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	<updated>2026-04-16T21:52:27Z</updated>
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	<entry>
		<id>https://www.no-way-out.com/index.php?title=Dice_Guide&amp;diff=776</id>
		<title>Dice Guide</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Dice_Guide&amp;diff=776"/>
		<updated>2026-02-04T06:56:38Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Advantage and Disadvantage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;No Way Out uses a 2d6 dice-based system for any dice-based scenarios that occur during roleplay. While dice are not required for &#039;&#039;&#039;all&#039;&#039;&#039; interactions that occur in the server, it is unlikely that one will be able to explore the HRZ or engage with a Server Event without encountering some form of Dice Roll or Dice Combat. &lt;br /&gt;
&lt;br /&gt;
Dice Stats are reflective of a character&#039;s various skills, traits, and attributes, ensuring that the unique image of a character is accurately represented in both mechanical gameplay and dice scenarios.&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;If you attend a major event without having familiarized yourself with the basics of the dice system, you may be requested to leave the event.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ties ===&lt;br /&gt;
As a general rule, in every scenario, ties go to the defender. AKA; in the event of a tie between contested rolls, the defending party wins.&lt;br /&gt;
&lt;br /&gt;
=== Advantage and Disadvantage ===&lt;br /&gt;
Throughout this dice guide you will see the terms &#039;advantage&#039; and &#039;disadvantage&#039; used to impact how to make rolls. When rolling with advantage or disadvantage, you make the roll twice.  When rolling &#039;&#039;&#039;advantage&#039;&#039;&#039; you take the higher of the two rolls, and when rolling &#039;&#039;&#039;disadvantage&#039;&#039;&#039; you take the lower of the two rolls.&lt;br /&gt;
&lt;br /&gt;
=== Critical Successes &amp;amp; Failures ===&lt;br /&gt;
A roll has a chance of critically succeeding when you roll a 12 (two 6&#039;s) and in some circumstances, a 10 (two 5&#039;s).  A critical success will sometimes have special additional effects, which will be indicated by the system when one is rolled.&lt;br /&gt;
&lt;br /&gt;
A critical success &#039;&#039;&#039;always&#039;&#039;&#039; succeeds, even if the opposing roll is a higher numerical value.  If both rolls are a critical success, the tie breaks for the defender, see [[Dice_Guide#Parrying | Parrying]].&lt;br /&gt;
&lt;br /&gt;
Rolling a 2 (two 1&#039;s, or &#039;Snake Eyes&#039;) is considered a critical failure, however it does not carry any additional &#039;&#039;mechanical&#039;&#039; impact.&lt;br /&gt;
&lt;br /&gt;
When critically succeeding or failing, it is encouraged to roleplay accordingly, if you wish to do so.  Critical rolls are rare and give you an opportunity to perform something impressive (or impressively failing).  You are encouraged to re-emote the effects of your crit.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill Rolls}}&lt;br /&gt;
&lt;br /&gt;
{{Combat Rolls}}&lt;br /&gt;
&lt;br /&gt;
{{Permanent Injuries}}&lt;br /&gt;
&lt;br /&gt;
= Accessing the Dice Panel =&lt;br /&gt;
The dice panel is accessible via the Skills tab in the Health menu. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DicePanelUI.png]]&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Dice_Guide&amp;diff=775</id>
		<title>Dice Guide</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Dice_Guide&amp;diff=775"/>
		<updated>2026-02-04T06:56:23Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Critical Successes &amp;amp; Failures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;No Way Out uses a 2d6 dice-based system for any dice-based scenarios that occur during roleplay. While dice are not required for &#039;&#039;&#039;all&#039;&#039;&#039; interactions that occur in the server, it is unlikely that one will be able to explore the HRZ or engage with a Server Event without encountering some form of Dice Roll or Dice Combat. &lt;br /&gt;
&lt;br /&gt;
Dice Stats are reflective of a character&#039;s various skills, traits, and attributes, ensuring that the unique image of a character is accurately represented in both mechanical gameplay and dice scenarios.&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;If you attend a major event without having familiarized yourself with the basics of the dice system, you may be requested to leave the event.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ties ===&lt;br /&gt;
As a general rule, in every scenario, ties go to the defender. AKA; in the event of a tie between contested rolls, the defending party wins.&lt;br /&gt;
&lt;br /&gt;
=== Advantage and Disadvantage ===&lt;br /&gt;
Throughout this dice guide you will see the terms &#039;advantage&#039; and &#039;disadvantage&#039; used to impact how to make rolls. When rolling with advantage or disadvantage, you make the roll twice.  When rolling&#039;&#039;&#039;advantage&#039;&#039;&#039; you take the higher of the two rolls, and when rolling &#039;&#039;&#039;disadvantage&#039;&#039;&#039; you take the lower of the two rolls.&lt;br /&gt;
&lt;br /&gt;
=== Critical Successes &amp;amp; Failures ===&lt;br /&gt;
A roll has a chance of critically succeeding when you roll a 12 (two 6&#039;s) and in some circumstances, a 10 (two 5&#039;s).  A critical success will sometimes have special additional effects, which will be indicated by the system when one is rolled.&lt;br /&gt;
&lt;br /&gt;
A critical success &#039;&#039;&#039;always&#039;&#039;&#039; succeeds, even if the opposing roll is a higher numerical value.  If both rolls are a critical success, the tie breaks for the defender, see [[Dice_Guide#Parrying | Parrying]].&lt;br /&gt;
&lt;br /&gt;
Rolling a 2 (two 1&#039;s, or &#039;Snake Eyes&#039;) is considered a critical failure, however it does not carry any additional &#039;&#039;mechanical&#039;&#039; impact.&lt;br /&gt;
&lt;br /&gt;
When critically succeeding or failing, it is encouraged to roleplay accordingly, if you wish to do so.  Critical rolls are rare and give you an opportunity to perform something impressive (or impressively failing).  You are encouraged to re-emote the effects of your crit.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill Rolls}}&lt;br /&gt;
&lt;br /&gt;
{{Combat Rolls}}&lt;br /&gt;
&lt;br /&gt;
{{Permanent Injuries}}&lt;br /&gt;
&lt;br /&gt;
= Accessing the Dice Panel =&lt;br /&gt;
The dice panel is accessible via the Skills tab in the Health menu. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DicePanelUI.png]]&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Dice_Guide&amp;diff=774</id>
		<title>Dice Guide</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Dice_Guide&amp;diff=774"/>
		<updated>2026-02-04T06:55:23Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Critical Successes &amp;amp; Failures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;No Way Out uses a 2d6 dice-based system for any dice-based scenarios that occur during roleplay. While dice are not required for &#039;&#039;&#039;all&#039;&#039;&#039; interactions that occur in the server, it is unlikely that one will be able to explore the HRZ or engage with a Server Event without encountering some form of Dice Roll or Dice Combat. &lt;br /&gt;
&lt;br /&gt;
Dice Stats are reflective of a character&#039;s various skills, traits, and attributes, ensuring that the unique image of a character is accurately represented in both mechanical gameplay and dice scenarios.&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;If you attend a major event without having familiarized yourself with the basics of the dice system, you may be requested to leave the event.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ties ===&lt;br /&gt;
As a general rule, in every scenario, ties go to the defender. AKA; in the event of a tie between contested rolls, the defending party wins.&lt;br /&gt;
&lt;br /&gt;
=== Advantage and Disadvantage ===&lt;br /&gt;
Throughout this dice guide you will see the terms &#039;advantage&#039; and &#039;disadvantage&#039; used to impact how to make rolls. When rolling with advantage or disadvantage, you make the roll twice.  When rolling&#039;&#039;&#039;advantage&#039;&#039;&#039; you take the higher of the two rolls, and when rolling &#039;&#039;&#039;disadvantage&#039;&#039;&#039; you take the lower of the two rolls.&lt;br /&gt;
&lt;br /&gt;
=== Critical Successes &amp;amp; Failures ===&lt;br /&gt;
A roll has a chance of critically succeeding when you roll a 12 (two 6&#039;s) and in some circumstances, a 10 (two 5&#039;s).  A critical success will sometimes have special additional effects, which will be indicated by the system when one is rolled.&lt;br /&gt;
&lt;br /&gt;
A critical success &#039;&#039;&#039;always&#039;&#039;&#039; succeeds, even if the opposing roll is a higher numerical value.  If both rolls are a critical success, the tie breaks for the defender (or you can parry).&lt;br /&gt;
&lt;br /&gt;
Rolling a 2 (two 1&#039;s, or &#039;Snake Eyes&#039;) is considered a critical failure, however it does not carry any additional &#039;&#039;mechanical&#039;&#039; impact.&lt;br /&gt;
&lt;br /&gt;
When critically succeeding or failing, it is encouraged to roleplay accordingly, if you wish to do so.  Critical rolls are rare and give you an opportunity to perform something impressive (or impressively failing).  You are encouraged to re-emote the effects of your crit.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill Rolls}}&lt;br /&gt;
&lt;br /&gt;
{{Combat Rolls}}&lt;br /&gt;
&lt;br /&gt;
{{Permanent Injuries}}&lt;br /&gt;
&lt;br /&gt;
= Accessing the Dice Panel =&lt;br /&gt;
The dice panel is accessible via the Skills tab in the Health menu. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DicePanelUI.png]]&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:In-Game_Rules&amp;diff=761</id>
		<title>Template:In-Game Rules</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:In-Game_Rules&amp;diff=761"/>
		<updated>2026-01-14T22:11:25Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* 1.3.2 Outpost Limitations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==1.0 Play Area==&lt;br /&gt;
&lt;br /&gt;
The play area for Season 2 is marked with canyon boundaries. They are split into three playable areas that you will become more accustomed to. The Safezone (Penance &amp;amp; The Bunker), The High Risk Zone (HRZ) which surrounds Penance and its Canyon, and the Death Zone (DZ) which will be the area outside of the canyon. There is no possibility of any permanent habitation or residence inside the Death Zone due to the risk and threats there-in.&lt;br /&gt;
&lt;br /&gt;
* The server’s play area is restricted to Moab (Utah) and the greater area, unless stated otherwise during expeditions and staff-hosted events.  &lt;br /&gt;
* Grand Junction is a high-risk, high-reward zone and requires staff oversight to ensure proper portrayal.&lt;br /&gt;
* Players found in a non-playable area, outside of approved expeditions, will be subject to CK (character kill). &lt;br /&gt;
&lt;br /&gt;
===1.1 High Risk Zones===&lt;br /&gt;
&lt;br /&gt;
Exploring outside of Penance and its surroundings, survivors can find themselves in hazardous areas, filled with swarms of infected and other dangers. These places have been the tombs of many reckless or unlucky wanderers.&lt;br /&gt;
&lt;br /&gt;
====1.1.1 How to find them====&lt;br /&gt;
Currently, there are two ways for survivors to end up in a High Risk Zone: &lt;br /&gt;
&lt;br /&gt;
* Entering into the inhospitable world that surrounds Penance. Which will become immediately recognizable by the warning text that will flash above your head when you both enter, and exit, a HRZ.&lt;br /&gt;
* Entering  *Grand Junction *, which is by itself a large High Risk Zone. It is our known expedition zone.&lt;br /&gt;
&lt;br /&gt;
====1.1.2 What is the purpose of a High Risk Zone?====&lt;br /&gt;
&lt;br /&gt;
High Risk Zones pose a threat to the inhabitants of the world. The ravaged world is no longer safe, with areas around the world (Such as Penance &amp;amp; The Bunker) acting as safe beacons for survivors to rest. This, in-game and rule wise, means that if a character mechanically dies inside one of these zones, be it a result of fighting infected, succumbing to the elements, or just simply dying mechanically, will be forced to make a roll on the Death and Injury System ([[Dice_Guide#Death and Injury System|DIS]])  &lt;br /&gt;
&lt;br /&gt;
====1.1.3 Death in the High Risk Zones====&lt;br /&gt;
If your character mechanically dies, immediately open a ticket showing a screenshot of the death screen. Rolling an instant death roll will mean that the character is permanently dead, and their corpse will be added to the scene for any future wanderer who explores the area. The [[Dice_Guide#Death and Injury System|Death and Injury system]] may have additional details pending Storyteller input to the scene, so stay involved in that ticket for any and all information regarding your demise.&lt;br /&gt;
&lt;br /&gt;
====1.1.4 The two types of High Risk Zones====&lt;br /&gt;
If your character mechanically dies, depending on where the death may occur, you may be subject to different levels of DIS rolls. &lt;br /&gt;
&lt;br /&gt;
* Should you die in the HRZ surrounding the Canyon, you will be subject to normal DIS rules. There is a 25% chance you will die, otherwise you may suffer a major injury. See [[Dice_Guide#Normal Risk DIS|Normal Risk DIS]]&lt;br /&gt;
* Should you die in the Death Zone, which is the area outside of the canyons, you will be subject to a more severe set of DIS rules. This area holds a 33% chance of death, and a guaranteed chance of suffering a major injury. See [[Dice_Guide#Medium-Risk DIS|Death Zone DIS]]&lt;br /&gt;
&lt;br /&gt;
====1.1.5 High Risk Zone Death Audits====&lt;br /&gt;
&lt;br /&gt;
Please note that we regularly audit our logs for deaths in our HRZ. &#039;&#039;&#039;If you do not open a ticket, we will open one for you. It is highly recommended that you open a ticket before we get to it. Honesty is the best policy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a player engages in a storyline/IC activities even after dying in the HRZ and having not opened a death ticket and are found via an audit, any and all RP may be subject to retcons depending on the result of their DIS roll and how that DIS roll would&#039;ve affected the RP had it happened in a timely manner. &#039;&#039;&#039;This Roll May Be Made At Disadvantage Per Staff Discretion.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===1.2 Expeditions===&lt;br /&gt;
Expeditions are staff-led, high-risk missions that take players beyond the safety of Penance and relative safety of the remains of Moab and its surrounding areas. These take place in the dangerous ruins of Grand Junction and beyond. These missions typically serve as curated, story-driven experiences that allow players to scavenge, investigate, or complete objectives while facing the ever-present threats of the infected, hostile survivors, and the harsh reality of the outside world.&lt;br /&gt;
&lt;br /&gt;
Expeditions can be requested for a variety of reasons. You can request Expeditions for the following: &lt;br /&gt;
&lt;br /&gt;
📚  Narrative Expeditions  – These are staff-driven events designed to progress the world’s story, uncover lost information, or engage in unique, story-heavy encounters. They will also be introduced as Events.&lt;br /&gt;
&lt;br /&gt;
🏃‍➡️  Player-Driven Expeditions  – Players can apply for expeditions to secure supplies, scavenge for specific resources, relics of the past, or pursue personal character goals. So long as you’re willing to accept the risks that come with it.&lt;br /&gt;
&lt;br /&gt;
Expeditions provide unique opportunities for character development, world-building, and high-stakes roleplay, but they come with a real risk of injury or death.&lt;br /&gt;
&lt;br /&gt;
🎓  Staff-Run Events &lt;br /&gt;
A Game Master (GM) oversees each expedition, narrating events, managing dice rolls, and introducing encounters. Every expedition has player-driven outcomes.&lt;br /&gt;
&lt;br /&gt;
📊  High Risk, High Reward &lt;br /&gt;
Survival is never guaranteed. Players face unpredictable threats, from infected hordes to traps, ambushes, and moral dilemmas. The staff determines loot and supplies. Success isn&#039;t just about fighting; it’s about making smart decisions. Looking to learn information in particular? You can risk it all to get what you need to know.&lt;br /&gt;
&lt;br /&gt;
====1.2.1 Who Can Join an Expedition?====&lt;br /&gt;
&lt;br /&gt;
* Players must apply for an expedition and accept the risks involved. &lt;br /&gt;
* Characters must have an in-character reason to participate in the expedition as stated. (in need of medical supplies, looking for information, etc.)&lt;br /&gt;
* No guarantees of survival—every expedition carries consequences. * If you are to suffer a mechanical death while on an Expedition. You will have to use our Death &amp;amp; Injury system.&lt;br /&gt;
* Expeditions are NOT ways of establishing your character in the city of Grand Junction. You can visit, but nobody can permanently stay in the area.&lt;br /&gt;
====1.2.1 How Can I Participate in an Expedition?====&lt;br /&gt;
To apply for an Expedition, head to the [https://discord.com/channels/1345174084128079923/1350796053602897972| Ticket Support] channel in the Discord and open a ticket under the &#039;&#039;Expeditions&#039;&#039; category. In your request, include:&lt;br /&gt;
Expedition Type (Narrative, Player-Driven, Contract)&lt;br /&gt;
&lt;br /&gt;
* Objective  (What you’re trying to accomplish)&lt;br /&gt;
* Group Size  (Up to 6 players)&lt;br /&gt;
* Justification  (Why your group is taking the risk)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once submitted, staff will review your request and coordinate a time for the event. Keep in mind that Expeditions are high-risk—injuries and deaths are enforced.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
===1.3 Outposts===&lt;br /&gt;
&lt;br /&gt;
The world beyond Penance and the Bunker is harsh, unforgiving, and relentlessly hostile. Humanity has been driven to the edge of extinction by ecological collapse and monstrous threats. At the start of the season, the HRZ presses against one of the last known bastions of human life in Utah - Penance and its bunker.&lt;br /&gt;
Through coordinated, collective effort, players can establish new strongholds of resistance and gradually push the HRZ back from Penance’s borders. These outposts must remain within a reasonable support distance of Penance or another established outpost in order to remain sustainable and connected to the wider fight for survival.&lt;br /&gt;
&lt;br /&gt;
====1.3.1 What is an Outpost?====&lt;br /&gt;
&lt;br /&gt;
Outposts are locations that a dedicated portion of the active playerbase has invested significant time and coordinated effort into rehabilitating, reinforcing, and fortifying a &#039;&#039;&#039;pre-existing structure&#039;&#039;&#039; on the map. Once established, an Outpost expands the safe-zone radius from the nearest connected point; whether that’s Penance or another previously developed Outpost.&lt;br /&gt;
&lt;br /&gt;
These sites become pockets of stability: places where players can rest, relax, regroup, refuel, and recover with a measure of peace… however temporary that peace may be.&lt;br /&gt;
&lt;br /&gt;
====1.3.2 Outpost Limitations====&lt;br /&gt;
Outposts are not intended to function as faction bases/hubs, or personal safehouses. They exist as community-driven locations meant to benefit humanity - and the server - on a broader scale. While major factions are welcome to operate and live within an Outpost, they will not receive special treatment or additional protections for doing so in comparison to any other location.  If living within an Outpost, raid protections function as they would in the [[Rules#Safehouses|Safe Zone]], meaning they require a keypad and IC or OOC note denoting their status.  Only private areas can be secured in this way, such as personal quarters or armories.&lt;br /&gt;
&lt;br /&gt;
Outposts can be sabotaged by other players, but only under strict requirements and with strong in-character justification. These locations are designed to be organic tools for players to engage, influence, shape, and evolve the server’s story. Because of this, we cannot outline every possible outcome or opportunity an Outpost might create.&lt;br /&gt;
&lt;br /&gt;
However, if players are found to be abusing Outposts for personal gain, powergaming, or other unfair advantages, &#039;&#039;&#039;staff has the discretion to enforce warnings or punishments.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====1.3.2 Outpost Requirements====&lt;br /&gt;
The requirements, expectations, and material costs for establishing an Outpost will vary by location. When a group of players or faction leaders opens a ticket requesting to establish an Outpost at a specific site, staff will first confirm that the location meets the player requirements and any limitations outlined in the ticket.&lt;br /&gt;
&lt;br /&gt;
Once approved, staff will collaborate with the players to determine the necessary materials, workload, and expectations. Players should come prepared with a clear plan for the space; ideally including a rough blueprint and an outline of how they envision the area functioning.&lt;br /&gt;
&lt;br /&gt;
As this information is provided, the build team will begin gradually reinforcing and decorating the chosen location in alignment with the required materials, the planned roleplay, and the blueprints supplied by the players.&lt;br /&gt;
&lt;br /&gt;
==2.0 Property Rules==&lt;br /&gt;
&lt;br /&gt;
===2.1 Safehouses===&lt;br /&gt;
&lt;br /&gt;
Players are limited to one safehouse. Safehouses must be reasonable in size for the number of occupants and must be located in &#039;&#039;&#039;residential areas only.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Claiming Inside the Safe Zone=====&lt;br /&gt;
&lt;br /&gt;
There are no mechanical safehouses within the Safe Zone. To claim a building, place a keypad on the main door and leave a TTRP marker outside.&lt;br /&gt;
* If using an &#039;&#039;IC marker&#039;&#039;, it should be something diegetic (signs, carvings, notes).&lt;br /&gt;
* If using an &#039;&#039;OOC marker&#039;&#039;, it should be a floating exclaim that would not exist in-character.&lt;br /&gt;
&lt;br /&gt;
A keypad claim within a Safe Zone &amp;quot;counts&amp;quot; the same as a claim outside of the Safe Zone. In other words, a player who keypads a residence inside Penance &amp;quot;owns&amp;quot; that residence, may not &amp;quot;own&amp;quot; other residences within Penance, and may not &amp;quot;own&amp;quot; any residences outside of the Safe Zone.&lt;br /&gt;
&lt;br /&gt;
=====Claiming Outside the Safe Zone=====&lt;br /&gt;
&lt;br /&gt;
To claim a safehouse outside the Safe Zone, open a ticket. Solo players and small groups (&amp;lt;4) should choose locations realistically - if you cannot defend or consistently use the space, the claim may be denied. Safehouse boundaries, including fenced or gated areas, must remain reasonable; excessive land claims will be restricted.&lt;br /&gt;
&lt;br /&gt;
As a baseline, a “reasonable” safehouse begins with a 10×10 radius circle, the player being in the middle, and scales with additional residents. You can visualize this using Wasteland Roleplay Chat’s speaking radius indicator set to Low.&lt;br /&gt;
&lt;br /&gt;
This measurement is a guideline; not a strict final boundary. Not all structures conform to a perfect circle, and staff will adjust expectations based on the building’s layout and the materials involved.&lt;br /&gt;
&lt;br /&gt;
A player may only be listed as an occupant of one safehouse and will only contribute to &#039;&#039;&#039;that&#039;&#039;&#039; safehouse’s allowed size.&lt;br /&gt;
&lt;br /&gt;
Once a safehouse is claimed, loot in that building stops respawning. If safehouse protections expire, the location becomes free to loot. Players expecting to be inactive for 10+ IRL days should notify staff to avoid unintended loss of property.&lt;br /&gt;
&lt;br /&gt;
Unrealistic constructions (e.g., floating bases, excessive fortifications) are prohibited and subject to removal.&lt;br /&gt;
&lt;br /&gt;
Safehouse doors and gates are always considered &#039;&#039;&#039;RP-locked&#039;&#039;&#039; unless explicit permission to enter has been given.&lt;br /&gt;
&lt;br /&gt;
===2.2 Vehicle Claiming===&lt;br /&gt;
&lt;br /&gt;
Players may only claim &#039;&#039;&#039;one vehicle&#039;&#039;&#039; using the claim system.&lt;br /&gt;
&lt;br /&gt;
Any additional vehicles will not be protected from theft via staff-overseen raid tickets. An unclaimed vehicle parked outside a safehouse that isn’t otherwise protected by a gate, garage, or wall is considered free to steal or loot. During a Safehouse Raid, any unclaimed &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; claimed vehicles inside the safehouse boundaries are subject to being stolen from.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for verifying whether a vehicle is claimed before taking any action. To do this: &lt;br /&gt;
&lt;br /&gt;
* Right-click the vehicle and look for the “claim” option in the context menu. &lt;br /&gt;
&lt;br /&gt;
* If you cannot right-click the vehicle at all, it is protected by safehouse rules and requires and approved raid ticket for interaction. &lt;br /&gt;
&lt;br /&gt;
===2.3 Dismantling===&lt;br /&gt;
&lt;br /&gt;
“Dismantling” refers to disassembling, destroying, or removing furniture, appliances, flooring, and other map objects in order to level skills or furnish bases. To preserve immersion and keep the world intact for all players, dismantling is restricted, instead we utilize a &#039;&#039;&#039;Tile Token&#039;&#039;&#039; system for obtaining furniture and objects outside your safehouse or the designated safezones for the season.&lt;br /&gt;
&lt;br /&gt;
Every character will start with &#039;&#039;&#039;20 Tile Tokens&#039;&#039;&#039;. Tile Tokens allow you to acquire items without removing them from the world. Using a token creates a duplicate copy of the object for you to take. These tokens are not finite, they will regenerate over a span of real life hours so you can continue exploring the world and bringing back furniture or decor.&lt;br /&gt;
&lt;br /&gt;
Bear in mind though, tiles picked up using Tile Tokens &#039;&#039;&#039;carry all the same requirements for removal as if you were picking up the item itself, and will maintain their original weight.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
For example: &lt;br /&gt;
&lt;br /&gt;
* A double bed costs four tokens, and produces four 20-encumbrance pieces. &lt;br /&gt;
&lt;br /&gt;
Transporting them is your responsibility. &#039;&#039;&#039;Do not leave scraps or abandoned furniture pieces in the world.&#039;&#039;&#039; Both Tile Token usage and tile interactions are logged, and littering will result in punishment.&lt;br /&gt;
&lt;br /&gt;
Using dismantling to level skills is prohibited. Characters already begin at essential capstone levels in their chosen professions. Characters with no background in a skill (Levels 1-4) must learn through an IC instructor or manually develop the skill via other crafting methods. &#039;&#039;&#039;Skills learned through IC means cannot exceed level 4.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Structural Modifications:&lt;br /&gt;
* Players may only destroy or dismantle walls, fences, gates, and doors if they are directly part of their safehouse. &lt;br /&gt;
* If you need to adjust or remove structures near your safehouse but outside its designated zone, you must open a ticket or request staff approval beforehand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure to follow this rule is considered a violation of Roleplay Rule 4.2: [[In-Game_Rules#Roleplay|Griefing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==3.0 Exclaim Etiquette==&lt;br /&gt;
&lt;br /&gt;
We use [https://steamcommunity.com/sharedfiles/filedetails/?id=3452557509&amp;amp;searchtext=ttrp| TTRP Roleplay Descriptors] to bring life and written detail to the world around us. &lt;br /&gt;
&lt;br /&gt;
Players can place descriptors by going to the &#039;&#039;&#039;Right Click &amp;gt; Investigation UI&#039;&#039;&#039; menu. In this menu, where a variety of exclaims are available, such as sticky notes, papers, floating exclamations, question marks, and more. &lt;br /&gt;
&lt;br /&gt;
If an exclaim is blue, it is player-placed. Exclaims in other colors are staff-placed exclaims. Notes or sticky notes may be placed by either players or staff, but all descriptors - regardless of type; are considered canon and may be referenced ICly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The content of exclaims should be accurately reacted to and treated as “canon” even when you are not being actively overseen by staff. Failure to do so is considered FailRP and may be subject to associated penalties.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===3.1 Logout Exclaims===&lt;br /&gt;
While not required, it is &#039;&#039;highly&#039;&#039; recommended to place an exclaim at your logout point so other players know how to “play around” your character. No one can be online 24/7; and we would never expect you to be. Exclaims help communicate what your character is doing while you’re offline and keep the space feeling alive! &lt;br /&gt;
&lt;br /&gt;
Some examples of logout exclaims include:&lt;br /&gt;
* “Jane rests here.”&lt;br /&gt;
* “John moves about the room, tidying things as needed.”&lt;br /&gt;
* “Jerry is leaning against the wall, spaced out and unthinking for the moment. (Ping @MyDiscordName for RP!)”&lt;br /&gt;
* “Janice is guarding this door.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keep in mind that logout exclaims may not always be enforceable depending on active events.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
For instance, “James is sleeping in front of the door” cannot be used to block someone from leaving a room. &#039;&#039;&#039;Write your exclaims to guide interaction with the space - not to obstruct RP or restrict other players.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===3.2 In-Game Timestamps===&lt;br /&gt;
&lt;br /&gt;
When placing an environmental exclaim include the in-game date in the title. This is especially important for things like tire tracks, footprints, broken windows, or any detail that represents a temporary change in the environment. Adding the date helps other players understand how fresh the scene is and informs whether - and how - they should react to the environmental clue. &lt;br /&gt;
&lt;br /&gt;
==4.0 Factions==&lt;br /&gt;
&lt;br /&gt;
Survivors often find strength in numbers, and when a group becomes large or organized enough, it may form a Faction. To request faction approval, open a General ticket to begin discussions with staff.&lt;br /&gt;
&lt;br /&gt;
A Faction must receive approval from at least three staff members who are not part of that faction. If it cannot secure three approvals, the request will be denied. Approval is based on several factors including but not limited to:&lt;br /&gt;
* Adherence to established lore, setting, and themes&lt;br /&gt;
* Overall reasonability of the concept&lt;br /&gt;
* Planned narrative direction&lt;br /&gt;
* Community interactions and prior behaviors&lt;br /&gt;
&lt;br /&gt;
Militaristic or antagonistic factions will be reviewed with additional scrutiny.&lt;br /&gt;
&lt;br /&gt;
Approved factions are also entitled to a dedicated lore post in [[Lore#The_World|The World]] and their own faction noticeboard channel.&lt;br /&gt;
&lt;br /&gt;
===4.1 Audits===&lt;br /&gt;
&lt;br /&gt;
Factions may be regularly audited for their accumulated goods, resources, structures, and active members. These audits occur at random and cannot be opted out of. Honest mistakes occur, and minor discrepancies in loot, player activity, and structures are expected and generally not an issue. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any deliberate attempt to obfuscate the number of players or resources associated with a Faction for the purposes of avoiding an audit will result in punitive action, up to and including a ban. Bad-faith actors and repeat offenders will receive heightened  scrutiny.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==5.0 Raiding &amp;amp; Theft==&lt;br /&gt;
&lt;br /&gt;
Raiding or stealing from a safehouse requires a ticket and staff oversight. If you are discovered during a raid, that is considered a hostile action and is grounds for the commencement of PvP. &lt;br /&gt;
&lt;br /&gt;
===5.1 Raid Ticket Requirements===&lt;br /&gt;
&lt;br /&gt;
To raid a safehouse or claimed vehicle, you must open a [https://discord.com/channels/1345174084128079923/1350796053602897972| raid ticket] in Discord.&lt;br /&gt;
&lt;br /&gt;
Raids follow a 1:2 ratio—for every 1 defender, up to 2 attackers may be fielded. Defenders do not need to be physically inside the safehouse, but must be online at the time of the raid. Scene sanctity rules will apply during raids. Only players online and within shout range may participate in the raid defense&lt;br /&gt;
&lt;br /&gt;
Larger raids, such as inter-faction raids, may require modifications to our typical rules to facilitate them. Circumstances such as these can be discussed in more detail in the Raid ticket.&lt;br /&gt;
&lt;br /&gt;
===5.2 Raid Loot Guidelines===&lt;br /&gt;
&lt;br /&gt;
Loot is restricted to a duffel bag per raiding party member, as follows:&lt;br /&gt;
* The first attacker is granted 1 duffel bag.&lt;br /&gt;
* For every 2 additional attackers, 1 extra duffel is permitted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once the bags are full, no further loot is allowed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a vehicle is unclaimed and within a safehouse that is being raided, only one vehicle may be stolen per raid. &lt;br /&gt;
&lt;br /&gt;
===5.3 Raiding Own Safehouse===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Having safehouse permission does not grant you the right to take everything inside without IC repercussions.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Theft from within requires a raid ticket unless agreed upon by the safehouse owner. If you were not given explicit permission to take items, you must open a ticket before proceeding with theft.&lt;br /&gt;
&lt;br /&gt;
===5.4 Player Theft===&lt;br /&gt;
Player robberies are subject to Comply &amp;amp; Demand rules (see section 6.5) and must escalate proportionally.  A robbery is initiated via clear display of hostile intent either verbally or through brandishing weapons.  When a character complies, the robbery is successful and you are able to take &#039;&#039;&#039;either&#039;&#039;&#039; the character&#039;s belongings, or their vehicle.&lt;br /&gt;
&lt;br /&gt;
Once a theft is concluded, the initiator must disengage in a timely manner.  Victims cannot be immediately re-targeted in order to continue looting.  Likewise, scene sanctity applies for the duration of the theft, meaning attackers must be allowed to leave before reinforcements can arrive on scene unless they were within the initiation range.&lt;br /&gt;
&lt;br /&gt;
==6.0 Player Conflict (PvP)==&lt;br /&gt;
&lt;br /&gt;
We are a dice-first server, meaning all PvP encounters default to dice unless all involved parties explicitly agree otherwise. These rules exist to maintain fair and naturally occurring conflict dynamics. Mechanical combat may be used in large-scale events and/or during raids at the discretion of both sides.&lt;br /&gt;
&lt;br /&gt;
===6.1 Initiation &amp;amp; Initiative===&lt;br /&gt;
&lt;br /&gt;
Before engaging in PvP, the initiating player must express hostile intent in a /meshout emote.&lt;br /&gt;
* The final emote before combat must be a /meloud or a /meshout, clearly conveying intent without describing the result of the attack. (Example: &amp;quot;Bobby tightens his grip on his rifle, preparing to fire.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Calling for backup or support by radio constitutes an initiation of combat turn order&#039;&#039;&#039; during hostile or tense situations--any radio messages are only sent &#039;&#039;after&#039;&#039; combat has reached a resolution to prevent dogpiling or powergaming. Using in-game radios or rp-beacons to request backup before combat has concluded is grounds for staff intervention or punitive actions. This is because the passage of time goes by much &#039;slower&#039; during dice combat OOCly than it realistically would ICly.&lt;br /&gt;
&lt;br /&gt;
Defending players respond with emotes describing their reaction—whether they fight back, surrender, or flee. Once initiation is complete, all involved players roll initiative, and combat proceeds in initiative order.&lt;br /&gt;
* Characters attempting to ambush or hide must make a Hiding roll. This should be done as their initiating emote. Those trying to detect them must roll Perception—if no one beats their DC, the ambushing player proceeds unseen.&lt;br /&gt;
* Characters cannot attempt to hide in the middle of combat. They should be hidden at the beginning of a scene or have stepped away and returned unseen.&lt;br /&gt;
* If an attacker remains hidden, an Ambush round follows.  Combatants who are ambushed are Surprised and cannot act for the first round of combat. Conversely, attackers who have Ambushed a combatant or combatants have advantage on attack rolls made during this Surprise round.&lt;br /&gt;
* Combat then follows normal initiative order, meaning an ambusher may act both in the ambush round and in round 1.&lt;br /&gt;
&lt;br /&gt;
===6.2 Scene Sanctity===&lt;br /&gt;
&lt;br /&gt;
Dice-based combat takes time—once combat begins, no new parties can join unless they are already within fifty tiles (shout range). Combat begins with the first /meloud initiation emote.&lt;br /&gt;
&lt;br /&gt;
===6.3 Combat Resolution===&lt;br /&gt;
&lt;br /&gt;
When PvP combat concludes, players may open a PvPvE Death ticket in Discord. This ticket would allow participants to discuss potential outcomes. The default outcome is through our in-house Death &amp;amp; Injury System. &#039;&#039;&#039;Staff oversight is not required to reach an alternative agreement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While alternative solutions may be proposed by defeated players, it is ultimately up to the agreement of their opponents whether or not alternative solutions will be accepted in lieu of DIS. In group PvP scenarios, a collective agreement must be reached between all parties, including for the fate of any downed allies of any “winning” groups. &#039;&#039;&#039;In other words, “winning” a combat scenario does not prevent a DIS roll or potential alternative consequences for allies of the “winning” side.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples of alternative solutions include:&lt;br /&gt;
* Your character accepts the defeat as a “severe beating” rather than a risk of CK. It was clearly intended to send a message, rather than kill them.&lt;br /&gt;
* An eye for an eye. Your character is the reason an ally is missing a finger…so your finger is taken in turn.&lt;br /&gt;
* Your character knows something their opponents need to know. They will be stabilized, but their opponents will be kidnapping them and holding them for further questioning.&lt;br /&gt;
** Imprisonment and enslavement rules apply in this scenario. Please see In-Game Rules 7.0 Imprisonment &amp;amp; Enslavement.&lt;br /&gt;
&lt;br /&gt;
Emotes should never confirm a character’s death or remove the possibility of survival unless a CK ticket has been approved. If an agreement cannot be reached, the defeated player(s) may make their DIS Rolls In-Game and post a full chat screenshot for proof in a PvPvE Death ticket.&lt;br /&gt;
&lt;br /&gt;
Above all else, respect your opponents. While tempers may rise in-character, OOC interactions must remain respectful and in good faith. (Refer to Rule 2.0 under Community Guidelines for player conduct expectations.)&lt;br /&gt;
&lt;br /&gt;
===6.4 Character Kills &amp;amp; CK Authorization===&lt;br /&gt;
&lt;br /&gt;
To gain authorization for a character kill, you must open a [https://discord.com/channels/1345174084128079923/1350796053602897972| CK ticket]&lt;br /&gt;
&lt;br /&gt;
When CK authorization is granted through an approved CK ticket, the approved player can bypass the DIS roll to confirm a character&#039;s death.  This is done once a character reaches 0 HP, and can only be performed by the player, or players, with approval.  If someone else bring the target to 0, the authorization holder must &#039;confirm&#039; the kill in order to bypass DIS.&lt;br /&gt;
&lt;br /&gt;
CK Authorizations also count as justifiable cause to raid a player&#039;s safehouse in order to carry out the CK.&lt;br /&gt;
&lt;br /&gt;
===6.5 Comply &amp;amp; Demand===&lt;br /&gt;
&lt;br /&gt;
In situations where characters have no prior history of hostility or no justifiable reasons to be violent toward one another, a character who fully complies with demands will automatically pass their DIS Death &amp;amp; Permanent Injury roll.&lt;br /&gt;
&lt;br /&gt;
Demands must be reasonable, clearly stated, and not violate server rules. They should also include a consequence for non-compliance.&lt;br /&gt;
&lt;br /&gt;
Examples of valid demands:&lt;br /&gt;
* Bobby shakily raises up his rifle, directing it at Powley. “Put your hands up or I’ll shoot!”&lt;br /&gt;
* With a firm hand, Powley brandishes his pistol, taking careful aim at Bobby. “Don’t do anything funny, or I’ll shoot you dead!”&lt;br /&gt;
* Kandi hoists up her coach gun, sweeping both barrels between the pair. “Go ahead and put those guns down, boys, or you’ll be painting the pavement!&lt;br /&gt;
&lt;br /&gt;
Characters may not exploit vague or unclear demands to force non-compliance. Doing so will be considered a rule violation.&lt;br /&gt;
&lt;br /&gt;
Characters who comply cannot be treated to excessive force without appropriate in-character motivation and reasoning. Players are expected to approach escalation rationally unless they have circumstances which warrant an elevated response. A compliant character can be subject to DIS rolls if they have a history of:&lt;br /&gt;
* Previous act of non-compliance or violence against the demanding party.&lt;br /&gt;
* Hostile actions against faction members or close allies of the demanding party.&lt;br /&gt;
* Repeated antagonism despite prior warnings.&lt;br /&gt;
* A bounty or some other justifiable reason for the character to pursue violence against the party.&lt;br /&gt;
&lt;br /&gt;
Malicious compliance is not compliance.&lt;br /&gt;
* Characters who push their luck (e.g., excessive backtalk after being warned to stay quiet) may be treated as non-compliant.&lt;br /&gt;
* Testing boundaries or deliberately aggravating an armed aggressor can result in losing auto-pass on DIS.&lt;br /&gt;
&lt;br /&gt;
===6.6 Mechanical Throwables===&lt;br /&gt;
&lt;br /&gt;
Mechanical throwables, meaning those useable in game, such as molotovs, noisemakers, nail bombs, and pipebombs are allowed for use against zombies, and cannot be used to harm players and all care should be taken to avoid damaging others even accidentally. These items cannot be used against players, even in Dice Combat. Player deaths and injuries from mechanically thrown items are not considered In Character, and irresponsible use of these items may result in punitive actions.&lt;br /&gt;
&lt;br /&gt;
In PVE Events, throwables and explosives are subject to the strength, potency, and intended use of the player during a story ran event, and subject to DM discretion on their consequences or outcome.&lt;br /&gt;
&lt;br /&gt;
==7.0 Imprisonment &amp;amp; Enslavement==&lt;br /&gt;
&lt;br /&gt;
Imprisonment and even enslavement are permitted on this server when appropriate and approached tastefully. However, captors and captives need to remember that we do not permit gameplay that would restrict or otherwise inhibit another player’s RP. &#039;&#039;&#039;Captors are responsible for the RP experience of their captives and must continue to maintain a high standard of RP. OOC communication is encouraged and essential for a fulfilling experience for all parties.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A captor must be present throughout the duration of a player’s imprisonment. Captors can be the original captor, associated faction members, friends, paid mercenaries, or any other parties in “cahoots” with the captor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a player consents to imprisonment for a longer period of time, player preferences can and should override this rule.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
However, if a player does not agree to a certain length of imprisonment and is left “unattended” after at least 24 hours, staff may require captors to release their captive with or without the captor present. &#039;&#039;&#039;Staff reserve the right to approve or deny tickets related to release based on context, proof, and other considerations.&#039;&#039;&#039; Should these tickets be approved, captives may be released by an NPC or otherwise “escape” on their own. Captors may or may not be notified of their release, depending on how it occurred. &#039;&#039;&#039;It is highly encouraged that captors and captives negotiate RP OOCly to ensure full coverage.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Above all else, the community standards must be met. It is the responsibility of the captors and captives to ensure that imprisonment or enslavement narratives do not violate the Golden Rules, our zero-tolerance rules, or any other relevant rulesets. &#039;&#039;&#039;If at any point these rules are violated, immediately open a Concern ticket to address the situation with management.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example “Do”s&lt;br /&gt;
* John Doe arrests Jane Zomboid for theft. The typical sentence for thievery in the settlement is 48 IRL hours, as established by the IC security team. This information is freely available on the bulletin board of the local enforcement office. Regardless, John ensures that Jane is aware of this OOCly and informs the rest of his guard squad ICly and OOCly that there is a prisoner who will need to be attended to. John’s guards, staff, and potential visitors check in regularly on Jane throughout her 48 hour sentence, and she is released promptly at the end of it by a player.&lt;br /&gt;
** Good communication occurs, the expectations are clearly defined, time-limited, and followed. Everybody understands what’s going on, and Jane receives multiple RP opportunities with the guards or other staff who visit her cell. &lt;br /&gt;
&lt;br /&gt;
Example “Do”&lt;br /&gt;
&lt;br /&gt;
* John Doe wants revenge on Jane’s sister, June, and kidnaps Jane to achieve this. Jane, OOCly, is fine with the idea and has no limitations to the amount of time they are willing to be captured. Multiple IRL days pass, some of which see neither John nor Jane online, but tensions between John’s group and June’s increase, leading to slow but steady negotiations between them. Jane would overall say she is enjoying herself OOCly, even if the amount of RP she has is decreased.&lt;br /&gt;
** OOC communication has occurred and the captive has no active complaints. Player preference overrides any staff rulings here, and captives can remain captured as long as their captor is willing to maintain it.&lt;br /&gt;
&lt;br /&gt;
Example “Don’t”&lt;br /&gt;
&lt;br /&gt;
* John Doe arrests Jane Zomboid for theft, throwing her in a cell. John has to go to work, so he logs out. No one is aware that Jane is there. The next day, around the 24 hour mark, John checks on Jane briefly, insisting that she will need to continue staying in her cell and walking away. Jane OOCly attempts to coordinate RP with John or any of the other guards, but is ignored or otherwise unheard. &lt;br /&gt;
** Jane opens a ticket and is released per the above rules by a staff member. Since the captor’s organization is a larger security team, she is released by an NPC guard with notice that her sentence has been completed. &lt;br /&gt;
** Though real life happens—and sucks—leaving Jane on read for several hours, let alone a full day, with meagre RP is unacceptable. With no certainty on when she will be allowed to leave and no IC or OOC information given, staff can choose to release her and consider her punishment completed.&lt;br /&gt;
&lt;br /&gt;
Example “Don’t”&lt;br /&gt;
&lt;br /&gt;
* John Doe decides he wants to kidnap Jane, sister of his rival June, to force negotiations for ammunition and food that his group needs. Jane, OOCly, is not particularly excited about the idea, and once John logs off for the day, opens a ticket asking to be released.&lt;br /&gt;
** Jane’s ticket is unfortunately denied, as June’s faction has only recently been made aware of her kidnapping and have not had the opportunity to attempt to respond yet. Jane is encouraged to re-open her ticket should 24 hours pass without any interaction from John. &lt;br /&gt;
** John returns the next day to speak with his prisoner, continue negotiations, and otherwise further the plotline. Though there is no exact end date to Jane’s imprisonment, active steps are being taken to lead to a resolution and Jane is attended to on a regular basis by John and his faction members.&lt;br /&gt;
&lt;br /&gt;
We understand that prison RP isn’t everyone’s cup of tea, but we need to give people the opportunity for IC actions to have IC consequences. We highly encourage captives to communicate with their captors about any difficulties that may be coming up so that a solution can be worked out without staff intervention. That being said, we ask that captives wait a minimum of 24 hours without interaction from their captor or associates before opening a ticket about the situation. &lt;br /&gt;
&lt;br /&gt;
==8.0 Shelving &amp;amp; Retirement==&lt;br /&gt;
&lt;br /&gt;
Players reserve the right to shelve or retire their own characters at any time for any reason. To do this, open a General Ticket so that staff may remove your whitelist. &lt;br /&gt;
&lt;br /&gt;
When you open this ticket, you must decide what the nature of their shelving entails:&lt;br /&gt;
* If you choose to kill your character (a “character kill” or “CK”), they cannot be brought back for any reason.&lt;br /&gt;
** You must also write their #graveyard post, which will be included in the ticket.&lt;br /&gt;
* If you choose to &amp;quot;shelve&amp;quot; or &amp;quot;retire&amp;quot; the character, their fate is left nebulous, and they may be brought back “off the shelf” at a later time, should you choose.&lt;br /&gt;
** No #graveyard post will be made, but we encourage (but do not require) you to add anything you would like to add to their #character page!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters of players who leave the server, are inactive for an extended period of time and are unreachable, or are banned, will have their fate subject to staff hands, including and up to a CK.&#039;&#039;&#039; If a player’s character has been retired via death through this method, they will not be available for “taking off the shelf.” It is encouraged that anyone intending to leave the server with the possibility of returning do their due diligence to retire their character through whatever means they may prefer. Even banned members of the server may be afforded the opportunity to tie up their character’s story, depending on the nature of the ban. &lt;br /&gt;
&lt;br /&gt;
If your character is embroiled in a major storyline, staff reserves to defer a shelving request until that storyline is completed. In other words, a character can only be shelved when there are no major &amp;quot;loose ends&amp;quot; left over for them that would affect other players should their absence occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furthermore, characters who are being shelved cannot attempt to engage in any world-altering actions before their shelf, such as sabotage, whistleblowing (colloquially called &amp;quot;truth nuking&amp;quot;), or other actions with major negative consequences to other parties.&#039;&#039;&#039; Should your character choose to do this as part of the resolution of their storyline, staff reserves the right to postpone a character&#039;s shelving until after a period of appropriate opportunity for consequences has been given.&lt;br /&gt;
&lt;br /&gt;
==9.0 Character Respecializations==&lt;br /&gt;
&lt;br /&gt;
To allow for organic character growth and long-term narrative development, each character is eligible for &#039;&#039;&#039;one (1) free re-specialization&#039;&#039;&#039; (respec) over the course of their lifetime. Free meaning no questions asked beyond insuring that the character remains true to their established backstory.&lt;br /&gt;
&lt;br /&gt;
Respecs are not intended to optimize gameplay or retroactively redesign a character. They exist solely to reflect believable, in-character progression as a result of lived experience or meaningful narrative change.&lt;br /&gt;
&lt;br /&gt;
===9.1 Respec Eligibility &amp;amp; Limitations===&lt;br /&gt;
&lt;br /&gt;
A respec does not allow a character to fundamentally change who they are. A character who has been consistently portrayed as unintelligent, untrained, physically weak, or inexperienced cannot suddenly gain traits without extensive, long-term justification. The following are reasons why a respec may be permitted:&lt;br /&gt;
&lt;br /&gt;
* One Free Respec&lt;br /&gt;
**Each character is granted one free respec total, usable at any point during that character’s lifespan. Once used, the respec is considered permanently expended and cannot be reclaimed, reset, or transferred. Respecs must remain true to the character’s established background, personality, history, and demonstrated roleplay, and still requires the staff approval process.&lt;br /&gt;
&lt;br /&gt;
* Mechanical Misunderstandings&lt;br /&gt;
** A respec may also be approved to address early misunderstandings of the server’s dice system or mechanical framework, provided the following conditions are met:&lt;br /&gt;
*** The respec remains fully consistent with the character’s originally approved backstory and intended concept. &lt;br /&gt;
*** The request clearly demonstrates that the original build choices were made without full understanding of how dice, rolls or trait interactions functioned on this server. &lt;br /&gt;
&lt;br /&gt;
* In-Roleplay Character Development&lt;br /&gt;
** It may sometimes make sense for a character to develop or lose traits through roleplay, such as removing the smoker trait due to quitting smoking, or gaining the claustrophobia trait due to a traumatic experience.&lt;br /&gt;
** This can be a player driven process, which will be worked through with staff via a ticket, or it can be the result of storyteller encounters in the world.  Player driven character changes require consistent and meaningful roleplay over an extended period of time for the trait to be removed.&lt;br /&gt;
&lt;br /&gt;
===9.2 Traits and Skills===&lt;br /&gt;
&lt;br /&gt;
Skills, especially &#039;&#039;&#039;Expert&#039;&#039;&#039; skills, are subject to additional scrutiny when being changed, just as in the application process. Expert skills represent the peak of a person’s training and lifelong dedication. Approval is based on real-world logic and comparison (e.g., professional endurance training vs. adjacent but unrelated disciplines).&lt;br /&gt;
&lt;br /&gt;
Traits and skills are approved based on character story, not for mechanical convenience, quality-of-life improvements, or optimization for Project Zomboid systems after experiencing the server.&lt;br /&gt;
&lt;br /&gt;
===9.3 Required Justification &amp;amp; Ticket Process===&lt;br /&gt;
&lt;br /&gt;
All respecs must be submitted via ticket and include:&lt;br /&gt;
* A link to the original application transcript.&lt;br /&gt;
* A clear explanation of what is changing&lt;br /&gt;
* An in-character justification grounded in prior RP or documented development (for non-free respects)&lt;br /&gt;
* Any relevant RP screenshots or narrative references that support the change&lt;br /&gt;
Approval is not automatic, even for a character’s one free respec. Staff reserves the right to partially adjust or deny specific portions of a respec, or request additional justification or roleplay if needed.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=760</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=760"/>
		<updated>2026-01-13T20:46:44Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Dual Wielding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
If a character is shoved off a roof or ledge and falls, they take 2 damage per story and are knocked prone. This damage ignores armor.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll (a tie goes to the grappled).  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free, this attempt does not add to the number of failed grapple checks needed to perform a restrain.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, including the initial grapple, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 TARGETS adjacent to the initial target receive 4 damage. This does not include allies.&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage, including allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
Flamethrowers ignore cover. When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target, and in the path of fire, must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is mechanically visible &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling, human shield)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a character that is not prone, behind cover, or otherwise &amp;quot;out of the way&amp;quot; is considered blocking line-of-sight, granting cover bonus to the target.  If a ranged attack fails to hit the target, any characters in the way, starting with the closest to the attacker, will have to roll Ranged Defense, and will be hit instead.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;&#039;&#039;Cover&#039;&#039;&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of [[Dice_Guide#Flamethrowers|flamethrowers]], its range is 15 in-game tiles, and they ignore cover.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once. This applies to pistols, short blunt, and short blade weapons; one handed long blunt/long blade weapons do not benefit mechanically from dual wielding. If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat unless there is an ambush round.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=759</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=759"/>
		<updated>2026-01-13T20:46:35Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Dual Wielding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
If a character is shoved off a roof or ledge and falls, they take 2 damage per story and are knocked prone. This damage ignores armor.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll (a tie goes to the grappled).  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free, this attempt does not add to the number of failed grapple checks needed to perform a restrain.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, including the initial grapple, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 TARGETS adjacent to the initial target receive 4 damage. This does not include allies.&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage, including allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
Flamethrowers ignore cover. When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target, and in the path of fire, must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is mechanically visible &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling, human shield)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a character that is not prone, behind cover, or otherwise &amp;quot;out of the way&amp;quot; is considered blocking line-of-sight, granting cover bonus to the target.  If a ranged attack fails to hit the target, any characters in the way, starting with the closest to the attacker, will have to roll Ranged Defense, and will be hit instead.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;&#039;&#039;Cover&#039;&#039;&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of [[Dice_Guide#Flamethrowers|flamethrowers]], its range is 15 in-game tiles, and they ignore cover.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once. This applies to pistols, short blunt, and short blade weapons, one handed long blunt/long blade weapons do not benefit mechanically from dual wielding. If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat unless there is an ambush round.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=758</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=758"/>
		<updated>2026-01-13T20:43:39Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Dual Wielding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
If a character is shoved off a roof or ledge and falls, they take 2 damage per story and are knocked prone. This damage ignores armor.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll (a tie goes to the grappled).  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free, this attempt does not add to the number of failed grapple checks needed to perform a restrain.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, including the initial grapple, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 TARGETS adjacent to the initial target receive 4 damage. This does not include allies.&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage, including allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
Flamethrowers ignore cover. When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target, and in the path of fire, must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is mechanically visible &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling, human shield)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a character that is not prone, behind cover, or otherwise &amp;quot;out of the way&amp;quot; is considered blocking line-of-sight, granting cover bonus to the target.  If a ranged attack fails to hit the target, any characters in the way, starting with the closest to the attacker, will have to roll Ranged Defense, and will be hit instead.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;&#039;&#039;Cover&#039;&#039;&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of [[Dice_Guide#Flamethrowers|flamethrowers]], its range is 15 in-game tiles, and they ignore cover.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two &#039;&#039;&#039;short one-handed melee weapons&#039;&#039;&#039; (short blunt or short blade), you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:In-Game_Rules&amp;diff=757</id>
		<title>Template:In-Game Rules</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:In-Game_Rules&amp;diff=757"/>
		<updated>2026-01-13T02:55:26Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* 6.4 Character Kills &amp;amp; CK Authorization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==1.0 Play Area==&lt;br /&gt;
&lt;br /&gt;
The play area for Season 2 is marked with canyon boundaries. They are split into three playable areas that you will become more accustomed to. The Safezone (Penance &amp;amp; The Bunker), The High Risk Zone (HRZ) which surrounds Penance and its Canyon, and the Death Zone (DZ) which will be the area outside of the canyon. There is no possibility of any permanent habitation or residence inside the Death Zone due to the risk and threats there-in.&lt;br /&gt;
&lt;br /&gt;
* The server’s play area is restricted to Moab (Utah) and the greater area, unless stated otherwise during expeditions and staff-hosted events.  &lt;br /&gt;
* Grand Junction is a high-risk, high-reward zone and requires staff oversight to ensure proper portrayal.&lt;br /&gt;
* Players found in a non-playable area, outside of approved expeditions, will be subject to CK (character kill). &lt;br /&gt;
&lt;br /&gt;
===1.1 High Risk Zones===&lt;br /&gt;
&lt;br /&gt;
Exploring outside of Penance and its surroundings, survivors can find themselves in hazardous areas, filled with swarms of infected and other dangers. These places have been the tombs of many reckless or unlucky wanderers.&lt;br /&gt;
&lt;br /&gt;
====1.1.1 How to find them====&lt;br /&gt;
Currently, there are two ways for survivors to end up in a High Risk Zone: &lt;br /&gt;
&lt;br /&gt;
* Entering into the inhospitable world that surrounds Penance. Which will become immediately recognizable by the warning text that will flash above your head when you both enter, and exit, a HRZ.&lt;br /&gt;
* Entering  *Grand Junction *, which is by itself a large High Risk Zone. It is our known expedition zone.&lt;br /&gt;
&lt;br /&gt;
====1.1.2 What is the purpose of a High Risk Zone?====&lt;br /&gt;
&lt;br /&gt;
High Risk Zones pose a threat to the inhabitants of the world. The ravaged world is no longer safe, with areas around the world (Such as Penance &amp;amp; The Bunker) acting as safe beacons for survivors to rest. This, in-game and rule wise, means that if a character mechanically dies inside one of these zones, be it a result of fighting infected, succumbing to the elements, or just simply dying mechanically, will be forced to make a roll on the Death and Injury System ([[Dice_Guide#Death and Injury System|DIS]])  &lt;br /&gt;
&lt;br /&gt;
====1.1.3 Death in the High Risk Zones====&lt;br /&gt;
If your character mechanically dies, immediately open a ticket showing a screenshot of the death screen. Rolling an instant death roll will mean that the character is permanently dead, and their corpse will be added to the scene for any future wanderer who explores the area. The [[Dice_Guide#Death and Injury System|Death and Injury system]] may have additional details pending Storyteller input to the scene, so stay involved in that ticket for any and all information regarding your demise.&lt;br /&gt;
&lt;br /&gt;
====1.1.4 The two types of High Risk Zones====&lt;br /&gt;
If your character mechanically dies, depending on where the death may occur, you may be subject to different levels of DIS rolls. &lt;br /&gt;
&lt;br /&gt;
* Should you die in the HRZ surrounding the Canyon, you will be subject to normal DIS rules. There is a 25% chance you will die, otherwise you may suffer a major injury. See [[Dice_Guide#Normal Risk DIS|Normal Risk DIS]]&lt;br /&gt;
* Should you die in the Death Zone, which is the area outside of the canyons, you will be subject to a more severe set of DIS rules. This area holds a 33% chance of death, and a guaranteed chance of suffering a major injury. See [[Dice_Guide#Medium-Risk DIS|Death Zone DIS]]&lt;br /&gt;
&lt;br /&gt;
====1.1.5 High Risk Zone Death Audits====&lt;br /&gt;
&lt;br /&gt;
Please note that we regularly audit our logs for deaths in our HRZ. &#039;&#039;&#039;If you do not open a ticket, we will open one for you. It is highly recommended that you open a ticket before we get to it. Honesty is the best policy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a player engages in a storyline/IC activities even after dying in the HRZ and having not opened a death ticket and are found via an audit, any and all RP may be subject to retcons depending on the result of their DIS roll and how that DIS roll would&#039;ve affected the RP had it happened in a timely manner. &#039;&#039;&#039;This Roll May Be Made At Disadvantage Per Staff Discretion.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===1.2 Expeditions===&lt;br /&gt;
Expeditions are staff-led, high-risk missions that take players beyond the safety of Penance and relative safety of the remains of Moab and its surrounding areas. These take place in the dangerous ruins of Grand Junction and beyond. These missions typically serve as curated, story-driven experiences that allow players to scavenge, investigate, or complete objectives while facing the ever-present threats of the infected, hostile survivors, and the harsh reality of the outside world.&lt;br /&gt;
&lt;br /&gt;
Expeditions can be requested for a variety of reasons. You can request Expeditions for the following: &lt;br /&gt;
&lt;br /&gt;
📚  Narrative Expeditions  – These are staff-driven events designed to progress the world’s story, uncover lost information, or engage in unique, story-heavy encounters. They will also be introduced as Events.&lt;br /&gt;
&lt;br /&gt;
🏃‍➡️  Player-Driven Expeditions  – Players can apply for expeditions to secure supplies, scavenge for specific resources, relics of the past, or pursue personal character goals. So long as you’re willing to accept the risks that come with it.&lt;br /&gt;
&lt;br /&gt;
Expeditions provide unique opportunities for character development, world-building, and high-stakes roleplay, but they come with a real risk of injury or death.&lt;br /&gt;
&lt;br /&gt;
🎓  Staff-Run Events &lt;br /&gt;
A Game Master (GM) oversees each expedition, narrating events, managing dice rolls, and introducing encounters. Every expedition has player-driven outcomes.&lt;br /&gt;
&lt;br /&gt;
📊  High Risk, High Reward &lt;br /&gt;
Survival is never guaranteed. Players face unpredictable threats, from infected hordes to traps, ambushes, and moral dilemmas. The staff determines loot and supplies. Success isn&#039;t just about fighting; it’s about making smart decisions. Looking to learn information in particular? You can risk it all to get what you need to know.&lt;br /&gt;
&lt;br /&gt;
====1.2.1 Who Can Join an Expedition?====&lt;br /&gt;
&lt;br /&gt;
* Players must apply for an expedition and accept the risks involved. &lt;br /&gt;
* Characters must have an in-character reason to participate in the expedition as stated. (in need of medical supplies, looking for information, etc.)&lt;br /&gt;
* No guarantees of survival—every expedition carries consequences. * If you are to suffer a mechanical death while on an Expedition. You will have to use our Death &amp;amp; Injury system.&lt;br /&gt;
* Expeditions are NOT ways of establishing your character in the city of Grand Junction. You can visit, but nobody can permanently stay in the area.&lt;br /&gt;
====1.2.1 How Can I Participate in an Expedition?====&lt;br /&gt;
To apply for an Expedition, head to the [https://discord.com/channels/1345174084128079923/1350796053602897972| Ticket Support] channel in the Discord and open a ticket under the &#039;&#039;Expeditions&#039;&#039; category. In your request, include:&lt;br /&gt;
Expedition Type (Narrative, Player-Driven, Contract)&lt;br /&gt;
&lt;br /&gt;
* Objective  (What you’re trying to accomplish)&lt;br /&gt;
* Group Size  (Up to 6 players)&lt;br /&gt;
* Justification  (Why your group is taking the risk)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once submitted, staff will review your request and coordinate a time for the event. Keep in mind that Expeditions are high-risk—injuries and deaths are enforced.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
===1.3 Outposts===&lt;br /&gt;
&lt;br /&gt;
The world beyond Penance and the Bunker is harsh, unforgiving, and relentlessly hostile. Humanity has been driven to the edge of extinction by ecological collapse and monstrous threats. At the start of the season, the HRZ presses against one of the last known bastions of human life in Utah - Penance and its bunker.&lt;br /&gt;
Through coordinated, collective effort, players can establish new strongholds of resistance and gradually push the HRZ back from Penance’s borders. These outposts must remain within a reasonable support distance of Penance or another established outpost in order to remain sustainable and connected to the wider fight for survival.&lt;br /&gt;
&lt;br /&gt;
====1.3.1 What is an Outpost?====&lt;br /&gt;
&lt;br /&gt;
Outposts are locations that a dedicated portion of the active playerbase has invested significant time and coordinated effort into rehabilitating, reinforcing, and fortifying a &#039;&#039;&#039;pre-existing structure&#039;&#039;&#039; on the map. Once established, an Outpost expands the safe-zone radius from the nearest connected point; whether that’s Penance or another previously developed Outpost.&lt;br /&gt;
&lt;br /&gt;
These sites become pockets of stability: places where players can rest, relax, regroup, refuel, and recover with a measure of peace… however temporary that peace may be.&lt;br /&gt;
&lt;br /&gt;
====1.3.2 Outpost Limitations====&lt;br /&gt;
Outposts are not intended to function as faction bases/hubs, or personal safehouses. They exist as community-driven locations meant to benefit humanity - and the server - on a broader scale. While major factions are welcome to operate and live within an Outpost, they will not receive special treatment or additional protections for doing so in comparison to any other location.&lt;br /&gt;
&lt;br /&gt;
Outposts can be sabotaged by other players, but only under strict requirements and with strong in-character justification. These locations are designed to be organic tools for players to engage, influence, shape, and evolve the server’s story. Because of this, we cannot outline every possible outcome or opportunity an Outpost might create.&lt;br /&gt;
&lt;br /&gt;
However, if players are found to be abusing Outposts for personal gain, powergaming, or other unfair advantages, &#039;&#039;&#039;staff has the discretion to enforce warnings or punishments.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====1.3.2 Outpost Requirements====&lt;br /&gt;
The requirements, expectations, and material costs for establishing an Outpost will vary by location. When a group of players or faction leaders opens a ticket requesting to establish an Outpost at a specific site, staff will first confirm that the location meets the player requirements and any limitations outlined in the ticket.&lt;br /&gt;
&lt;br /&gt;
Once approved, staff will collaborate with the players to determine the necessary materials, workload, and expectations. Players should come prepared with a clear plan for the space; ideally including a rough blueprint and an outline of how they envision the area functioning.&lt;br /&gt;
&lt;br /&gt;
As this information is provided, the build team will begin gradually reinforcing and decorating the chosen location in alignment with the required materials, the planned roleplay, and the blueprints supplied by the players.&lt;br /&gt;
&lt;br /&gt;
==2.0 Property Rules==&lt;br /&gt;
&lt;br /&gt;
===2.1 Safehouses===&lt;br /&gt;
&lt;br /&gt;
Players are limited to one safehouse. Safehouses must be reasonable in size for the number of occupants and must be located in &#039;&#039;&#039;residential areas only.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Claiming Inside the Safe Zone=====&lt;br /&gt;
&lt;br /&gt;
There are no mechanical safehouses within the Safe Zone. To claim a building, place a keypad on the main door and leave a TTRP marker outside.&lt;br /&gt;
* If using an &#039;&#039;IC marker&#039;&#039;, it should be something diegetic (signs, carvings, notes).&lt;br /&gt;
* If using an &#039;&#039;OOC marker&#039;&#039;, it should be a floating exclaim that would not exist in-character.&lt;br /&gt;
&lt;br /&gt;
A keypad claim within a Safe Zone &amp;quot;counts&amp;quot; the same as a claim outside of the Safe Zone. In other words, a player who keypads a residence inside Penance &amp;quot;owns&amp;quot; that residence, may not &amp;quot;own&amp;quot; other residences within Penance, and may not &amp;quot;own&amp;quot; any residences outside of the Safe Zone.&lt;br /&gt;
&lt;br /&gt;
=====Claiming Outside the Safe Zone=====&lt;br /&gt;
&lt;br /&gt;
To claim a safehouse outside the Safe Zone, open a ticket. Solo players and small groups (&amp;lt;4) should choose locations realistically - if you cannot defend or consistently use the space, the claim may be denied. Safehouse boundaries, including fenced or gated areas, must remain reasonable; excessive land claims will be restricted.&lt;br /&gt;
&lt;br /&gt;
As a baseline, a “reasonable” safehouse begins with a 10×10 radius circle, the player being in the middle, and scales with additional residents. You can visualize this using Wasteland Roleplay Chat’s speaking radius indicator set to Low.&lt;br /&gt;
&lt;br /&gt;
This measurement is a guideline; not a strict final boundary. Not all structures conform to a perfect circle, and staff will adjust expectations based on the building’s layout and the materials involved.&lt;br /&gt;
&lt;br /&gt;
A player may only be listed as an occupant of one safehouse and will only contribute to &#039;&#039;&#039;that&#039;&#039;&#039; safehouse’s allowed size.&lt;br /&gt;
&lt;br /&gt;
Once a safehouse is claimed, loot in that building stops respawning. If safehouse protections expire, the location becomes free to loot. Players expecting to be inactive for 10+ IRL days should notify staff to avoid unintended loss of property.&lt;br /&gt;
&lt;br /&gt;
Unrealistic constructions (e.g., floating bases, excessive fortifications) are prohibited and subject to removal.&lt;br /&gt;
&lt;br /&gt;
Safehouse doors and gates are always considered &#039;&#039;&#039;RP-locked&#039;&#039;&#039; unless explicit permission to enter has been given.&lt;br /&gt;
&lt;br /&gt;
===2.2 Vehicle Claiming===&lt;br /&gt;
&lt;br /&gt;
Players may only claim &#039;&#039;&#039;one vehicle&#039;&#039;&#039; using the claim system.&lt;br /&gt;
&lt;br /&gt;
Any additional vehicles will not be protected from theft via staff-overseen raid tickets. An unclaimed vehicle parked outside a safehouse that isn’t otherwise protected by a gate, garage, or wall is considered free to steal or loot. During a Safehouse Raid, any unclaimed &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; claimed vehicles inside the safehouse boundaries are subject to being stolen from.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for verifying whether a vehicle is claimed before taking any action. To do this: &lt;br /&gt;
&lt;br /&gt;
* Right-click the vehicle and look for the “claim” option in the context menu. &lt;br /&gt;
&lt;br /&gt;
* If you cannot right-click the vehicle at all, it is protected by safehouse rules and requires and approved raid ticket for interaction. &lt;br /&gt;
&lt;br /&gt;
===2.3 Dismantling===&lt;br /&gt;
&lt;br /&gt;
“Dismantling” refers to disassembling, destroying, or removing furniture, appliances, flooring, and other map objects in order to level skills or furnish bases. To preserve immersion and keep the world intact for all players, dismantling is restricted, instead we utilize a &#039;&#039;&#039;Tile Token&#039;&#039;&#039; system for obtaining furniture and objects outside your safehouse or the designated safezones for the season.&lt;br /&gt;
&lt;br /&gt;
Every character will start with &#039;&#039;&#039;20 Tile Tokens&#039;&#039;&#039;. Tile Tokens allow you to acquire items without removing them from the world. Using a token creates a duplicate copy of the object for you to take. These tokens are not finite, they will regenerate over a span of real life hours so you can continue exploring the world and bringing back furniture or decor.&lt;br /&gt;
&lt;br /&gt;
Bear in mind though, tiles picked up using Tile Tokens &#039;&#039;&#039;carry all the same requirements for removal as if you were picking up the item itself, and will maintain their original weight.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
For example: &lt;br /&gt;
&lt;br /&gt;
* A double bed costs four tokens, and produces four 20-encumbrance pieces. &lt;br /&gt;
&lt;br /&gt;
Transporting them is your responsibility. &#039;&#039;&#039;Do not leave scraps or abandoned furniture pieces in the world.&#039;&#039;&#039; Both Tile Token usage and tile interactions are logged, and littering will result in punishment.&lt;br /&gt;
&lt;br /&gt;
Using dismantling to level skills is prohibited. Characters already begin at essential capstone levels in their chosen professions. Characters with no background in a skill (Levels 1-4) must learn through an IC instructor or manually develop the skill via other crafting methods. &#039;&#039;&#039;Skills learned through IC means cannot exceed level 4.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Structural Modifications:&lt;br /&gt;
* Players may only destroy or dismantle walls, fences, gates, and doors if they are directly part of their safehouse. &lt;br /&gt;
* If you need to adjust or remove structures near your safehouse but outside its designated zone, you must open a ticket or request staff approval beforehand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure to follow this rule is considered a violation of Roleplay Rule 4.2: [[In-Game_Rules#Roleplay|Griefing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==3.0 Exclaim Etiquette==&lt;br /&gt;
&lt;br /&gt;
We use [https://steamcommunity.com/sharedfiles/filedetails/?id=3452557509&amp;amp;searchtext=ttrp| TTRP Roleplay Descriptors] to bring life and written detail to the world around us. &lt;br /&gt;
&lt;br /&gt;
Players can place descriptors by going to the &#039;&#039;&#039;Right Click &amp;gt; Investigation UI&#039;&#039;&#039; menu. In this menu, where a variety of exclaims are available, such as sticky notes, papers, floating exclamations, question marks, and more. &lt;br /&gt;
&lt;br /&gt;
If an exclaim is blue, it is player-placed. Exclaims in other colors are staff-placed exclaims. Notes or sticky notes may be placed by either players or staff, but all descriptors - regardless of type; are considered canon and may be referenced ICly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The content of exclaims should be accurately reacted to and treated as “canon” even when you are not being actively overseen by staff. Failure to do so is considered FailRP and may be subject to associated penalties.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===3.1 Logout Exclaims===&lt;br /&gt;
While not required, it is &#039;&#039;highly&#039;&#039; recommended to place an exclaim at your logout point so other players know how to “play around” your character. No one can be online 24/7; and we would never expect you to be. Exclaims help communicate what your character is doing while you’re offline and keep the space feeling alive! &lt;br /&gt;
&lt;br /&gt;
Some examples of logout exclaims include:&lt;br /&gt;
* “Jane rests here.”&lt;br /&gt;
* “John moves about the room, tidying things as needed.”&lt;br /&gt;
* “Jerry is leaning against the wall, spaced out and unthinking for the moment. (Ping @MyDiscordName for RP!)”&lt;br /&gt;
* “Janice is guarding this door.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keep in mind that logout exclaims may not always be enforceable depending on active events.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
For instance, “James is sleeping in front of the door” cannot be used to block someone from leaving a room. &#039;&#039;&#039;Write your exclaims to guide interaction with the space - not to obstruct RP or restrict other players.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===3.2 In-Game Timestamps===&lt;br /&gt;
&lt;br /&gt;
When placing an environmental exclaim include the in-game date in the title. This is especially important for things like tire tracks, footprints, broken windows, or any detail that represents a temporary change in the environment. Adding the date helps other players understand how fresh the scene is and informs whether - and how - they should react to the environmental clue. &lt;br /&gt;
&lt;br /&gt;
==4.0 Factions==&lt;br /&gt;
&lt;br /&gt;
Survivors often find strength in numbers, and when a group becomes large or organized enough, it may form a Faction. To request faction approval, open a General ticket to begin discussions with staff.&lt;br /&gt;
&lt;br /&gt;
A Faction must receive approval from at least three staff members who are not part of that faction. If it cannot secure three approvals, the request will be denied. Approval is based on several factors including but not limited to:&lt;br /&gt;
* Adherence to established lore, setting, and themes&lt;br /&gt;
* Overall reasonability of the concept&lt;br /&gt;
* Planned narrative direction&lt;br /&gt;
* Community interactions and prior behaviors&lt;br /&gt;
&lt;br /&gt;
Militaristic or antagonistic factions will be reviewed with additional scrutiny.&lt;br /&gt;
&lt;br /&gt;
Approved factions are also entitled to a dedicated lore post in [[Lore#The_World|The World]] and their own faction noticeboard channel.&lt;br /&gt;
&lt;br /&gt;
===4.1 Audits===&lt;br /&gt;
&lt;br /&gt;
Factions may be regularly audited for their accumulated goods, resources, structures, and active members. These audits occur at random and cannot be opted out of. Honest mistakes occur, and minor discrepancies in loot, player activity, and structures are expected and generally not an issue. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any deliberate attempt to obfuscate the number of players or resources associated with a Faction for the purposes of avoiding an audit will result in punitive action, up to and including a ban. Bad-faith actors and repeat offenders will receive heightened  scrutiny.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==5.0 Raiding &amp;amp; Theft==&lt;br /&gt;
&lt;br /&gt;
Raiding or stealing from a safehouse requires a ticket and staff oversight. If you are discovered during a raid, that is considered a hostile action and is grounds for the commencement of PvP. &lt;br /&gt;
&lt;br /&gt;
===5.1 Raid Ticket Requirements===&lt;br /&gt;
&lt;br /&gt;
To raid a safehouse or claimed vehicle, you must open a [https://discord.com/channels/1345174084128079923/1350796053602897972| raid ticket] in Discord.&lt;br /&gt;
&lt;br /&gt;
Raids follow a 1:2 ratio—for every 1 defender, up to 2 attackers may be fielded. Defenders do not need to be physically inside the safehouse, but must be online at the time of the raid. Scene sanctity rules will apply during raids. Only players online and within shout range may participate in the raid defense&lt;br /&gt;
&lt;br /&gt;
Larger raids, such as inter-faction raids, may require modifications to our typical rules to facilitate them. Circumstances such as these can be discussed in more detail in the Raid ticket.&lt;br /&gt;
&lt;br /&gt;
===5.2 Raid Loot Guidelines===&lt;br /&gt;
&lt;br /&gt;
Loot is restricted to a duffel bag per raiding party member, as follows:&lt;br /&gt;
* The first attacker is granted 1 duffel bag.&lt;br /&gt;
* For every 2 additional attackers, 1 extra duffel is permitted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once the bags are full, no further loot is allowed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a vehicle is unclaimed and within a safehouse that is being raided, only one vehicle may be stolen per raid. &lt;br /&gt;
&lt;br /&gt;
===5.3 Raiding Own Safehouse===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Having safehouse permission does not grant you the right to take everything inside without IC repercussions.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Theft from within requires a raid ticket unless agreed upon by the safehouse owner. If you were not given explicit permission to take items, you must open a ticket before proceeding with theft.&lt;br /&gt;
&lt;br /&gt;
===5.4 Player Theft===&lt;br /&gt;
Player robberies are subject to Comply &amp;amp; Demand rules (see section 6.5) and must escalate proportionally.  A robbery is initiated via clear display of hostile intent either verbally or through brandishing weapons.  When a character complies, the robbery is successful and you are able to take &#039;&#039;&#039;either&#039;&#039;&#039; the character&#039;s belongings, or their vehicle.&lt;br /&gt;
&lt;br /&gt;
Once a theft is concluded, the initiator must disengage in a timely manner.  Victims cannot be immediately re-targeted in order to continue looting.  Likewise, scene sanctity applies for the duration of the theft, meaning attackers must be allowed to leave before reinforcements can arrive on scene unless they were within the initiation range.&lt;br /&gt;
&lt;br /&gt;
==6.0 Player Conflict (PvP)==&lt;br /&gt;
&lt;br /&gt;
We are a dice-first server, meaning all PvP encounters default to dice unless all involved parties explicitly agree otherwise. These rules exist to maintain fair and naturally occurring conflict dynamics. Mechanical combat may be used in large-scale events and/or during raids at the discretion of both sides.&lt;br /&gt;
&lt;br /&gt;
===6.1 Initiation &amp;amp; Initiative===&lt;br /&gt;
&lt;br /&gt;
Before engaging in PvP, the initiating player must express hostile intent in a /meshout emote.&lt;br /&gt;
* The final emote before combat must be a /meloud or a /meshout, clearly conveying intent without describing the result of the attack. (Example: &amp;quot;Bobby tightens his grip on his rifle, preparing to fire.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Calling for backup or support by radio constitutes an initiation of combat turn order&#039;&#039;&#039; during hostile or tense situations--any radio messages are only sent &#039;&#039;after&#039;&#039; combat has reached a resolution to prevent dogpiling or powergaming. Using in-game radios or rp-beacons to request backup before combat has concluded is grounds for staff intervention or punitive actions. This is because the passage of time goes by much &#039;slower&#039; during dice combat OOCly than it realistically would ICly.&lt;br /&gt;
&lt;br /&gt;
Defending players respond with emotes describing their reaction—whether they fight back, surrender, or flee. Once initiation is complete, all involved players roll initiative, and combat proceeds in initiative order.&lt;br /&gt;
* Characters attempting to ambush or hide must make a Hiding roll. This should be done as their initiating emote. Those trying to detect them must roll Perception—if no one beats their DC, the ambushing player proceeds unseen.&lt;br /&gt;
* Characters cannot attempt to hide in the middle of combat. They should be hidden at the beginning of a scene or have stepped away and returned unseen.&lt;br /&gt;
* If an attacker remains hidden, an Ambush round follows.  Combatants who are ambushed are Surprised and cannot act for the first round of combat. Conversely, attackers who have Ambushed a combatant or combatants have advantage on attack rolls made during this Surprise round.&lt;br /&gt;
* Combat then follows normal initiative order, meaning an ambusher may act both in the ambush round and in round 1.&lt;br /&gt;
&lt;br /&gt;
===6.2 Scene Sanctity===&lt;br /&gt;
&lt;br /&gt;
Dice-based combat takes time—once combat begins, no new parties can join unless they are already within fifty tiles (shout range). Combat begins with the first /meloud initiation emote.&lt;br /&gt;
&lt;br /&gt;
===6.3 Combat Resolution===&lt;br /&gt;
&lt;br /&gt;
When PvP combat concludes, players may open a PvPvE Death ticket in Discord. This ticket would allow participants to discuss potential outcomes. The default outcome is through our in-house Death &amp;amp; Injury System. &#039;&#039;&#039;Staff oversight is not required to reach an alternative agreement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While alternative solutions may be proposed by defeated players, it is ultimately up to the agreement of their opponents whether or not alternative solutions will be accepted in lieu of DIS. In group PvP scenarios, a collective agreement must be reached between all parties, including for the fate of any downed allies of any “winning” groups. &#039;&#039;&#039;In other words, “winning” a combat scenario does not prevent a DIS roll or potential alternative consequences for allies of the “winning” side.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples of alternative solutions include:&lt;br /&gt;
* Your character accepts the defeat as a “severe beating” rather than a risk of CK. It was clearly intended to send a message, rather than kill them.&lt;br /&gt;
* An eye for an eye. Your character is the reason an ally is missing a finger…so your finger is taken in turn.&lt;br /&gt;
* Your character knows something their opponents need to know. They will be stabilized, but their opponents will be kidnapping them and holding them for further questioning.&lt;br /&gt;
** Imprisonment and enslavement rules apply in this scenario. Please see In-Game Rules 7.0 Imprisonment &amp;amp; Enslavement.&lt;br /&gt;
&lt;br /&gt;
Emotes should never confirm a character’s death or remove the possibility of survival unless a CK ticket has been approved. If an agreement cannot be reached, the defeated player(s) may make their DIS Rolls In-Game and post a full chat screenshot for proof in a PvPvE Death ticket.&lt;br /&gt;
&lt;br /&gt;
Above all else, respect your opponents. While tempers may rise in-character, OOC interactions must remain respectful and in good faith. (Refer to Rule 2.0 under Community Guidelines for player conduct expectations.)&lt;br /&gt;
&lt;br /&gt;
===6.4 Character Kills &amp;amp; CK Authorization===&lt;br /&gt;
&lt;br /&gt;
To gain authorization for a character kill, you must open a [https://discord.com/channels/1345174084128079923/1350796053602897972| CK ticket]&lt;br /&gt;
&lt;br /&gt;
When CK authorization is granted through an approved CK ticket, the approved player can bypass the DIS roll to confirm a character&#039;s death.  This is done once a character reaches 0 HP, and can only be performed by the player, or players, with approval.  If someone else bring the target to 0, the authorization holder must &#039;confirm&#039; the kill in order to bypass DIS.&lt;br /&gt;
&lt;br /&gt;
CK Authorizations also count as justifiable cause to raid a player&#039;s safehouse in order to carry out the CK.&lt;br /&gt;
&lt;br /&gt;
===6.5 Comply &amp;amp; Demand===&lt;br /&gt;
&lt;br /&gt;
In situations where characters have no prior history of hostility or no justifiable reasons to be violent toward one another, a character who fully complies with demands will automatically pass their DIS Death &amp;amp; Permanent Injury roll.&lt;br /&gt;
&lt;br /&gt;
Demands must be reasonable, clearly stated, and not violate server rules. They should also include a consequence for non-compliance.&lt;br /&gt;
&lt;br /&gt;
Examples of valid demands:&lt;br /&gt;
* Bobby shakily raises up his rifle, directing it at Powley. “Put your hands up or I’ll shoot!”&lt;br /&gt;
* With a firm hand, Powley brandishes his pistol, taking careful aim at Bobby. “Don’t do anything funny, or I’ll shoot you dead!”&lt;br /&gt;
* Kandi hoists up her coach gun, sweeping both barrels between the pair. “Go ahead and put those guns down, boys, or you’ll be painting the pavement!&lt;br /&gt;
&lt;br /&gt;
Characters may not exploit vague or unclear demands to force non-compliance. Doing so will be considered a rule violation.&lt;br /&gt;
&lt;br /&gt;
Characters who comply cannot be treated to excessive force without appropriate in-character motivation and reasoning. Players are expected to approach escalation rationally unless they have circumstances which warrant an elevated response. A compliant character can be subject to DIS rolls if they have a history of:&lt;br /&gt;
* Previous act of non-compliance or violence against the demanding party.&lt;br /&gt;
* Hostile actions against faction members or close allies of the demanding party.&lt;br /&gt;
* Repeated antagonism despite prior warnings.&lt;br /&gt;
* A bounty or some other justifiable reason for the character to pursue violence against the party.&lt;br /&gt;
&lt;br /&gt;
Malicious compliance is not compliance.&lt;br /&gt;
* Characters who push their luck (e.g., excessive backtalk after being warned to stay quiet) may be treated as non-compliant.&lt;br /&gt;
* Testing boundaries or deliberately aggravating an armed aggressor can result in losing auto-pass on DIS.&lt;br /&gt;
&lt;br /&gt;
===6.6 Mechanical Throwables===&lt;br /&gt;
&lt;br /&gt;
Mechanical throwables, meaning those useable in game, such as molotovs, noisemakers, nail bombs, and pipebombs are allowed for use against zombies, and cannot be used to harm players and all care should be taken to avoid damaging others even accidentally. These items cannot be used against players, even in Dice Combat. Player deaths and injuries from mechanically thrown items are not considered In Character, and irresponsible use of these items may result in punitive actions.&lt;br /&gt;
&lt;br /&gt;
In PVE Events, throwables and explosives are subject to the strength, potency, and intended use of the player during a story ran event, and subject to DM discretion on their consequences or outcome.&lt;br /&gt;
&lt;br /&gt;
==7.0 Imprisonment &amp;amp; Enslavement==&lt;br /&gt;
&lt;br /&gt;
Imprisonment and even enslavement are permitted on this server when appropriate and approached tastefully. However, captors and captives need to remember that we do not permit gameplay that would restrict or otherwise inhibit another player’s RP. &#039;&#039;&#039;Captors are responsible for the RP experience of their captives and must continue to maintain a high standard of RP. OOC communication is encouraged and essential for a fulfilling experience for all parties.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A captor must be present throughout the duration of a player’s imprisonment. Captors can be the original captor, associated faction members, friends, paid mercenaries, or any other parties in “cahoots” with the captor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a player consents to imprisonment for a longer period of time, player preferences can and should override this rule.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
However, if a player does not agree to a certain length of imprisonment and is left “unattended” after at least 24 hours, staff may require captors to release their captive with or without the captor present. &#039;&#039;&#039;Staff reserve the right to approve or deny tickets related to release based on context, proof, and other considerations.&#039;&#039;&#039; Should these tickets be approved, captives may be released by an NPC or otherwise “escape” on their own. Captors may or may not be notified of their release, depending on how it occurred. &#039;&#039;&#039;It is highly encouraged that captors and captives negotiate RP OOCly to ensure full coverage.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Above all else, the community standards must be met. It is the responsibility of the captors and captives to ensure that imprisonment or enslavement narratives do not violate the Golden Rules, our zero-tolerance rules, or any other relevant rulesets. &#039;&#039;&#039;If at any point these rules are violated, immediately open a Concern ticket to address the situation with management.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example “Do”s&lt;br /&gt;
* John Doe arrests Jane Zomboid for theft. The typical sentence for thievery in the settlement is 48 IRL hours, as established by the IC security team. This information is freely available on the bulletin board of the local enforcement office. Regardless, John ensures that Jane is aware of this OOCly and informs the rest of his guard squad ICly and OOCly that there is a prisoner who will need to be attended to. John’s guards, staff, and potential visitors check in regularly on Jane throughout her 48 hour sentence, and she is released promptly at the end of it by a player.&lt;br /&gt;
** Good communication occurs, the expectations are clearly defined, time-limited, and followed. Everybody understands what’s going on, and Jane receives multiple RP opportunities with the guards or other staff who visit her cell. &lt;br /&gt;
&lt;br /&gt;
Example “Do”&lt;br /&gt;
&lt;br /&gt;
* John Doe wants revenge on Jane’s sister, June, and kidnaps Jane to achieve this. Jane, OOCly, is fine with the idea and has no limitations to the amount of time they are willing to be captured. Multiple IRL days pass, some of which see neither John nor Jane online, but tensions between John’s group and June’s increase, leading to slow but steady negotiations between them. Jane would overall say she is enjoying herself OOCly, even if the amount of RP she has is decreased.&lt;br /&gt;
** OOC communication has occurred and the captive has no active complaints. Player preference overrides any staff rulings here, and captives can remain captured as long as their captor is willing to maintain it.&lt;br /&gt;
&lt;br /&gt;
Example “Don’t”&lt;br /&gt;
&lt;br /&gt;
* John Doe arrests Jane Zomboid for theft, throwing her in a cell. John has to go to work, so he logs out. No one is aware that Jane is there. The next day, around the 24 hour mark, John checks on Jane briefly, insisting that she will need to continue staying in her cell and walking away. Jane OOCly attempts to coordinate RP with John or any of the other guards, but is ignored or otherwise unheard. &lt;br /&gt;
** Jane opens a ticket and is released per the above rules by a staff member. Since the captor’s organization is a larger security team, she is released by an NPC guard with notice that her sentence has been completed. &lt;br /&gt;
** Though real life happens—and sucks—leaving Jane on read for several hours, let alone a full day, with meagre RP is unacceptable. With no certainty on when she will be allowed to leave and no IC or OOC information given, staff can choose to release her and consider her punishment completed.&lt;br /&gt;
&lt;br /&gt;
Example “Don’t”&lt;br /&gt;
&lt;br /&gt;
* John Doe decides he wants to kidnap Jane, sister of his rival June, to force negotiations for ammunition and food that his group needs. Jane, OOCly, is not particularly excited about the idea, and once John logs off for the day, opens a ticket asking to be released.&lt;br /&gt;
** Jane’s ticket is unfortunately denied, as June’s faction has only recently been made aware of her kidnapping and have not had the opportunity to attempt to respond yet. Jane is encouraged to re-open her ticket should 24 hours pass without any interaction from John. &lt;br /&gt;
** John returns the next day to speak with his prisoner, continue negotiations, and otherwise further the plotline. Though there is no exact end date to Jane’s imprisonment, active steps are being taken to lead to a resolution and Jane is attended to on a regular basis by John and his faction members.&lt;br /&gt;
&lt;br /&gt;
We understand that prison RP isn’t everyone’s cup of tea, but we need to give people the opportunity for IC actions to have IC consequences. We highly encourage captives to communicate with their captors about any difficulties that may be coming up so that a solution can be worked out without staff intervention. That being said, we ask that captives wait a minimum of 24 hours without interaction from their captor or associates before opening a ticket about the situation. &lt;br /&gt;
&lt;br /&gt;
==8.0 Shelving &amp;amp; Retirement==&lt;br /&gt;
&lt;br /&gt;
Players reserve the right to shelve or retire their own characters at any time for any reason. To do this, open a General Ticket so that staff may remove your whitelist. &lt;br /&gt;
&lt;br /&gt;
When you open this ticket, you must decide what the nature of their shelving entails:&lt;br /&gt;
* If you choose to kill your character (a “character kill” or “CK”), they cannot be brought back for any reason.&lt;br /&gt;
** You must also write their #graveyard post, which will be included in the ticket.&lt;br /&gt;
* If you choose to &amp;quot;shelve&amp;quot; or &amp;quot;retire&amp;quot; the character, their fate is left nebulous, and they may be brought back “off the shelf” at a later time, should you choose.&lt;br /&gt;
** No #graveyard post will be made, but we encourage (but do not require) you to add anything you would like to add to their #character page!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters of players who leave the server, are inactive for an extended period of time and are unreachable, or are banned, will have their fate subject to staff hands, including and up to a CK.&#039;&#039;&#039; If a player’s character has been retired via death through this method, they will not be available for “taking off the shelf.” It is encouraged that anyone intending to leave the server with the possibility of returning do their due diligence to retire their character through whatever means they may prefer. Even banned members of the server may be afforded the opportunity to tie up their character’s story, depending on the nature of the ban. &lt;br /&gt;
&lt;br /&gt;
If your character is embroiled in a major storyline, staff reserves to defer a shelving request until that storyline is completed. In other words, a character can only be shelved when there are no major &amp;quot;loose ends&amp;quot; left over for them that would affect other players should their absence occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furthermore, characters who are being shelved cannot attempt to engage in any world-altering actions before their shelf, such as sabotage, whistleblowing (colloquially called &amp;quot;truth nuking&amp;quot;), or other actions with major negative consequences to other parties.&#039;&#039;&#039; Should your character choose to do this as part of the resolution of their storyline, staff reserves the right to postpone a character&#039;s shelving until after a period of appropriate opportunity for consequences has been given.&lt;br /&gt;
&lt;br /&gt;
==9.0 Character Respecializations==&lt;br /&gt;
&lt;br /&gt;
To allow for organic character growth and long-term narrative development, each character is eligible for &#039;&#039;&#039;one (1) free re-specialization&#039;&#039;&#039; (respec) over the course of their lifetime. Free meaning no questions asked beyond insuring that the character remains true to their established backstory.&lt;br /&gt;
&lt;br /&gt;
Respecs are not intended to optimize gameplay or retroactively redesign a character. They exist solely to reflect believable, in-character progression as a result of lived experience or meaningful narrative change.&lt;br /&gt;
&lt;br /&gt;
===9.1 Respec Eligibility &amp;amp; Limitations===&lt;br /&gt;
&lt;br /&gt;
A respec does not allow a character to fundamentally change who they are. A character who has been consistently portrayed as unintelligent, untrained, physically weak, or inexperienced cannot suddenly gain traits without extensive, long-term justification. The following are reasons why a respec may be permitted:&lt;br /&gt;
&lt;br /&gt;
* One Free Respec&lt;br /&gt;
**Each character is granted one free respec total, usable at any point during that character’s lifespan. Once used, the respec is considered permanently expended and cannot be reclaimed, reset, or transferred. Respecs must remain true to the character’s established background, personality, history, and demonstrated roleplay, and still requires the staff approval process.&lt;br /&gt;
&lt;br /&gt;
* Mechanical Misunderstandings&lt;br /&gt;
** A respec may also be approved to address early misunderstandings of the server’s dice system or mechanical framework, provided the following conditions are met:&lt;br /&gt;
*** The respec remains fully consistent with the character’s originally approved backstory and intended concept. &lt;br /&gt;
*** The request clearly demonstrates that the original build choices were made without full understanding of how dice, rolls or trait interactions functioned on this server. &lt;br /&gt;
&lt;br /&gt;
* In-Roleplay Character Development&lt;br /&gt;
** It may sometimes make sense for a character to develop or lose traits through roleplay, such as removing the smoker trait due to quitting smoking, or gaining the claustrophobia trait due to a traumatic experience.&lt;br /&gt;
** This can be a player driven process, which will be worked through with staff via a ticket, or it can be the result of storyteller encounters in the world.  Player driven character changes require consistent and meaningful roleplay over an extended period of time for the trait to be removed.&lt;br /&gt;
&lt;br /&gt;
===9.2 Traits and Skills===&lt;br /&gt;
&lt;br /&gt;
Skills, especially &#039;&#039;&#039;Expert&#039;&#039;&#039; skills, are subject to additional scrutiny when being changed, just as in the application process. Expert skills represent the peak of a person’s training and lifelong dedication. Approval is based on real-world logic and comparison (e.g., professional endurance training vs. adjacent but unrelated disciplines).&lt;br /&gt;
&lt;br /&gt;
Traits and skills are approved based on character story, not for mechanical convenience, quality-of-life improvements, or optimization for Project Zomboid systems after experiencing the server.&lt;br /&gt;
&lt;br /&gt;
===9.3 Required Justification &amp;amp; Ticket Process===&lt;br /&gt;
&lt;br /&gt;
All respecs must be submitted via ticket and include:&lt;br /&gt;
* A link to the original application transcript.&lt;br /&gt;
* A clear explanation of what is changing&lt;br /&gt;
* An in-character justification grounded in prior RP or documented development (for non-free respects)&lt;br /&gt;
* Any relevant RP screenshots or narrative references that support the change&lt;br /&gt;
Approval is not automatic, even for a character’s one free respec. Staff reserves the right to partially adjust or deny specific portions of a respec, or request additional justification or roleplay if needed.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=756</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=756"/>
		<updated>2026-01-12T23:25:35Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Grappling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
If a character is shoved off a roof or ledge and falls, they take 2 damage per story and are knocked prone. This damage ignores armor.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll (a tie goes to the grappled).  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free, this attempt does not add to the number of failed grapple checks needed to perform a restrain.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, including the initial grapple, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 TARGETS adjacent to the initial target receive 4 damage. This does not include allies.&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage, including allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
Flamethrowers ignore cover. When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target, and in the path of fire, must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is mechanically visible &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling, human shield)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a character that is not prone, behind cover, or otherwise &amp;quot;out of the way&amp;quot; is considered blocking line-of-sight, granting cover bonus to the target.  If a ranged attack fails to hit the target, any characters in the way, starting with the closest to the attacker, will have to roll Ranged Defense, and will be hit instead.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;&#039;&#039;Cover&#039;&#039;&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of [[Dice_Guide#Flamethrowers|flamethrowers]], its range is 15 in-game tiles, and they ignore cover.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Permanent_Injuries&amp;diff=753</id>
		<title>Template:Permanent Injuries</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Permanent_Injuries&amp;diff=753"/>
		<updated>2026-01-11T23:30:09Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Immediate Medical Assistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;permanent-injuries&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= ❤️‍🩹 Death and Injury System =&lt;br /&gt;
Here on No Way Out, every fight, every wound, and every decision carries weight. In a world where civilization has crumbled, survival is never guaranteed. Conflict against the infected, the elements, or other survivors is high-stakes. Resources are scarce. Mercy is rarer. Second chances are few.&lt;br /&gt;
&lt;br /&gt;
To reflect this, the DIS system determines the aftermath of combat. Outcomes range from temporary injuries to permanent traits to death. The goal is tension and consequence.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Injury Type !! Modifiers &lt;br /&gt;
|-&lt;br /&gt;
| Healthy || No Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| Lightly Injured || -1 Modifier to All Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Injured || -2 Modifier to All Rolls&lt;br /&gt;
|-&lt;br /&gt;
| Heavily Injured || -3 Modifier to All Rolls&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are two primary rolls:&lt;br /&gt;
* A 1d12 &#039;&#039;&#039;Death Roll&#039;&#039;&#039; sets the overall outcome.&lt;br /&gt;
* If permanent injury is indicated, a 1d20 &#039;&#039;&#039;Permanent Injury Roll&#039;&#039;&#039; sets the specific trait.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;death-roll&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= 💀 The Death Roll =&lt;br /&gt;
A 1d12 determines fate. Permanent injuries apply custom traits. Heavily and Lightly Injured are status effects toggled in the dice UI.&lt;br /&gt;
=== Immediate Medical Assistance ===&lt;br /&gt;
This modifier can only affect non-Death rolls. If a DIS roll lands on Instant Death, that character still dies. A player rolling 1-3, even with assistance from a medic, will die. Outside of that 1-3, the Medic&#039;s assistance will apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immediate Medical Assistance rolls must be done before a DIS roll, before knowing the results of DIS, and/or at the immediate end of combat if DIS rolls have been delayed.&#039;&#039;&#039; If the medic attempting to assist the injured party is not an ally, then DIS rolls may be refused by the injured party. Otherwise, allies may give immediate medical assistance with or without the injured party&#039;s permission.&lt;br /&gt;
&lt;br /&gt;
Allies are typically defined as the non-hostile players an individual begins combat alongside. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Medic DIS Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| First Aid Roll Amount || Added DIS Modifier&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 4 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 6 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 8 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 - 10 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 12 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 13+ or Crit || +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any individual who attempts an Immediate Medical Assistance roll acknowledges the possibility of killing their patient.&#039;&#039;&#039; If a patient&#039;s death occurs due to a medic&#039;s malpractice, interested parties may use this malpractice as authorization for a Character Kill (CK) ticket.&lt;br /&gt;
&lt;br /&gt;
== Normal Risk DIS ==&lt;br /&gt;
Normal DIS applies in all HRZ deaths and most events.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Normal DIS Results (1d12)&lt;br /&gt;
! Roll !! Outcome !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1–3 || &#039;&#039;&#039;Instant Death&#039;&#039;&#039; ☠️ || Character dies.&lt;br /&gt;
|-&lt;br /&gt;
| 4–6 || &#039;&#039;&#039;Permanent Injury&#039;&#039;&#039; 🦴 || Roll on Permanent Injury table.&lt;br /&gt;
|-&lt;br /&gt;
| 7–8 || &#039;&#039;&#039;Heavily Injured&#039;&#039;&#039; 🤕 || Temporary status effect.&lt;br /&gt;
|-&lt;br /&gt;
| 9–10 || &#039;&#039;&#039;Injured&#039;&#039;&#039; 🩸 || Temporary status effect.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &#039;&#039;&#039;Lightly Injured&#039;&#039;&#039; 🩹 || Temporary status effect.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &#039;&#039;&#039;Unscathed&#039;&#039;&#039; || Minor, non-debilitating injuries.&lt;br /&gt;
|}&lt;br /&gt;
== Medium-Risk DIS ==&lt;br /&gt;
Medium-risk DIS events present a higher risk of permanent injury. The possibility of coming out unscathed is impossible if downed. Death is more likely, and injury is more common. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Medium DIS Results (1d12)&lt;br /&gt;
! Roll !! Outcome !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1–3 || &#039;&#039;&#039;Instant Death&#039;&#039;&#039; ☠️ || Character dies.&lt;br /&gt;
|-&lt;br /&gt;
| 4–9 || &#039;&#039;&#039;Permanent Injury&#039;&#039;&#039; 🦴 || Roll on Permanent Injury table.&lt;br /&gt;
|-&lt;br /&gt;
| 10-12 || &#039;&#039;&#039;Heavily Injured&#039;&#039;&#039; 🤕 || Temporary status effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death-Zone DIS ==&lt;br /&gt;
Death Zone DIS is for when you die within the highest risk region of the map, the Death Zone. The possiiblity of coming out anything short of severely maimed is almost impossible.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Death Zone DIS Results (1d12)&lt;br /&gt;
! Roll !! Outcome !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1–4 || &#039;&#039;&#039;Instant Death&#039;&#039;&#039; ☠️ || Character dies.&lt;br /&gt;
|-&lt;br /&gt;
| 5–12 || &#039;&#039;&#039;Permanent Injury&#039;&#039;&#039; 🦴 || Roll on Permanent Injury table.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For recovery from non-permanent injuries, see [[#health-recovery|Health &amp;amp; Recovery]].&lt;br /&gt;
== High-Risk DIS ==&lt;br /&gt;
High-risk DIS events guarantee death, where a DIS roll might typically be present. High Risk DIS is primarily reserved for world-ending narrative events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;perm-injury-roll&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 🩻 The Permanent Injury Roll =&lt;br /&gt;
If Permanent Injury is indicated, roll 1d20 to determine the trait.&lt;br /&gt;
&lt;br /&gt;
; Rules&lt;br /&gt;
* Traits change &#039;&#039;&#039;dice modifiers&#039;&#039;&#039; only. No mechanical stat changes.&lt;br /&gt;
* Some traits may grant minor advantages. Most add roleplay challenges.&lt;br /&gt;
* If on-scene medical help from a character with &#039;&#039;&#039;First Aid 4+&#039;&#039;&#039; is available, add modifiers:&lt;br /&gt;
** &#039;&#039;&#039;Patient&#039;&#039;&#039;: add their &#039;&#039;&#039;Robustness modifier&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Medic&#039;&#039;&#039;: add their &#039;&#039;&#039;First Aid modifier&#039;&#039;&#039;.&lt;br /&gt;
** Modifiers are &#039;&#039;&#039;Skill Level ÷ 2&#039;&#039;&#039;.&lt;br /&gt;
** Robustness applies only if the medic has &#039;&#039;&#039;First Aid 4+&#039;&#039;&#039;.&lt;br /&gt;
* First Aid can be administered only by characters present for the scene. Present means within shout range at the start, or arriving within 5 minutes of the conclusion.&lt;br /&gt;
* Add the medic to the ticket. Both parties must show the roll and applied modifiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;floatleft&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;imageMapHighlighter&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;imagemap&amp;gt;&lt;br /&gt;
File:HealthPanel.png|200px|left|alt=Health Panel&lt;br /&gt;
poly 62 61 67 58 71 60 69 66 [[#inj-1|Blind]]&lt;br /&gt;
poly 32 122 45 127 43 145 40 157 31 177 26 183 20 196 10 202 7 196 13 187 8 187 8 182 20 176 28 153 30 148 [[#inj-2|Missing Arm]]&lt;br /&gt;
poly 36 207 63 207 62 236 57 257 60 272 57 290 56 304 59 315 59 327 56 332 40 332 40 326 46 318 45 307 46 296 41 281 41 270 42 255 43 240 40 221 [[#inj-3|Missing Leg]]&lt;br /&gt;
poly 66 43 57 44 51 54 51 59 49 63 49 68 54 74 56 82 71 81 72 75 77 69 77 60 74 48 [[#inj-4|Mental Trauma]]&lt;br /&gt;
poly 68 301 69 294 81 294 79 310 80 322 86 328 79 330 66 330 66 320 68 307 [[#inj-5|Damaged Tendons]]&lt;br /&gt;
poly 66 43 57 44 51 54 51 59 49 63 49 68 54 74 56 82 71 81 72 75 77 69 77 60 74 49 [[#inj-6|Brain Damage]]&lt;br /&gt;
poly 47 131 55 125 79 125 80 135 81 149 88 169 90 179 34 179 38 170 43 161 47 144 [[#inj-7|Damaged Organs]]&lt;br /&gt;
poly 32 122 45 127 43 145 40 157 31 177 26 183 20 196 10 202 7 196 13 187 8 187 8 182 20 176 28 153 30 148 [[#inj-8|Badly Healed Limb]]&lt;br /&gt;
poly 104 194 109 191 114 189 118 195 116 202 110 202 [[#inj-9|Missing Fingers]]&lt;br /&gt;
poly 62 61 67 58 71 60 69 66 [[#inj-10|Missing Eye]]&lt;br /&gt;
poly 61 84 62 107 63 145 62 171 62 189 66 172 67 148 67 119 67 89 66 82 [[#inj-11|Damaged Nerves]]&lt;br /&gt;
poly 87 92 78 93 74 97 76 109 80 118 94 118 95 102 [[#inj-12|Damaged Muscles]]&lt;br /&gt;
poly 61 84 62 107 63 145 62 171 62 189 66 172 67 148 67 119 67 89 66 82 [[#inj-13|Spinal Injury]]&lt;br /&gt;
poly 62 61 67 58 71 60 69 66 [[#inj-14|Blurred Vision]]&lt;br /&gt;
poly 36 207 63 207 62 236 57 257 60 272 57 290 56 304 59 315 59 327 56 332 40 332 40 326 46 318 45 307 46 296 41 281 41 270 42 255 43 240 40 221 [[#inj-15|Limp]]&lt;br /&gt;
poly 66 43 57 44 51 54 51 59 49 63 49 68 54 74 56 82 71 81 72 75 77 69 77 60 74 48 [[#inj-16|Mental Scar]]&lt;br /&gt;
poly 76 60 71 59 72 71 76 68 [[#inj-17|Impaired Hearing]]&lt;br /&gt;
poly 42 181 54 171 78 161 83 158 76 167 66 174 51 178 36 188 33 190 [[#inj-18|Scarred]]&lt;br /&gt;
poly 129 228 147 228 146 57 130 56 [[#inj-19|Heavily Injured]]&lt;br /&gt;
poly 139 254 131 247 127 239 131 234 136 236 138 238 145 236 149 238 150 241 147 247 [[#inj-20|Battle-Hardened]]&lt;br /&gt;
desc none&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;floatright&amp;quot; style=&amp;quot;width:52%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ 1d20 Permanent Injury Table&lt;br /&gt;
! d20 !! Trait !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 1 || &#039;&#039;&#039;👁️‍🗨️ Blind&#039;&#039;&#039; || −5 to all Attacks, Defences, and Perception&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-2&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 2 || &#039;&#039;&#039;✂️ Missing Arm&#039;&#039;&#039; || −3 all Attacks, −3 Melee Defence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-3&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 3 || &#039;&#039;&#039;🦿 Missing Leg&#039;&#039;&#039; || −4 Initiative, −1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-4&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 4 || &#039;&#039;&#039;🧠⚡ Mental Trauma&#039;&#039;&#039; || −6 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 5 || &#039;&#039;&#039;🦴 Damaged Tendons&#039;&#039;&#039; || −1 all Attacks and Defence, −2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-6&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 6 || &#039;&#039;&#039;🧠 Brain Damage&#039;&#039;&#039; || −4 Perception, −2 Initiative, +4 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 7 || &#039;&#039;&#039;🫀 Damaged Organs&#039;&#039;&#039; || −1 Melee Attack and Defence, −2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-8&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 8 || &#039;&#039;&#039;🩹 Badly Healed Limb&#039;&#039;&#039; || −2 Melee Attack and Defence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 9 || &#039;&#039;&#039;✋ Missing Fingers&#039;&#039;&#039; || −1 Melee Attack, −1 Melee Defence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 10 || &#039;&#039;&#039;👁️❌ Missing Eye&#039;&#039;&#039; || −1 Ranged Attack, −2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 11 || &#039;&#039;&#039;⚡ Damaged Nerves&#039;&#039;&#039; || −1 Resolve, −2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 12 || &#039;&#039;&#039;💪❌ Damaged Muscles&#039;&#039;&#039; || −2 Initiative&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 13 || &#039;&#039;&#039;🦴 Spinal Injury&#039;&#039;&#039; || −2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 14 || &#039;&#039;&#039;👓 Blurred Vision&#039;&#039;&#039; || −2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 15 || &#039;&#039;&#039;🩼 Limp&#039;&#039;&#039; || −1 Initiative&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 16 || &#039;&#039;&#039;🧠🩹 Mental Scar&#039;&#039;&#039; || −1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 17 || &#039;&#039;&#039;👂❌ Impaired Hearing&#039;&#039;&#039; || −1 Perception&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 18 || &#039;&#039;&#039;🧵 Scarred&#039;&#039;&#039; || −1 Robustness, +1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 19 || &#039;&#039;&#039;🩸 Heavily Injured&#039;&#039;&#039; || See [[#health-recovery|Temporary Injuries]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;inj-20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; 20 || &#039;&#039;&#039;🛡️ Battle-Hardened&#039;&#039;&#039; || +2 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;dis-when&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== ❓ When does the Death &amp;amp; Injury System apply ==&lt;br /&gt;
Not every death requires a DIS roll. These do.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PvP encounters&#039;&#039;&#039;: DIS is standard. Defeated characters may request alternatives. Final say rests with the winning side.&lt;br /&gt;
* &#039;&#039;&#039;PVE deaths in High Risk Zones&#039;&#039;&#039;: DIS is standard unless caused by bugs or mechanical jank. Proof required. Open a PvP/PVE Death ticket and provide rolls or video evidence. See [[HRZ]].&lt;br /&gt;
* &#039;&#039;&#039;Events&#039;&#039;&#039;: DIS is standard unless the Storyteller states otherwise. Events are labeled by danger level. Low-risk still carries risk. High-risk CK events may bypass DIS and result in immediate CK.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;health-recovery&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== 🩸 Health &amp;amp; Recovery guidelines ==&lt;br /&gt;
Heavily Injured, Injured, and Lightly Injured are applied using the in-game dice roller. Each status imposes negative modifiers to all rolls. Severity scales with tier.&lt;br /&gt;
&lt;br /&gt;
; Recovery process&lt;br /&gt;
* Once every &#039;&#039;&#039;24 IRL hours&#039;&#039;&#039;, attempt a &#039;&#039;&#039;First Aid recovery roll&#039;&#039;&#039;.&lt;br /&gt;
* On &#039;&#039;&#039;10+&#039;&#039;&#039;, the injury improves by one tier:&lt;br /&gt;
** Heavily Injured → Injured  &lt;br /&gt;
** Injured → Lightly Injured  &lt;br /&gt;
** Lightly Injured → Healthy&lt;br /&gt;
* The roll may be made by the injured character or by another character providing medical RP.&lt;br /&gt;
* Only one recovery roll per character per 24 hours. Failing then having someone else try within 24 hours is a rule break.&lt;br /&gt;
* Document recovery via a General Ticket in ⁠🎫┃tickets-support.&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This template renders the Permanent Injuries tab content with anchors for intra-page links:&lt;br /&gt;
* [[#permanent-injuries|Top]]&lt;br /&gt;
* [[#death-roll|Death Roll]]&lt;br /&gt;
* [[#perm-injury-roll|Permanent Injury Roll]]&lt;br /&gt;
* [[#dis-when|When it applies]]&lt;br /&gt;
* [[#health-recovery|Health &amp;amp; Recovery]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
== Immediate Medical Assistance ==&lt;br /&gt;
This modifier can only affect non-Death rolls. If a DIS roll lands on Instant Death, that character still dies. A player rolling 1-3, even with assistance from a medic, will die. Outside of that 1-3, the Medic&#039;s assistance will apply.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Medic DIS Modifiers&lt;br /&gt;
|-&lt;br /&gt;
| First Aid Roll Result || Added DIS Modifier&lt;br /&gt;
|-&lt;br /&gt;
| ≤ 4 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 6 || -1&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 8 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 - 10 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 12 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 13+ or Crit || +3&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Dice_Guide&amp;diff=752</id>
		<title>Dice Guide</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Dice_Guide&amp;diff=752"/>
		<updated>2026-01-11T22:05:31Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;No Way Out uses a 2d6 dice-based system for any dice-based scenarios that occur during roleplay. While dice are not required for &#039;&#039;&#039;all&#039;&#039;&#039; interactions that occur in the server, it is unlikely that one will be able to explore the [[HRZ]] or engage with a Server Event without encountering some form of Dice Roll or Dice Combat. &lt;br /&gt;
&lt;br /&gt;
Dice Stats are reflective of a character&#039;s various skills, traits, and attributes, ensuring that the unique image of a character is accurately represented in both mechanical gameplay and dice scenarios.&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;If you attend a major event without having familiarized yourself with the basics of the dice system, you may be requested to leave the event.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advantage and Disadvantage ===&lt;br /&gt;
Throughout this dice guide you will see the terms &#039;advantage&#039; and &#039;disadvantage&#039; used to impact how to make rolls. When rolling with advantage or disadvantage, you make the roll twice.  When rolling&#039;&#039;&#039;advantage&#039;&#039;&#039; you take the higher of the two rolls, and when rolling &#039;&#039;&#039;disadvantage&#039;&#039;&#039; you take the lower of the two rolls.&lt;br /&gt;
&lt;br /&gt;
=== Critical Successes &amp;amp; Failures ===&lt;br /&gt;
A roll has a chance of critically succeeding when you roll a 12 (two 6&#039;s) and in some circumstances, a 10 (two 5&#039;s).  A critical success will sometimes have special additional effects, which will be indicated by the system when one is rolled.&lt;br /&gt;
&lt;br /&gt;
Rolling a 2 (two 1&#039;s, or Snake Eyes) is considered a &#039;critical failure&#039;. Critical failures do not carry any additional &#039;&#039;mechanical&#039;&#039; impact.&lt;br /&gt;
&lt;br /&gt;
When critically succeeding or failing, it is encouraged to roleplay accordingly, if you wish to do so.  Critical rolls are rare and give you an opportunity to perform something impressive (or impressively failing).  You are encouraged to re-emote the effects of your crit.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill Rolls}}&lt;br /&gt;
&lt;br /&gt;
{{Combat Rolls}}&lt;br /&gt;
&lt;br /&gt;
{{Permanent Injuries}}&lt;br /&gt;
&lt;br /&gt;
= Accessing the Dice Panel =&lt;br /&gt;
The dice panel is accessible via the Skills tab in the Health menu. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DicePanelUI.png]]&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Dice_Guide&amp;diff=751</id>
		<title>Dice Guide</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Dice_Guide&amp;diff=751"/>
		<updated>2026-01-11T22:05:03Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;No Way Out uses a 2d6 dice-based system for any dice-based scenarios that occur during roleplay. While dice are not required for &#039;&#039;&#039;all&#039;&#039;&#039; interactions that occur in the server, it is unlikely that one will be able to explore the [[HRZ]] or engage with a Server Event without encountering some form of Dice Roll or Dice Combat. &lt;br /&gt;
&lt;br /&gt;
Dice Stats are reflective of a character&#039;s various skills, traits, and attributes, ensuring that the unique image of a character is accurately represented in both mechanical gameplay and dice scenarios.&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;If you attend a major event without having familiarized yourself with some of the bare basics of the dice system, you may be requested to leave the event.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advantage and Disadvantage ===&lt;br /&gt;
Throughout this dice guide you will see the terms &#039;advantage&#039; and &#039;disadvantage&#039; used to impact how to make rolls. When rolling with advantage or disadvantage, you make the roll twice.  When rolling&#039;&#039;&#039;advantage&#039;&#039;&#039; you take the higher of the two rolls, and when rolling &#039;&#039;&#039;disadvantage&#039;&#039;&#039; you take the lower of the two rolls.&lt;br /&gt;
&lt;br /&gt;
=== Critical Successes &amp;amp; Failures ===&lt;br /&gt;
A roll has a chance of critically succeeding when you roll a 12 (two 6&#039;s) and in some circumstances, a 10 (two 5&#039;s).  A critical success will sometimes have special additional effects, which will be indicated by the system when one is rolled.&lt;br /&gt;
&lt;br /&gt;
Rolling a 2 (two 1&#039;s, or Snake Eyes) is considered a &#039;critical failure&#039;. Critical failures do not carry any additional &#039;&#039;mechanical&#039;&#039; impact.&lt;br /&gt;
&lt;br /&gt;
When critically succeeding or failing, it is encouraged to roleplay accordingly, if you wish to do so.  Critical rolls are rare and give you an opportunity to perform something impressive (or impressively failing).  You are encouraged to re-emote the effects of your crit.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill Rolls}}&lt;br /&gt;
&lt;br /&gt;
{{Combat Rolls}}&lt;br /&gt;
&lt;br /&gt;
{{Permanent Injuries}}&lt;br /&gt;
&lt;br /&gt;
= Accessing the Dice Panel =&lt;br /&gt;
The dice panel is accessible via the Skills tab in the Health menu. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DicePanelUI.png]]&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=750</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=750"/>
		<updated>2026-01-11T21:21:36Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Line of Sight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
If a character is shoved off a roof or ledge and falls, they take 2 damage per story and are knocked prone. This damage ignores armor.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free, this attempt does not add to the number of failed grapple checks needed to perform a restrain.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, including the initial grapple, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 TARGETS adjacent to the initial target receive 4 damage. This does not include allies.&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage, including allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
Flamethrowers ignore cover. When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target, and in the path of fire, must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is mechanically visible &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling, human shield)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a character that is not prone, behind cover, or otherwise &amp;quot;out of the way&amp;quot; is considered blocking line-of-sight, granting cover bonus to the target.  If a ranged attack fails to hit the target, any characters in the way, starting with the closest to the attacker, will have to roll Ranged Defense, and will be hit instead.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;&#039;&#039;Cover&#039;&#039;&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of [[Dice_Guide#Flamethrowers|flamethrowers]], its range is 15 in-game tiles, and they ignore cover.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=749</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=749"/>
		<updated>2026-01-11T21:21:04Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Line of Sight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
If a character is shoved off a roof or ledge and falls, they take 2 damage per story and are knocked prone. This damage ignores armor.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free, this attempt does not add to the number of failed grapple checks needed to perform a restrain.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, including the initial grapple, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 TARGETS adjacent to the initial target receive 4 damage. This does not include allies.&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage, including allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
Flamethrowers ignore cover. When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target, and in the path of fire, must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is mechanically visible &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling, human shield)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a character that is not prone, behind cover, or otherwise &amp;quot;out of the way&amp;quot; is considered blocking line-of-sight, granting cover bonus to the target.  If a ranged attack fails to hit the target, any characters in the way, starting with the closest to the attacker, will have to roll Ranged Defense, and will be hit instead.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;&#039;&#039;Cover&#039;&#039;&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles, and they ignore cover.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=748</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=748"/>
		<updated>2026-01-11T21:17:21Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Flamethrowers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
If a character is shoved off a roof or ledge and falls, they take 2 damage per story and are knocked prone. This damage ignores armor.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free, this attempt does not add to the number of failed grapple checks needed to perform a restrain.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, including the initial grapple, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 TARGETS adjacent to the initial target receive 4 damage. This does not include allies.&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage, including allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
Flamethrowers ignore cover. When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target, and in the path of fire, must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is mechanically visible &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling, human shield)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a character that is not prone, behind cover, or otherwise &amp;quot;out of the way&amp;quot; is considered blocking line-of-sight, granting cover bonus to the target.  If a ranged attack fails to hit the target, any characters in the way, starting with the closest to the attacker, will have to roll Ranged Defense, and will be hit instead.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;&#039;&#039;Cover&#039;&#039;&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=747</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=747"/>
		<updated>2026-01-11T21:03:52Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Line of Sight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
If a character is shoved off a roof or ledge and falls, they take 2 damage per story and are knocked prone. This damage ignores armor.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free, this attempt does not add to the number of failed grapple checks needed to perform a restrain.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, including the initial grapple, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 TARGETS adjacent to the initial target receive 4 damage. This does not include allies.&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage, including allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is mechanically visible &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling, human shield)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a character that is not prone, behind cover, or otherwise &amp;quot;out of the way&amp;quot; is considered blocking line-of-sight, granting cover bonus to the target.  If a ranged attack fails to hit the target, any characters in the way, starting with the closest to the attacker, will have to roll Ranged Defense, and will be hit instead.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;&#039;&#039;Cover&#039;&#039;&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=746</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=746"/>
		<updated>2026-01-10T23:24:56Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Shoving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
If a character is shoved off a roof or ledge and falls, they take 2 damage per story and are knocked prone. This damage ignores armor.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free, this attempt does not add to the number of failed grapple checks needed to perform a restrain.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, including the initial grapple, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 TARGETS adjacent to the initial target receive 4 damage. This does not include allies.&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage, including allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=745</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=745"/>
		<updated>2026-01-10T05:35:00Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Ranged Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free, this attempt does not add to the number of failed grapple checks needed to perform a restrain.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, including the initial grapple, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 TARGETS adjacent to the initial target receive 4 damage. This does not include allies.&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage, including allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=744</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=744"/>
		<updated>2026-01-10T00:23:22Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Ranged Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free, this attempt does not add to the number of failed grapple checks needed to perform a restrain.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, including the initial grapple, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 TARGETS adjacent to the initial target receive 4 damage. This does not include allies.&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=743</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=743"/>
		<updated>2026-01-09T21:34:51Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Grappling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free, this attempt does not add to the number of failed grapple checks needed to perform a restrain.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, including the initial grapple, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=742</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=742"/>
		<updated>2026-01-09T21:08:52Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Grappling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free, this attempt does not add to the number of failed grapple checks needed to perform a restrain.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:In-Game_Rules&amp;diff=741</id>
		<title>Template:In-Game Rules</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:In-Game_Rules&amp;diff=741"/>
		<updated>2026-01-09T19:20:19Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* 6.6 Mechanical Throwables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==1.0 Play Area==&lt;br /&gt;
&lt;br /&gt;
The play area for Season 2 is marked with canyon boundaries. They are split into three playable areas that you will become more accustomed to. The Safezone (Penance &amp;amp; The Bunker), The High Risk Zone (HRZ) which surrounds Penance and its Canyon, and the Death Zone (DZ) which will be the area outside of the canyon. There is no possibility of any permanent habitation or residence inside the Death Zone due to the risk and threats there-in.&lt;br /&gt;
&lt;br /&gt;
* The server’s play area is restricted to Moab (Utah) and the greater area, unless stated otherwise during expeditions and staff-hosted events.  &lt;br /&gt;
* Grand Junction is a high-risk, high-reward zone and requires staff oversight to ensure proper portrayal.&lt;br /&gt;
* Players found in a non-playable area, outside of approved expeditions, will be subject to CK (character kill). &lt;br /&gt;
&lt;br /&gt;
===1.1 High Risk Zones===&lt;br /&gt;
&lt;br /&gt;
Exploring outside of Penance and its surroundings, survivors can find themselves in hazardous areas, filled with swarms of infected and other dangers. These places have been the tombs of many reckless or unlucky wanderers.&lt;br /&gt;
&lt;br /&gt;
====1.1.1 How to find them====&lt;br /&gt;
Currently, there are two ways for survivors to end up in a High Risk Zone: &lt;br /&gt;
&lt;br /&gt;
* Entering into the inhospitable world that surrounds Penance. Which will become immediately recognizable by the warning text that will flash above your head when you both enter, and exit, a HRZ.&lt;br /&gt;
* Entering  *Grand Junction *, which is by itself a large High Risk Zone. It is our known expedition zone.&lt;br /&gt;
&lt;br /&gt;
====1.1.2 What is the purpose of a High Risk Zone?====&lt;br /&gt;
&lt;br /&gt;
High Risk Zones pose a threat to the inhabitants of the world. The ravaged world is no longer safe, with areas around the world (Such as Penance &amp;amp; The Bunker) acting as safe beacons for survivors to rest. This, in-game and rule wise, means that if a character mechanically dies inside one of these zones, be it a result of fighting infected, succumbing to the elements, or just simply dying mechanically, will be forced to make a roll on the Death and Injury System ([[Dice_Guide#Death and Injury System|DIS]])  &lt;br /&gt;
&lt;br /&gt;
====1.1.3 Death in the High Risk Zones====&lt;br /&gt;
If your character mechanically dies, immediately open a ticket showing a screenshot of the death screen. Rolling an instant death roll will mean that the character is permanently dead, and their corpse will be added to the scene for any future wanderer who explores the area. The [[Dice_Guide#Death and Injury System|Death and Injury system]] may have additional details pending Storyteller input to the scene, so stay involved in that ticket for any and all information regarding your demise.&lt;br /&gt;
&lt;br /&gt;
====1.1.4 The two types of High Risk Zones====&lt;br /&gt;
If your character mechanically dies, depending on where the death may occur, you may be subject to different levels of DIS rolls. &lt;br /&gt;
&lt;br /&gt;
* Should you die in the HRZ surrounding the Canyon, you will be subject to normal DIS rules. There is a 25% chance you will die, otherwise you may suffer a major injury. See [[Dice_Guide#Normal Risk DIS|Normal Risk DIS]]&lt;br /&gt;
* Should you die in the Death Zone, which is the area outside of the canyons, you will be subject to a more severe set of DIS rules. This area holds a 33% chance of death, and a guaranteed chance of suffering a major injury. See [[Dice_Guide#Medium-Risk DIS|Death Zone DIS]]&lt;br /&gt;
&lt;br /&gt;
====1.1.5 High Risk Zone Death Audits====&lt;br /&gt;
&lt;br /&gt;
Please note that we regularly audit our logs for deaths in our HRZ. &#039;&#039;&#039;If you do not open a ticket, we will open one for you. It is highly recommended that you open a ticket before we get to it. Honesty is the best policy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a player engages in a storyline/IC activities even after dying in the HRZ and having not opened a death ticket and are found via an audit, any and all RP may be subject to retcons depending on the result of their DIS roll and how that DIS roll would&#039;ve affected the RP had it happened in a timely manner. &#039;&#039;&#039;This Roll May Be Made At Disadvantage Per Staff Discretion.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===1.2 Expeditions===&lt;br /&gt;
Expeditions are staff-led, high-risk missions that take players beyond the safety of Penance and relative safety of the remains of Moab and its surrounding areas. These take place in the dangerous ruins of Grand Junction and beyond. These missions typically serve as curated, story-driven experiences that allow players to scavenge, investigate, or complete objectives while facing the ever-present threats of the infected, hostile survivors, and the harsh reality of the outside world.&lt;br /&gt;
&lt;br /&gt;
Expeditions can be requested for a variety of reasons. You can request Expeditions for the following: &lt;br /&gt;
&lt;br /&gt;
📚  Narrative Expeditions  – These are staff-driven events designed to progress the world’s story, uncover lost information, or engage in unique, story-heavy encounters. They will also be introduced as Events.&lt;br /&gt;
&lt;br /&gt;
🏃‍➡️  Player-Driven Expeditions  – Players can apply for expeditions to secure supplies, scavenge for specific resources, relics of the past, or pursue personal character goals. So long as you’re willing to accept the risks that come with it.&lt;br /&gt;
&lt;br /&gt;
Expeditions provide unique opportunities for character development, world-building, and high-stakes roleplay, but they come with a real risk of injury or death.&lt;br /&gt;
&lt;br /&gt;
🎓  Staff-Run Events &lt;br /&gt;
A Game Master (GM) oversees each expedition, narrating events, managing dice rolls, and introducing encounters. Every expedition has player-driven outcomes.&lt;br /&gt;
&lt;br /&gt;
📊  High Risk, High Reward &lt;br /&gt;
Survival is never guaranteed. Players face unpredictable threats, from infected hordes to traps, ambushes, and moral dilemmas. The staff determines loot and supplies. Success isn&#039;t just about fighting; it’s about making smart decisions. Looking to learn information in particular? You can risk it all to get what you need to know.&lt;br /&gt;
&lt;br /&gt;
====1.2.1 Who Can Join an Expedition?====&lt;br /&gt;
&lt;br /&gt;
* Players must apply for an expedition and accept the risks involved. &lt;br /&gt;
* Characters must have an in-character reason to participate in the expedition as stated. (in need of medical supplies, looking for information, etc.)&lt;br /&gt;
* No guarantees of survival—every expedition carries consequences. * If you are to suffer a mechanical death while on an Expedition. You will have to use our Death &amp;amp; Injury system.&lt;br /&gt;
* Expeditions are NOT ways of establishing your character in the city of Grand Junction. You can visit, but nobody can permanently stay in the area.&lt;br /&gt;
====1.2.1 How Can I Participate in an Expedition?====&lt;br /&gt;
To apply for an Expedition, head to the [https://discord.com/channels/1345174084128079923/1350796053602897972| Ticket Support] channel in the Discord and open a ticket under the &#039;&#039;Expeditions&#039;&#039; category. In your request, include:&lt;br /&gt;
Expedition Type (Narrative, Player-Driven, Contract)&lt;br /&gt;
&lt;br /&gt;
* Objective  (What you’re trying to accomplish)&lt;br /&gt;
* Group Size  (Up to 6 players)&lt;br /&gt;
* Justification  (Why your group is taking the risk)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once submitted, staff will review your request and coordinate a time for the event. Keep in mind that Expeditions are high-risk—injuries and deaths are enforced.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
===1.3 Outposts===&lt;br /&gt;
&lt;br /&gt;
The world beyond Penance and the Bunker is harsh, unforgiving, and relentlessly hostile. Humanity has been driven to the edge of extinction by ecological collapse and monstrous threats. At the start of the season, the HRZ presses against one of the last known bastions of human life in Utah - Penance and its bunker.&lt;br /&gt;
Through coordinated, collective effort, players can establish new strongholds of resistance and gradually push the HRZ back from Penance’s borders. These outposts must remain within a reasonable support distance of Penance or another established outpost in order to remain sustainable and connected to the wider fight for survival.&lt;br /&gt;
&lt;br /&gt;
====1.3.1 What is an Outpost?====&lt;br /&gt;
&lt;br /&gt;
Outposts are locations that a dedicated portion of the active playerbase has invested significant time and coordinated effort into rehabilitating, reinforcing, and fortifying a &#039;&#039;&#039;pre-existing structure&#039;&#039;&#039; on the map. Once established, an Outpost expands the safe-zone radius from the nearest connected point; whether that’s Penance or another previously developed Outpost.&lt;br /&gt;
&lt;br /&gt;
These sites become pockets of stability: places where players can rest, relax, regroup, refuel, and recover with a measure of peace… however temporary that peace may be.&lt;br /&gt;
&lt;br /&gt;
====1.3.2 Outpost Limitations====&lt;br /&gt;
Outposts are not intended to function as faction bases/hubs, or personal safehouses. They exist as community-driven locations meant to benefit humanity - and the server - on a broader scale. While major factions are welcome to operate and live within an Outpost, they will not receive special treatment or additional protections for doing so in comparison to any other location.&lt;br /&gt;
&lt;br /&gt;
Outposts can be sabotaged by other players, but only under strict requirements and with strong in-character justification. These locations are designed to be organic tools for players to engage, influence, shape, and evolve the server’s story. Because of this, we cannot outline every possible outcome or opportunity an Outpost might create.&lt;br /&gt;
&lt;br /&gt;
However, if players are found to be abusing Outposts for personal gain, powergaming, or other unfair advantages, &#039;&#039;&#039;staff has the discretion to enforce warnings or punishments.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====1.3.2 Outpost Requirements====&lt;br /&gt;
The requirements, expectations, and material costs for establishing an Outpost will vary by location. When a group of players or faction leaders opens a ticket requesting to establish an Outpost at a specific site, staff will first confirm that the location meets the player requirements and any limitations outlined in the ticket.&lt;br /&gt;
&lt;br /&gt;
Once approved, staff will collaborate with the players to determine the necessary materials, workload, and expectations. Players should come prepared with a clear plan for the space; ideally including a rough blueprint and an outline of how they envision the area functioning.&lt;br /&gt;
&lt;br /&gt;
As this information is provided, the build team will begin gradually reinforcing and decorating the chosen location in alignment with the required materials, the planned roleplay, and the blueprints supplied by the players.&lt;br /&gt;
&lt;br /&gt;
==2.0 Property Rules==&lt;br /&gt;
&lt;br /&gt;
===2.1 Safehouses===&lt;br /&gt;
&lt;br /&gt;
Players are limited to one safehouse. Safehouses must be reasonable in size for the number of occupants and must be located in &#039;&#039;&#039;residential areas only.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Claiming Inside the Safe Zone=====&lt;br /&gt;
&lt;br /&gt;
There are no mechanical safehouses within the Safe Zone. To claim a building, place a keypad on the main door and leave a TTRP marker outside.&lt;br /&gt;
* If using an &#039;&#039;IC marker&#039;&#039;, it should be something diegetic (signs, carvings, notes).&lt;br /&gt;
* If using an &#039;&#039;OOC marker&#039;&#039;, it should be a floating exclaim that would not exist in-character.&lt;br /&gt;
&lt;br /&gt;
A keypad claim within a Safe Zone &amp;quot;counts&amp;quot; the same as a claim outside of the Safe Zone. In other words, a player who keypads a residence inside Penance &amp;quot;owns&amp;quot; that residence, may not &amp;quot;own&amp;quot; other residences within Penance, and may not &amp;quot;own&amp;quot; any residences outside of the Safe Zone.&lt;br /&gt;
&lt;br /&gt;
=====Claiming Outside the Safe Zone=====&lt;br /&gt;
&lt;br /&gt;
To claim a safehouse outside the Safe Zone, open a ticket. Solo players and small groups (&amp;lt;4) should choose locations realistically - if you cannot defend or consistently use the space, the claim may be denied. Safehouse boundaries, including fenced or gated areas, must remain reasonable; excessive land claims will be restricted.&lt;br /&gt;
&lt;br /&gt;
As a baseline, a “reasonable” safehouse begins with a 10×10 radius circle, the player being in the middle, and scales with additional residents. You can visualize this using Wasteland Roleplay Chat’s speaking radius indicator set to Low.&lt;br /&gt;
&lt;br /&gt;
This measurement is a guideline; not a strict final boundary. Not all structures conform to a perfect circle, and staff will adjust expectations based on the building’s layout and the materials involved.&lt;br /&gt;
&lt;br /&gt;
A player may only be listed as an occupant of one safehouse and will only contribute to &#039;&#039;&#039;that&#039;&#039;&#039; safehouse’s allowed size.&lt;br /&gt;
&lt;br /&gt;
Once a safehouse is claimed, loot in that building stops respawning. If safehouse protections expire, the location becomes free to loot. Players expecting to be inactive for 10+ IRL days should notify staff to avoid unintended loss of property.&lt;br /&gt;
&lt;br /&gt;
Unrealistic constructions (e.g., floating bases, excessive fortifications) are prohibited and subject to removal.&lt;br /&gt;
&lt;br /&gt;
Safehouse doors and gates are always considered &#039;&#039;&#039;RP-locked&#039;&#039;&#039; unless explicit permission to enter has been given.&lt;br /&gt;
&lt;br /&gt;
===2.2 Vehicle Claiming===&lt;br /&gt;
&lt;br /&gt;
Players may only claim &#039;&#039;&#039;one vehicle&#039;&#039;&#039; using the claim system.&lt;br /&gt;
&lt;br /&gt;
Any additional vehicles will not be protected from theft via staff-overseen raid tickets. An unclaimed vehicle parked outside a safehouse that isn’t otherwise protected by a gate, garage, or wall is considered free to steal or loot. During a Safehouse Raid, any unclaimed &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; claimed vehicles inside the safehouse boundaries are subject to being stolen from.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for verifying whether a vehicle is claimed before taking any action. To do this: &lt;br /&gt;
&lt;br /&gt;
* Right-click the vehicle and look for the “claim” option in the context menu. &lt;br /&gt;
&lt;br /&gt;
* If you cannot right-click the vehicle at all, it is protected by safehouse rules and requires and approved raid ticket for interaction. &lt;br /&gt;
&lt;br /&gt;
===2.3 Dismantling===&lt;br /&gt;
&lt;br /&gt;
“Dismantling” refers to disassembling, destroying, or removing furniture, appliances, flooring, and other map objects in order to level skills or furnish bases. To preserve immersion and keep the world intact for all players, dismantling is restricted, instead we utilize a &#039;&#039;&#039;Tile Token&#039;&#039;&#039; system for obtaining furniture and objects outside your safehouse or the designated safezones for the season.&lt;br /&gt;
&lt;br /&gt;
Every character will start with &#039;&#039;&#039;20 Tile Tokens&#039;&#039;&#039;. Tile Tokens allow you to acquire items without removing them from the world. Using a token creates a duplicate copy of the object for you to take. These tokens are not finite, they will regenerate over a span of real life hours so you can continue exploring the world and bringing back furniture or decor.&lt;br /&gt;
&lt;br /&gt;
Bear in mind though, tiles picked up using Tile Tokens &#039;&#039;&#039;carry all the same requirements for removal as if you were picking up the item itself, and will maintain their original weight.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
For example: &lt;br /&gt;
&lt;br /&gt;
* A double bed costs four tokens, and produces four 20-encumbrance pieces. &lt;br /&gt;
&lt;br /&gt;
Transporting them is your responsibility. &#039;&#039;&#039;Do not leave scraps or abandoned furniture pieces in the world.&#039;&#039;&#039; Both Tile Token usage and tile interactions are logged, and littering will result in punishment.&lt;br /&gt;
&lt;br /&gt;
Using dismantling to level skills is prohibited. Characters already begin at essential capstone levels in their chosen professions. Characters with no background in a skill (Levels 1-4) must learn through an IC instructor or manually develop the skill via other crafting methods. &#039;&#039;&#039;Skills learned through IC means cannot exceed level 4.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Structural Modifications:&lt;br /&gt;
* Players may only destroy or dismantle walls, fences, gates, and doors if they are directly part of their safehouse. &lt;br /&gt;
* If you need to adjust or remove structures near your safehouse but outside its designated zone, you must open a ticket or request staff approval beforehand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure to follow this rule is considered a violation of Roleplay Rule 4.2: [[In-Game_Rules#Roleplay|Griefing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==3.0 Exclaim Etiquette==&lt;br /&gt;
&lt;br /&gt;
We use [https://steamcommunity.com/sharedfiles/filedetails/?id=3452557509&amp;amp;searchtext=ttrp| TTRP Roleplay Descriptors] to bring life and written detail to the world around us. &lt;br /&gt;
&lt;br /&gt;
Players can place descriptors by going to the &#039;&#039;&#039;Right Click &amp;gt; Investigation UI&#039;&#039;&#039; menu. In this menu, where a variety of exclaims are available, such as sticky notes, papers, floating exclamations, question marks, and more. &lt;br /&gt;
&lt;br /&gt;
If an exclaim is blue, it is player-placed. Exclaims in other colors are staff-placed exclaims. Notes or sticky notes may be placed by either players or staff, but all descriptors - regardless of type; are considered canon and may be referenced ICly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The content of exclaims should be accurately reacted to and treated as “canon” even when you are not being actively overseen by staff. Failure to do so is considered FailRP and may be subject to associated penalties.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===3.1 Logout Exclaims===&lt;br /&gt;
While not required, it is &#039;&#039;highly&#039;&#039; recommended to place an exclaim at your logout point so other players know how to “play around” your character. No one can be online 24/7; and we would never expect you to be. Exclaims help communicate what your character is doing while you’re offline and keep the space feeling alive! &lt;br /&gt;
&lt;br /&gt;
Some examples of logout exclaims include:&lt;br /&gt;
* “Jane rests here.”&lt;br /&gt;
* “John moves about the room, tidying things as needed.”&lt;br /&gt;
* “Jerry is leaning against the wall, spaced out and unthinking for the moment. (Ping @MyDiscordName for RP!)”&lt;br /&gt;
* “Janice is guarding this door.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keep in mind that logout exclaims may not always be enforceable depending on active events.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
For instance, “James is sleeping in front of the door” cannot be used to block someone from leaving a room. &#039;&#039;&#039;Write your exclaims to guide interaction with the space - not to obstruct RP or restrict other players.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===3.2 In-Game Timestamps===&lt;br /&gt;
&lt;br /&gt;
When placing an environmental exclaim include the in-game date in the title. This is especially important for things like tire tracks, footprints, broken windows, or any detail that represents a temporary change in the environment. Adding the date helps other players understand how fresh the scene is and informs whether - and how - they should react to the environmental clue. &lt;br /&gt;
&lt;br /&gt;
==4.0 Factions==&lt;br /&gt;
&lt;br /&gt;
Survivors often find strength in numbers, and when a group becomes large or organized enough, it may form a Faction. To request faction approval, open a General ticket to begin discussions with staff.&lt;br /&gt;
&lt;br /&gt;
A Faction must receive approval from at least three staff members who are not part of that faction. If it cannot secure three approvals, the request will be denied. Approval is based on several factors including but not limited to:&lt;br /&gt;
* Adherence to established lore, setting, and themes&lt;br /&gt;
* Overall reasonability of the concept&lt;br /&gt;
* Planned narrative direction&lt;br /&gt;
* Community interactions and prior behaviors&lt;br /&gt;
&lt;br /&gt;
Militaristic or antagonistic factions will be reviewed with additional scrutiny.&lt;br /&gt;
&lt;br /&gt;
Approved factions are also entitled to a dedicated lore post in [[Lore#The_World|The World]] and their own faction noticeboard channel.&lt;br /&gt;
&lt;br /&gt;
===4.1 Audits===&lt;br /&gt;
&lt;br /&gt;
Factions may be regularly audited for their accumulated goods, resources, structures, and active members. These audits occur at random and cannot be opted out of. Honest mistakes occur, and minor discrepancies in loot, player activity, and structures are expected and generally not an issue. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any deliberate attempt to obfuscate the number of players or resources associated with a Faction for the purposes of avoiding an audit will result in punitive action, up to and including a ban. Bad-faith actors and repeat offenders will receive heightened  scrutiny.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==5.0 Raiding &amp;amp; Theft==&lt;br /&gt;
&lt;br /&gt;
Raiding or stealing from a safehouse requires a ticket and staff oversight. If you are discovered during a raid, that is considered a hostile action and is grounds for the commencement of PvP. &lt;br /&gt;
&lt;br /&gt;
===5.1 Raid Ticket Requirements===&lt;br /&gt;
&lt;br /&gt;
To raid a safehouse or claimed vehicle, you must open a [https://discord.com/channels/1345174084128079923/1350796053602897972| raid ticket] in Discord.&lt;br /&gt;
&lt;br /&gt;
Raids follow a 1:2 ratio—for every 1 defender, up to 2 attackers may be fielded. Defenders do not need to be physically inside the safehouse, but must be online at the time of the raid. Scene sanctity rules will apply during raids. Only players online and within shout range may participate in the raid defense&lt;br /&gt;
&lt;br /&gt;
Larger raids, such as inter-faction raids, may require modifications to our typical rules to facilitate them. Circumstances such as these can be discussed in more detail in the Raid ticket.&lt;br /&gt;
&lt;br /&gt;
===5.2 Raid Loot Guidelines===&lt;br /&gt;
&lt;br /&gt;
Loot is restricted to a duffel bag per raiding party member, as follows:&lt;br /&gt;
* The first attacker is granted 1 duffel bag.&lt;br /&gt;
* For every 2 additional attackers, 1 extra duffel is permitted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once the bags are full, no further loot is allowed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a vehicle is unclaimed and within a safehouse that is being raided, only one vehicle may be stolen per raid. &lt;br /&gt;
&lt;br /&gt;
===5.3 Raiding Own Safehouse===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Having safehouse permission does not grant you the right to take everything inside without IC repercussions.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Theft from within requires a raid ticket unless agreed upon by the safehouse owner. If you were not given explicit permission to take items, you must open a ticket before proceeding with theft.&lt;br /&gt;
&lt;br /&gt;
===5.4 Player Theft===&lt;br /&gt;
Player robberies are subject to Comply &amp;amp; Demand rules (see section 6.5) and must escalate proportionally.  A robbery is initiated via clear display of hostile intent either verbally or through brandishing weapons.  When a character complies, the robbery is successful and you are able to take &#039;&#039;&#039;either&#039;&#039;&#039; the character&#039;s belongings, or their vehicle.&lt;br /&gt;
&lt;br /&gt;
Once a theft is concluded, the initiator must disengage in a timely manner.  Victims cannot be immediately re-targeted in order to continue looting.  Likewise, scene sanctity applies for the duration of the theft, meaning attackers must be allowed to leave before reinforcements can arrive on scene unless they were within the initiation range.&lt;br /&gt;
&lt;br /&gt;
==6.0 Player Conflict (PvP)==&lt;br /&gt;
&lt;br /&gt;
We are a dice-first server, meaning all PvP encounters default to dice unless all involved parties explicitly agree otherwise. These rules exist to maintain fair and naturally occurring conflict dynamics. Mechanical combat may be used in large-scale events and/or during raids at the discretion of both sides.&lt;br /&gt;
&lt;br /&gt;
===6.1 Initiation &amp;amp; Initiative===&lt;br /&gt;
&lt;br /&gt;
Before engaging in PvP, the initiating player must express hostile intent in a /meshout emote.&lt;br /&gt;
* The final emote before combat must be a /meloud or a /meshout, clearly conveying intent without describing the result of the attack. (Example: &amp;quot;Bobby tightens his grip on his rifle, preparing to fire.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Calling for backup or support by radio constitutes an initiation of combat turn order&#039;&#039;&#039; during hostile or tense situations--any radio messages are only sent &#039;&#039;after&#039;&#039; combat has reached a resolution to prevent dogpiling or powergaming. Using in-game radios or rp-beacons to request backup before combat has concluded is grounds for staff intervention or punitive actions. This is because the passage of time goes by much &#039;slower&#039; during dice combat OOCly than it realistically would ICly.&lt;br /&gt;
&lt;br /&gt;
Defending players respond with emotes describing their reaction—whether they fight back, surrender, or flee. Once initiation is complete, all involved players roll initiative, and combat proceeds in initiative order.&lt;br /&gt;
* Characters attempting to ambush or hide must make a Hiding roll. This should be done as their initiating emote. Those trying to detect them must roll Perception—if no one beats their DC, the ambushing player proceeds unseen.&lt;br /&gt;
* Characters cannot attempt to hide in the middle of combat. They should be hidden at the beginning of a scene or have stepped away and returned unseen.&lt;br /&gt;
* If an attacker remains hidden, an Ambush round follows.  Combatants who are ambushed are Surprised and cannot act for the first round of combat. Conversely, attackers who have Ambushed a combatant or combatants have advantage on attack rolls made during this Surprise round.&lt;br /&gt;
* Combat then follows normal initiative order, meaning an ambusher may act both in the ambush round and in round 1.&lt;br /&gt;
&lt;br /&gt;
===6.2 Scene Sanctity===&lt;br /&gt;
&lt;br /&gt;
Dice-based combat takes time—once combat begins, no new parties can join unless they are already within fifty tiles (shout range). Combat begins with the first /meloud initiation emote.&lt;br /&gt;
&lt;br /&gt;
===6.3 Combat Resolution===&lt;br /&gt;
&lt;br /&gt;
When PvP combat concludes, players may open a PvPvE Death ticket in Discord. This ticket would allow participants to discuss potential outcomes. The default outcome is through our in-house Death &amp;amp; Injury System. &#039;&#039;&#039;Staff oversight is not required to reach an alternative agreement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While alternative solutions may be proposed by defeated players, it is ultimately up to the agreement of their opponents whether or not alternative solutions will be accepted in lieu of DIS. In group PvP scenarios, a collective agreement must be reached between all parties, including for the fate of any downed allies of any “winning” groups. &#039;&#039;&#039;In other words, “winning” a combat scenario does not prevent a DIS roll or potential alternative consequences for allies of the “winning” side.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples of alternative solutions include:&lt;br /&gt;
* Your character accepts the defeat as a “severe beating” rather than a risk of CK. It was clearly intended to send a message, rather than kill them.&lt;br /&gt;
* An eye for an eye. Your character is the reason an ally is missing a finger…so your finger is taken in turn.&lt;br /&gt;
* Your character knows something their opponents need to know. They will be stabilized, but their opponents will be kidnapping them and holding them for further questioning.&lt;br /&gt;
** Imprisonment and enslavement rules apply in this scenario. Please see In-Game Rules 7.0 Imprisonment &amp;amp; Enslavement.&lt;br /&gt;
&lt;br /&gt;
Emotes should never confirm a character’s death or remove the possibility of survival unless a CK ticket has been approved. If an agreement cannot be reached, the defeated player(s) may make their DIS Rolls In-Game and post a full chat screenshot for proof in a PvPvE Death ticket.&lt;br /&gt;
&lt;br /&gt;
Above all else, respect your opponents. While tempers may rise in-character, OOC interactions must remain respectful and in good faith. (Refer to Rule 2.0 under Community Guidelines for player conduct expectations.)&lt;br /&gt;
&lt;br /&gt;
===6.4 Character Kills &amp;amp; CK Authorization===&lt;br /&gt;
&lt;br /&gt;
To gain authorization for a character kill, you must open a [https://discord.com/channels/1345174084128079923/1350796053602897972| CK ticket]&lt;br /&gt;
&lt;br /&gt;
When CK authorization is granted through an approved CK ticket, the approved player can bypass the DIS roll to confirm a character&#039;s death.  This is done once a character reaches 0 HP, and can only be performed by the player, or players, with approval.  If someone else bring the target to 0, the authorization holder must &#039;confirm&#039; the kill in order to bypass DIS.&lt;br /&gt;
&lt;br /&gt;
===6.5 Comply &amp;amp; Demand===&lt;br /&gt;
&lt;br /&gt;
In situations where characters have no prior history of hostility or no justifiable reasons to be violent toward one another, a character who fully complies with demands will automatically pass their DIS Death &amp;amp; Permanent Injury roll.&lt;br /&gt;
&lt;br /&gt;
Demands must be reasonable, clearly stated, and not violate server rules. They should also include a consequence for non-compliance.&lt;br /&gt;
&lt;br /&gt;
Examples of valid demands:&lt;br /&gt;
* Bobby shakily raises up his rifle, directing it at Powley. “Put your hands up or I’ll shoot!”&lt;br /&gt;
* With a firm hand, Powley brandishes his pistol, taking careful aim at Bobby. “Don’t do anything funny, or I’ll shoot you dead!”&lt;br /&gt;
* Kandi hoists up her coach gun, sweeping both barrels between the pair. “Go ahead and put those guns down, boys, or you’ll be painting the pavement!&lt;br /&gt;
&lt;br /&gt;
Characters may not exploit vague or unclear demands to force non-compliance. Doing so will be considered a rule violation.&lt;br /&gt;
&lt;br /&gt;
Characters who comply cannot be treated to excessive force without appropriate in-character motivation and reasoning. Players are expected to approach escalation rationally unless they have circumstances which warrant an elevated response. A compliant character can be subject to DIS rolls if they have a history of:&lt;br /&gt;
* Previous act of non-compliance or violence against the demanding party.&lt;br /&gt;
* Hostile actions against faction members or close allies of the demanding party.&lt;br /&gt;
* Repeated antagonism despite prior warnings.&lt;br /&gt;
* A bounty or some other justifiable reason for the character to pursue violence against the party.&lt;br /&gt;
&lt;br /&gt;
Malicious compliance is not compliance.&lt;br /&gt;
* Characters who push their luck (e.g., excessive backtalk after being warned to stay quiet) may be treated as non-compliant.&lt;br /&gt;
* Testing boundaries or deliberately aggravating an armed aggressor can result in losing auto-pass on DIS.&lt;br /&gt;
&lt;br /&gt;
===6.6 Mechanical Throwables===&lt;br /&gt;
&lt;br /&gt;
Mechanical throwables, meaning those useable in game, such as molotovs, noisemakers, nail bombs, and pipebombs are allowed for use against zombies, and cannot be used to harm players and all care should be taken to avoid damaging others even accidentally. These items cannot be used against players, even in Dice Combat. Player deaths and injuries from mechanically thrown items are not considered In Character, and irresponsible use of these items may result in punitive actions.&lt;br /&gt;
&lt;br /&gt;
In PVE Events, throwables and explosives are subject to the strength, potency, and intended use of the player during a story ran event, and subject to DM discretion on their consequences or outcome.&lt;br /&gt;
&lt;br /&gt;
==7.0 Imprisonment &amp;amp; Enslavement==&lt;br /&gt;
&lt;br /&gt;
Imprisonment and even enslavement are permitted on this server when appropriate and approached tastefully. However, captors and captives need to remember that we do not permit gameplay that would restrict or otherwise inhibit another player’s RP. &#039;&#039;&#039;Captors are responsible for the RP experience of their captives and must continue to maintain a high standard of RP. OOC communication is encouraged and essential for a fulfilling experience for all parties.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A captor must be present throughout the duration of a player’s imprisonment. Captors can be the original captor, associated faction members, friends, paid mercenaries, or any other parties in “cahoots” with the captor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a player consents to imprisonment for a longer period of time, player preferences can and should override this rule.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
However, if a player does not agree to a certain length of imprisonment and is left “unattended” after at least 24 hours, staff may require captors to release their captive with or without the captor present. &#039;&#039;&#039;Staff reserve the right to approve or deny tickets related to release based on context, proof, and other considerations.&#039;&#039;&#039; Should these tickets be approved, captives may be released by an NPC or otherwise “escape” on their own. Captors may or may not be notified of their release, depending on how it occurred. &#039;&#039;&#039;It is highly encouraged that captors and captives negotiate RP OOCly to ensure full coverage.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Above all else, the community standards must be met. It is the responsibility of the captors and captives to ensure that imprisonment or enslavement narratives do not violate the Golden Rules, our zero-tolerance rules, or any other relevant rulesets. &#039;&#039;&#039;If at any point these rules are violated, immediately open a Concern ticket to address the situation with management.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example “Do”s&lt;br /&gt;
* John Doe arrests Jane Zomboid for theft. The typical sentence for thievery in the settlement is 48 IRL hours, as established by the IC security team. This information is freely available on the bulletin board of the local enforcement office. Regardless, John ensures that Jane is aware of this OOCly and informs the rest of his guard squad ICly and OOCly that there is a prisoner who will need to be attended to. John’s guards, staff, and potential visitors check in regularly on Jane throughout her 48 hour sentence, and she is released promptly at the end of it by a player.&lt;br /&gt;
** Good communication occurs, the expectations are clearly defined, time-limited, and followed. Everybody understands what’s going on, and Jane receives multiple RP opportunities with the guards or other staff who visit her cell. &lt;br /&gt;
&lt;br /&gt;
Example “Do”&lt;br /&gt;
&lt;br /&gt;
* John Doe wants revenge on Jane’s sister, June, and kidnaps Jane to achieve this. Jane, OOCly, is fine with the idea and has no limitations to the amount of time they are willing to be captured. Multiple IRL days pass, some of which see neither John nor Jane online, but tensions between John’s group and June’s increase, leading to slow but steady negotiations between them. Jane would overall say she is enjoying herself OOCly, even if the amount of RP she has is decreased.&lt;br /&gt;
** OOC communication has occurred and the captive has no active complaints. Player preference overrides any staff rulings here, and captives can remain captured as long as their captor is willing to maintain it.&lt;br /&gt;
&lt;br /&gt;
Example “Don’t”&lt;br /&gt;
&lt;br /&gt;
* John Doe arrests Jane Zomboid for theft, throwing her in a cell. John has to go to work, so he logs out. No one is aware that Jane is there. The next day, around the 24 hour mark, John checks on Jane briefly, insisting that she will need to continue staying in her cell and walking away. Jane OOCly attempts to coordinate RP with John or any of the other guards, but is ignored or otherwise unheard. &lt;br /&gt;
** Jane opens a ticket and is released per the above rules by a staff member. Since the captor’s organization is a larger security team, she is released by an NPC guard with notice that her sentence has been completed. &lt;br /&gt;
** Though real life happens—and sucks—leaving Jane on read for several hours, let alone a full day, with meagre RP is unacceptable. With no certainty on when she will be allowed to leave and no IC or OOC information given, staff can choose to release her and consider her punishment completed.&lt;br /&gt;
&lt;br /&gt;
Example “Don’t”&lt;br /&gt;
&lt;br /&gt;
* John Doe decides he wants to kidnap Jane, sister of his rival June, to force negotiations for ammunition and food that his group needs. Jane, OOCly, is not particularly excited about the idea, and once John logs off for the day, opens a ticket asking to be released.&lt;br /&gt;
** Jane’s ticket is unfortunately denied, as June’s faction has only recently been made aware of her kidnapping and have not had the opportunity to attempt to respond yet. Jane is encouraged to re-open her ticket should 24 hours pass without any interaction from John. &lt;br /&gt;
** John returns the next day to speak with his prisoner, continue negotiations, and otherwise further the plotline. Though there is no exact end date to Jane’s imprisonment, active steps are being taken to lead to a resolution and Jane is attended to on a regular basis by John and his faction members.&lt;br /&gt;
&lt;br /&gt;
We understand that prison RP isn’t everyone’s cup of tea, but we need to give people the opportunity for IC actions to have IC consequences. We highly encourage captives to communicate with their captors about any difficulties that may be coming up so that a solution can be worked out without staff intervention. That being said, we ask that captives wait a minimum of 24 hours without interaction from their captor or associates before opening a ticket about the situation. &lt;br /&gt;
&lt;br /&gt;
==8.0 Shelving &amp;amp; Retirement==&lt;br /&gt;
&lt;br /&gt;
Players reserve the right to shelve or retire their own characters at any time for any reason. To do this, open a General Ticket so that staff may remove your whitelist. &lt;br /&gt;
&lt;br /&gt;
When you open this ticket, you must decide what the nature of their shelving entails:&lt;br /&gt;
* If you choose to kill your character (a “character kill” or “CK”), they cannot be brought back for any reason.&lt;br /&gt;
** You must also write their #graveyard post, which will be included in the ticket.&lt;br /&gt;
* If you choose to &amp;quot;shelve&amp;quot; or &amp;quot;retire&amp;quot; the character, their fate is left nebulous, and they may be brought back “off the shelf” at a later time, should you choose.&lt;br /&gt;
** No #graveyard post will be made, but we encourage (but do not require) you to add anything you would like to add to their #character page!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters of players who leave the server, are inactive for an extended period of time and are unreachable, or are banned, will have their fate subject to staff hands, including and up to a CK.&#039;&#039;&#039; If a player’s character has been retired via death through this method, they will not be available for “taking off the shelf.” It is encouraged that anyone intending to leave the server with the possibility of returning do their due diligence to retire their character through whatever means they may prefer. Even banned members of the server may be afforded the opportunity to tie up their character’s story, depending on the nature of the ban. &lt;br /&gt;
&lt;br /&gt;
If your character is embroiled in a major storyline, staff reserves to defer a shelving request until that storyline is completed. In other words, a character can only be shelved when there are no major &amp;quot;loose ends&amp;quot; left over for them that would affect other players should their absence occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furthermore, characters who are being shelved cannot attempt to engage in any world-altering actions before their shelf, such as sabotage, whistleblowing (colloquially called &amp;quot;truth nuking&amp;quot;), or other actions with major negative consequences to other parties.&#039;&#039;&#039; Should your character choose to do this as part of the resolution of their storyline, staff reserves the right to postpone a character&#039;s shelving until after a period of appropriate opportunity for consequences has been given.&lt;br /&gt;
&lt;br /&gt;
==9.0 Character Respecializations==&lt;br /&gt;
&lt;br /&gt;
To allow for organic character growth and long-term narrative development, each character is eligible for &#039;&#039;&#039;one (1) free re-specialization&#039;&#039;&#039; (respec) over the course of their lifetime. Free meaning no questions asked beyond insuring that the character remains true to their established backstory.&lt;br /&gt;
&lt;br /&gt;
Respecs are not intended to optimize gameplay or retroactively redesign a character. They exist solely to reflect believable, in-character progression as a result of lived experience or meaningful narrative change.&lt;br /&gt;
&lt;br /&gt;
===9.1 Respec Eligibility &amp;amp; Limitations===&lt;br /&gt;
&lt;br /&gt;
A respec does not allow a character to fundamentally change who they are. A character who has been consistently portrayed as unintelligent, untrained, physically weak, or inexperienced cannot suddenly gain traits without extensive, long-term justification. The following are reasons why a respec may be permitted:&lt;br /&gt;
&lt;br /&gt;
* One Free Respec&lt;br /&gt;
**Each character is granted one free respec total, usable at any point during that character’s lifespan. Once used, the respec is considered permanently expended and cannot be reclaimed, reset, or transferred. Respecs must remain true to the character’s established background, personality, history, and demonstrated roleplay, and still requires the staff approval process.&lt;br /&gt;
&lt;br /&gt;
* Mechanical Misunderstandings&lt;br /&gt;
** A respec may also be approved to address early misunderstandings of the server’s dice system or mechanical framework, provided the following conditions are met:&lt;br /&gt;
*** The respec remains fully consistent with the character’s originally approved backstory and intended concept. &lt;br /&gt;
*** The request clearly demonstrates that the original build choices were made without full understanding of how dice, rolls or trait interactions functioned on this server. &lt;br /&gt;
&lt;br /&gt;
* In-Roleplay Character Development&lt;br /&gt;
** It may sometimes make sense for a character to develop or lose traits through roleplay, such as removing the smoker trait due to quitting smoking, or gaining the claustrophobia trait due to a traumatic experience.&lt;br /&gt;
** This can be a player driven process, which will be worked through with staff via a ticket, or it can be the result of storyteller encounters in the world.  Player driven character changes require consistent and meaningful roleplay over an extended period of time for the trait to be removed.&lt;br /&gt;
&lt;br /&gt;
===9.2 Traits and Skills===&lt;br /&gt;
&lt;br /&gt;
Skills, especially &#039;&#039;&#039;Expert&#039;&#039;&#039; skills, are subject to additional scrutiny when being changed, just as in the application process. Expert skills represent the peak of a person’s training and lifelong dedication. Approval is based on real-world logic and comparison (e.g., professional endurance training vs. adjacent but unrelated disciplines).&lt;br /&gt;
&lt;br /&gt;
Traits and skills are approved based on character story, not for mechanical convenience, quality-of-life improvements, or optimization for Project Zomboid systems after experiencing the server.&lt;br /&gt;
&lt;br /&gt;
===9.3 Required Justification &amp;amp; Ticket Process===&lt;br /&gt;
&lt;br /&gt;
All respecs must be submitted via ticket and include:&lt;br /&gt;
* A link to the original application transcript.&lt;br /&gt;
* A clear explanation of what is changing&lt;br /&gt;
* An in-character justification grounded in prior RP or documented development (for non-free respects)&lt;br /&gt;
* Any relevant RP screenshots or narrative references that support the change&lt;br /&gt;
Approval is not automatic, even for a character’s one free respec. Staff reserves the right to partially adjust or deny specific portions of a respec, or request additional justification or roleplay if needed.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:In-Game_Rules&amp;diff=740</id>
		<title>Template:In-Game Rules</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:In-Game_Rules&amp;diff=740"/>
		<updated>2026-01-09T19:18:51Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* 6.6 Mechanical Throwables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==1.0 Play Area==&lt;br /&gt;
&lt;br /&gt;
The play area for Season 2 is marked with canyon boundaries. They are split into three playable areas that you will become more accustomed to. The Safezone (Penance &amp;amp; The Bunker), The High Risk Zone (HRZ) which surrounds Penance and its Canyon, and the Death Zone (DZ) which will be the area outside of the canyon. There is no possibility of any permanent habitation or residence inside the Death Zone due to the risk and threats there-in.&lt;br /&gt;
&lt;br /&gt;
* The server’s play area is restricted to Moab (Utah) and the greater area, unless stated otherwise during expeditions and staff-hosted events.  &lt;br /&gt;
* Grand Junction is a high-risk, high-reward zone and requires staff oversight to ensure proper portrayal.&lt;br /&gt;
* Players found in a non-playable area, outside of approved expeditions, will be subject to CK (character kill). &lt;br /&gt;
&lt;br /&gt;
===1.1 High Risk Zones===&lt;br /&gt;
&lt;br /&gt;
Exploring outside of Penance and its surroundings, survivors can find themselves in hazardous areas, filled with swarms of infected and other dangers. These places have been the tombs of many reckless or unlucky wanderers.&lt;br /&gt;
&lt;br /&gt;
====1.1.1 How to find them====&lt;br /&gt;
Currently, there are two ways for survivors to end up in a High Risk Zone: &lt;br /&gt;
&lt;br /&gt;
* Entering into the inhospitable world that surrounds Penance. Which will become immediately recognizable by the warning text that will flash above your head when you both enter, and exit, a HRZ.&lt;br /&gt;
* Entering  *Grand Junction *, which is by itself a large High Risk Zone. It is our known expedition zone.&lt;br /&gt;
&lt;br /&gt;
====1.1.2 What is the purpose of a High Risk Zone?====&lt;br /&gt;
&lt;br /&gt;
High Risk Zones pose a threat to the inhabitants of the world. The ravaged world is no longer safe, with areas around the world (Such as Penance &amp;amp; The Bunker) acting as safe beacons for survivors to rest. This, in-game and rule wise, means that if a character mechanically dies inside one of these zones, be it a result of fighting infected, succumbing to the elements, or just simply dying mechanically, will be forced to make a roll on the Death and Injury System ([[Dice_Guide#Death and Injury System|DIS]])  &lt;br /&gt;
&lt;br /&gt;
====1.1.3 Death in the High Risk Zones====&lt;br /&gt;
If your character mechanically dies, immediately open a ticket showing a screenshot of the death screen. Rolling an instant death roll will mean that the character is permanently dead, and their corpse will be added to the scene for any future wanderer who explores the area. The [[Dice_Guide#Death and Injury System|Death and Injury system]] may have additional details pending Storyteller input to the scene, so stay involved in that ticket for any and all information regarding your demise.&lt;br /&gt;
&lt;br /&gt;
====1.1.4 The two types of High Risk Zones====&lt;br /&gt;
If your character mechanically dies, depending on where the death may occur, you may be subject to different levels of DIS rolls. &lt;br /&gt;
&lt;br /&gt;
* Should you die in the HRZ surrounding the Canyon, you will be subject to normal DIS rules. There is a 25% chance you will die, otherwise you may suffer a major injury. See [[Dice_Guide#Normal Risk DIS|Normal Risk DIS]]&lt;br /&gt;
* Should you die in the Death Zone, which is the area outside of the canyons, you will be subject to a more severe set of DIS rules. This area holds a 33% chance of death, and a guaranteed chance of suffering a major injury. See [[Dice_Guide#Medium-Risk DIS|Death Zone DIS]]&lt;br /&gt;
&lt;br /&gt;
====1.1.5 High Risk Zone Death Audits====&lt;br /&gt;
&lt;br /&gt;
Please note that we regularly audit our logs for deaths in our HRZ. &#039;&#039;&#039;If you do not open a ticket, we will open one for you. It is highly recommended that you open a ticket before we get to it. Honesty is the best policy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a player engages in a storyline/IC activities even after dying in the HRZ and having not opened a death ticket and are found via an audit, any and all RP may be subject to retcons depending on the result of their DIS roll and how that DIS roll would&#039;ve affected the RP had it happened in a timely manner. &#039;&#039;&#039;This Roll May Be Made At Disadvantage Per Staff Discretion.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===1.2 Expeditions===&lt;br /&gt;
Expeditions are staff-led, high-risk missions that take players beyond the safety of Penance and relative safety of the remains of Moab and its surrounding areas. These take place in the dangerous ruins of Grand Junction and beyond. These missions typically serve as curated, story-driven experiences that allow players to scavenge, investigate, or complete objectives while facing the ever-present threats of the infected, hostile survivors, and the harsh reality of the outside world.&lt;br /&gt;
&lt;br /&gt;
Expeditions can be requested for a variety of reasons. You can request Expeditions for the following: &lt;br /&gt;
&lt;br /&gt;
📚  Narrative Expeditions  – These are staff-driven events designed to progress the world’s story, uncover lost information, or engage in unique, story-heavy encounters. They will also be introduced as Events.&lt;br /&gt;
&lt;br /&gt;
🏃‍➡️  Player-Driven Expeditions  – Players can apply for expeditions to secure supplies, scavenge for specific resources, relics of the past, or pursue personal character goals. So long as you’re willing to accept the risks that come with it.&lt;br /&gt;
&lt;br /&gt;
Expeditions provide unique opportunities for character development, world-building, and high-stakes roleplay, but they come with a real risk of injury or death.&lt;br /&gt;
&lt;br /&gt;
🎓  Staff-Run Events &lt;br /&gt;
A Game Master (GM) oversees each expedition, narrating events, managing dice rolls, and introducing encounters. Every expedition has player-driven outcomes.&lt;br /&gt;
&lt;br /&gt;
📊  High Risk, High Reward &lt;br /&gt;
Survival is never guaranteed. Players face unpredictable threats, from infected hordes to traps, ambushes, and moral dilemmas. The staff determines loot and supplies. Success isn&#039;t just about fighting; it’s about making smart decisions. Looking to learn information in particular? You can risk it all to get what you need to know.&lt;br /&gt;
&lt;br /&gt;
====1.2.1 Who Can Join an Expedition?====&lt;br /&gt;
&lt;br /&gt;
* Players must apply for an expedition and accept the risks involved. &lt;br /&gt;
* Characters must have an in-character reason to participate in the expedition as stated. (in need of medical supplies, looking for information, etc.)&lt;br /&gt;
* No guarantees of survival—every expedition carries consequences. * If you are to suffer a mechanical death while on an Expedition. You will have to use our Death &amp;amp; Injury system.&lt;br /&gt;
* Expeditions are NOT ways of establishing your character in the city of Grand Junction. You can visit, but nobody can permanently stay in the area.&lt;br /&gt;
====1.2.1 How Can I Participate in an Expedition?====&lt;br /&gt;
To apply for an Expedition, head to the [https://discord.com/channels/1345174084128079923/1350796053602897972| Ticket Support] channel in the Discord and open a ticket under the &#039;&#039;Expeditions&#039;&#039; category. In your request, include:&lt;br /&gt;
Expedition Type (Narrative, Player-Driven, Contract)&lt;br /&gt;
&lt;br /&gt;
* Objective  (What you’re trying to accomplish)&lt;br /&gt;
* Group Size  (Up to 6 players)&lt;br /&gt;
* Justification  (Why your group is taking the risk)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once submitted, staff will review your request and coordinate a time for the event. Keep in mind that Expeditions are high-risk—injuries and deaths are enforced.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
===1.3 Outposts===&lt;br /&gt;
&lt;br /&gt;
The world beyond Penance and the Bunker is harsh, unforgiving, and relentlessly hostile. Humanity has been driven to the edge of extinction by ecological collapse and monstrous threats. At the start of the season, the HRZ presses against one of the last known bastions of human life in Utah - Penance and its bunker.&lt;br /&gt;
Through coordinated, collective effort, players can establish new strongholds of resistance and gradually push the HRZ back from Penance’s borders. These outposts must remain within a reasonable support distance of Penance or another established outpost in order to remain sustainable and connected to the wider fight for survival.&lt;br /&gt;
&lt;br /&gt;
====1.3.1 What is an Outpost?====&lt;br /&gt;
&lt;br /&gt;
Outposts are locations that a dedicated portion of the active playerbase has invested significant time and coordinated effort into rehabilitating, reinforcing, and fortifying a &#039;&#039;&#039;pre-existing structure&#039;&#039;&#039; on the map. Once established, an Outpost expands the safe-zone radius from the nearest connected point; whether that’s Penance or another previously developed Outpost.&lt;br /&gt;
&lt;br /&gt;
These sites become pockets of stability: places where players can rest, relax, regroup, refuel, and recover with a measure of peace… however temporary that peace may be.&lt;br /&gt;
&lt;br /&gt;
====1.3.2 Outpost Limitations====&lt;br /&gt;
Outposts are not intended to function as faction bases/hubs, or personal safehouses. They exist as community-driven locations meant to benefit humanity - and the server - on a broader scale. While major factions are welcome to operate and live within an Outpost, they will not receive special treatment or additional protections for doing so in comparison to any other location.&lt;br /&gt;
&lt;br /&gt;
Outposts can be sabotaged by other players, but only under strict requirements and with strong in-character justification. These locations are designed to be organic tools for players to engage, influence, shape, and evolve the server’s story. Because of this, we cannot outline every possible outcome or opportunity an Outpost might create.&lt;br /&gt;
&lt;br /&gt;
However, if players are found to be abusing Outposts for personal gain, powergaming, or other unfair advantages, &#039;&#039;&#039;staff has the discretion to enforce warnings or punishments.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====1.3.2 Outpost Requirements====&lt;br /&gt;
The requirements, expectations, and material costs for establishing an Outpost will vary by location. When a group of players or faction leaders opens a ticket requesting to establish an Outpost at a specific site, staff will first confirm that the location meets the player requirements and any limitations outlined in the ticket.&lt;br /&gt;
&lt;br /&gt;
Once approved, staff will collaborate with the players to determine the necessary materials, workload, and expectations. Players should come prepared with a clear plan for the space; ideally including a rough blueprint and an outline of how they envision the area functioning.&lt;br /&gt;
&lt;br /&gt;
As this information is provided, the build team will begin gradually reinforcing and decorating the chosen location in alignment with the required materials, the planned roleplay, and the blueprints supplied by the players.&lt;br /&gt;
&lt;br /&gt;
==2.0 Property Rules==&lt;br /&gt;
&lt;br /&gt;
===2.1 Safehouses===&lt;br /&gt;
&lt;br /&gt;
Players are limited to one safehouse. Safehouses must be reasonable in size for the number of occupants and must be located in &#039;&#039;&#039;residential areas only.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====Claiming Inside the Safe Zone=====&lt;br /&gt;
&lt;br /&gt;
There are no mechanical safehouses within the Safe Zone. To claim a building, place a keypad on the main door and leave a TTRP marker outside.&lt;br /&gt;
* If using an &#039;&#039;IC marker&#039;&#039;, it should be something diegetic (signs, carvings, notes).&lt;br /&gt;
* If using an &#039;&#039;OOC marker&#039;&#039;, it should be a floating exclaim that would not exist in-character.&lt;br /&gt;
&lt;br /&gt;
A keypad claim within a Safe Zone &amp;quot;counts&amp;quot; the same as a claim outside of the Safe Zone. In other words, a player who keypads a residence inside Penance &amp;quot;owns&amp;quot; that residence, may not &amp;quot;own&amp;quot; other residences within Penance, and may not &amp;quot;own&amp;quot; any residences outside of the Safe Zone.&lt;br /&gt;
&lt;br /&gt;
=====Claiming Outside the Safe Zone=====&lt;br /&gt;
&lt;br /&gt;
To claim a safehouse outside the Safe Zone, open a ticket. Solo players and small groups (&amp;lt;4) should choose locations realistically - if you cannot defend or consistently use the space, the claim may be denied. Safehouse boundaries, including fenced or gated areas, must remain reasonable; excessive land claims will be restricted.&lt;br /&gt;
&lt;br /&gt;
As a baseline, a “reasonable” safehouse begins with a 10×10 radius circle, the player being in the middle, and scales with additional residents. You can visualize this using Wasteland Roleplay Chat’s speaking radius indicator set to Low.&lt;br /&gt;
&lt;br /&gt;
This measurement is a guideline; not a strict final boundary. Not all structures conform to a perfect circle, and staff will adjust expectations based on the building’s layout and the materials involved.&lt;br /&gt;
&lt;br /&gt;
A player may only be listed as an occupant of one safehouse and will only contribute to &#039;&#039;&#039;that&#039;&#039;&#039; safehouse’s allowed size.&lt;br /&gt;
&lt;br /&gt;
Once a safehouse is claimed, loot in that building stops respawning. If safehouse protections expire, the location becomes free to loot. Players expecting to be inactive for 10+ IRL days should notify staff to avoid unintended loss of property.&lt;br /&gt;
&lt;br /&gt;
Unrealistic constructions (e.g., floating bases, excessive fortifications) are prohibited and subject to removal.&lt;br /&gt;
&lt;br /&gt;
Safehouse doors and gates are always considered &#039;&#039;&#039;RP-locked&#039;&#039;&#039; unless explicit permission to enter has been given.&lt;br /&gt;
&lt;br /&gt;
===2.2 Vehicle Claiming===&lt;br /&gt;
&lt;br /&gt;
Players may only claim &#039;&#039;&#039;one vehicle&#039;&#039;&#039; using the claim system.&lt;br /&gt;
&lt;br /&gt;
Any additional vehicles will not be protected from theft via staff-overseen raid tickets. An unclaimed vehicle parked outside a safehouse that isn’t otherwise protected by a gate, garage, or wall is considered free to steal or loot. During a Safehouse Raid, any unclaimed &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; claimed vehicles inside the safehouse boundaries are subject to being stolen from.&lt;br /&gt;
&lt;br /&gt;
Players are responsible for verifying whether a vehicle is claimed before taking any action. To do this: &lt;br /&gt;
&lt;br /&gt;
* Right-click the vehicle and look for the “claim” option in the context menu. &lt;br /&gt;
&lt;br /&gt;
* If you cannot right-click the vehicle at all, it is protected by safehouse rules and requires and approved raid ticket for interaction. &lt;br /&gt;
&lt;br /&gt;
===2.3 Dismantling===&lt;br /&gt;
&lt;br /&gt;
“Dismantling” refers to disassembling, destroying, or removing furniture, appliances, flooring, and other map objects in order to level skills or furnish bases. To preserve immersion and keep the world intact for all players, dismantling is restricted, instead we utilize a &#039;&#039;&#039;Tile Token&#039;&#039;&#039; system for obtaining furniture and objects outside your safehouse or the designated safezones for the season.&lt;br /&gt;
&lt;br /&gt;
Every character will start with &#039;&#039;&#039;20 Tile Tokens&#039;&#039;&#039;. Tile Tokens allow you to acquire items without removing them from the world. Using a token creates a duplicate copy of the object for you to take. These tokens are not finite, they will regenerate over a span of real life hours so you can continue exploring the world and bringing back furniture or decor.&lt;br /&gt;
&lt;br /&gt;
Bear in mind though, tiles picked up using Tile Tokens &#039;&#039;&#039;carry all the same requirements for removal as if you were picking up the item itself, and will maintain their original weight.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
For example: &lt;br /&gt;
&lt;br /&gt;
* A double bed costs four tokens, and produces four 20-encumbrance pieces. &lt;br /&gt;
&lt;br /&gt;
Transporting them is your responsibility. &#039;&#039;&#039;Do not leave scraps or abandoned furniture pieces in the world.&#039;&#039;&#039; Both Tile Token usage and tile interactions are logged, and littering will result in punishment.&lt;br /&gt;
&lt;br /&gt;
Using dismantling to level skills is prohibited. Characters already begin at essential capstone levels in their chosen professions. Characters with no background in a skill (Levels 1-4) must learn through an IC instructor or manually develop the skill via other crafting methods. &#039;&#039;&#039;Skills learned through IC means cannot exceed level 4.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Structural Modifications:&lt;br /&gt;
* Players may only destroy or dismantle walls, fences, gates, and doors if they are directly part of their safehouse. &lt;br /&gt;
* If you need to adjust or remove structures near your safehouse but outside its designated zone, you must open a ticket or request staff approval beforehand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure to follow this rule is considered a violation of Roleplay Rule 4.2: [[In-Game_Rules#Roleplay|Griefing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==3.0 Exclaim Etiquette==&lt;br /&gt;
&lt;br /&gt;
We use [https://steamcommunity.com/sharedfiles/filedetails/?id=3452557509&amp;amp;searchtext=ttrp| TTRP Roleplay Descriptors] to bring life and written detail to the world around us. &lt;br /&gt;
&lt;br /&gt;
Players can place descriptors by going to the &#039;&#039;&#039;Right Click &amp;gt; Investigation UI&#039;&#039;&#039; menu. In this menu, where a variety of exclaims are available, such as sticky notes, papers, floating exclamations, question marks, and more. &lt;br /&gt;
&lt;br /&gt;
If an exclaim is blue, it is player-placed. Exclaims in other colors are staff-placed exclaims. Notes or sticky notes may be placed by either players or staff, but all descriptors - regardless of type; are considered canon and may be referenced ICly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The content of exclaims should be accurately reacted to and treated as “canon” even when you are not being actively overseen by staff. Failure to do so is considered FailRP and may be subject to associated penalties.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===3.1 Logout Exclaims===&lt;br /&gt;
While not required, it is &#039;&#039;highly&#039;&#039; recommended to place an exclaim at your logout point so other players know how to “play around” your character. No one can be online 24/7; and we would never expect you to be. Exclaims help communicate what your character is doing while you’re offline and keep the space feeling alive! &lt;br /&gt;
&lt;br /&gt;
Some examples of logout exclaims include:&lt;br /&gt;
* “Jane rests here.”&lt;br /&gt;
* “John moves about the room, tidying things as needed.”&lt;br /&gt;
* “Jerry is leaning against the wall, spaced out and unthinking for the moment. (Ping @MyDiscordName for RP!)”&lt;br /&gt;
* “Janice is guarding this door.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keep in mind that logout exclaims may not always be enforceable depending on active events.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
For instance, “James is sleeping in front of the door” cannot be used to block someone from leaving a room. &#039;&#039;&#039;Write your exclaims to guide interaction with the space - not to obstruct RP or restrict other players.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===3.2 In-Game Timestamps===&lt;br /&gt;
&lt;br /&gt;
When placing an environmental exclaim include the in-game date in the title. This is especially important for things like tire tracks, footprints, broken windows, or any detail that represents a temporary change in the environment. Adding the date helps other players understand how fresh the scene is and informs whether - and how - they should react to the environmental clue. &lt;br /&gt;
&lt;br /&gt;
==4.0 Factions==&lt;br /&gt;
&lt;br /&gt;
Survivors often find strength in numbers, and when a group becomes large or organized enough, it may form a Faction. To request faction approval, open a General ticket to begin discussions with staff.&lt;br /&gt;
&lt;br /&gt;
A Faction must receive approval from at least three staff members who are not part of that faction. If it cannot secure three approvals, the request will be denied. Approval is based on several factors including but not limited to:&lt;br /&gt;
* Adherence to established lore, setting, and themes&lt;br /&gt;
* Overall reasonability of the concept&lt;br /&gt;
* Planned narrative direction&lt;br /&gt;
* Community interactions and prior behaviors&lt;br /&gt;
&lt;br /&gt;
Militaristic or antagonistic factions will be reviewed with additional scrutiny.&lt;br /&gt;
&lt;br /&gt;
Approved factions are also entitled to a dedicated lore post in [[Lore#The_World|The World]] and their own faction noticeboard channel.&lt;br /&gt;
&lt;br /&gt;
===4.1 Audits===&lt;br /&gt;
&lt;br /&gt;
Factions may be regularly audited for their accumulated goods, resources, structures, and active members. These audits occur at random and cannot be opted out of. Honest mistakes occur, and minor discrepancies in loot, player activity, and structures are expected and generally not an issue. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any deliberate attempt to obfuscate the number of players or resources associated with a Faction for the purposes of avoiding an audit will result in punitive action, up to and including a ban. Bad-faith actors and repeat offenders will receive heightened  scrutiny.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==5.0 Raiding &amp;amp; Theft==&lt;br /&gt;
&lt;br /&gt;
Raiding or stealing from a safehouse requires a ticket and staff oversight. If you are discovered during a raid, that is considered a hostile action and is grounds for the commencement of PvP. &lt;br /&gt;
&lt;br /&gt;
===5.1 Raid Ticket Requirements===&lt;br /&gt;
&lt;br /&gt;
To raid a safehouse or claimed vehicle, you must open a [https://discord.com/channels/1345174084128079923/1350796053602897972| raid ticket] in Discord.&lt;br /&gt;
&lt;br /&gt;
Raids follow a 1:2 ratio—for every 1 defender, up to 2 attackers may be fielded. Defenders do not need to be physically inside the safehouse, but must be online at the time of the raid. Scene sanctity rules will apply during raids. Only players online and within shout range may participate in the raid defense&lt;br /&gt;
&lt;br /&gt;
Larger raids, such as inter-faction raids, may require modifications to our typical rules to facilitate them. Circumstances such as these can be discussed in more detail in the Raid ticket.&lt;br /&gt;
&lt;br /&gt;
===5.2 Raid Loot Guidelines===&lt;br /&gt;
&lt;br /&gt;
Loot is restricted to a duffel bag per raiding party member, as follows:&lt;br /&gt;
* The first attacker is granted 1 duffel bag.&lt;br /&gt;
* For every 2 additional attackers, 1 extra duffel is permitted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once the bags are full, no further loot is allowed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a vehicle is unclaimed and within a safehouse that is being raided, only one vehicle may be stolen per raid. &lt;br /&gt;
&lt;br /&gt;
===5.3 Raiding Own Safehouse===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Having safehouse permission does not grant you the right to take everything inside without IC repercussions.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Theft from within requires a raid ticket unless agreed upon by the safehouse owner. If you were not given explicit permission to take items, you must open a ticket before proceeding with theft.&lt;br /&gt;
&lt;br /&gt;
===5.4 Player Theft===&lt;br /&gt;
Player robberies are subject to Comply &amp;amp; Demand rules (see section 6.5) and must escalate proportionally.  A robbery is initiated via clear display of hostile intent either verbally or through brandishing weapons.  When a character complies, the robbery is successful and you are able to take &#039;&#039;&#039;either&#039;&#039;&#039; the character&#039;s belongings, or their vehicle.&lt;br /&gt;
&lt;br /&gt;
Once a theft is concluded, the initiator must disengage in a timely manner.  Victims cannot be immediately re-targeted in order to continue looting.  Likewise, scene sanctity applies for the duration of the theft, meaning attackers must be allowed to leave before reinforcements can arrive on scene unless they were within the initiation range.&lt;br /&gt;
&lt;br /&gt;
==6.0 Player Conflict (PvP)==&lt;br /&gt;
&lt;br /&gt;
We are a dice-first server, meaning all PvP encounters default to dice unless all involved parties explicitly agree otherwise. These rules exist to maintain fair and naturally occurring conflict dynamics. Mechanical combat may be used in large-scale events and/or during raids at the discretion of both sides.&lt;br /&gt;
&lt;br /&gt;
===6.1 Initiation &amp;amp; Initiative===&lt;br /&gt;
&lt;br /&gt;
Before engaging in PvP, the initiating player must express hostile intent in a /meshout emote.&lt;br /&gt;
* The final emote before combat must be a /meloud or a /meshout, clearly conveying intent without describing the result of the attack. (Example: &amp;quot;Bobby tightens his grip on his rifle, preparing to fire.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Calling for backup or support by radio constitutes an initiation of combat turn order&#039;&#039;&#039; during hostile or tense situations--any radio messages are only sent &#039;&#039;after&#039;&#039; combat has reached a resolution to prevent dogpiling or powergaming. Using in-game radios or rp-beacons to request backup before combat has concluded is grounds for staff intervention or punitive actions. This is because the passage of time goes by much &#039;slower&#039; during dice combat OOCly than it realistically would ICly.&lt;br /&gt;
&lt;br /&gt;
Defending players respond with emotes describing their reaction—whether they fight back, surrender, or flee. Once initiation is complete, all involved players roll initiative, and combat proceeds in initiative order.&lt;br /&gt;
* Characters attempting to ambush or hide must make a Hiding roll. This should be done as their initiating emote. Those trying to detect them must roll Perception—if no one beats their DC, the ambushing player proceeds unseen.&lt;br /&gt;
* Characters cannot attempt to hide in the middle of combat. They should be hidden at the beginning of a scene or have stepped away and returned unseen.&lt;br /&gt;
* If an attacker remains hidden, an Ambush round follows.  Combatants who are ambushed are Surprised and cannot act for the first round of combat. Conversely, attackers who have Ambushed a combatant or combatants have advantage on attack rolls made during this Surprise round.&lt;br /&gt;
* Combat then follows normal initiative order, meaning an ambusher may act both in the ambush round and in round 1.&lt;br /&gt;
&lt;br /&gt;
===6.2 Scene Sanctity===&lt;br /&gt;
&lt;br /&gt;
Dice-based combat takes time—once combat begins, no new parties can join unless they are already within fifty tiles (shout range). Combat begins with the first /meloud initiation emote.&lt;br /&gt;
&lt;br /&gt;
===6.3 Combat Resolution===&lt;br /&gt;
&lt;br /&gt;
When PvP combat concludes, players may open a PvPvE Death ticket in Discord. This ticket would allow participants to discuss potential outcomes. The default outcome is through our in-house Death &amp;amp; Injury System. &#039;&#039;&#039;Staff oversight is not required to reach an alternative agreement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While alternative solutions may be proposed by defeated players, it is ultimately up to the agreement of their opponents whether or not alternative solutions will be accepted in lieu of DIS. In group PvP scenarios, a collective agreement must be reached between all parties, including for the fate of any downed allies of any “winning” groups. &#039;&#039;&#039;In other words, “winning” a combat scenario does not prevent a DIS roll or potential alternative consequences for allies of the “winning” side.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples of alternative solutions include:&lt;br /&gt;
* Your character accepts the defeat as a “severe beating” rather than a risk of CK. It was clearly intended to send a message, rather than kill them.&lt;br /&gt;
* An eye for an eye. Your character is the reason an ally is missing a finger…so your finger is taken in turn.&lt;br /&gt;
* Your character knows something their opponents need to know. They will be stabilized, but their opponents will be kidnapping them and holding them for further questioning.&lt;br /&gt;
** Imprisonment and enslavement rules apply in this scenario. Please see In-Game Rules 7.0 Imprisonment &amp;amp; Enslavement.&lt;br /&gt;
&lt;br /&gt;
Emotes should never confirm a character’s death or remove the possibility of survival unless a CK ticket has been approved. If an agreement cannot be reached, the defeated player(s) may make their DIS Rolls In-Game and post a full chat screenshot for proof in a PvPvE Death ticket.&lt;br /&gt;
&lt;br /&gt;
Above all else, respect your opponents. While tempers may rise in-character, OOC interactions must remain respectful and in good faith. (Refer to Rule 2.0 under Community Guidelines for player conduct expectations.)&lt;br /&gt;
&lt;br /&gt;
===6.4 Character Kills &amp;amp; CK Authorization===&lt;br /&gt;
&lt;br /&gt;
To gain authorization for a character kill, you must open a [https://discord.com/channels/1345174084128079923/1350796053602897972| CK ticket]&lt;br /&gt;
&lt;br /&gt;
When CK authorization is granted through an approved CK ticket, the approved player can bypass the DIS roll to confirm a character&#039;s death.  This is done once a character reaches 0 HP, and can only be performed by the player, or players, with approval.  If someone else bring the target to 0, the authorization holder must &#039;confirm&#039; the kill in order to bypass DIS.&lt;br /&gt;
&lt;br /&gt;
===6.5 Comply &amp;amp; Demand===&lt;br /&gt;
&lt;br /&gt;
In situations where characters have no prior history of hostility or no justifiable reasons to be violent toward one another, a character who fully complies with demands will automatically pass their DIS Death &amp;amp; Permanent Injury roll.&lt;br /&gt;
&lt;br /&gt;
Demands must be reasonable, clearly stated, and not violate server rules. They should also include a consequence for non-compliance.&lt;br /&gt;
&lt;br /&gt;
Examples of valid demands:&lt;br /&gt;
* Bobby shakily raises up his rifle, directing it at Powley. “Put your hands up or I’ll shoot!”&lt;br /&gt;
* With a firm hand, Powley brandishes his pistol, taking careful aim at Bobby. “Don’t do anything funny, or I’ll shoot you dead!”&lt;br /&gt;
* Kandi hoists up her coach gun, sweeping both barrels between the pair. “Go ahead and put those guns down, boys, or you’ll be painting the pavement!&lt;br /&gt;
&lt;br /&gt;
Characters may not exploit vague or unclear demands to force non-compliance. Doing so will be considered a rule violation.&lt;br /&gt;
&lt;br /&gt;
Characters who comply cannot be treated to excessive force without appropriate in-character motivation and reasoning. Players are expected to approach escalation rationally unless they have circumstances which warrant an elevated response. A compliant character can be subject to DIS rolls if they have a history of:&lt;br /&gt;
* Previous act of non-compliance or violence against the demanding party.&lt;br /&gt;
* Hostile actions against faction members or close allies of the demanding party.&lt;br /&gt;
* Repeated antagonism despite prior warnings.&lt;br /&gt;
* A bounty or some other justifiable reason for the character to pursue violence against the party.&lt;br /&gt;
&lt;br /&gt;
Malicious compliance is not compliance.&lt;br /&gt;
* Characters who push their luck (e.g., excessive backtalk after being warned to stay quiet) may be treated as non-compliant.&lt;br /&gt;
* Testing boundaries or deliberately aggravating an armed aggressor can result in losing auto-pass on DIS.&lt;br /&gt;
&lt;br /&gt;
===6.6 Mechanical Throwables===&lt;br /&gt;
&lt;br /&gt;
Mechanical throwables, meaning those useable in game, such as molotovs, noisemakers, nail bombs, and pipebombs are allowed for use against zombies, and cannot be used to harm players and all care should be taken to avoid damaging others even accidentally. These items cannot be used against players, even in Dice Combat. Player deaths and injuries from mechanically thrown items are not considered In Character, and irresponsible use of these items may result in punitive actions.&lt;br /&gt;
&lt;br /&gt;
==7.0 Imprisonment &amp;amp; Enslavement==&lt;br /&gt;
&lt;br /&gt;
Imprisonment and even enslavement are permitted on this server when appropriate and approached tastefully. However, captors and captives need to remember that we do not permit gameplay that would restrict or otherwise inhibit another player’s RP. &#039;&#039;&#039;Captors are responsible for the RP experience of their captives and must continue to maintain a high standard of RP. OOC communication is encouraged and essential for a fulfilling experience for all parties.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A captor must be present throughout the duration of a player’s imprisonment. Captors can be the original captor, associated faction members, friends, paid mercenaries, or any other parties in “cahoots” with the captor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a player consents to imprisonment for a longer period of time, player preferences can and should override this rule.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
However, if a player does not agree to a certain length of imprisonment and is left “unattended” after at least 24 hours, staff may require captors to release their captive with or without the captor present. &#039;&#039;&#039;Staff reserve the right to approve or deny tickets related to release based on context, proof, and other considerations.&#039;&#039;&#039; Should these tickets be approved, captives may be released by an NPC or otherwise “escape” on their own. Captors may or may not be notified of their release, depending on how it occurred. &#039;&#039;&#039;It is highly encouraged that captors and captives negotiate RP OOCly to ensure full coverage.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Above all else, the community standards must be met. It is the responsibility of the captors and captives to ensure that imprisonment or enslavement narratives do not violate the Golden Rules, our zero-tolerance rules, or any other relevant rulesets. &#039;&#039;&#039;If at any point these rules are violated, immediately open a Concern ticket to address the situation with management.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example “Do”s&lt;br /&gt;
* John Doe arrests Jane Zomboid for theft. The typical sentence for thievery in the settlement is 48 IRL hours, as established by the IC security team. This information is freely available on the bulletin board of the local enforcement office. Regardless, John ensures that Jane is aware of this OOCly and informs the rest of his guard squad ICly and OOCly that there is a prisoner who will need to be attended to. John’s guards, staff, and potential visitors check in regularly on Jane throughout her 48 hour sentence, and she is released promptly at the end of it by a player.&lt;br /&gt;
** Good communication occurs, the expectations are clearly defined, time-limited, and followed. Everybody understands what’s going on, and Jane receives multiple RP opportunities with the guards or other staff who visit her cell. &lt;br /&gt;
&lt;br /&gt;
Example “Do”&lt;br /&gt;
&lt;br /&gt;
* John Doe wants revenge on Jane’s sister, June, and kidnaps Jane to achieve this. Jane, OOCly, is fine with the idea and has no limitations to the amount of time they are willing to be captured. Multiple IRL days pass, some of which see neither John nor Jane online, but tensions between John’s group and June’s increase, leading to slow but steady negotiations between them. Jane would overall say she is enjoying herself OOCly, even if the amount of RP she has is decreased.&lt;br /&gt;
** OOC communication has occurred and the captive has no active complaints. Player preference overrides any staff rulings here, and captives can remain captured as long as their captor is willing to maintain it.&lt;br /&gt;
&lt;br /&gt;
Example “Don’t”&lt;br /&gt;
&lt;br /&gt;
* John Doe arrests Jane Zomboid for theft, throwing her in a cell. John has to go to work, so he logs out. No one is aware that Jane is there. The next day, around the 24 hour mark, John checks on Jane briefly, insisting that she will need to continue staying in her cell and walking away. Jane OOCly attempts to coordinate RP with John or any of the other guards, but is ignored or otherwise unheard. &lt;br /&gt;
** Jane opens a ticket and is released per the above rules by a staff member. Since the captor’s organization is a larger security team, she is released by an NPC guard with notice that her sentence has been completed. &lt;br /&gt;
** Though real life happens—and sucks—leaving Jane on read for several hours, let alone a full day, with meagre RP is unacceptable. With no certainty on when she will be allowed to leave and no IC or OOC information given, staff can choose to release her and consider her punishment completed.&lt;br /&gt;
&lt;br /&gt;
Example “Don’t”&lt;br /&gt;
&lt;br /&gt;
* John Doe decides he wants to kidnap Jane, sister of his rival June, to force negotiations for ammunition and food that his group needs. Jane, OOCly, is not particularly excited about the idea, and once John logs off for the day, opens a ticket asking to be released.&lt;br /&gt;
** Jane’s ticket is unfortunately denied, as June’s faction has only recently been made aware of her kidnapping and have not had the opportunity to attempt to respond yet. Jane is encouraged to re-open her ticket should 24 hours pass without any interaction from John. &lt;br /&gt;
** John returns the next day to speak with his prisoner, continue negotiations, and otherwise further the plotline. Though there is no exact end date to Jane’s imprisonment, active steps are being taken to lead to a resolution and Jane is attended to on a regular basis by John and his faction members.&lt;br /&gt;
&lt;br /&gt;
We understand that prison RP isn’t everyone’s cup of tea, but we need to give people the opportunity for IC actions to have IC consequences. We highly encourage captives to communicate with their captors about any difficulties that may be coming up so that a solution can be worked out without staff intervention. That being said, we ask that captives wait a minimum of 24 hours without interaction from their captor or associates before opening a ticket about the situation. &lt;br /&gt;
&lt;br /&gt;
==8.0 Shelving &amp;amp; Retirement==&lt;br /&gt;
&lt;br /&gt;
Players reserve the right to shelve or retire their own characters at any time for any reason. To do this, open a General Ticket so that staff may remove your whitelist. &lt;br /&gt;
&lt;br /&gt;
When you open this ticket, you must decide what the nature of their shelving entails:&lt;br /&gt;
* If you choose to kill your character (a “character kill” or “CK”), they cannot be brought back for any reason.&lt;br /&gt;
** You must also write their #graveyard post, which will be included in the ticket.&lt;br /&gt;
* If you choose to &amp;quot;shelve&amp;quot; or &amp;quot;retire&amp;quot; the character, their fate is left nebulous, and they may be brought back “off the shelf” at a later time, should you choose.&lt;br /&gt;
** No #graveyard post will be made, but we encourage (but do not require) you to add anything you would like to add to their #character page!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters of players who leave the server, are inactive for an extended period of time and are unreachable, or are banned, will have their fate subject to staff hands, including and up to a CK.&#039;&#039;&#039; If a player’s character has been retired via death through this method, they will not be available for “taking off the shelf.” It is encouraged that anyone intending to leave the server with the possibility of returning do their due diligence to retire their character through whatever means they may prefer. Even banned members of the server may be afforded the opportunity to tie up their character’s story, depending on the nature of the ban. &lt;br /&gt;
&lt;br /&gt;
If your character is embroiled in a major storyline, staff reserves to defer a shelving request until that storyline is completed. In other words, a character can only be shelved when there are no major &amp;quot;loose ends&amp;quot; left over for them that would affect other players should their absence occur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furthermore, characters who are being shelved cannot attempt to engage in any world-altering actions before their shelf, such as sabotage, whistleblowing (colloquially called &amp;quot;truth nuking&amp;quot;), or other actions with major negative consequences to other parties.&#039;&#039;&#039; Should your character choose to do this as part of the resolution of their storyline, staff reserves the right to postpone a character&#039;s shelving until after a period of appropriate opportunity for consequences has been given.&lt;br /&gt;
&lt;br /&gt;
==9.0 Character Respecializations==&lt;br /&gt;
&lt;br /&gt;
To allow for organic character growth and long-term narrative development, each character is eligible for &#039;&#039;&#039;one (1) free re-specialization&#039;&#039;&#039; (respec) over the course of their lifetime. Free meaning no questions asked beyond insuring that the character remains true to their established backstory.&lt;br /&gt;
&lt;br /&gt;
Respecs are not intended to optimize gameplay or retroactively redesign a character. They exist solely to reflect believable, in-character progression as a result of lived experience or meaningful narrative change.&lt;br /&gt;
&lt;br /&gt;
===9.1 Respec Eligibility &amp;amp; Limitations===&lt;br /&gt;
&lt;br /&gt;
A respec does not allow a character to fundamentally change who they are. A character who has been consistently portrayed as unintelligent, untrained, physically weak, or inexperienced cannot suddenly gain traits without extensive, long-term justification. The following are reasons why a respec may be permitted:&lt;br /&gt;
&lt;br /&gt;
* One Free Respec&lt;br /&gt;
**Each character is granted one free respec total, usable at any point during that character’s lifespan. Once used, the respec is considered permanently expended and cannot be reclaimed, reset, or transferred. Respecs must remain true to the character’s established background, personality, history, and demonstrated roleplay, and still requires the staff approval process.&lt;br /&gt;
&lt;br /&gt;
* Mechanical Misunderstandings&lt;br /&gt;
** A respec may also be approved to address early misunderstandings of the server’s dice system or mechanical framework, provided the following conditions are met:&lt;br /&gt;
*** The respec remains fully consistent with the character’s originally approved backstory and intended concept. &lt;br /&gt;
*** The request clearly demonstrates that the original build choices were made without full understanding of how dice, rolls or trait interactions functioned on this server. &lt;br /&gt;
&lt;br /&gt;
* In-Roleplay Character Development&lt;br /&gt;
** It may sometimes make sense for a character to develop or lose traits through roleplay, such as removing the smoker trait due to quitting smoking, or gaining the claustrophobia trait due to a traumatic experience.&lt;br /&gt;
** This can be a player driven process, which will be worked through with staff via a ticket, or it can be the result of storyteller encounters in the world.  Player driven character changes require consistent and meaningful roleplay over an extended period of time for the trait to be removed.&lt;br /&gt;
&lt;br /&gt;
===9.2 Traits and Skills===&lt;br /&gt;
&lt;br /&gt;
Skills, especially &#039;&#039;&#039;Expert&#039;&#039;&#039; skills, are subject to additional scrutiny when being changed, just as in the application process. Expert skills represent the peak of a person’s training and lifelong dedication. Approval is based on real-world logic and comparison (e.g., professional endurance training vs. adjacent but unrelated disciplines).&lt;br /&gt;
&lt;br /&gt;
Traits and skills are approved based on character story, not for mechanical convenience, quality-of-life improvements, or optimization for Project Zomboid systems after experiencing the server.&lt;br /&gt;
&lt;br /&gt;
===9.3 Required Justification &amp;amp; Ticket Process===&lt;br /&gt;
&lt;br /&gt;
All respecs must be submitted via ticket and include:&lt;br /&gt;
* A link to the original application transcript.&lt;br /&gt;
* A clear explanation of what is changing&lt;br /&gt;
* An in-character justification grounded in prior RP or documented development (for non-free respects)&lt;br /&gt;
* Any relevant RP screenshots or narrative references that support the change&lt;br /&gt;
Approval is not automatic, even for a character’s one free respec. Staff reserves the right to partially adjust or deny specific portions of a respec, or request additional justification or roleplay if needed.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=739</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=739"/>
		<updated>2026-01-09T19:18:44Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: Removed throwables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=738</id>
		<title>User:AddyGaming</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=738"/>
		<updated>2026-01-09T19:00:47Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Character_Creation&amp;diff=735</id>
		<title>Template:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Character_Creation&amp;diff=735"/>
		<updated>2026-01-08T20:42:00Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* 📖 Positive Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Character Creation==&lt;br /&gt;
Characters on NWO are supposed to feel like real people, and each character build will first need to be approved before the character can Spawn.&lt;br /&gt;
Using this guide, at the end of a Character Application thread, post what kind of Occupation and Traits the character should have. Every Trait will need to be justified properly in the Background. Both Negatives, and Positives.&lt;br /&gt;
&lt;br /&gt;
==Skill Caps &amp;amp; Traits==&lt;br /&gt;
On NWO, every skill has a max cap level. Caps are influenced by the starting level in character creation, and will be 4, 6, 8 and 10. A skill that starts with at least one level will already be at its maximum possible level.&lt;br /&gt;
&lt;br /&gt;
===Gaining Levels &amp;amp; XP===&lt;br /&gt;
If a character starts with 0 levels in a skill, they will be able to level it up to Level 4. Leveling these skills happens through normal PZ Mechanical Leveling up.&lt;br /&gt;
&lt;br /&gt;
===Skill Traits===&lt;br /&gt;
Since Backgrounds will not give any starting level in Crafting, Agility, Survival and Combat skills, a character build will mostly come from the selection of traits. Our custom Skill Traits are organized in three different tiers that have different costs and Starting levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Examples&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Point Cost !! Points Added !! Starting Level !! Skill Cap !! Limit&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || +0 Levels || Level 0 || Level 4 || None &lt;br /&gt;
|-&lt;br /&gt;
| 🥉 Amateur || 1 || +1 Levels || Level 6 || Level 6 || None&lt;br /&gt;
|-&lt;br /&gt;
| 🥈 Experienced || 2 || +2 Levels || Level 8 || Level 8 || Two Per Character&lt;br /&gt;
|-&lt;br /&gt;
| 🥇 Expert || 3 || +3 Levels || Level 10 || Level 10 || One Per Character&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Character can&#039;t also have same Skill Traits of different Tiers. (For example: Both Amateur Carpenter *and* Experienced Carpenter).&lt;br /&gt;
&lt;br /&gt;
==Traits List &amp;amp; Costs==&lt;br /&gt;
&lt;br /&gt;
===📖 Positive Traits===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Dice Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Speed Demon || 1 || +1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Brewer || 2 || Level 8 Brewing&lt;br /&gt;
|-&lt;br /&gt;
| Low Thirst || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Low Hunger || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Herbalist || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Iron Gut || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Keen Hearing || 2 || +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Dexterous || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Organized || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Cats Eyes || 2 || +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Junkie || 2 || +2 Initiative&lt;br /&gt;
|-&lt;br /&gt;
| Graceful || 1 || +2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Brave || 2 || +2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Outdoorsman || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Inconspicuous || 1 || +2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Fast Healer || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Fast Learner || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Fast Reader || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Resilient || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Thick Skinned || 2 || +2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Fit || 2 || Level 8 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Strong || 2 || Level 8 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Very Fit || 4 || Level 10 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Very Strong || 4 || Level 10 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Eagle Eyed || 3 || +1 Ranged Attack, +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Desensitized || 3 || +4 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===📖 Negative Traits===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Dice Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Prone to Illness || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Smoker || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Sunday Driver || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Learner || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Reader || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Healer || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Weak Stomach || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Fear of Blood || 1 || -1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Agoraphobic || 1 || -2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| All Thumbs || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Claustrophobic || 1 || -2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Cowardly || 2 || -2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Pacifist || 3 || -2 Initiative, -1 Ranged Attack, -1 Melee Attack&lt;br /&gt;
|-&lt;br /&gt;
| Short Sighted || 2 || -1 Ranged Attack, -1 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Thin Skinned || 2 || -2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Conspicuous || 1 || -2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Clumsy || 1 || -2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Hard of Hearing || 2 || -2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Disorganized || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Appetite || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| High Thirst || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weak || 2 || 4 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Unfit || 2 || 4 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Illiterate || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Deaf || 4 || -4 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Very Weak || 4 || 2 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Very Unfit || 4 || 2 Fitness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥉 Amateur Skill Traits===&lt;br /&gt;
Cost: 1 Point each. &#039;&#039;&#039;No Limit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Tailor || +1 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Doctor || +1 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Mechanic|| +1 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Electrician || +1 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Metalworker || +1 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Homesteader || +1 Cooking, +1 Farming, +1 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Shooter || +1 Aiming, +1 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Outdoorsman || +1 Fishing, +1 Foraging, +1 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Athlete || +1 Nimble, +1 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Rogue || +1 Sneaking, +1 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Survival) || +1 Axe, +1 Spear, +1 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Blunt) || +1 Long Blunt, +1 Short Blunt, +1 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Blade) || +1 Long Blade, +1 Short Blade, +1 Maintenance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥈  Experienced Skill Traits===&lt;br /&gt;
Cost: 2 Points each. &#039;&#039;&#039;Max 2.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Tailor || +2 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Doctor || +2 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Mechanic || +2 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Electrician || +2 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Metalworker || +2 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Homesteader || +2 Cooking, +2 Farming, +2 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Shooter || +2 Aiming, +2 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Outdoorsman || +2 Fishing, +2 Foraging, +2 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Athlete || +2 Nimble, +2 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Rogue || +2 Sneaking, +2 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Survival) || +2 Axe, +2 Spear, +2 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Blunt) || +2 Long Blunt, +2 Short Blunt, +2 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Blade) || +2 Long Blade, +2 Short Blade, +2 Maintenance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥇  Expert Skill Traits===&lt;br /&gt;
Cost: 3 Points each. &#039;&#039;&#039;Max 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Expert Tailor || +3 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Expert Doctor || +3 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Expert Mechanic || +3 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Expert Electrician || +3 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Expert Metalworker || +3 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Expert Homesteader || +3 Cooking, +3 Farming, +3 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Expert Shooter || +3 Aiming, +3 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Expert Outdoorsman || +3 Fishing, +3 Foraging, +3 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Expert Athlete || +3 Nimble, +3 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Expert Rogue || +3 Sneaking, +3 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Survival) || +3 Axe, +3 Spear, +3 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Blunt) || +3 Long Blunt, +3 Short Blunt, +3 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Blade) || +3 Long Blade, +3 Short Blade, +3 Maintenance&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Character_Creation&amp;diff=734</id>
		<title>Template:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Character_Creation&amp;diff=734"/>
		<updated>2026-01-08T20:40:25Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* 📖 Negative Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Character Creation==&lt;br /&gt;
Characters on NWO are supposed to feel like real people, and each character build will first need to be approved before the character can Spawn.&lt;br /&gt;
Using this guide, at the end of a Character Application thread, post what kind of Occupation and Traits the character should have. Every Trait will need to be justified properly in the Background. Both Negatives, and Positives.&lt;br /&gt;
&lt;br /&gt;
==Skill Caps &amp;amp; Traits==&lt;br /&gt;
On NWO, every skill has a max cap level. Caps are influenced by the starting level in character creation, and will be 4, 6, 8 and 10. A skill that starts with at least one level will already be at its maximum possible level.&lt;br /&gt;
&lt;br /&gt;
===Gaining Levels &amp;amp; XP===&lt;br /&gt;
If a character starts with 0 levels in a skill, they will be able to level it up to Level 4. Leveling these skills happens through normal PZ Mechanical Leveling up.&lt;br /&gt;
&lt;br /&gt;
===Skill Traits===&lt;br /&gt;
Since Backgrounds will not give any starting level in Crafting, Agility, Survival and Combat skills, a character build will mostly come from the selection of traits. Our custom Skill Traits are organized in three different tiers that have different costs and Starting levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Examples&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Point Cost !! Points Added !! Starting Level !! Skill Cap !! Limit&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || +0 Levels || Level 0 || Level 4 || None &lt;br /&gt;
|-&lt;br /&gt;
| 🥉 Amateur || 1 || +1 Levels || Level 6 || Level 6 || None&lt;br /&gt;
|-&lt;br /&gt;
| 🥈 Experienced || 2 || +2 Levels || Level 8 || Level 8 || Two Per Character&lt;br /&gt;
|-&lt;br /&gt;
| 🥇 Expert || 3 || +3 Levels || Level 10 || Level 10 || One Per Character&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Character can&#039;t also have same Skill Traits of different Tiers. (For example: Both Amateur Carpenter *and* Experienced Carpenter).&lt;br /&gt;
&lt;br /&gt;
==Traits List &amp;amp; Costs==&lt;br /&gt;
&lt;br /&gt;
===📖 Positive Traits===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Dice Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Speed Demon || 1 || +1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Brewer || 2 || Level 8 Brewing&lt;br /&gt;
|-&lt;br /&gt;
| Low Thirst || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Low Hunger || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Herbalist || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Iron Gut || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Lifter || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Keen Hearing || 2 || +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Dexterous || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Organized || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Cats Eyes || 2 || +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Junkie || 2 || +2 Initiative&lt;br /&gt;
|-&lt;br /&gt;
| Graceful || 1 || +2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Brave || 2 || +2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Outdoorsman || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Inconspicuous || 1 || +2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Fast Healer || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Fast Learner || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Fast Reader || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Resilient || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Thick Skinned || 2 || +2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Fit || 2 || Level 8 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Strong || 2 || Level 8 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Very Fit || 4 || Level 10 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Very Strong || 4 || Level 10 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Eagle Eyed || 3 || +1 Ranged Attack, +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Desensitized || 3 || +4 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===📖 Negative Traits===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Dice Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Prone to Illness || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Smoker || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Sunday Driver || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Learner || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Reader || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Healer || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Weak Stomach || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Fear of Blood || 1 || -1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Agoraphobic || 1 || -2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| All Thumbs || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Claustrophobic || 1 || -2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Cowardly || 2 || -2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Pacifist || 3 || -2 Initiative, -1 Ranged Attack, -1 Melee Attack&lt;br /&gt;
|-&lt;br /&gt;
| Short Sighted || 2 || -1 Ranged Attack, -1 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Thin Skinned || 2 || -2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Conspicuous || 1 || -2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Clumsy || 1 || -2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Hard of Hearing || 2 || -2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Disorganized || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Appetite || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| High Thirst || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weak || 2 || 4 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Unfit || 2 || 4 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Illiterate || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Deaf || 4 || -4 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Very Weak || 4 || 2 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Very Unfit || 4 || 2 Fitness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥉 Amateur Skill Traits===&lt;br /&gt;
Cost: 1 Point each. &#039;&#039;&#039;No Limit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Tailor || +1 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Doctor || +1 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Mechanic|| +1 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Electrician || +1 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Metalworker || +1 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Homesteader || +1 Cooking, +1 Farming, +1 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Shooter || +1 Aiming, +1 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Outdoorsman || +1 Fishing, +1 Foraging, +1 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Athlete || +1 Nimble, +1 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Rogue || +1 Sneaking, +1 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Survival) || +1 Axe, +1 Spear, +1 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Blunt) || +1 Long Blunt, +1 Short Blunt, +1 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Blade) || +1 Long Blade, +1 Short Blade, +1 Maintenance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥈  Experienced Skill Traits===&lt;br /&gt;
Cost: 2 Points each. &#039;&#039;&#039;Max 2.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Tailor || +2 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Doctor || +2 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Mechanic || +2 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Electrician || +2 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Metalworker || +2 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Homesteader || +2 Cooking, +2 Farming, +2 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Shooter || +2 Aiming, +2 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Outdoorsman || +2 Fishing, +2 Foraging, +2 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Athlete || +2 Nimble, +2 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Rogue || +2 Sneaking, +2 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Survival) || +2 Axe, +2 Spear, +2 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Blunt) || +2 Long Blunt, +2 Short Blunt, +2 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Blade) || +2 Long Blade, +2 Short Blade, +2 Maintenance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥇  Expert Skill Traits===&lt;br /&gt;
Cost: 3 Points each. &#039;&#039;&#039;Max 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Expert Tailor || +3 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Expert Doctor || +3 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Expert Mechanic || +3 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Expert Electrician || +3 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Expert Metalworker || +3 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Expert Homesteader || +3 Cooking, +3 Farming, +3 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Expert Shooter || +3 Aiming, +3 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Expert Outdoorsman || +3 Fishing, +3 Foraging, +3 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Expert Athlete || +3 Nimble, +3 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Expert Rogue || +3 Sneaking, +3 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Survival) || +3 Axe, +3 Spear, +3 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Blunt) || +3 Long Blunt, +3 Short Blunt, +3 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Blade) || +3 Long Blade, +3 Short Blade, +3 Maintenance&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Character_Creation&amp;diff=733</id>
		<title>Template:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Character_Creation&amp;diff=733"/>
		<updated>2026-01-08T20:38:41Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* 📖 Positive Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Character Creation==&lt;br /&gt;
Characters on NWO are supposed to feel like real people, and each character build will first need to be approved before the character can Spawn.&lt;br /&gt;
Using this guide, at the end of a Character Application thread, post what kind of Occupation and Traits the character should have. Every Trait will need to be justified properly in the Background. Both Negatives, and Positives.&lt;br /&gt;
&lt;br /&gt;
==Skill Caps &amp;amp; Traits==&lt;br /&gt;
On NWO, every skill has a max cap level. Caps are influenced by the starting level in character creation, and will be 4, 6, 8 and 10. A skill that starts with at least one level will already be at its maximum possible level.&lt;br /&gt;
&lt;br /&gt;
===Gaining Levels &amp;amp; XP===&lt;br /&gt;
If a character starts with 0 levels in a skill, they will be able to level it up to Level 4. Leveling these skills happens through normal PZ Mechanical Leveling up.&lt;br /&gt;
&lt;br /&gt;
===Skill Traits===&lt;br /&gt;
Since Backgrounds will not give any starting level in Crafting, Agility, Survival and Combat skills, a character build will mostly come from the selection of traits. Our custom Skill Traits are organized in three different tiers that have different costs and Starting levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Examples&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Point Cost !! Points Added !! Starting Level !! Skill Cap !! Limit&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || +0 Levels || Level 0 || Level 4 || None &lt;br /&gt;
|-&lt;br /&gt;
| 🥉 Amateur || 1 || +1 Levels || Level 6 || Level 6 || None&lt;br /&gt;
|-&lt;br /&gt;
| 🥈 Experienced || 2 || +2 Levels || Level 8 || Level 8 || Two Per Character&lt;br /&gt;
|-&lt;br /&gt;
| 🥇 Expert || 3 || +3 Levels || Level 10 || Level 10 || One Per Character&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Character can&#039;t also have same Skill Traits of different Tiers. (For example: Both Amateur Carpenter *and* Experienced Carpenter).&lt;br /&gt;
&lt;br /&gt;
==Traits List &amp;amp; Costs==&lt;br /&gt;
&lt;br /&gt;
===📖 Positive Traits===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Dice Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Speed Demon || 1 || +1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Brewer || 2 || Level 8 Brewing&lt;br /&gt;
|-&lt;br /&gt;
| Low Thirst || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Low Hunger || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Herbalist || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Iron Gut || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Lifter || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Keen Hearing || 2 || +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Dexterous || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Organized || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Cats Eyes || 2 || +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Junkie || 2 || +2 Initiative&lt;br /&gt;
|-&lt;br /&gt;
| Graceful || 1 || +2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Brave || 2 || +2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Outdoorsman || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Inconspicuous || 1 || +2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Fast Healer || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Fast Learner || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Fast Reader || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Resilient || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Thick Skinned || 2 || +2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Fit || 2 || Level 8 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Strong || 2 || Level 8 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Very Fit || 4 || Level 10 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Very Strong || 4 || Level 10 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Eagle Eyed || 3 || +1 Ranged Attack, +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Desensitized || 3 || +4 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===📖 Negative Traits===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Dice Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Prone to Illness || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Smoker || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Sunday Driver || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Learner || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Reader || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Healer || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Weak Stomach || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Fear of Blood || 1 || -1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Agoraphobic || 1 || -1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| All Thumbs || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Claustrophobic || 1 || -1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Cowardly || 2 || -2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Pacifist || 3 || -2 Initiative&lt;br /&gt;
|-&lt;br /&gt;
| Short Sighted || 2 || -1 Ranged Attack, -1 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Thin Skinned || 2 || -2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Conspicuous || 1 || -1 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Clumsy || 1 || -1 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Hard of Hearing || 2 || -2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Disorganized || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Appetite || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| High Thirst || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weak || 2 || 4 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Unfit || 2 || 4 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Illiterate || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Deaf || 4 || -4 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Very Weak || 4 || 2 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Very Unfit || 4 || 2 Fitness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥉 Amateur Skill Traits===&lt;br /&gt;
Cost: 1 Point each. &#039;&#039;&#039;No Limit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Tailor || +1 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Doctor || +1 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Mechanic|| +1 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Electrician || +1 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Metalworker || +1 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Homesteader || +1 Cooking, +1 Farming, +1 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Shooter || +1 Aiming, +1 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Outdoorsman || +1 Fishing, +1 Foraging, +1 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Athlete || +1 Nimble, +1 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Rogue || +1 Sneaking, +1 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Survival) || +1 Axe, +1 Spear, +1 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Blunt) || +1 Long Blunt, +1 Short Blunt, +1 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Blade) || +1 Long Blade, +1 Short Blade, +1 Maintenance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥈  Experienced Skill Traits===&lt;br /&gt;
Cost: 2 Points each. &#039;&#039;&#039;Max 2.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Tailor || +2 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Doctor || +2 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Mechanic || +2 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Electrician || +2 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Metalworker || +2 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Homesteader || +2 Cooking, +2 Farming, +2 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Shooter || +2 Aiming, +2 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Outdoorsman || +2 Fishing, +2 Foraging, +2 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Athlete || +2 Nimble, +2 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Rogue || +2 Sneaking, +2 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Survival) || +2 Axe, +2 Spear, +2 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Blunt) || +2 Long Blunt, +2 Short Blunt, +2 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Blade) || +2 Long Blade, +2 Short Blade, +2 Maintenance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥇  Expert Skill Traits===&lt;br /&gt;
Cost: 3 Points each. &#039;&#039;&#039;Max 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Expert Tailor || +3 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Expert Doctor || +3 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Expert Mechanic || +3 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Expert Electrician || +3 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Expert Metalworker || +3 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Expert Homesteader || +3 Cooking, +3 Farming, +3 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Expert Shooter || +3 Aiming, +3 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Expert Outdoorsman || +3 Fishing, +3 Foraging, +3 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Expert Athlete || +3 Nimble, +3 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Expert Rogue || +3 Sneaking, +3 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Survival) || +3 Axe, +3 Spear, +3 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Blunt) || +3 Long Blunt, +3 Short Blunt, +3 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Blade) || +3 Long Blade, +3 Short Blade, +3 Maintenance&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Character_Creation&amp;diff=732</id>
		<title>Template:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Character_Creation&amp;diff=732"/>
		<updated>2026-01-08T20:26:15Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* 📖 Vanilla Negative Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Character Creation==&lt;br /&gt;
Characters on NWO are supposed to feel like real people, and each character build will first need to be approved before the character can Spawn.&lt;br /&gt;
Using this guide, at the end of a Character Application thread, post what kind of Occupation and Traits the character should have. Every Trait will need to be justified properly in the Background. Both Negatives, and Positives.&lt;br /&gt;
&lt;br /&gt;
==Skill Caps &amp;amp; Traits==&lt;br /&gt;
On NWO, every skill has a max cap level. Caps are influenced by the starting level in character creation, and will be 4, 6, 8 and 10. A skill that starts with at least one level will already be at its maximum possible level.&lt;br /&gt;
&lt;br /&gt;
===Gaining Levels &amp;amp; XP===&lt;br /&gt;
If a character starts with 0 levels in a skill, they will be able to level it up to Level 4. Leveling these skills happens through normal PZ Mechanical Leveling up.&lt;br /&gt;
&lt;br /&gt;
===Skill Traits===&lt;br /&gt;
Since Backgrounds will not give any starting level in Crafting, Agility, Survival and Combat skills, a character build will mostly come from the selection of traits. Our custom Skill Traits are organized in three different tiers that have different costs and Starting levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Examples&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Point Cost !! Points Added !! Starting Level !! Skill Cap !! Limit&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || +0 Levels || Level 0 || Level 4 || None &lt;br /&gt;
|-&lt;br /&gt;
| 🥉 Amateur || 1 || +1 Levels || Level 6 || Level 6 || None&lt;br /&gt;
|-&lt;br /&gt;
| 🥈 Experienced || 2 || +2 Levels || Level 8 || Level 8 || Two Per Character&lt;br /&gt;
|-&lt;br /&gt;
| 🥇 Expert || 3 || +3 Levels || Level 10 || Level 10 || One Per Character&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Character can&#039;t also have same Skill Traits of different Tiers. (For example: Both Amateur Carpenter *and* Experienced Carpenter).&lt;br /&gt;
&lt;br /&gt;
==Traits List &amp;amp; Costs==&lt;br /&gt;
&lt;br /&gt;
===📖 Positive Traits===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Dice Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Speed Demon || 1 || +1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Brewer || 2 || Level 8 Brewing&lt;br /&gt;
|-&lt;br /&gt;
| Low Thirst || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Low Hunger || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Herbalist || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Iron Gut || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Keen Hearing || 2 || +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Dexterous || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Organized || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Cats Eyes || 2 || +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Junkie || 2 || +1 Initiative&lt;br /&gt;
|-&lt;br /&gt;
| Graceful || 1 || +2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Brave || 2 || +2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Outdoorsman || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Inconspicuous || 1 || +2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Fast Healer || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Fast Learner || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Fast Reader || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Resilient || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Thick Skinned || 2 || +2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Fit || 2 || Level 8 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Strong || 2 || Level 8 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Very Fit || 4 || Level 10 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Very Strong || 4 || Level 10 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Eagle Eyed || 3 || +1 Ranged Attack, +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Desensitized || 3 || +3 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===📖 Negative Traits===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Dice Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Prone to Illness || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Smoker || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Sunday Driver || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Learner || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Reader || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Healer || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Weak Stomach || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Fear of Blood || 1 || -1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Agoraphobic || 1 || -1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| All Thumbs || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Claustrophobic || 1 || -1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Cowardly || 2 || -2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Pacifist || 3 || -2 Initiative&lt;br /&gt;
|-&lt;br /&gt;
| Short Sighted || 2 || -1 Ranged Attack, -1 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Thin Skinned || 2 || -2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Conspicuous || 1 || -1 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Clumsy || 1 || -1 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Hard of Hearing || 2 || -2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Disorganized || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Appetite || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| High Thirst || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weak || 2 || 4 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Unfit || 2 || 4 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Illiterate || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Deaf || 4 || -4 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Very Weak || 4 || 2 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Very Unfit || 4 || 2 Fitness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥉 Amateur Skill Traits===&lt;br /&gt;
Cost: 1 Point each. &#039;&#039;&#039;No Limit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Tailor || +1 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Doctor || +1 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Mechanic|| +1 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Electrician || +1 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Metalworker || +1 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Homesteader || +1 Cooking, +1 Farming, +1 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Shooter || +1 Aiming, +1 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Outdoorsman || +1 Fishing, +1 Foraging, +1 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Athlete || +1 Nimble, +1 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Rogue || +1 Sneaking, +1 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Survival) || +1 Axe, +1 Spear, +1 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Blunt) || +1 Long Blunt, +1 Short Blunt, +1 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Blade) || +1 Long Blade, +1 Short Blade, +1 Maintenance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥈  Experienced Skill Traits===&lt;br /&gt;
Cost: 2 Points each. &#039;&#039;&#039;Max 2.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Tailor || +2 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Doctor || +2 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Mechanic || +2 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Electrician || +2 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Metalworker || +2 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Homesteader || +2 Cooking, +2 Farming, +2 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Shooter || +2 Aiming, +2 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Outdoorsman || +2 Fishing, +2 Foraging, +2 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Athlete || +2 Nimble, +2 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Rogue || +2 Sneaking, +2 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Survival) || +2 Axe, +2 Spear, +2 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Blunt) || +2 Long Blunt, +2 Short Blunt, +2 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Blade) || +2 Long Blade, +2 Short Blade, +2 Maintenance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥇  Expert Skill Traits===&lt;br /&gt;
Cost: 3 Points each. &#039;&#039;&#039;Max 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Expert Tailor || +3 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Expert Doctor || +3 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Expert Mechanic || +3 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Expert Electrician || +3 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Expert Metalworker || +3 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Expert Homesteader || +3 Cooking, +3 Farming, +3 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Expert Shooter || +3 Aiming, +3 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Expert Outdoorsman || +3 Fishing, +3 Foraging, +3 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Expert Athlete || +3 Nimble, +3 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Expert Rogue || +3 Sneaking, +3 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Survival) || +3 Axe, +3 Spear, +3 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Blunt) || +3 Long Blunt, +3 Short Blunt, +3 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Blade) || +3 Long Blade, +3 Short Blade, +3 Maintenance&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Character_Creation&amp;diff=731</id>
		<title>Template:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Character_Creation&amp;diff=731"/>
		<updated>2026-01-08T20:26:10Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* 📖 Vanilla Positive Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Character Creation==&lt;br /&gt;
Characters on NWO are supposed to feel like real people, and each character build will first need to be approved before the character can Spawn.&lt;br /&gt;
Using this guide, at the end of a Character Application thread, post what kind of Occupation and Traits the character should have. Every Trait will need to be justified properly in the Background. Both Negatives, and Positives.&lt;br /&gt;
&lt;br /&gt;
==Skill Caps &amp;amp; Traits==&lt;br /&gt;
On NWO, every skill has a max cap level. Caps are influenced by the starting level in character creation, and will be 4, 6, 8 and 10. A skill that starts with at least one level will already be at its maximum possible level.&lt;br /&gt;
&lt;br /&gt;
===Gaining Levels &amp;amp; XP===&lt;br /&gt;
If a character starts with 0 levels in a skill, they will be able to level it up to Level 4. Leveling these skills happens through normal PZ Mechanical Leveling up.&lt;br /&gt;
&lt;br /&gt;
===Skill Traits===&lt;br /&gt;
Since Backgrounds will not give any starting level in Crafting, Agility, Survival and Combat skills, a character build will mostly come from the selection of traits. Our custom Skill Traits are organized in three different tiers that have different costs and Starting levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Examples&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Point Cost !! Points Added !! Starting Level !! Skill Cap !! Limit&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || +0 Levels || Level 0 || Level 4 || None &lt;br /&gt;
|-&lt;br /&gt;
| 🥉 Amateur || 1 || +1 Levels || Level 6 || Level 6 || None&lt;br /&gt;
|-&lt;br /&gt;
| 🥈 Experienced || 2 || +2 Levels || Level 8 || Level 8 || Two Per Character&lt;br /&gt;
|-&lt;br /&gt;
| 🥇 Expert || 3 || +3 Levels || Level 10 || Level 10 || One Per Character&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Character can&#039;t also have same Skill Traits of different Tiers. (For example: Both Amateur Carpenter *and* Experienced Carpenter).&lt;br /&gt;
&lt;br /&gt;
==Traits List &amp;amp; Costs==&lt;br /&gt;
&lt;br /&gt;
===📖 Positive Traits===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Dice Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Speed Demon || 1 || +1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Brewer || 2 || Level 8 Brewing&lt;br /&gt;
|-&lt;br /&gt;
| Low Thirst || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Low Hunger || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Herbalist || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Iron Gut || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Keen Hearing || 2 || +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Dexterous || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Organized || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Cats Eyes || 2 || +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Junkie || 2 || +1 Initiative&lt;br /&gt;
|-&lt;br /&gt;
| Graceful || 1 || +2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Brave || 2 || +2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Outdoorsman || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Inconspicuous || 1 || +2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Fast Healer || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Fast Learner || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Fast Reader || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Resilient || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Thick Skinned || 2 || +2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Fit || 2 || Level 8 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Strong || 2 || Level 8 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Very Fit || 4 || Level 10 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Very Strong || 4 || Level 10 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Eagle Eyed || 3 || +1 Ranged Attack, +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Desensitized || 3 || +3 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===📖 Vanilla Negative Traits===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Dice Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Prone to Illness || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Smoker || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Sunday Driver || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Learner || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Reader || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Healer || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Weak Stomach || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Fear of Blood || 1 || -1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Agoraphobic || 1 || -1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| All Thumbs || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Claustrophobic || 1 || -1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Cowardly || 2 || -2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Pacifist || 3 || -2 Initiative&lt;br /&gt;
|-&lt;br /&gt;
| Short Sighted || 2 || -1 Ranged Attack, -1 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Thin Skinned || 2 || -2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Conspicuous || 1 || -1 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Clumsy || 1 || -1 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Hard of Hearing || 2 || -2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Disorganized || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Appetite || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| High Thirst || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weak || 2 || 4 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Unfit || 2 || 4 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Illiterate || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Deaf || 4 || -4 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Very Weak || 4 || 2 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Very Unfit || 4 || 2 Fitness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥉 Amateur Skill Traits===&lt;br /&gt;
Cost: 1 Point each. &#039;&#039;&#039;No Limit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Tailor || +1 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Doctor || +1 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Mechanic|| +1 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Electrician || +1 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Metalworker || +1 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Homesteader || +1 Cooking, +1 Farming, +1 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Shooter || +1 Aiming, +1 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Outdoorsman || +1 Fishing, +1 Foraging, +1 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Athlete || +1 Nimble, +1 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Rogue || +1 Sneaking, +1 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Survival) || +1 Axe, +1 Spear, +1 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Blunt) || +1 Long Blunt, +1 Short Blunt, +1 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Blade) || +1 Long Blade, +1 Short Blade, +1 Maintenance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥈  Experienced Skill Traits===&lt;br /&gt;
Cost: 2 Points each. &#039;&#039;&#039;Max 2.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Tailor || +2 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Doctor || +2 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Mechanic || +2 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Electrician || +2 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Metalworker || +2 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Homesteader || +2 Cooking, +2 Farming, +2 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Shooter || +2 Aiming, +2 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Outdoorsman || +2 Fishing, +2 Foraging, +2 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Athlete || +2 Nimble, +2 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Rogue || +2 Sneaking, +2 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Survival) || +2 Axe, +2 Spear, +2 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Blunt) || +2 Long Blunt, +2 Short Blunt, +2 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Blade) || +2 Long Blade, +2 Short Blade, +2 Maintenance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥇  Expert Skill Traits===&lt;br /&gt;
Cost: 3 Points each. &#039;&#039;&#039;Max 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Expert Tailor || +3 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Expert Doctor || +3 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Expert Mechanic || +3 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Expert Electrician || +3 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Expert Metalworker || +3 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Expert Homesteader || +3 Cooking, +3 Farming, +3 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Expert Shooter || +3 Aiming, +3 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Expert Outdoorsman || +3 Fishing, +3 Foraging, +3 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Expert Athlete || +3 Nimble, +3 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Expert Rogue || +3 Sneaking, +3 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Survival) || +3 Axe, +3 Spear, +3 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Blunt) || +3 Long Blunt, +3 Short Blunt, +3 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Blade) || +3 Long Blade, +3 Short Blade, +3 Maintenance&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Character_Creation&amp;diff=730</id>
		<title>Template:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Character_Creation&amp;diff=730"/>
		<updated>2026-01-08T20:22:27Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* 📖 Vanilla Positive Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Character Creation==&lt;br /&gt;
Characters on NWO are supposed to feel like real people, and each character build will first need to be approved before the character can Spawn.&lt;br /&gt;
Using this guide, at the end of a Character Application thread, post what kind of Occupation and Traits the character should have. Every Trait will need to be justified properly in the Background. Both Negatives, and Positives.&lt;br /&gt;
&lt;br /&gt;
==Skill Caps &amp;amp; Traits==&lt;br /&gt;
On NWO, every skill has a max cap level. Caps are influenced by the starting level in character creation, and will be 4, 6, 8 and 10. A skill that starts with at least one level will already be at its maximum possible level.&lt;br /&gt;
&lt;br /&gt;
===Gaining Levels &amp;amp; XP===&lt;br /&gt;
If a character starts with 0 levels in a skill, they will be able to level it up to Level 4. Leveling these skills happens through normal PZ Mechanical Leveling up.&lt;br /&gt;
&lt;br /&gt;
===Skill Traits===&lt;br /&gt;
Since Backgrounds will not give any starting level in Crafting, Agility, Survival and Combat skills, a character build will mostly come from the selection of traits. Our custom Skill Traits are organized in three different tiers that have different costs and Starting levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Examples&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Point Cost !! Points Added !! Starting Level !! Skill Cap !! Limit&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || +0 Levels || Level 0 || Level 4 || None &lt;br /&gt;
|-&lt;br /&gt;
| 🥉 Amateur || 1 || +1 Levels || Level 6 || Level 6 || None&lt;br /&gt;
|-&lt;br /&gt;
| 🥈 Experienced || 2 || +2 Levels || Level 8 || Level 8 || Two Per Character&lt;br /&gt;
|-&lt;br /&gt;
| 🥇 Expert || 3 || +3 Levels || Level 10 || Level 10 || One Per Character&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Character can&#039;t also have same Skill Traits of different Tiers. (For example: Both Amateur Carpenter *and* Experienced Carpenter).&lt;br /&gt;
&lt;br /&gt;
==Traits List &amp;amp; Costs==&lt;br /&gt;
&lt;br /&gt;
===📖 Vanilla Positive Traits===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Dice Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Speed Demon || 1 || +1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Brewer || 2 || Level 8 Brewing&lt;br /&gt;
|-&lt;br /&gt;
| Low Thirst || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Low Hunger || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Herbalist || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Iron Gut || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Keen Hearing || 2 || +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Dexterous || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Organized || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Cats Eyes || 2 || +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Junkie || 2 || +1 Initiative&lt;br /&gt;
|-&lt;br /&gt;
| Graceful || 1 || +2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Brave || 2 || +2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Outdoorsman || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Inconspicuous || 1 || +2 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Fast Healer || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Fast Learner || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Fast Reader || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Resilient || 2 || +1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Thick Skinned || 2 || +2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Fit || 2 || Level 8 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Strong || 2 || Level 8 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Very Fit || 4 || Level 10 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Very Strong || 4 || Level 10 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Eagle Eyed || 3 || +1 Ranged Attack, +2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Desensitized || 3 || +3 Resolve&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===📖 Vanilla Negative Traits===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Dice Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Prone to Illness || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Smoker || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Sunday Driver || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Learner || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Reader || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Slow Healer || 1 || -1 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Weak Stomach || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Fear of Blood || 1 || -1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Agoraphobic || 1 || -1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| All Thumbs || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Claustrophobic || 1 || -1 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Cowardly || 2 || -2 Resolve&lt;br /&gt;
|-&lt;br /&gt;
| Pacifist || 3 || -2 Initiative&lt;br /&gt;
|-&lt;br /&gt;
| Short Sighted || 2 || -1 Ranged Attack, -1 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Thin Skinned || 2 || -2 Robustness&lt;br /&gt;
|-&lt;br /&gt;
| Conspicuous || 1 || -1 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Clumsy || 1 || -1 Stealth&lt;br /&gt;
|-&lt;br /&gt;
| Hard of Hearing || 2 || -2 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Disorganized || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Hearty Appetite || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| High Thirst || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Weak || 2 || 4 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Unfit || 2 || 4 Fitness&lt;br /&gt;
|-&lt;br /&gt;
| Illiterate || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Deaf || 4 || -4 Perception&lt;br /&gt;
|-&lt;br /&gt;
| Very Weak || 4 || 2 Strength&lt;br /&gt;
|-&lt;br /&gt;
| Very Unfit || 4 || 2 Fitness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥉 Amateur Skill Traits===&lt;br /&gt;
Cost: 1 Point each. &#039;&#039;&#039;No Limit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Tailor || +1 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Doctor || +1 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Mechanic|| +1 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Electrician || +1 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Metalworker || +1 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Homesteader || +1 Cooking, +1 Farming, +1 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Shooter || +1 Aiming, +1 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Outdoorsman || +1 Fishing, +1 Foraging, +1 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Athlete || +1 Nimble, +1 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Rogue || +1 Sneaking, +1 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Survival) || +1 Axe, +1 Spear, +1 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Blunt) || +1 Long Blunt, +1 Short Blunt, +1 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Amateur Fighter (Blade) || +1 Long Blade, +1 Short Blade, +1 Maintenance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥈  Experienced Skill Traits===&lt;br /&gt;
Cost: 2 Points each. &#039;&#039;&#039;Max 2.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Tailor || +2 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Doctor || +2 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Mechanic || +2 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Electrician || +2 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Metalworker || +2 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Homesteader || +2 Cooking, +2 Farming, +2 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Shooter || +2 Aiming, +2 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Outdoorsman || +2 Fishing, +2 Foraging, +2 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Athlete || +2 Nimble, +2 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Rogue || +2 Sneaking, +2 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Survival) || +2 Axe, +2 Spear, +2 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Blunt) || +2 Long Blunt, +2 Short Blunt, +2 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Experienced Fighter (Blade) || +2 Long Blade, +2 Short Blade, +2 Maintenance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===🥇  Expert Skill Traits===&lt;br /&gt;
Cost: 3 Points each. &#039;&#039;&#039;Max 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Expert Tailor || +3 Tailoring&lt;br /&gt;
|-&lt;br /&gt;
| Expert Doctor || +3 First Aid&lt;br /&gt;
|-&lt;br /&gt;
| Expert Mechanic || +3 Mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Expert Electrician || +3 Electrical&lt;br /&gt;
|-&lt;br /&gt;
| Expert Metalworker || +3 Metalworking&lt;br /&gt;
|-&lt;br /&gt;
| Expert Homesteader || +3 Cooking, +3 Farming, +3 Carpentry&lt;br /&gt;
|-&lt;br /&gt;
| Expert Shooter || +3 Aiming, +3 Reloading&lt;br /&gt;
|-&lt;br /&gt;
| Expert Outdoorsman || +3 Fishing, +3 Foraging, +3 Trapping&lt;br /&gt;
|-&lt;br /&gt;
| Expert Athlete || +3 Nimble, +3 Sprinting&lt;br /&gt;
|-&lt;br /&gt;
| Expert Rogue || +3 Sneaking, +3 Lightfooted&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Survival) || +3 Axe, +3 Spear, +3 maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Blunt) || +3 Long Blunt, +3 Short Blunt, +3 Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| Expert Fighter (Blade) || +3 Long Blade, +3 Short Blade, +3 Maintenance&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Skill_Rolls&amp;diff=727</id>
		<title>Template:Skill Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Skill_Rolls&amp;diff=727"/>
		<updated>2026-01-08T02:52:58Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* DC &amp;amp; Complexity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Skill Rolls =&lt;br /&gt;
All skill rolls are based on the skills available within Project Zomboid, as well as any other modded skills that may be present. For more information on skills, see the Project Zomboid wiki page on [https://pzwiki.net/wiki/Skill Skills].&lt;br /&gt;
&lt;br /&gt;
Almost every Mechanical Skill is tied to a roll, automatically giving modifiers to it. Modifiers given by Skills are equal to Skill Level/2. So a Level 6 Skill will give a modifier of +3 to the relative roll.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ General Rolls&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Level 4 !! Level 6 !! Level 8 !! Level 10&lt;br /&gt;
|-&lt;br /&gt;
| Fitness || 3 HP || 4 HP || 5 HP || 6 HP&lt;br /&gt;
|-&lt;br /&gt;
| Strength || -1 to Melee Attack &amp;amp; Def || - || +1 Melee Attack &amp;amp; Def || +2 Melee Attack &amp;amp; Def&lt;br /&gt;
|-&lt;br /&gt;
| Nimble || +2 Nimble &amp;amp; Unarmed || +3 Nimble &amp;amp; Unarmed || +4 Nimble &amp;amp; Unarmed || +5 Nimble &amp;amp; Unarmed&lt;br /&gt;
|-&lt;br /&gt;
| Sneaking || +2 Hiding || +3 Hiding || +4 Hiding || +5 Hiding&lt;br /&gt;
|-&lt;br /&gt;
| Crafting Skills || +2 Crafting Skill || +3 Crafting Skill || +4 Crafting Skill || +5 Crafting Skill&lt;br /&gt;
|-&lt;br /&gt;
| Combat Skills || +2 Weapon Skill || +3 Weapon Skill || +4 Weapon Skill || +5 Weapon Skill&lt;br /&gt;
|-&lt;br /&gt;
| Aiming || +2 Ranged Attack || +3 Ranged Attack || +4 Ranged Attack || +5 Ranged Attack&lt;br /&gt;
|-&lt;br /&gt;
| Reloading || +2 Reloading || +3 Reloading || +4 Reloading || +5 Reloading&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Crafting =&lt;br /&gt;
=== Time &amp;amp; Point Threshhold ===&lt;br /&gt;
Players roll to accumulate &amp;quot;points&amp;quot; toward a crafting threshold equal to 2 x The Minimum Number of Days Requested. Point thresholds can reach no less than 0.5 (or an &amp;quot;instant&amp;quot; craft, 1 point maximum) but no more than 4 (or a &amp;quot;complex craft&amp;quot;, 8 points maximum) based on the &amp;quot;complexity&amp;quot; of the project. &lt;br /&gt;
&lt;br /&gt;
Staff determines the needed materials. Requested crafting materials will be based on an equivalent or near-equivalent crafting recipe, if available. If not available, this is a collaborative process. Never feel afraid to offer alternative suggestions to an offered crafting recipe, should any ideas arise. &lt;br /&gt;
&lt;br /&gt;
Crafting begins once all materials are assembled. Players must provide sufficient RP showcasing what happens relative to their roll. Maybe they struggle to concentrate and don&#039;t get as much done as they hoped. Maybe they make a mistake and have to spend extra time correcting it. Maybe they have a breakthrough, and things go especially well that day. Your RP should reflect your roll, and your roll will inform your RP. &lt;br /&gt;
&lt;br /&gt;
Examples of 0.5 or &amp;quot;Instant&amp;quot; Projects&lt;br /&gt;
* Sewing together some socks&lt;br /&gt;
* Minor whittling&lt;br /&gt;
* Basic soldering&lt;br /&gt;
* Tinting a car window&lt;br /&gt;
&lt;br /&gt;
Examples of 4+ Day Projects&lt;br /&gt;
* Sewing a wedding dress&lt;br /&gt;
* Crafting an ornate bookshelf&lt;br /&gt;
* Rerouting plumbing&lt;br /&gt;
* Painting a car&lt;br /&gt;
&lt;br /&gt;
Successful rolls past a certain DC (see below) earn 2 points. Unsuccessful rolls earn 1 point. Critical successes (a &amp;quot;natural 12&amp;quot; on the die) earn 4 points, effectively eliminating that day&#039;s work and an extra day&#039;s worth of work. No more than two critical successes can impact a project at a time. Subsequent critical successes are counted as normal successes. Critical failures (a &amp;quot;natural 2&amp;quot; on the die) accumulate no points, requiring an extra day, or lead to the destruction of one or more of the materials involved in crafting the item, requiring time to be spent to gather more. No more than one critical failure can impact a project at a time. Subsequent critical failures are simply counted as normal failures.&lt;br /&gt;
&lt;br /&gt;
=== DC &amp;amp; Complexity ===&lt;br /&gt;
Your DC is chosen based on how complex the project is. Knitting a blanket, while time-consuming, is a trivial task for most people with basic tailoring knowledge. Building a computer, on the other hand, is a relatively hard task that, in theory, does not take a lot of time in experienced hands.&lt;br /&gt;
&lt;br /&gt;
Example DCs:&lt;br /&gt;
* Trivial: DC 6&lt;br /&gt;
* Easy: DC 8&lt;br /&gt;
* Medium: DC 10&lt;br /&gt;
* Hard: DC 12&lt;br /&gt;
* Near-Impossible: DC 15&lt;br /&gt;
&lt;br /&gt;
Please note the time ≠ complexity. A project can be time-consuming and simple, or quick when in expert hands. Your point threshold and complexity DC should be chosen independently to reflect this concept.&lt;br /&gt;
&lt;br /&gt;
=== Simultaneous Projects ===&lt;br /&gt;
Up to four projects can be attempted at once. Staff have the discretion to deny a crafting ticket for any reason, including if they believe you are doing too many in quick succession.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous Skill Rolls =&lt;br /&gt;
Rolling skills can be something done for personal roleplay purposes, or to achieve a goal through collaboration with NWO’s staff team.&lt;br /&gt;
&lt;br /&gt;
In the latter case, a ticket should be opened to discuss it. Maybe players want to roll Foraging to track that bandit gang that passed through. Maybe they’re trying to get a few extra bites of food through a written Trapping session. Maybe they want to try their hand at Hunting one of the few animals left. If you have an idea that falls outside the rules listed here, open a Crafting Ticket to discuss further.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Skill_Rolls&amp;diff=726</id>
		<title>Template:Skill Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Skill_Rolls&amp;diff=726"/>
		<updated>2026-01-08T02:50:57Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* DC &amp;amp; Complexity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Skill Rolls =&lt;br /&gt;
All skill rolls are based on the skills available within Project Zomboid, as well as any other modded skills that may be present. For more information on skills, see the Project Zomboid wiki page on [https://pzwiki.net/wiki/Skill Skills].&lt;br /&gt;
&lt;br /&gt;
Almost every Mechanical Skill is tied to a roll, automatically giving modifiers to it. Modifiers given by Skills are equal to Skill Level/2. So a Level 6 Skill will give a modifier of +3 to the relative roll.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ General Rolls&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Level 4 !! Level 6 !! Level 8 !! Level 10&lt;br /&gt;
|-&lt;br /&gt;
| Fitness || 3 HP || 4 HP || 5 HP || 6 HP&lt;br /&gt;
|-&lt;br /&gt;
| Strength || -1 to Melee Attack &amp;amp; Def || - || +1 Melee Attack &amp;amp; Def || +2 Melee Attack &amp;amp; Def&lt;br /&gt;
|-&lt;br /&gt;
| Nimble || +2 Nimble &amp;amp; Unarmed || +3 Nimble &amp;amp; Unarmed || +4 Nimble &amp;amp; Unarmed || +5 Nimble &amp;amp; Unarmed&lt;br /&gt;
|-&lt;br /&gt;
| Sneaking || +2 Hiding || +3 Hiding || +4 Hiding || +5 Hiding&lt;br /&gt;
|-&lt;br /&gt;
| Crafting Skills || +2 Crafting Skill || +3 Crafting Skill || +4 Crafting Skill || +5 Crafting Skill&lt;br /&gt;
|-&lt;br /&gt;
| Combat Skills || +2 Weapon Skill || +3 Weapon Skill || +4 Weapon Skill || +5 Weapon Skill&lt;br /&gt;
|-&lt;br /&gt;
| Aiming || +2 Ranged Attack || +3 Ranged Attack || +4 Ranged Attack || +5 Ranged Attack&lt;br /&gt;
|-&lt;br /&gt;
| Reloading || +2 Reloading || +3 Reloading || +4 Reloading || +5 Reloading&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Crafting =&lt;br /&gt;
=== Time &amp;amp; Point Threshhold ===&lt;br /&gt;
Players roll to accumulate &amp;quot;points&amp;quot; toward a crafting threshold equal to 2 x The Minimum Number of Days Requested. Point thresholds can reach no less than 0.5 (or an &amp;quot;instant&amp;quot; craft, 1 point maximum) but no more than 4 (or a &amp;quot;complex craft&amp;quot;, 8 points maximum) based on the &amp;quot;complexity&amp;quot; of the project. &lt;br /&gt;
&lt;br /&gt;
Staff determines the needed materials. Requested crafting materials will be based on an equivalent or near-equivalent crafting recipe, if available. If not available, this is a collaborative process. Never feel afraid to offer alternative suggestions to an offered crafting recipe, should any ideas arise. &lt;br /&gt;
&lt;br /&gt;
Crafting begins once all materials are assembled. Players must provide sufficient RP showcasing what happens relative to their roll. Maybe they struggle to concentrate and don&#039;t get as much done as they hoped. Maybe they make a mistake and have to spend extra time correcting it. Maybe they have a breakthrough, and things go especially well that day. Your RP should reflect your roll, and your roll will inform your RP. &lt;br /&gt;
&lt;br /&gt;
Examples of 0.5 or &amp;quot;Instant&amp;quot; Projects&lt;br /&gt;
* Sewing together some socks&lt;br /&gt;
* Minor whittling&lt;br /&gt;
* Basic soldering&lt;br /&gt;
* Tinting a car window&lt;br /&gt;
&lt;br /&gt;
Examples of 4+ Day Projects&lt;br /&gt;
* Sewing a wedding dress&lt;br /&gt;
* Crafting an ornate bookshelf&lt;br /&gt;
* Rerouting plumbing&lt;br /&gt;
* Painting a car&lt;br /&gt;
&lt;br /&gt;
Successful rolls past a certain DC (see below) earn 2 points. Unsuccessful rolls earn 1 point. Critical successes (a &amp;quot;natural 12&amp;quot; on the die) earn 4 points, effectively eliminating that day&#039;s work and an extra day&#039;s worth of work. No more than two critical successes can impact a project at a time. Subsequent critical successes are counted as normal successes. Critical failures (a &amp;quot;natural 2&amp;quot; on the die) accumulate no points, requiring an extra day, or lead to the destruction of one or more of the materials involved in crafting the item, requiring time to be spent to gather more. No more than one critical failure can impact a project at a time. Subsequent critical failures are simply counted as normal failures.&lt;br /&gt;
&lt;br /&gt;
=== DC &amp;amp; Complexity ===&lt;br /&gt;
Your DC is chosen based on how complex the project is. Knitting a blanket, while time-consuming, is a trivial task for most people with basic tailoring knowledge. Building a computer, on the other hand, is a relatively hard task that, in theory, does not take a lot of time in experienced hands.&lt;br /&gt;
&lt;br /&gt;
Example DCs:&lt;br /&gt;
* Trivial: DC 6&lt;br /&gt;
* Easy: DC 8&lt;br /&gt;
* Medium: DC 10&lt;br /&gt;
* Hard: DC 12&lt;br /&gt;
* Near-Impossible: DC 15&lt;br /&gt;
&lt;br /&gt;
Please note the time ≠ complexity. A project can be time-consuming and simple, or quick when in expert hands. Your point threshold and complexity DC should be chosen independently to reflect this concept.&lt;br /&gt;
&lt;br /&gt;
At staff&#039;s discretion and approval, other players may Help on the skill rolls with appropriate roleplay and effort given, utilizing the rules for the [[Dice_Guide#Help|Help]] Action.&lt;br /&gt;
&lt;br /&gt;
=== Simultaneous Projects ===&lt;br /&gt;
Up to four projects can be attempted at once. Staff have the discretion to deny a crafting ticket for any reason, including if they believe you are doing too many in quick succession.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous Skill Rolls =&lt;br /&gt;
Rolling skills can be something done for personal roleplay purposes, or to achieve a goal through collaboration with NWO’s staff team.&lt;br /&gt;
&lt;br /&gt;
In the latter case, a ticket should be opened to discuss it. Maybe players want to roll Foraging to track that bandit gang that passed through. Maybe they’re trying to get a few extra bites of food through a written Trapping session. Maybe they want to try their hand at Hunting one of the few animals left. If you have an idea that falls outside the rules listed here, open a Crafting Ticket to discuss further.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Skill_Rolls&amp;diff=725</id>
		<title>Template:Skill Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Skill_Rolls&amp;diff=725"/>
		<updated>2026-01-08T02:43:55Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* DC &amp;amp; Complexity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Skill Rolls =&lt;br /&gt;
All skill rolls are based on the skills available within Project Zomboid, as well as any other modded skills that may be present. For more information on skills, see the Project Zomboid wiki page on [https://pzwiki.net/wiki/Skill Skills].&lt;br /&gt;
&lt;br /&gt;
Almost every Mechanical Skill is tied to a roll, automatically giving modifiers to it. Modifiers given by Skills are equal to Skill Level/2. So a Level 6 Skill will give a modifier of +3 to the relative roll.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ General Rolls&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Level 4 !! Level 6 !! Level 8 !! Level 10&lt;br /&gt;
|-&lt;br /&gt;
| Fitness || 3 HP || 4 HP || 5 HP || 6 HP&lt;br /&gt;
|-&lt;br /&gt;
| Strength || -1 to Melee Attack &amp;amp; Def || - || +1 Melee Attack &amp;amp; Def || +2 Melee Attack &amp;amp; Def&lt;br /&gt;
|-&lt;br /&gt;
| Nimble || +2 Nimble &amp;amp; Unarmed || +3 Nimble &amp;amp; Unarmed || +4 Nimble &amp;amp; Unarmed || +5 Nimble &amp;amp; Unarmed&lt;br /&gt;
|-&lt;br /&gt;
| Sneaking || +2 Hiding || +3 Hiding || +4 Hiding || +5 Hiding&lt;br /&gt;
|-&lt;br /&gt;
| Crafting Skills || +2 Crafting Skill || +3 Crafting Skill || +4 Crafting Skill || +5 Crafting Skill&lt;br /&gt;
|-&lt;br /&gt;
| Combat Skills || +2 Weapon Skill || +3 Weapon Skill || +4 Weapon Skill || +5 Weapon Skill&lt;br /&gt;
|-&lt;br /&gt;
| Aiming || +2 Ranged Attack || +3 Ranged Attack || +4 Ranged Attack || +5 Ranged Attack&lt;br /&gt;
|-&lt;br /&gt;
| Reloading || +2 Reloading || +3 Reloading || +4 Reloading || +5 Reloading&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Crafting =&lt;br /&gt;
=== Time &amp;amp; Point Threshhold ===&lt;br /&gt;
Players roll to accumulate &amp;quot;points&amp;quot; toward a crafting threshold equal to 2 x The Minimum Number of Days Requested. Point thresholds can reach no less than 0.5 (or an &amp;quot;instant&amp;quot; craft, 1 point maximum) but no more than 4 (or a &amp;quot;complex craft&amp;quot;, 8 points maximum) based on the &amp;quot;complexity&amp;quot; of the project. &lt;br /&gt;
&lt;br /&gt;
Staff determines the needed materials. Requested crafting materials will be based on an equivalent or near-equivalent crafting recipe, if available. If not available, this is a collaborative process. Never feel afraid to offer alternative suggestions to an offered crafting recipe, should any ideas arise. &lt;br /&gt;
&lt;br /&gt;
Crafting begins once all materials are assembled. Players must provide sufficient RP showcasing what happens relative to their roll. Maybe they struggle to concentrate and don&#039;t get as much done as they hoped. Maybe they make a mistake and have to spend extra time correcting it. Maybe they have a breakthrough, and things go especially well that day. Your RP should reflect your roll, and your roll will inform your RP. &lt;br /&gt;
&lt;br /&gt;
Examples of 0.5 or &amp;quot;Instant&amp;quot; Projects&lt;br /&gt;
* Sewing together some socks&lt;br /&gt;
* Minor whittling&lt;br /&gt;
* Basic soldering&lt;br /&gt;
* Tinting a car window&lt;br /&gt;
&lt;br /&gt;
Examples of 4+ Day Projects&lt;br /&gt;
* Sewing a wedding dress&lt;br /&gt;
* Crafting an ornate bookshelf&lt;br /&gt;
* Rerouting plumbing&lt;br /&gt;
* Painting a car&lt;br /&gt;
&lt;br /&gt;
Successful rolls past a certain DC (see below) earn 2 points. Unsuccessful rolls earn 1 point. Critical successes (a &amp;quot;natural 12&amp;quot; on the die) earn 4 points, effectively eliminating that day&#039;s work and an extra day&#039;s worth of work. No more than two critical successes can impact a project at a time. Subsequent critical successes are counted as normal successes. Critical failures (a &amp;quot;natural 2&amp;quot; on the die) accumulate no points, requiring an extra day, or lead to the destruction of one or more of the materials involved in crafting the item, requiring time to be spent to gather more. No more than one critical failure can impact a project at a time. Subsequent critical failures are simply counted as normal failures.&lt;br /&gt;
&lt;br /&gt;
=== DC &amp;amp; Complexity ===&lt;br /&gt;
Your DC is chosen based on how complex the project is. Knitting a blanket, while time-consuming, is a trivial task for most people with basic tailoring knowledge. Building a computer, on the other hand, is a relatively hard task that, in theory, does not take a lot of time in experienced hands.&lt;br /&gt;
&lt;br /&gt;
Example DCs:&lt;br /&gt;
* Trivial: DC 6&lt;br /&gt;
* Easy: DC 8&lt;br /&gt;
* Medium: DC 10&lt;br /&gt;
* Hard: DC 12&lt;br /&gt;
* Near-Impossible: DC 15&lt;br /&gt;
&lt;br /&gt;
Please note the time ≠ complexity. A project can be time-consuming and simple, or quick when in expert hands. Your point threshold and complexity DC should be chosen independently to reflect this concept.&lt;br /&gt;
&lt;br /&gt;
At staff&#039;s discretion and approval, other players may Help on the skill rolls with appropriate roleplay and effort given, utilizing the rules for the [[Dice_Guide#Help|Help]] Action in the Dice Combat Section.&lt;br /&gt;
&lt;br /&gt;
=== Simultaneous Projects ===&lt;br /&gt;
Up to four projects can be attempted at once. Staff have the discretion to deny a crafting ticket for any reason, including if they believe you are doing too many in quick succession.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous Skill Rolls =&lt;br /&gt;
Rolling skills can be something done for personal roleplay purposes, or to achieve a goal through collaboration with NWO’s staff team.&lt;br /&gt;
&lt;br /&gt;
In the latter case, a ticket should be opened to discuss it. Maybe players want to roll Foraging to track that bandit gang that passed through. Maybe they’re trying to get a few extra bites of food through a written Trapping session. Maybe they want to try their hand at Hunting one of the few animals left. If you have an idea that falls outside the rules listed here, open a Crafting Ticket to discuss further.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=724</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=724"/>
		<updated>2026-01-08T02:19:52Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Restrained */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
* Is disarmed.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=723</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=723"/>
		<updated>2026-01-08T01:31:06Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Ranged Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=722</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=722"/>
		<updated>2026-01-08T01:30:30Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Melee Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=721</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=721"/>
		<updated>2026-01-08T01:21:07Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Melee Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Increased Crit Damage (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=720</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=720"/>
		<updated>2026-01-08T01:20:50Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Melee Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Increased Crit Damage (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=719</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=719"/>
		<updated>2026-01-08T01:20:42Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Melee Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Weapons&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Increased Crit Damage (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=718</id>
		<title>Template:Combat Rolls</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=Template:Combat_Rolls&amp;diff=718"/>
		<updated>2026-01-08T01:20:02Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Increased Crit Damage (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=717</id>
		<title>User:AddyGaming</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=717"/>
		<updated>2026-01-08T01:13:36Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Ranged Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Increased Crit Damage (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=716</id>
		<title>User:AddyGaming</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=716"/>
		<updated>2026-01-08T01:13:21Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Ranged Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 5 / Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Increased Crit Damage (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=715</id>
		<title>User:AddyGaming</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=715"/>
		<updated>2026-01-08T01:01:55Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Ranged Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || - (Or 6 if in cover)&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Increased Crit Damage (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=714</id>
		<title>User:AddyGaming</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=714"/>
		<updated>2026-01-08T00:56:50Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Ranged Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || -&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Increased Crit Damage (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=713</id>
		<title>User:AddyGaming</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=713"/>
		<updated>2026-01-08T00:55:32Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Melee Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || -&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is suppressed until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Increased Crit Damage (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=712</id>
		<title>User:AddyGaming</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=712"/>
		<updated>2026-01-08T00:54:21Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Shoving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
* If knocked into a wall or other character, the target (and that character) both take 2 damage.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || -&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is suppressed until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is Grappled and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Increased Crit Damage (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=711</id>
		<title>User:AddyGaming</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=711"/>
		<updated>2026-01-08T00:52:20Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Melee Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || -&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is suppressed until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is Grappled and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Increased Crit Damage (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=710</id>
		<title>User:AddyGaming</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=710"/>
		<updated>2026-01-08T00:52:12Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Melee Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || -&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is suppressed until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is Grappled and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Increased Crit Damage (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
	<entry>
		<id>https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=709</id>
		<title>User:AddyGaming</title>
		<link rel="alternate" type="text/html" href="https://www.no-way-out.com/index.php?title=User:AddyGaming&amp;diff=709"/>
		<updated>2026-01-08T00:49:07Z</updated>

		<summary type="html">&lt;p&gt;AddyGaming: /* Shoving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Combat =&lt;br /&gt;
Here at NWO, we pride ourselves on the sense of danger and risk ever-present around our characters and plots. Every combat encounter can be a heroic victory or a crushing defeat, and very often brings with it lethal consequences. Every fight should be entered with the understanding that this...could be it.&lt;br /&gt;
&lt;br /&gt;
While all players are expected to adhere to these rules when engaging in combat between characters on their own, we try to be more open and rewarding towards creativity when interacting with our Staff team in events and encounters. While the rules listed below are the usual standard used by our Storytellers and players during these Staff-hosted scenes, our NPC creations and environmental hazards sometimes require us to make adjustments to the mechanics of a scene to properly simulate the threats or conditions our players are facing. &lt;br /&gt;
&lt;br /&gt;
Not to worry, though, as this same flexibility extends to you as a player! If you want to perform actions not easily expressed through these rules, talk to the Staff running the scene you are within in the OoC chat tab, and they will very often work with you to try and actualize your imagined plan. This is no guarantee that it will work, but player creativity is something we always attempt to reward.&lt;br /&gt;
&lt;br /&gt;
== Initiative and Turn Order ==&lt;br /&gt;
When dice combat begins, determining the turn order (who acts when) is done via Initiative rolls.  These are performed within the dice panel, and will list out each character involved in the combat based upon their initiative roll.  When initiative begins, characters are generally allowed to begin already wielding their weapons, except in cases such as being ambushed or being robbed. For more information on when initiative begins, see Section 6.6 Initiation &amp;amp; Initiative in [[Template:In-Game_Rules#6.1_Initiation_&amp;amp;_Initiative|In-Game Rules]]&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the character with higher initiative bonus will go first. If both characters have the same bonus, their initiatives are re-rolled. When dealing with multiple characters in a scene, it is important to save the initiative order in a text file or ooc chat. Closing the dice panel will wipe the initiative order.&lt;br /&gt;
&lt;br /&gt;
When in turn order, each character will act out a &#039;turn&#039; until all characters have acted. This is considered a &#039;Round&#039;. A turn is comprised of an &#039;&#039;&#039;Action&#039;&#039;&#039; and &#039;&#039;&#039;Movement&#039;&#039;&#039;. &#039;&#039;&#039;Reactions&#039;&#039;&#039; can sometimes be taken in special circumstances, such as &#039;&#039;&#039;Attacks of Opportunity&#039;&#039;&#039; or while &#039;&#039;&#039;Grappling&#039;&#039;&#039; someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Movement during initiative is tile based, with movement range indicated by toggling the movement button on the Dice Panel. Characters can only move to tiles within the highlighted green space. &lt;br /&gt;
&lt;br /&gt;
* If you intend to make a &#039;&#039;&#039;ranged attack&#039;&#039;&#039; and move in the same turn, you must activate the action toggle &#039;&#039;&#039;and then&#039;&#039;&#039; the movement toggle, before performing said action or movement. This is to show the reduced movement range when shooting and moving during the same turn. Movement imposes a -2 penalty to ranged attack rolls.&lt;br /&gt;
&lt;br /&gt;
== Stealth &amp;amp; Ambushing ==&lt;br /&gt;
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an &#039;Ambush Round&#039;, in which all successfully hidden attackers are given one turn prior to initiative starting.&lt;br /&gt;
&lt;br /&gt;
Each attacker must roll hiding, and each defender must roll perception.  Only those attackers which roll above the highest perception roll can participate in an ambush.  If no attacker rolls above the highest perception roll, there is no ambush round and initiative begins as normal.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039; include a variety of things such as &#039;&#039;&#039;Attacking&#039;&#039;&#039;, &#039;&#039;&#039;Grappling&#039;&#039;&#039;, &#039;&#039;&#039;Shoving&#039;&#039;&#039;, &#039;&#039;&#039;Throwing&#039;&#039;&#039;, &#039;&#039;&#039;Helping&#039;&#039;&#039;, or virtually anything that is not movement.   &#039;&#039;&#039;All actions listed here take your one action per turn, unless explicitly defined as a reaction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, or &#039;&#039;&#039;Unarmed&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Those who &#039;&#039;&#039;apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them&#039;&#039;&#039;. If you forget to apply your statuses or recall your rulings when using them on others, you lose that turn of said status. This rule applies to NPCs and PCs.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a &#039;Parry&#039;.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a &#039;Parry&#039; can instead result in a re-roll from both parties.&lt;br /&gt;
&lt;br /&gt;
==== Engaging ====&lt;br /&gt;
Engagement occurs when one character enters another’s melee range. &#039;&#039;&#039;Engagement does not occur if the weapon being held is a ranged weapon&#039;&#039;&#039;. By default, this is one tile for all melee weapons except for spears, which have a two-tile range. &lt;br /&gt;
&lt;br /&gt;
While Engaged, characters cannot shoot with two-handed ranged weapons and cannot leave the range of an attacker without triggering an attack of opportunity. Movement within an attacker&#039;s range will not trigger an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Engaged characters are considered &#039;in cover&#039; against ranged attacks that have their Line-Of-Sight blocked by other characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character holding a spear engages hostile characters within 2 Tiles instead of 1.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Attacks of Opportunity ====&lt;br /&gt;
Attacks of Opportunity (AoO) can occur when a target chooses to leave an attacker’s Engagement range. By default, all Human characters can use one AOO per round of combat, resetting on that character’s turn. Zombies, infected, and other creatures may have more attacks of opportunity, dependent on their individual skill sets and Storyteller preferences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack&#039;&#039;&#039;. A person with a ranged weapon may make an &#039;&#039;&#039;Improvised Weapon&#039;&#039;&#039; roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent. &lt;br /&gt;
&lt;br /&gt;
===== Sentinel =====&lt;br /&gt;
As a reaction, a character &#039;&#039;&#039;wielding a spear&#039;&#039;&#039; can make an attack of opportunity when a target enters their engagement range. Upon a successful hit, the target ends their movement and cannot advance. This consumes your action for that turn, but not your movement.&lt;br /&gt;
&lt;br /&gt;
==== Disengaging ====&lt;br /&gt;
&lt;br /&gt;
As an action, a character may choose to Disengage from combat. This allows them to move without triggering AOOs. Some conditions and effects may prevent a character from moving, these supersede the ability to disengage.&lt;br /&gt;
&lt;br /&gt;
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted. &lt;br /&gt;
&lt;br /&gt;
==== Dashing ====&lt;br /&gt;
As an action, a character can double their movement speed from 6 to 12 tiles. Dashing is not the same as Disengaging, and can still provoke Engagement or Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
When dashing, you are not able to engage other targets or use attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Disarming ====&lt;br /&gt;
As an action, a character may choose to Disarm their target so long as they have at least one hand free. An attacker with only one hand free attempts their Disarm at disadvantage. An attacker with two hands free attempts their Disarm with no penalty. &lt;br /&gt;
&lt;br /&gt;
Disarms are made with a normal one-handed or unarmed attack roll. On success, the target is disarmed, dropping their weapon on the ground or in the hands of their attacker if the attacker has enough hands free (Attacker’s choice). The disarming character also deals damage equal to the weapon in their hand (1 damage if unarmed). &lt;br /&gt;
&lt;br /&gt;
==== Drawing and Swapping Weapons ====&lt;br /&gt;
A character may use an action to swap between or draw one two-handed weapon, or two one-handed weapons, if those weapons are readily available (either holstered or sheathed).  &lt;br /&gt;
&lt;br /&gt;
To draw a weapon that is not readily available, a character must spend one action putting away their currently equipped weapon, and one action equipping the new weapon.  However, you may choose to &#039;&#039;&#039;drop&#039;&#039;&#039; your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.&lt;br /&gt;
&lt;br /&gt;
==== Help ====&lt;br /&gt;
As an action, a character can assist another character with an action (such as attacking) or reaction (such as resisting a grapple).  You cannot use the help action for defense rolls against attacks. You must be directly adjacent to the character you are helping (1 tile).&lt;br /&gt;
&lt;br /&gt;
The help action can be taken out of turn order if you have not already acted that round, and it will count as your action for that round.  During your turn, you can move to and help someone with an upcoming action.&lt;br /&gt;
&lt;br /&gt;
To perform the help action, roll the same skill as the check being performed, or roll Resolve at disadvantage. Every help action comes with a DC of 10.  If you succeed, the character performing the action receives a +3 Bonus modifier to their roll.  A character can only receive two help actions for a roll, to a maximum bonus of +6.  The roll being assisted must take place in the same turn as the help action.&lt;br /&gt;
&lt;br /&gt;
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:&lt;br /&gt;
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.&lt;br /&gt;
* The Right Tool - If using a tool in a physical action, such as prying open a door with a crowbar, you can use that weapon skill in lieu of fitness or strength (in the form of a melee attack roll).&lt;br /&gt;
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)&lt;br /&gt;
&lt;br /&gt;
==== Overwatch ====&lt;br /&gt;
While using a ranged weapon, characters can use their turn to go on Overwatch. Overwatch allows a character to “delay” their attack until certain events happen. Characters must define these events clearly and concisely on their turn.&lt;br /&gt;
&lt;br /&gt;
Examples of these events might include:&lt;br /&gt;
* When a specific character moves&lt;br /&gt;
* When any non-ally character enters a certain area&lt;br /&gt;
* Before or after another character acts&lt;br /&gt;
* If another character takes or deals damage&lt;br /&gt;
&lt;br /&gt;
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character&#039;s next turn.&lt;br /&gt;
If a character is Focused (meaning, they used the Focus action during the previous turn) then Overwatch will use that focus, but only if it activates during the turn.&lt;br /&gt;
&lt;br /&gt;
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Focus ====&lt;br /&gt;
Focusing for a turn or starting combat while Focused gives Advantage to a Ranged Attack made on the next turn. If you do not fire after aiming, or use an action to continue Focusing, this bonus is lost.  As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn.&lt;br /&gt;
&lt;br /&gt;
Focusing can be done from cover. Becoming engaged or taking melee damage while Focused “breaks” your focus. If a ranged attack is made against a Focused character, that character must make a DC 12 Resolve roll to remain focused.&lt;br /&gt;
&lt;br /&gt;
As shooting takes an action, you cannot shoot and maintain focus within the same turn. Likewise, you cannot perform Overwatch and Focus in the same turn. However, a previous turn&#039;s focus can apply to a current turn&#039;s overwatch, like so:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 2 || Overwatch (Shooting Must Happen Here)&lt;br /&gt;
|-&lt;br /&gt;
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character&#039;s Turn &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Brace ====&lt;br /&gt;
When wielding a melee weapon, a character can use their action to make melee defense rolls with advantage until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
==== Throwables, Areas of Effect (AoE), and Conditions ====&lt;br /&gt;
Various weapons, such as throwables, may leave an Area of Affect (AOE). AOEs can apply various Conditions to a target. Some examples of these Conditions include:&lt;br /&gt;
* Burning (Fire)&lt;br /&gt;
* Burning (Acid)&lt;br /&gt;
* Electrocution&lt;br /&gt;
* Smoke&lt;br /&gt;
* Poison&lt;br /&gt;
&lt;br /&gt;
All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character. &lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, AOEs affect a 3x3 tile area and linger on the ground for 3 turns unless specified by the item or Storyteller. A character moving into an existing AOE requires passing a DC 10 Robustness check or else risk taking on the Condition imposed by it. &lt;br /&gt;
&lt;br /&gt;
An action can be spent by an afflicted character to remove a Condition unless attempted while within an AOE that applies it. Conditions can be stacked up to two times.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Throwable Examples&lt;br /&gt;
! Name !! Damage On-Hit !! Area of Effect&lt;br /&gt;
|-&lt;br /&gt;
| Molotov || 2 || 3x3&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb || - || 5x5&lt;br /&gt;
|-&lt;br /&gt;
| Acid Attack || 3 || Single Target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throwables can be tossed onto a tile, affecting the adjacent 3x3 area, by making a Ranged Attack (DC 12) roll. On failure, the throwable is placed in a random location within 2 tiles of the intended location.&lt;br /&gt;
&lt;br /&gt;
The random location is determined using two separate 1d8 rolls. Each roll offsets the AoE one tile in the direction indicated by the chart below:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || X || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 7 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There’s still a chance the two rolls could end up canceling each other out. If a roll would move the center of the AoE into a solid wall, the shift just doesn’t happen; low barriers do not count.&lt;br /&gt;
&lt;br /&gt;
==== Prone ====&lt;br /&gt;
Prone refers to the act of lying on one’s back or stomach on the ground. In NWO, one can take a prone stance or be made to take a prone stance willingly or unwillingly. The Prone condition comes with several advantages and disadvantages: &lt;br /&gt;
* Prone characters can crawl to an adjacent tile while prone. If a character is prone and behind cover, they cannot make an attack unless their target is adjacent and not on the opposite side of said cover. &lt;br /&gt;
* Ranged attacks against prone characters are made with disadvantage.&lt;br /&gt;
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply. &lt;br /&gt;
* Melee attacks against prone characters are made with advantage.&lt;br /&gt;
* Prone characters may use their movement or action to stand from being prone.&lt;br /&gt;
* Prone characters cannot Engage characters within melee range.&lt;br /&gt;
&lt;br /&gt;
==== Shoving ====&lt;br /&gt;
A character can use their action to &#039;shove&#039; a target, either knocking them back or prone.&lt;br /&gt;
&lt;br /&gt;
When shoving, both characters engage in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.&lt;br /&gt;
&lt;br /&gt;
Shoving characters can knock the target Prone or knock them away—Attacker’s choice. &lt;br /&gt;
* If knocked Prone, Prone rules apply.&lt;br /&gt;
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.&lt;br /&gt;
&lt;br /&gt;
==== Grappling ====&lt;br /&gt;
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.&lt;br /&gt;
&lt;br /&gt;
Grappling is a contested Strength check and can be attempted so long as one of the Attacker’s hands is free. Attackers can Drop a two-handed weapon as a free action to attempt to Grapple a target, leaving their weapon on the ground.&lt;br /&gt;
&lt;br /&gt;
When a character is grappled:&lt;br /&gt;
* Their movement is reduced to 0. &lt;br /&gt;
* Attack rolls are made with disadvantage.&lt;br /&gt;
* They do not trigger attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Grappled characters are not automatically restrained or disarmed.&lt;br /&gt;
&lt;br /&gt;
A character can use their action attempt to escape a grapple via a contested Strength roll on their turn, remaining grappled on a failed roll.  The character performing the grapple does not need to roll to maintain it, but can do so in order to attempt an upgrade into a Restraint. A successful attack on the grappler from the target likewise triggers a contested Strength roll to attempt to break free.&lt;br /&gt;
&lt;br /&gt;
Characters grappling with a target can force that target to a prone state as an action with no additional contest. Both characters are considered Prone. While maintaining a grapple, a character&#039;s attacks are made with disadvantage. The grappler can use their movement to move half their standard distance with their grappled target. Additionally, they can end the grapple as a free action during their turn.&lt;br /&gt;
&lt;br /&gt;
If a character fails a grapple check three times in a row, or the grappler is aided by two other characters, they are considered restrained.&lt;br /&gt;
&lt;br /&gt;
==== Restrained ====&lt;br /&gt;
A character is considered restrained when they are in physical restraints such as hogtied or in shackles, or when a grapple is upgraded into a restraint.&lt;br /&gt;
&lt;br /&gt;
When restrained, a character:&lt;br /&gt;
* Cannot move.&lt;br /&gt;
* Cannot make attacks.&lt;br /&gt;
&lt;br /&gt;
A character cannot escape being restrained on their own and instead follows Imprisonment Rules. The character maintaining restraint must keep hold of the character or put them into physical restraints.&lt;br /&gt;
&lt;br /&gt;
When a character is restraining another, they are able to make one-handed attacks.&lt;br /&gt;
&lt;br /&gt;
Another character can use their action to free a character from physical restraints if they are directly adjacent.&lt;br /&gt;
&lt;br /&gt;
==== Human Shield ====&lt;br /&gt;
When a character is grappling or restraining a target, or are adjacent to a willing character, they are able to utilize them as a Human Shield.&lt;br /&gt;
&lt;br /&gt;
Characters protected by a human shield are able to roll defense with advantage. Attack rolls made against the character that fail instead damage the Human Shield.  When shielding from ranged attacks, utilize [[Dice Guide#Line of Sight|line of sight rules]].&lt;br /&gt;
&lt;br /&gt;
==== Reloading ====&lt;br /&gt;
Once your available ammunition (clip, magazine, etc.) is spent, characters using a ranged weapon must make a roll to Reload (DC 10). On success, their Reload is instant, allowing them to take a normal action. On failure, a turn must be dedicated to Reloading their weapon. &lt;br /&gt;
&lt;br /&gt;
==== Suppressive Fire ====&lt;br /&gt;
When wielding an assault rifle, target a character behind cover with Suppressive Fire. You must have at least half your magazine capacity remaining, and will use all of it with this action.&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack roll, upon success apply damage as normal. Regardless of success or failure, the target cannot move out of cover or expose themselves to the attacker without a Resolve (DC 12 Roll). On success, they may take their action or movement as normal. On failure, they are startled in place. A target under Suppressive Fire may take any other action or reaction that would not expose them to suppressive fire. &lt;br /&gt;
&lt;br /&gt;
Suppressive Fire ends at the beginning of the attacker’s next turn.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor is applied as Light, Medium, or Heavy armor. Armor acts as additional hitpoints (known as Armor Hitpoints) during dice combat.  Each type of armor has its own Armor Hitpoints and Drawbacks, and consists of increasing levels of protective equipment.&lt;br /&gt;
&lt;br /&gt;
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. &amp;quot;Bulletproof&amp;quot; clothing, such as suit jackets, kevlar gloves, and boots, do not count.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Armor Rules &lt;br /&gt;
|-&lt;br /&gt;
| Type || Armor Hitpoints || Drawbacks || Example&lt;br /&gt;
|-&lt;br /&gt;
| Light || 2 || - || Arm + Leg pads, or a vest.&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.&lt;br /&gt;
|}&lt;br /&gt;
If an attack is taken while wearing armor, armor hitpoints are consumed first.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are wearing light armor and receive 3 damage, you will take 2 points of AHP and 1 point of your HP as damage. But if you are wearing medium armor and receive 3 damage, you take 3 points of AHP, with 1 point of AHP remaining.&lt;br /&gt;
&lt;br /&gt;
== Ranged Combat ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
| Ranged Defense || -&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Attack || Aiming/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Ranged Weapons&lt;br /&gt;
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 4 || Double 6 || 6 || 2 Targets adjacent to the initial target receive 4 damage&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Action Rifle || 4 || Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target&#039;s turn as a free action.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is suppressed until the beginning of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun|| 5 || Double 6 || 7 || Perform any firearm crit effect. Expend half your ammunition to perform a second, and all to perform a 3rd. Effects can stack.&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Flamethrowers === &lt;br /&gt;
If a character holding a Flamethrower is hit by a Critical Hit, there&#039;s a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder. Flamethrowers ignore cover.  &lt;br /&gt;
When targeting a character with a flamethrower, all adjacent characters &#039;&#039;&#039;(including allies)&#039;&#039;&#039; to that target must additionally roll ranged defense or be hit with the same attack.  Only fully blocking line of sight with a wall or significant barricade will grant cover.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Several aspects of the mechanical environment affect ranged rolls, including the lighting of an area, whether or not a weapon is scoped, and more. Please note that Sniping a character from a distance, while an option, is still subject to appropriate combat rules, CK rules, and ticketing. The range of a ranged weapon is dictated by in-game line-of-sight (LoS). Consider the following before making an attack roll:&lt;br /&gt;
* Whether the target is ‘visible’ &lt;br /&gt;
* Whether there is a clear line of fire from attacker to defender&lt;br /&gt;
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling)&lt;br /&gt;
&lt;br /&gt;
Any tile occupied by a non-prone character, including allies, is considered blocking line-of-sight.  Attempting to shoot through a character requires that ally to roll Ranged Defense, and they will be hit instead if they fail.&lt;br /&gt;
&lt;br /&gt;
If a target is obscured by cover, or another character, they are considered in &#039;Cover&#039; and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.&lt;br /&gt;
&lt;br /&gt;
The above factors determine whether a target can be hit. In the special case of the flamethrower, its range is 15 in-game tiles.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|-&lt;br /&gt;
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)&lt;br /&gt;
|}&lt;br /&gt;
Each Melee weapon has its own damage and crit requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Melee Examples&lt;br /&gt;
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect&lt;br /&gt;
|-&lt;br /&gt;
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || Critically [[Dice_Guide#Shoving|Shove]] the target.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Spears|| 2 || Double 6 || 4 || Target is Grappled and cannot attempt to free themselves until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Increased Crit Damage (8)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Handed Axe|| 3 || Double 6 || 6 || Increased Crit Damage (6)&lt;br /&gt;
|-&lt;br /&gt;
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Improvised, Weapon Stocks|| 1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
When rolling defense, you must roll the equivalent defense as the attack made.  This means melee defense against melee attacks and ranged defense against ranged attacks.  Ranged defense rolls have a bonus of 0 unless you are considered in cover as per [[Dice_Guide#Line_Of-Sight|Line of Sight Rules]].  &lt;br /&gt;
&lt;br /&gt;
In the event of a critical success defense roll, the character &#039;&#039;&#039;automatically succeeds against the attack and negates any crit effects&#039;&#039;&#039;. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.&lt;br /&gt;
&lt;br /&gt;
== Dual Wielding ==&lt;br /&gt;
It is possible to wield two one-handed weapons at once, such as two knives, a pistol and a hammer, or two pistols.  If both weapons are readily available, such as holstered or sheathed, you can draw both at the beginning of combat.  You are able to choose which weapon you defend with and which weapon you attack with when you make those rolls.  Note that mechanically, the dice system will count whichever weapon is in your Primary Hand as your active one, so make sure to swap based on the weapon you wish to use.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding two one-handed melee weapons, you can forego moving to make two attacks. The second attack is made at disadvantage. You cannot move if you make two attacks.&lt;/div&gt;</summary>
		<author><name>AddyGaming</name></author>
	</entry>
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