing) is about 3 seconds. Combat uses a three-phase system where everyone acts simultaneously:

1
INTENT
Everyone declares what they're doing
2
CHECK
Roll dice and resolve skill checks
3
RESOLUTION
Highest Speed Die 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: Check (Roll Dice & Resolve Skill Checks)

Roll all your dice simultaneously:

Example Roll
  • Combat: d100 = 24 (target 29, success!)
  • Damage: Baseball Bat 4 + Brawn die 1d6 = 9
  • Speed: 1d6 = 4
  • Difficulty: +1d4 = 2
  • Final: Combat 26 (24+2, still hits), Damage 9, 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, compare the damage 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
Work Out Damage (if you hit)
Melee = weapon base + your Brawn die (e.g. Baseball Bat = 4 + 1d6) • Firearms and bows = flat damage, no roll (e.g. 9mm = 9)
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, often incapacitated
Exceeds by 13+ Level 4 ☠️ DEATH

Critical Success

How to get it:

Benefits:

Firearm Damage

A bullet's energy doesn't change from shot to shot, so firearms and bows do flat damage. Dice only decide whether you hit.

DamageRound
6.22
99mm, .38
10.40, .45, .357
12.44 / .50 Magnum, 5.56
137.62×39, .30-30
15.308, .30-06
7 / 8 / 9Hunting bow / compound bow / crossbow
28 / 14 / 7Buckshot within 15 ft / 15–90 ft / 90–180 ft
18 / 9 / 4Birdshot within 15 ft / 15–60 ft / 60–120 ft
14Shotgun slug

Headshots: a firearm or bow hit to an unprotected head (hit location 1, with no helmet that protects against bullets) does double the flat damage. A 9mm headshot does 18. Buckshot and birdshot pellets don't double.

Shotguns: buckshot and birdshot

Shotgun pellets are powerful but dangerous. The damage depends on the shell and the distance, not on difficulty dice:

A slug is one projectile and works like a rifle round: 14 damage to one target, range 100 ft, with the usual range difficulty below.

Range

Every firearm and bow has a range. Distance makes the shot harder, not weaker (buckshot and birdshot are the exception: see Shotguns above).

DistanceShotDifficulty
Within rangeWithin RangeNone
Up to 2× rangeLong Shot+2d6
Up to 4× rangeCrap Shot+3d8
Beyond 4× rangeNo shotAutomatic miss

Ranges: pistols 50 ft • SMG 75 ft • shotgun slugs 100 ft (buckshot 90 ft and birdshot 60 ft work differently: see above) • hunting bow 100 ft • compound bow and crossbow 150 ft • assault and lever-action rifles 300 ft • hunting rifle 500 ft • scoped sniper rifle 1,000 ft

Long guns in close quarters: firing a rifle, shotgun or bow at a target within 5 feet adds +1d6 difficulty.

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 Every round fired is a hit: apply damage for each, can move normally
Burst 3 rounds Counts as 3 hits: apply damage for each, 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. Melee damage = weapon base + your Brawn die: 1d4 (Brawn 15–24), 1d6 (Brawn 25–34), 1d8 (Brawn 35–45).

BaseWeapons
+0Unarmed (fists, kicks)
+2Brass knuckles, wooden plank
+3Knife, baton/club, staff
+4Baseball bat, crowbar, hammer, combat knife
+5Lead pipe, machete, hatchet, spear
+6Pipe wrench, mace, one-handed sword or axe
+8Sledgehammer, fire axe, two-handed sword
+10Chainsaw

Knockout: on a Critical Success with an unarmed or blunt attack, the attacker may knock the target out, even if the damage causes no injury. The target is unconscious (see Unconsciousness in the Injury Guide).

Grappling: Opposed Athletics rolls — winner controls (pin, disarm, throw). Fortune/Dread have no effect on opposed rolls

Multiple Injuries

Penalties stack from different locations:

A new injury to an already injured location makes that injury worse instead (see Multiple Injuries in the Injury Guide).

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. When the GM allows it, check Ignore Injury Penalty in the dice roller for that roll.
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:
  • A missed attack on a dangerous enemy
  • A failed Reflex roll under suppressive fire
  • A failed Survival roll that would mean death
  • Crucial skill check under fire
Don't waste on:
  • Minor failures
  • Attacks that already succeeded
  • Low-stakes situations

Spending Fortune

Turn a failed roll into a success by spending degrees of failure + 1 Fortune. A natural 100 can never be saved.

Failed by 34 = 3 degrees of failure = spend 4 Fortune to succeed

Opposed rolls (e.g. grappling) neither earn nor spend Fortune, and Dread has no effect on them. Tick Opposed on the dice roller.

Gaining Fortune

Every degree of success adds 1 Fortune, on every roll (degrees max out at 5):

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. An unconscious ally cannot wake until stabilized:

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. Work out damage if hit (melee: base + Brawn die; guns: flat)
  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