CLOSE COMBAT


INDEX


MOVES

THE BASICS

A successul attack requires your character to pass an average [15] melee test. This is done with MANIPULATION + skill + mods + D10. Failure to do this means the attack misses! A critical attack (you roll a double ten) can only be blocked by a critical defence; even if the defence roll is higher than the attack roll.

A defender may block, dodgy or parry and attack by rolling over the aggressor's attack roll, but this is covered in more detail below. As with a critical attack, a critical success on a defence roll, blocks, dodges or parries ANY attack - even if the defence roll is still below the attack's total!

In addition to making a plain vanilla attack (or standard attack), there are a couple of tricks your character can do to boost their chances. These include total attack, fient & Attack, accurate attack and power attack. There are also some stunts that defenders can attempt to help avoid hurt. These are fient & defend and total defence.

STANDARD ATTACK

In one action you may attack once and parry once. High melee skill characters may parry more (below). Running out of parries, leaves only dodging (see Defence below).

TOTAL ATTACK

Make two attacks per action, but you cannot defend at all for the rest of the round. The attacks must be at a single foe. You can either attack twice with a single weapon; or, attack once with two different ones. Exceptions to this include polearms or large (two handed) swords.

Total Attack & High Skill Characters: For characters that have very high skill levels, they may make an extra attack per three full skill levels. With an all-out-attack, skill levels 1 to 3 get 2 attacks; levels 4 to 6 get 3 attacks and levels 7 to 9 get 4 attacks. Please note these extra attacks can only be made on the same target AND you must choose to perform a total attack to gain these additional attempts.

FIENT & ATTACK

Rather than waiting to attack later, this move allows you to feint and then follow through immediately afterwards. Use the feint rule from fient & defend (below), but you may not defend for the rest of the round!

FIENT & DEFEND

This allows you to fake an attack, parry an incoming blow, but then follow up with you real strike (next action).

Make a normal attack roll, but on a successful roll you do not hit. Instead, record the amount by which you make the roll and you may add this to your next attack in the next action or round. You may still defend as normal.

ACCURATE ATTACK

In this move, you wait to get the best opening, you add +4 to this attack. However, you may not make any defences for the remainder of the round.

POWER ATTACK

This is similar to the accurate attack, in that you may not make any defences for the next round. Basically, you put all your energy into one big hit. Add 50% to your damage bonus with this attack.

TOTAL DEFENCE

You may make twice the number of parries per action than your character can normally. However, you cannot attack for the rest of the round. Note that you can try a parry and then try a dodge if the parry fails. Those with high skills may parry extra attacks (as above), but only one parry can be made to any one attack.


DEFENDING

Just as attacks have some special rules, so do defence moves. You cannot dodge or parry an attack you did not know was coming and attacks to your side are at -3 to dodge or parry.

PARRYING

The skill test to perform a parry is equal to half the total of your character's manipulation, skill and weapon bonuses (round down). Fencing, or using a staff is better for parrying, thus you use three quarters of the above total when attempting a parry.

Parrying & High Skill Characters: As mentioned above, you may normally parry one attack per action (subject to any special moves). However, for every full three skill levels, you may parry one extra attack. So, melee +4 means you can parry two difference attacks per "parrying action".

DODGING

For dodges you can use half the total of your character's agility and athletics. Martial art based dodges are at three quarter skill total. Dodges are okay, but can force you into the wrong place or position. Your next action is at -2 per dodge you make (yes, this is cumulative!).

Feeling Acrobatic?

If your feeling particularly flash (or know what The Matrix is) you may attempt to tumble or backflip out of the way. If you make an acrobatics, or zerobatics roll even, you may add +2 to your dodge roll. If you fail, you have a -4 dodge penalty. The Ref may rule that surprise attacks can't be avoided in this manner and watch out for low ceilings!


SPECIAL MOVES

DISARM

Make a roll against your foe based on both of your weapon skills.

Fencing blades add +2 to disarm rolls
Small, (knives or pistols): -5 to hit.
Medium, (swords or SMGs): -4 to hit.
Large, (spears, etc): -3 to hit.

If you succeed, your foe drops the weapon near their feet. However, if you fumble, you drop your weapon.

RETREATING

Sometimes the better part of valour and all that. A smart punk knows when to back off. You may move backwards at half your move rate, but still make dodges or parries at a -3 penalty.

EVASION

Very useful if you want to run just past someone. You must have at least a metre to squeeze by, however. You only have to roll, if your foe tries to stop you. In which case, make an agility test between you with the following modifiers:

If you win, you get to nip past them. If they win, they have blocked your path and may attack later on.

SLAM

The famous running shoulder barge. You need a run up at least, in fact the faster you move, the more likely you are to succeed. Firstly, you've got to hit them: make an agility test between you. You get +2 if you're making a side attack or if he not stood up. If they are laid down you can automatically slam them.

If you miss, you may attempt to recover by making a difficult [20] athletics test. If you fail you carry on for another D6 meters loosing the rest of your actions this round. If you pass the test you still overshoot by D4 meters but only loose one action (and you don't have to pick yourself up off the floor).

If you hit, you get to make an endurance based test with the following modifiers:

The loser gets knocked down, if they fail another endurance test, they are knocked back half a meter per point failed. In any event, the subject takes damage equal to your SIZE score  unless they are wearing hard armour (which halves the damage).

If you roll a critical success, the target takes 5D6 stun damage and if you make your roll by five points or move, you can continue moving without having to get up.

FLYING TACKLE

This is much like the slam attack as above, except the target may try and dodge instead. If they dodge, you miss obviously and land on the floor. Use the slam modifiers as above.

If you hit, you get +2 in the endurance test for slamming and they get a -2 if they tried to dodge and failed. Note, which is not the same as not making a dodge. If you beat them by more than five points, you have also succeeded in grappling them.