Template:Combat Rolls: Difference between revisions

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= Weapon Rolls =
= Combat =
{| class="wikitable sortable"
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.
|+ Ranged Weapons
 
! Weapon Type !! Damage !! Crit Requirement !! Crit Dmg
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.  
|-
 
| Assault Weapons || 4 || Double 5 or Double 6 || 6
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.
|-
| M60/LMG's|| 5 || Double 6 || 7
|-
| Rifles & Shotguns || 4 || Double 6 || 6
|-
| Pistols || 3 || Double 6 || 4
|-
| Flamethrowers <ref>Flamethrower Crit Rule: If a character holding a Flamethrower is hit by a Critical Hit, there's a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder.</ref> <ref>Flamethrower Cover Rules: Engaged Condition and a 50% body coverage behind a tile don't offer Cover from a Flamethrower attack. If a Flamethrower attack targets a character engaged with other characters, all of them will be hit by the attack and roll Ranged Defence. Only a coverage of at least 80% behind a Tile grants the Cover modifier from a Flamethrower Attack. (ex: Only a limb/head visible)</ref> || 4 || Double 5 or Double 6 || 8
|-
| Crossbows || 4 || Double 6 || 5
|}


{| class="wikitable sortable"
== Initiative and Turn Order ==
|+ Melee Weapons
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 & Initiative in [[Template:In-Game_Rules#6.1_Initiation_&_Initiative|In-Game Rules]]
! Weapon Type !! Damage !! Crit Requirement !! Crit Dmg
|-
| Two Handed || 3 || Double 5 or Double 6 || 4
|-
| One Handed || 2 || Double 6 || 4
|-
| Spears<ref>Spear Range Rule: A character holding a spear engages hostile characters within 2 Tiles instead of 1</ref> || 2 || Double 6 || 3
|-
| Bare Hands, Improvised, Weapon Stocks || 1 || - || -
|}


=== Special Rules & Exceptions ===
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.
<references/>


== Dodging & Armor ==
When in turn order, each character will act out a 'turn' until all characters have acted. This is considered a 'Round'. A turn is comprised of an '''Action''' and '''Movement'''. '''Reactions''' can sometimes be taken in special circumstances, such as '''Attacks of Opportunity''' or while '''Grappling''' someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.


{| class="wikitable sortable"
== Movement ==
|+ Weapons Information
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.  
! Armor Type !! Bonus HP !! Modifiers
|-
| Assault Weapons || 4 || Double 5 or Double 6 || 6
|-
| Rifles & Shotguns || 4 || Double 6 || 6
|-
| Pistols || 3 || Double 6 || 4
|-
| Flamethrowers || 4 || Double 5 or Double 6 || 8
|-
| Crossbows || 4 || Double 6 || 5
|}
= Combat =
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.


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.  
* If you intend to make a '''ranged attack''' and move in the same turn, you must activate the action toggle '''and then''' 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.


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.
== Stealth & Ambushing ==
=== Actions & Movement ===
Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an 'Ambush Round', in which all successfully hidden attackers are given one turn prior to initiative starting.
A combat round is typically comprised of an '''Action''' and '''Movement'''. '''Reactions''' can sometimes be taken in special circumstances, such as '''Attacks of Opportunity''' or while '''Grappling''' someone. Exceptions will be noted in the relevant sections.


'''Movement''' is self-explanatory—It is the way a character “moves” around a space. Characters must toggle their movement range on their Dice Panel and may only move in one path to a point within their movement range. Movement imposes a -2 shooting penalty, regardless of the order of one’s Action or Movement.
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.


'''Actions''' include a variety of things such as '''Attacking''', '''Grappling''', '''Shoving''', '''Throwing''', '''Helping''', or virtually anything that is not movement.  
== Actions ==
'''Actions''' include a variety of things such as '''Attacking''', '''Grappling''', '''Shoving''', '''Throwing''', '''Helping''', or virtually anything that is not movement.   '''All actions listed here take your one action per turn, unless explicitly defined as a reaction.'''


Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be '''Melee''', '''Ranged''', or '''Unarmed'''.  
Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be '''Melee''', '''Ranged''', or '''Unarmed'''.  


Those who '''apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them'''. 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.
Those who '''apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them'''. 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.
=== Engagement ===
 
====Parrying====
If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a 'Parry'.  By default, parries go in favor of the defender, meaning they successfully block the attack.  However, if both parties agree, a 'Parry' can instead result in a re-roll from both parties.
 
==== Engaging ====
Engagement occurs when one character enters another’s melee range. '''Engagement does not occur if the weapon being held is a ranged weapon'''. By default, this is one tile for all melee weapons except for spears, which have a two-tile range.  
Engagement occurs when one character enters another’s melee range. '''Engagement does not occur if the weapon being held is a ranged weapon'''. By default, this is one tile for all melee weapons except for spears, which have a two-tile range.  


While Engaged, characters cannot shoot with two-handed ranged weapons and cannot make any movement without triggering an AOO, including movement around an attacker.
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's range will not trigger an attack of opportunity.
=== Dashing ===
 
Engaged characters are considered 'in cover' against ranged attacks that have their Line-Of-Sight blocked by other characters.
 
'''A character holding a spear engages hostile characters within 2 Tiles instead of 1.'''
 
==== Attacks of Opportunity ====
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.
 
'''Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack'''. A person with a ranged weapon may make an '''Improvised Weapon''' roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent.
 
===== Sentinel =====
As a reaction, a character '''wielding a spear''' 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.
 
==== Disengaging ====
 
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.
 
If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted.  
 
==== Dashing ====
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.
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.
=== Disarming ===
 
When dashing, you are not able to engage other targets or use attacks of opportunity.
 
==== Disarming ====
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.  
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.  


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).  
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).  
=== Swapping Weapons ===
Swapping weapons in combat is risky, but often necessary. Swapping weapons takes an action in most scenarios. However, if the weapon you are attempting to swap to is a one-handed weapon that is readily available, such as a holstered sidearm or a sheathed knife, you can choose to drop your currently equipped weapon on the ground to Quick Draw your one-handed weapon within the same turn. Your dropped weapon will require an action to pick up and equip once more. Please note that attachments, equipment, or other factors such as backstory or experience do not affect this rule.
=== Disengaging ===
As an action, a character may choose to Disengage from combat. This allows them to make any movement, barring any conditions which may prevent said movement, without proccing AOOs.


If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted.  
==== Drawing and Swapping Weapons ====
=== Helping ===
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)
As an action, any character can Help another character by rolling a Resolve (DC 10) roll. On success, the target gains advantage on their next roll, depending on the nature of the help. Helping must be done with a specific intention that is laid out clearly and concisely by the helping player on their turn. In other words, you cannot blanket Help on every possible roll that another character might do. It is recommended to have a brief OOC discussion about what your Helping action will look like with the target.  
 
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 '''drop''' your weapon to equip this new weapon as one action.  A dropped weapon requires an action to reequip.
 
==== Help ====
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).


Some examples of Help rolls might include:
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.
* Attempting to restrain someone who is already grappled to give the attacking player an easier strike (Melee or Ranged Attack—While Grappling)
* Assisting a player in moving a heavy object (Strength)
* Providing an extra pair of hands during a medical emergency (First Aid)
* Providing an extra pair of hands while making dinner (Cooking)


This list is, of course, non-exhaustive. Be creative!
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.
=== Stealth & Ambushing ===
Ambushing a combatant gives several advantages.  


To attempt an Ambush, the attacker must succeed on a Hiding roll against the defender’s Perception roll. If the defender’s Perception roll beats the attacker’s Hiding roll, combat initiates as per usual, and no bonuses are obtained.
Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:
* Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.
* 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).
* Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)


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.
==== Overwatch ====
=== Overwatch ===
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.
While using a weapon, players can use their turn to go on Overwatch. Overwatch allows a player to “delay” their attack until certain events happen. Players must define these events clearly and concisely on their turn.


Examples of these events might include:
Examples of these events might include:
Line 106: Line 92:
* If another character takes or deals damage
* If another character takes or deals damage


When Overwatch is triggered, typical range and rolling rules still apply. If Overwatch is not used, Overwatch ends on the player’s following turn unless used again.
When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character's next turn.
=== Throwables, Areas of Effect (AoE), and Conditions
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.
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:
 
* Burning (Fire)
If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.
* Burning (Acid)
 
* Electrocution
'''Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.'''
* Smoke
* Poison


All of these Conditions apply the same mechanical effect. Regardless of the type, Conditions apply disadvantage to the afflicted character.
==== Focus ====
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.
 
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.
 
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's focus can apply to a current turn's overwatch, like so:
 
{|class="wikitable" style="margin-right: auto; margin-left: 0px;"
|-
| Turn 1 (Or Pre-Initiative) || Focus (Applies on Next Turn)
|-
| Turn 2 || Overwatch (Shooting Must Happen Here)
|-
| Turn 3 || Focus Expires, Overwatch Ends on Start of Character's Turn
|}


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.  
'''Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.'''


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.
==== Brace ====
'''THE THROWABLE EXAMPLE TABLE NEEDS TO BE ADDED HERE'''
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.
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.
'''MELEE COMBAT NEEDS TO BE ADDED HERE I CAN'T DO TABLES'''
=== Attacks of Opportunity ===
Attacks of Opportunity (AOO) or Opportunity Attacks can occur when a target chooses to leave an attacker’s Engagement range. Please note that moving while staying within range of an attacker does not trigger an AOO. 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.


'''Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack'''. A person with a ranged weapon may make an '''Improvised Weapon''' roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent.
==== Prone ====
=== Going Prone ===
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:  
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:
* 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.  
* 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.  
* Ranged attacks against prone characters are at a disadvantage.
* Ranged attacks against prone characters are made with disadvantage.
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply.  
** Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply.  
* Melee attacks against prone characters are at advantage.
* Melee attacks against prone characters are made with advantage.
* Prone characters may use their movement or action to stand from being prone.
* Prone characters may use their movement or action to stand from being prone.
* Prone characters cannot Engage characters within melee range.
* Prone characters cannot Engage characters within melee range.
=== Shoving ===
Players may also choose to shove another player to displace or knock them down.


One player can shove another by engaging in a contested STR vs. STR or FIT (Defender’s choice) roll. Defenders can choose to automatically fail this roll if desired.
==== Shoving ====
A character can use their action to 'shove' a target, either knocking them back or prone.
 
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.


Shoving players can knock the target Prone or knock them away—Attacker’s choice.  
Shoving characters can knock the target Prone or knock them away—Attacker’s choice.  
* If knocked Prone, Prone rules apply.
* If knocked Prone, Prone rules apply.
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.
* If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.
=== Grappling ===
* If knocked into a wall or other character, the target (and that character) both take 2 damage.
 
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.
 
==== Grappling ====
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.
Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.


One character may grapple another by engaging in a STR vs STR contest, so long as one of the Attacker’s hands is free. Attackers can drop a two-handed weapon same turn to attempt to Grapple a target, leaving their weapon on the ground. This weapon would need an action to be retrieved once more.
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.
 
When a character is grappled:
* Their movement is reduced to 0.
* Attack rolls are made with disadvantage.
* They do not trigger attacks of opportunity.
 
Grappled characters are not automatically restrained or disarmed.
 
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.
 
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'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.
 
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.
 
==== Restrained ====
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.
 
When restrained, a character:
* Cannot move.
* Cannot make attacks.
* Is disarmed.
 
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.
 
When a character is restraining another, they are able to make one-handed attacks.


A Grappled character has the following disadvantages imposed upon them until the Grapple is broken:
Another character can use their action to free a character from physical restraints if they are directly adjacent.
* Movement is reduced to 0.
** Grappled characters can rotate around the grappler, but cannot disengage or exit the tile adjacent.  
* All attacks from the target are made at disadvantage
* Grappled characters do not provoke AOOs


On the Grappled character’s turn, they may use their action to attempt to break free with another STR vs STR contest. On fail, the Grappled character remains Grappled.  
==== Human Shield ====
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.


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.  
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]].


'''Grappled targets are not restrained or disarmed'''. Grappled characters may still attack any target that would normally be capable of with the weapon they may (or may not) have equipped, including the grappler, at disadvantage. A successful attack on the grappler from the target forces a reroll of the contest.  
==== Reloading ====
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.  


Grapplers may attack any character with a one-handed weapon at disadvantage. Disadvantage does not apply if their target is '''Cooperative'''.  
==== Suppressive Fire ====
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.


Targets under duress, such as hostages, are considered '''Uncooperative''', even if they are not attempting to actively fight their Grappler. Targets who are unconscious or otherwise incapacitated are considered '''Cooperative'''.
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.  
=== Human Shield ===
As an action or reaction, a Grappler may choose to use their target or themselves as a '''Human Shield'''.


When using a Human Shield, the Grappler gains a Full Cover bonus. When the Grappler is acting as a Human Shield, the target gains a Full Cover bonus.  
Suppressive Fire ends at the beginning of the attacker’s next turn.


Any Attacks made against the '''Shielded''' character will require a roll from the Human Shield as well. Regardless of the Shielded character’s success or failure, if the Human Shield fails their Defense roll, they take the attack’s damage as well.
== Armor ==
'''RANGED COMBAT NEEDS TO BE ADDED HERE'''
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.
=== Focusing ===
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, this bonus is lost unless Aiming is maintained.


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.
Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. "Bulletproof" clothing, such as suit jackets, kevlar gloves, and boots, do not count.
{| class="wikitable sortable"
|+ Armor Rules
|-
| Type || Armor Hitpoints || Drawbacks || Example
|-
| Light || 2 || - || Arm + Leg pads, or a vest.
|-
| Medium || 4 || -1 Initiative, -1 Movement || Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.
|-
| Heavy || 8 || -2 Initiative, -2 Movement || Arm + Leg pads plus both a VISORED helmet and vest.
|}
If an attack is taken while wearing armor, armor hitpoints are consumed first. 
 
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.
 
== Ranged Combat ==
{| class="wikitable sortable"
|+
| Ranged Defense || - (Or 6 if in cover)
|-
| Ranged Attack || Aiming/2
|}
 
{| class="wikitable sortable"
|+ Ranged Weapons
! Weapon Type !! Damage !! Crit Requirement !! Crit Damage || Crit Effect
|-
| Handgun || 3 || Double 6 || 4 || Make an additional attack on the same target. This attack can also crit.
|-
| Revolver || 3 || Double 6 || 4 || Make an additional attack on another target. This attack can also crit.
|-
| Shotgun || 4 || Double 6 || 6 || 2 TARGETS adjacent to the initial target receive 4 damage. This does not include allies.
|-
| Bolt Action Rifle || 4 || Double 6 || 8 || Deal Double Damage On A Crit (8)
|-
| Lever Action || 4 || Double 6 || 6 || Take turn with advantage at top of initiative next round.
|-
| Crossbow || 4 || Double 6 || 5 || Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target's turn as a free action.
|-
| Submachine Gun || 3 || Double 5 / Double 6 || 4 || Make an additional attack. This attack can also crit.
|-
| Assault Rifle || 4 || Double 5 / Double 6 || 6 || Target is [[Dice_Guide#Suppressive Fire|suppressed]] until the beginning of their next turn.
|-
| 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.
|-
| Flamethrower || 3 || Double 5/Double 6 || 4 || 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage, including allies.
|}
 
=== Flamethrowers ===
Flamethrowers ignore cover. When targeting a character with a flamethrower, all adjacent characters '''(including allies)''' 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.
 
=== Line of Sight ===
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:
* Whether the target is mechanically visible
* Whether there is a clear line of fire from attacker to defender
* Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling, human shield)
 
Any tile occupied by a character that is not prone, behind cover, or otherwise "out of the way" 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.
 
If a target is obscured by cover, or another character, they are considered in '''Cover''' and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.
 
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.
 
== Melee Combat ==
Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:
{| class="wikitable sortable"
! Melee Attack !! ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)
|-
| Melee Defense|| ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)
|}
Each Melee weapon has its own damage and crit requirements.
{| class="wikitable sortable"
|+ Melee Weapons
! Weapon Type || Damage || Crit Requirement || Crit Damage || Crit Effect
|-
| Long Blunt|| 4 || Double 5 / Double 6 || 6 || [[Dice_Guide#Shoving|Shove]] the target.
|-
| Short Blunt|| 2 || Double 6 || 3 || Target is stunned until the end of their next turn.
|-
| Spears|| 2 || Double 6 || 4 || Target is [[Dice_Guide#Grappling|Grappled]] and cannot attempt to free themselves until the end of your next turn.
|-
| 2 Handed Axe|| 4 || Double 5 / Double 6 || 8 || Deal Double Damage On A Crit (8)
|-
| 1 Handed Axe|| 3 || Double 6 || 6 || Deal Double Damage On A Crit (6)
|-
| 2 Handed Long Blade||4 || Double 5 / Double 6 || 6 || Gain advantage on attack and defense rolls until the end of your next turn.
|-
| One-Handed Long Blade|| 3 ||Double 6|| 4 || Gain advantage on attack and defense rolls until the end of your next turn.
|-
| Short Blade|| 2 || Double 6 || 4 || Make an additional attack. This attack can also crit.
|-
| Unarmed|| 1 || Double 6|| 2 || Perform any other Melee Crit Effect.
|-
| Improvised, Weapon Stocks|| 1 || - || - || -
|}


Focus is maintained so long as the character does not move or otherwise have their Focus broken. Once broken, Focus needs to be done once more.
== Defense ==
=== Reloading ===
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]].
Once your available ammunition (clip, magazine, etc.) is spent, players 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.
=== Suppressive Fire ===
With a fully automatic weapon aimed at a player behind cover, attacking players can lay down Suppressive Fire. More than half of the weapon’s magazine must remain.


Suppressive Fire requires a typical Ranged ATK vs. Ranged DEF roll. On the attacker’s success, typical damage applies.  
In the event of a critical success defense roll, the character '''automatically succeeds against the attack and negates any crit effects'''. In the unlikely but still possible event that both attack and defender crit, [[Dice_Guide#Parrying|Parry Rules]] apply.


Regardless of success or failure, the attacking player burns their magazine of their automatic weapon to attempt to negate movement or action from the defending player. If a defender attempts to move or act in a way that would expose them to Suppressive Fire, they must make a Resolve (DC 12) roll. On success, they may take their action 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.  
== Dual Wielding ==
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.


Suppressive Fire ends at the beginning of the attacker’s next turn. At the end of Suppressive Fire, the attacking player must reload to continue using their currently equipped weapon.
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.

Latest revision as of 20:46, 13 January 2026

Combat

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.

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.

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.

Initiative and Turn Order

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 & Initiative in In-Game Rules

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.

When in turn order, each character will act out a 'turn' until all characters have acted. This is considered a 'Round'. A turn is comprised of an Action and Movement. Reactions can sometimes be taken in special circumstances, such as Attacks of Opportunity or while Grappling someone. Some actions will consume both your action and movement, such as dashing, disengaging, and attacking with two one-handed weapons.

Movement

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.

  • If you intend to make a ranged attack and move in the same turn, you must activate the action toggle and then 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.

Stealth & Ambushing

Prior to beginning combat, attackers can attempt to hide from their targets in order to perform an ambush. This consists of an 'Ambush Round', in which all successfully hidden attackers are given one turn prior to initiative starting.

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.

Actions

Actions include a variety of things such as Attacking, Grappling, Shoving, Throwing, Helping, or virtually anything that is not movement. All actions listed here take your one action per turn, unless explicitly defined as a reaction.

Your combat roll in a scenario is determined by the weapon a character has equipped, but will generally be Melee, Ranged, or Unarmed.

Those who apply statuses (AoE, DoT, Suppressive Fire, etc.) or wish to utilize special rulings and mechanics are responsible for enforcing them. 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.

Parrying

If an attacker and defender roll the same result, be it for an attack, grapple, or special move, this is known as a 'Parry'. By default, parries go in favor of the defender, meaning they successfully block the attack. However, if both parties agree, a 'Parry' can instead result in a re-roll from both parties.

Engaging

Engagement occurs when one character enters another’s melee range. Engagement does not occur if the weapon being held is a ranged weapon. By default, this is one tile for all melee weapons except for spears, which have a two-tile range.

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's range will not trigger an attack of opportunity.

Engaged characters are considered 'in cover' against ranged attacks that have their Line-Of-Sight blocked by other characters.

A character holding a spear engages hostile characters within 2 Tiles instead of 1.

Attacks of Opportunity

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.

Ranged weapons cannot utilize Attacks of Opportunity to deal a Ranged Attack. A person with a ranged weapon may make an Improvised Weapon roll to hit someone with a stock or “pistol whip,” but they cannot fire at a retreating opponent.

Sentinel

As a reaction, a character wielding a spear 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.

Disengaging

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.

If you are Engaged by two or more people, Disengage actions require a Resolve (DC 12) roll to be attempted.

Dashing

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.

When dashing, you are not able to engage other targets or use attacks of opportunity.

Disarming

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.

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).

Drawing and Swapping Weapons

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).

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 drop your weapon to equip this new weapon as one action. A dropped weapon requires an action to reequip.

Help

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).

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.

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.

Some help actions have special interactions that allow you to use different skills to provide assistance than the standard associate skill:

  • Athleticism - Fitness and Strength can be used interchangeably to assist in physical actions.
  • 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).
  • Spotting - Perception can be used by a spotter to assist a shooter instead of Aiming (in the form of a ranged attack roll)

Overwatch

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.

Examples of these events might include:

  • When a specific character moves
  • When any non-ally character enters a certain area
  • Before or after another character acts
  • If another character takes or deals damage

When Overwatch is triggered, typical range and rolling rules still apply. If not used, Overwatch ends at the start of the character's next turn. 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.

If you move during the same turn you apply overwatch, you must apply the -2 movement attack roll penalty to your overwatch roll.

Overwatch cannot be used before combat begins in PVP, pre-initiative overwatch actions are only applicable in PVE Encounters.

Focus

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.

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.

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's focus can apply to a current turn's overwatch, like so:

Turn 1 (Or Pre-Initiative) Focus (Applies on Next Turn)
Turn 2 Overwatch (Shooting Must Happen Here)
Turn 3 Focus Expires, Overwatch Ends on Start of Character's Turn

Focus cannot be used before combat begins in PVP. Pre-casting Focus only applies in PVE Encounters.

Brace

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.

Prone

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:

  • 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.
  • Ranged attacks against prone characters are made with disadvantage.
    • Ranged attacks have advantage against prone targets within CQC/point-blank range (1 tile). If Engaged, typical Engagement rules apply.
  • Melee attacks against prone characters are made with advantage.
  • Prone characters may use their movement or action to stand from being prone.
  • Prone characters cannot Engage characters within melee range.

Shoving

A character can use their action to 'shove' a target, either knocking them back or prone.

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.

Shoving characters can knock the target Prone or knock them away—Attacker’s choice.

  • If knocked Prone, Prone rules apply.
  • If knocked away, the target gets shoved back [Attacker’s ½ STR] tiles in the direction of the Attacker’s choice.
  • If knocked into a wall or other character, the target (and that character) both take 2 damage.

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.

Grappling

Characters may choose to Grapple a target to prevent escape or otherwise impose various disadvantages.

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.

When a character is grappled:

  • Their movement is reduced to 0.
  • Attack rolls are made with disadvantage.
  • They do not trigger attacks of opportunity.

Grappled characters are not automatically restrained or disarmed.

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.

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'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.

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.

Restrained

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.

When restrained, a character:

  • Cannot move.
  • Cannot make attacks.
  • Is disarmed.

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.

When a character is restraining another, they are able to make one-handed attacks.

Another character can use their action to free a character from physical restraints if they are directly adjacent.

Human Shield

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.

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 line of sight rules.

Reloading

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.

Suppressive Fire

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.

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.

Suppressive Fire ends at the beginning of the attacker’s next turn.

Armor

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.

Acceptable examples of armor are anything that would realistically provide tangible ballistic protection, or do so mechanically. "Bulletproof" clothing, such as suit jackets, kevlar gloves, and boots, do not count.

Armor Rules
Type Armor Hitpoints Drawbacks Example
Light 2 - Arm + Leg pads, or a vest.
Medium 4 -1 Initiative, -1 Movement Arm + Leg pads plus either a helmet or a vest; alternatively, a helmet + vest.
Heavy 8 -2 Initiative, -2 Movement Arm + Leg pads plus both a VISORED helmet and vest.

If an attack is taken while wearing armor, armor hitpoints are consumed first.

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.

Ranged Combat

Ranged Defense - (Or 6 if in cover)
Ranged Attack Aiming/2
Ranged Weapons
Weapon Type Damage Crit Requirement Crit Damage Crit Effect
Handgun 3 Double 6 4 Make an additional attack on the same target. This attack can also crit.
Revolver 3 Double 6 4 Make an additional attack on another target. This attack can also crit.
Shotgun 4 Double 6 6 2 TARGETS adjacent to the initial target receive 4 damage. This does not include allies.
Bolt Action Rifle 4 Double 6 8 Deal Double Damage On A Crit (8)
Lever Action 4 Double 6 6 Take turn with advantage at top of initiative next round.
Crossbow 4 Double 6 5 Target is stuck, movement reduced to 0 until the bolt is removed. DC 10 STR Check made every target's turn as a free action.
Submachine Gun 3 Double 5 / Double 6 4 Make an additional attack. This attack can also crit.
Assault Rifle 4 Double 5 / Double 6 6 Target is suppressed until the beginning of their next turn.
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.
Flamethrower 3 Double 5/Double 6 4 3x9 tile Area in direction of fire must roll ranged defense or take 4 damage, including allies.

Flamethrowers

Flamethrowers ignore cover. When targeting a character with a flamethrower, all adjacent characters (including allies) 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.

Line of Sight

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:

  • Whether the target is mechanically visible
  • Whether there is a clear line of fire from attacker to defender
  • Whether any allies are engaged in any actions that may put them at risk of being hit (i.e. grappling, human shield)

Any tile occupied by a character that is not prone, behind cover, or otherwise "out of the way" 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.

If a target is obscured by cover, or another character, they are considered in Cover and are able to use cover against ranged attacks, giving a +6 to ranged defense rolls.

The above factors determine whether a target can be hit. In the special case of flamethrowers, its range is 15 in-game tiles, and they ignore cover.

Melee Combat

Melee combat occurs with contested rolls. The success of a melee attack roll is dependent on the following values:

Melee Attack ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)
Melee Defense ½ Weapon Skill (or ½ Nimble if Unarmed) + STR Bonus (+1 at lvl 8, +2 at lvl 10)

Each Melee weapon has its own damage and crit requirements.

Melee Weapons
Weapon Type Damage Crit Requirement Crit Damage Crit Effect
Long Blunt 4 Double 5 / Double 6 6 Shove the target.
Short Blunt 2 Double 6 3 Target is stunned until the end of their next turn.
Spears 2 Double 6 4 Target is Grappled and cannot attempt to free themselves until the end of your next turn.
2 Handed Axe 4 Double 5 / Double 6 8 Deal Double Damage On A Crit (8)
1 Handed Axe 3 Double 6 6 Deal Double Damage On A Crit (6)
2 Handed Long Blade 4 Double 5 / Double 6 6 Gain advantage on attack and defense rolls until the end of your next turn.
One-Handed Long Blade 3 Double 6 4 Gain advantage on attack and defense rolls until the end of your next turn.
Short Blade 2 Double 6 4 Make an additional attack. This attack can also crit.
Unarmed 1 Double 6 2 Perform any other Melee Crit Effect.
Improvised, Weapon Stocks 1 - - -

Defense

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 Line of Sight Rules.

In the event of a critical success defense roll, the character automatically succeeds against the attack and negates any crit effects. In the unlikely but still possible event that both attack and defender crit, Parry Rules apply.

Dual Wielding

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.

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.