Combat Without Quarter
Pew, pew-pew, the lasers sing
A Combat Round lasts 6 seconds Main Actions [One per round]
Movement is standard movement rate (norm 10m) General Action perform a non-combat task requiring focus
When encumbered, movement reduced 20% for the entire round such as bracing a door or searching a
Combatant turns are divided into 4 action types: cabinet
Move action (one per round) Melee Attack attack an enemy in melee range with a readied
Main action (one per round) weapon. On a miss, unless target AC too high or a success
On turn action (any amount on turn) would have done less damage, target receives Shock
Instant actions (any amount, any time) damage
Ranged Attack attack an enemy within range with a readied
Random Encounter Sequence weapon. If target is armed and within melee range then two-
1 DM rolls for Surprise handed ranged attacks are not possible and one-handed
2 DM rolls for encounter distance ranged attacks take -4 to hit
3 DM rolls for enemy Reactions Push/Shove move a foe up to 4m by making a successful
4 Unsurprised sides roll Initiative 1d8 + DEX Punch attack followed by an opposed Punch or Exert skill
5 Unsurprised sides act in 1 combat round before others check. No damage is given
Fighting Withdrawal disengage from melee foes such that a
Instant Action [Any amount, any time] subsequent move action doesn’t trigger a free melee attack
May be performed even when not the actor’s turn, even after Use Skill perform a quick skill-based action such as a INT/
attacks or damages have been rolled. Some psychic powers Heal or DEX/Heal, execute pre-programmed hack, give a
are Instant Actions, allowing actor to use them after they rallying cry to NPCs, or anything similar that could be done
decide they don’t like how the dice have fallen. Certain during a single round
combat actions are also Instant, but often cost the actor’s Sunder Weapon against Engaged enemy, make successful
Main Action for the round as well. Any number of Instant melee attack roll followed by opposed STR or DEX-modified
Actions can be performed during a round skill check with Readied weapons giving target a +3 bonus.
Parting Shot when an Engaged foe moves out of melee On win, opponent is disarmed, on tie both are disarmed. On
range without making a Fighting Withdrawal, with a Readied win by 3 or more, weapon can be taken with a free hand,
melee weapon make a free Melee Attack otherwise weapon is knocked 1d4m in random direction
Make a Snap Attack with a Readied weapon, make a melee Ready or Stow Item draw or holster a weapon, retrieve or
attack or a ranged attack with a -4 to hit. Must have an store an item, or otherwise move an object around self
impending or available Main Action which will be lost on the Reload Weapon swap readied power cell or magazine
character’s turn Run again move additional standard movement rate
Total Defense by focusing on nothing other than avoidance,
gain +2 AC and immunity to Shock until next turn. Must have On Turn Action [Any amount on turn]
an impending or available Main Action which will be lost on Simple act such as dropping an object, saying something,
the character’s turn drawing a Readied item, or activating a simple device
Drop an Item drop an item from hand to floor Go prone fall flat giving distanced, ranged enemies a -2 to
hit you but adjacent enemies gain +2 to hit you
Move Actions [One per round]
Hold an action delay taking remainder of actions until later Combat Situations
in the round as an Instant Action Engaged when a combatant is within the melee reach of an
Run move up to standard movement rate distance. If enemy readied a with melee weapon
climbing, swimming, or crossing rough terrain, movement is Surprise ambushers roll DEX/Sneak vs target WIS/Notice
halved and an Exert skill check may be needed. Starting from Surprised target can only roll Initiative on second round and
prone also halves distance. only make Instant actions in first round. Most PCs are not
Club Up a Weapon shift grip on a ranged weapon to use as subject to surprise unless their guard is genuinely down at
improvised melee weapon. Attacks made with clubbed the moment of the ambush
weapon deal no Shock damage with a rifle-sized weapon Assassination given a full minute of preparation time without
acting as medium primitive weapon and a pistol-sized any notice, an attacker can make a maximum damage attack
weapons acting as small primitive weapon. Rolling maximum that ignores target AC (within reason) by either making a
damage will break the weapon melee attack which always hits or by making a ranged attack
Pick up an item scoop up item from floor with free hand by making a DEX/Shoot skill check vs DC 6 for point-blank,
leaving it Readied in grip 8 for normal range, or 10 for extreme range
Stand up get up from prone position Two-weapon Fighting two weapons may be Readied, one
per hand, if the wielder has at least a level 1 in Shoot or Stab
as appropriate for weapon types but only 1 may be used per
round. Attacks are at -1 but damage is increased by +2