====== Personal Combat ====== * In each round, characters get one turn. * Turns happen in order but narratively occur at the same time. * A round is roughly 1 minute and each turn allows the character to move and perform an important action. - **Determine initiative** – Either a Cool (when ready) or Vigilance (unexpected) check. Most s goes first, ties fall to most a. - **Prepare initiative slots** – Slots are either friend or foe and are filled when a character chooses so. - **Take turns** in order - **End of the round**. If the encounter is not over, jump to step 3 to take turns again. Certain effects may end. - **End of the encounter**. Most effects are stopped, such as fear. During each turn a character can perform the following: * **Incidental actions** – minor activities such as dropping an item, speaking, pushing a button. No limits but common sense should be used to limit the number of incidentals. * **One maneuver** – activities that do not require a skill check such as moving one range band, opening a door, standing. A second maneuver can be obtained by suffering 2 points of strain. * **One action** – Important activities such as firing a weapon, slicing, first aid. You can also exchange an action for a maneuver. ===== Maneuvers ===== * **Aim** – One of two options: * gain `bo` on next combat check. Two consecutive rounds aiming gains `bo``bo` * target a specific item or location. The next combat check suffers `se``se` or if two consecutive rounds are spent suffer `se`. * **Assist** – Allow an engaged ally to add `bo` to his next check. * **Guarded Stance** – Add `se` to any combat check until his next turn but gain 1 melee defense until the next turn as well. * **Interact with the Environment** – Move a large item, open or close a door, take cover, etc. * **Manage gear** – Draw, holster, ready or load a weapon, draw or put away to/from storage. * **Mount or Dismount** – mounting an untrained animal requires a medium (`di``di`) 'Survival' check. * **Move** – Change range increment, engage or disengage from opponent, move within the short range band * **Drop prone or Stand** – Dropping prone adds `se` to all ranged attacks against him but adds `bo` to all melee attacks against him. * **Preparation** – Some actions require a preparation step. ===== Modifiers ===== * **Ranged attack at engaged targets** – Upgrade difficulty `di` to `ch`. `de` indicates one of the other engaged targets is hit. * **Ranged attack while engaged** – Opponent gains `bo` to next ''Brawl'' or ''Melee'' check against self. Add `di` if attempting ''Ranged Light'' and `di``di` if attempting ''Ranged Heavy''. ''Gunnery'' cannot be used while engaged. * **Attacking prone target** – Gain `bo` when attacking with ''Melee'' or ''Brawl''. Gain `se` when attacking with ''Ranged'' or ''Gunnery''. * **Attacking while prone** – Gain `se` when attacking with ''Melee'' or ''Brawl''. * **Dual weapons** – Choose a primary weapon. Use the lower characteristic and lower skill to assemble the dice pool. Difficulty is the higher of the two checks. If the difficulties are the same add `di` and add `di``di` if different. Primary weapon hits and the secondary weapon hits if spending `ad``ad` or `tr`. Each hit deals base damage + 1 damage per uncanceled success. * **Unarmed combat** – Attack with ''Brawl'' skill check. Base damage is **Brawn**, engaged range, critical rating of 5 and Disorient 1 and Knockdown qualities. The attacker can choose to target strain instead of wounds. * **Improvised weapons** – Automatically generate `th`. Any `de` or `th``th` indicates that the weapon breaks. See table 6-5 (pg EotE:212). * **Size difference** – 2 size points larger equals 1 less `di`. 2 size points smaller equals 1 more `di`. ===== Critical Injuries ===== You can view the [[health#critical_injury|Critical Injury chart here]].