Basic Combat Moves
The Combat System is based on 1 second turns, with each combatant acting in order of their Basic Speed rating (including any fractions). Someone with a Speed of 5.75 thus acts before someone who has a 5.5 Speed rating. In the case of ties, the person with the higher DX goes first or a single die is rolled to break the tie if DX is also the same.
A character chooses his manuever when his turn comes up, and then actually performs that manuever during the 1-second interval between his declaration and his next turn.
A manuever consists of some kind of action, combined with movement and defense options. Movement is generally restricted to a 1 yard step, which can be taken before or after ones action. Some manuevers allow more movement. Active defenses include Dodge, Block (with a Shield or Cloak), and Parry (with a Weapon, or Unarmed). Some manuevers and situations prohibit the use of some kinds of defenses.
In every turn, a character has the following options:
Standing there and doing nothing; when you are stunned you automatically take this manuever. No movement, any defense (-4 to defense if stunned).
You can move a number of yards equal to your Move score. If you take this manuever two rows and move more or less in a straight line, add 20% to your Move score. Any defense.
This lets you change between any two posture. The postures include Standing, Sitting, Kneeling, Crawling, Lying Prone, and Lying Face Up. If you are Lying down, you must first Change Posture to Crawling, Kneeling, or Sitting before you can stand up. No movement, any defense (postures often penalize defense rolls, but make ranged attacks harder).
It’s a free action to Crouch at any point, or to stand up from a crouch at the start of your turn.
You can change between Kneeling and Standing in place of a 1 yard step.
This full turn maneuver adds to the accuracy of your ranged attacks, and can be undertaken for multiple consecutive turns for a higher bonus. You must use this bonus the very first turn after you stop aiming or it disappears. Step, any defense (but defenses spoil aim).
This full turn gives you +1 to skill with your melee weapon if you attack the very next turn after you stop Evaluating your opponent. Multiple turns are cumulative, up to +3. Step, any defense.
You can attack an opponent within reach. Step, any defense.
You fake your opponent out. Both of you roll against skill, and if you succeed your opponents defense is penalized against your next attack. You must attack in the your very next turn or you lose the benefit of the Feint. Step, any defense.
You go all out on an attack, not paying attention to defense. You can move one-half your normal Move score, but get no active defenses. Choose one of these options:
*Determined: You get +4 to hit with your attack.
*Double: You get two make two attacks.
*Feint: You can Feint and Attack in the same turn.
*Strong: You add +2 damage, or +1 per die.
*Determined: You get +1 to hit with your attack.
*Move And Attack: You can move your entire Move score and make an attack. A Melee attack is at -4, and your adjusted skill cannot exceed 9. A Ranged attack takes a penalty equal to the weapons Bulk rating, or -2, whichever is worse. Dodge or block only, and you cannot retreat.
*All-Out Defense: You put all your efforts into defense, doing nothing else.
*Increased Defense: You gain +2 to one active defense (Dodge, Parry, Block) for the turn.
*Double Defense: You can defend against every attack you take with two different defenses, gaining a back-up if the first defense fails. These are normal defenses in every way.
You concentrate on one primarily mental action as a full-turn maneuver. This might include casting a spell, using a psi ability, making a Leadership roll to give orders, or whatever. Some actions take more than one full turn to complete. Step, any defense (may interfere with concentration).
You perform some primarily physical action. This might include readying an arrow for your bow, drawing your sword from its scabbard, regaining control over an unbalanced weapon, or digging through your backpack. Some actions take more than one turn to complete. Step, any defense.
You do nothing unless a specific circumstance of your choosing happens, then you can transform your Wait into any non-Full Turn action.
If you have a ready thrusting weapon, you can use Wait to prepare for a possible enemy charge. This allows you to attack anyone who approaches within your reach, gaining a +1 damage for every two full yards your attacker moved toward you that turn.
Free Actions: A character can undertake any number of these actions every turn.
Drop an Item.
You can Dodge most attacks, and have no limit in how many dodges you can make in a turn. You can choose to Retreat when dodging a melee attack once per turn, gaining a +3 to your defense. You may choose to Drop when dodging a ranged attack once per turn, gaining a +3 to your defense and moving away 1 yard. You can also make a Sacrifical Dodge, throwing yourself infront of an attack that would hit someone else.
Once per turn you can take an Acrobatic dodge if you have the Acrobatics skill, gaining a +2 to your Dodge if you make the roll and a -2 if you fail.
You can make ONE block defense per scene if you have a ready cloak or shield. These items also add a Defense bonus to all of your active defenses. You can choose to retreat when making a block roll, adding +1 to the defense roll and moving 1 yard. You cannot block firearms or beam weapons.
You can make one parry defense without penality per hand, either with a weapon or barehanded. Additional parries with the same hand take a -4 penality. Off-handed parries subtract -4 from the skill being used, and thus -2 to the parry roll. You can choose to retreat when parrying a melee attack once per turn, gaining a +1 to your defense and moving away one yard. Boxing, Judo, Karate and any Fencing skill give a +3 to your defense if you retreat. You can only parry melee attacks and thrown weapons (at a penality), unless you have special skills.
When you successfully parry an unarmed attack with a weapon, you can make an immediate attack roll to see if you damage the attacking limb. This is at -4 if the attacker used Judo or Karate. It’s also difficult and potentially dangerous to parry weapons unarmed. You suffer a -3 to parry weapons unless its a thrusting weapon or your using Judo or Karate. A failed parry against a weapon can choose to hit either the original target or the arm you parried with.