Skirmishes #
When a fight is simple, resolve it with a single throw. If the outcome is a foregone conclusion, just say what happens. For more complex skirmishes, use these rules.
Rounds #
When a skirmish breaks out, divide game time into rounds. Each character may perform one action in a round. Resolve actions in the following order:
- Talking
- Melee attacks
- Movement
- Miscellaneous
- Ranged attacks, in the order shown on the ranged attack chart Characters performing the same action do it simultaneously. Call out each action type in order, and announce which NPCs will act. The players may then announce if they are performing the current action.
Attacks & Damage #
To attack, make a task throw, adding the relevant weapon skill. Inflict damage equal to a roll of the weapon’s damage dice, plus the impact of the throw.
PCs subtract damage from either their Luck or Endurance, their choice, no splitting damage. If a PC’s current luck reaches 0, they lose 1 maximum luck. If Luck is reduced to 0 and any damage remains, apply the remaining damage to Endurance.
If an attack reduces a PC’s current Endurance by half, they suffer a minor wound. If an attack reduces a PC’s Endurance to 0, they are out of action. Roll 2d6 on the Out of Action table, subtracting any remaining damage.
NPCs don’t have Endurance. They are either Fresh, Hit, or Out of Action. They start a skirmish Fresh. If they take any damage not absorbed by armor, they are Hit. If they ever take 7 or more damage from a single attack, or are Hit a second time, they are Out of Action. Out of Action NPCs are dead, seriously wounded, or otherwise incapacitated according to circumstance and the intent of the attacker.
Armor #
Worn armor negates all damage less than its armor value. If a character takes damage greater than or equal to the armor’s value, subtract the armor’s value from damage. The character suffers any remaining damage, and the armor is destroyed.
Wounds #
When a PC suffers a wound, compare the lower die of the attack throw to the wound location table. Wounds are Conditions inflicting disadvantage on any actions that rely on the afflicted part of the body. Minor and Serious wounds have the same effect, but Serious wounds are more difficult to heal. See Healing & Recovery.
Skirmish Actions #
Talking #
Say a few words before anything else happens. Maybe if you are diplomatic, you can stop this foolishness before it starts. You may talk and take another action.
Melee Attacks #
Characters attack in order of weapon length. With longer weapons going first in open spaces where their reach can be brought to bear, and shorter weapons going first in close quarters.
Movement #
Run about 10 meters over open ground. Enough to move between medium and short range, or short range and close range. Moving from medium to long range or longer requires multiple rounds.
Miscellaneous #
Turn a crank, operate a computer, drive a gravcar or inject a hypo spray.
Ranged Attacks #
Make ranged attacks in order from top to bottom on the Ranged Attack Chart. Ranged weapons deal different damage depending on range.
The weapons in the chart represent broad categories of firearms, with countless local variations. Add additional rows to the chart as needed in your campaign.
Ranged Attack Initiative, Damage, and Range Table #
| Weapon | Short Range (10m) | Medium Range (30m) | Long Range (200m) | Notes |
|---|---|---|---|---|
| Lasergun | 2d6 | 2d6 | 1d3 | Ignores Armor |
| Pistol | 1d6 | 1d6 | No | |
| Scattergun | 3d6 | 1d6 | No | Doubles armor |
| Carbine | 2d6 | 2d6 | 1d6 | |
| Long Rifle | 1d6 | 2d6 | 2d6 |
Wound Location #
| Lower Attack Die | Location |
|---|---|
| 1–2 | Legs |
| 3 | Arms |
| 4 | Torso |
| 5–6 | Head |
Out of Action Table #
| 2d6 - remaining damage | Result |
|---|---|
| 2 or less | Dead |
| 3-5 | Critically wounded. 1d6 hours to live without medical attention. Unconscious and seriously wounded. |
| 6-8 | Unconscious, Serious wound |
| 9-11 | Serious Wound |
| 12 | Adrenaline Rush. One round to act as if not wounded at all, then treat as 9-11. |