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Rules / Combat

Combat Rules

Actions

Applying Toxins

Applying a dose of a toxin to a weapon takes a Simple Action. An applied dose lasts until an attack successfully hits the target (i.e. gets a glancing blow or has net hits), or until wiped off.

Interrupt Actions

Interrupt Actions are Actions, and as such Edge can be used to Smackdown on them.

Movement

Characters that are Prone move at 25% of their normal move speed. GMs may reduce the movement rate further based on the situation.

Run For Your Life

This action may be taken against Area of Effect (AOE) attacks that do not allow a defense test - Thrown or Launched Grenades, Rockets, Missiles, and Indirect (but not Direct) Area Combat Spells. If any of these is fired at a single target as a standard ranged attack, anyone in the Area of Effect except the designated target may use this action.

Suppressing Fire

Remember that this action does not impose a penalty to defense tests, only to actions taken while inside the area of effect, per CRB179.

Drivers of vehicles under suppressing fire may make a REA + EDG test to get the vehicle and its passengers out of the cone of fire. This action uses part of the movement available to the vehicle on the driver's next turn.

Take Aim

Free Actions do not interrupt Take Aim.

Called Shots

Bullseye Double-Tap/Burst

This does not provide a defense pool penalty or a DV modifier, it simply increases AP in exchange for a -4 to the attacker's pool.

Keep in mind the following clarification from the Run & Gun errata:

The last sentence under the Effects sub-header should be changed from "The attack results in an AP increase equal to the base AP multiplied by the number of bullets in the burst with a maximum modifier of x3” to “The attack results in an AP increase equal to the base weapon AP multiplied by the number of bullets in the burst with a maximum modifier of x3.”

Location-Based Called Shots

For every net hit after the first, the attacker can choose one of the listed effects or increase the pre-soak DV of the attack by one. This much be chosen before the target rolls their soak.

Location: Engine Block

The modifier for the called shot is -6. The attacker must be able to target the vehicle’s engine. For most vehicles with the engine in the front, this means they need to be in front of or side by side with the vehicle.

Explosions

Blasts in Confined Space

The Blasts in a Confined Space, aka Chunky Salsa, rules are not in use. GMs may choose to use them, or approximate their effects to simplify explosions.

Multiple Simultaneous Detonations

The first explosion causes full damage, the next causes half (rounded down), the following half again (rounded down), etc., until you reach zero. Each explosion improves the AP by 1 for every additional explosion. Two different grenade types cannot mix for additional damage or AP.

Scattering Multiple Explosives

Attacks that fire multiple grenades/rockets at a single target in a single attack scatter to the same spot. This includes semi-auto burst/burst fire/full auto grenade launchers and rocket launchers, throwing multiple grenades at the same target, drone swarms, and any other situation that would require rolling explosive scatter more than once for a single attack.

GMs may roll scatter individually at their discretion.

Healing

Physical and Stun damage taken during a run that is not healed during the course of the run automatically heals as a function of downtime.

First Aid

When using Edge to Push the Limit on a First Aid test, ignore the limit on the test as usual. In addition, the maximum damage that can be healed is increased to twice the First Aid skill's rating, plus specialization if applicable.

Martial Arts

In order to take a Martial Art as a specialization, the character must have a Martial Arts style. Once they have the style, they may then take the Specialization. The +2 bonus applies to attacks using the style or the techniques learned within the style, but does not stack. When used with combat skills, it only applies to skills and weapons appropriate to the martial art. The table on pg 135 of RG is a useful guide, but GMs have discretion for when a specialization applies. The optional rule where some Martial Arts allow characters to have two different Specializations is not in use.

For example, if a character has a specialization in Carromeleg and the appropriate techniques, they gain +2 on Gymnastics tests to use Shadow Block as well as weapon skills tests associated with the other techniques. Similarly, a Ninjutsu specialization applies to Dim Mak attacks and Trick Attacks performed with any weapon appropriate to the tradition, including unarmed attacks, swords, throwing knives, and shuriken.

For the sake of marking it on a sheet, since neither HeroLab nor Chummer have a free-standing specialization slot, just apply the specialization to whichever skill the character is likely to use most, but the specialization bonus may still be added to any applicable tests

Characters only get +2 from specializations to any given dice pool, before splitting for Multiple Opponent Combat. If a character has a specialization in Machine Pistols and in Gun Kata, they still only get +2 on Gun Kata techniques performed with Machine Pistols.

Specializations in a martial art cost 7 Karma; this is a separate cost from the 7 Karma to learn the art and acquire the first technique in it.

Adept powers that grant abilities similar to a Martial Arts technique supersede the technique without stacking, unless otherwise specified (EG: Blind Fighting).

Touch combat spells, while they are resolved as melee attacks, are not a Close Combat Attack action for the purposes of martial arts like Kip-Up either. They can still be used on an opponent who is clinched or otherwise grappling; in that case, they do not get a defense test, they simply resist the effects of the spell (net hits = hits on the spellcasting test, limited as normal).

Characters can use a spell like Magic Fingers to fight an opponent with some martial arts, but there are numerous restrictions as seen on Run & Gun p. 137.

For information on how martial arts interact with cyberarms, cyber weapons, and skillwires, see R&G p. 136.

Martial Arts Styles

Alpine Wrestling

Wrestling techniques from the alpine area of South Germany, Switzerland, and Austria which, like normal wrestling, focuses on pushing the enemy towards the ground with your body as well as levering and throwing.

Techniques: Oaken Stance (defense against charge attacks), Rooted Tree, Clinch, Karmic Response, Throw Person, Imposing Stone

German Ju-Jitsu

A self defense technique developed in 1967 combining elements from Aikido, Judo, and Karate as well as other asian martial arts. It is part of standard training for German police and army as well as being popular for bodyguards and private security firms including HanSec.

Techniques: Called Shot (disarm), Sweep, Clinch, Kick Attack, Throw Person, Defiant Dance

Esdo

A German alternative to Asian martial arts first created in 1989. It is designed to aid in defending against a stronger foe as well as improving general health. Esdo is often used as an alternative to Tai-Chi or Yoga by corporate citizens seeking to stay fit and healthy.

Techniques: Oaken Stance (defense against called shot (knock down)), Bending of the Reed, Counterstrike, Kick Attack, Stagger, Yielding Force (riposte)

Urban Brawl Parkour

A combination of standard parkour with use of standard firearms developed by Urban Brawl players.

Techniques: Called Shot (disarm), Close Quarter Firearms (pistols), Close Quarter Defense Against Firearms, Leaping Mantis, Rolling Clouds

Sternschutz Tactical

A variation of Knight Errant Tactical used by Sternschutz after Crash 2.0, it has evolved away from KET as Sternschutz’s parent company (Frankfurt Bank Consortium) has distanced itself from Ares.

Techniques: Oaken Stance (defense against charge attacks), Called Shot (beak weapon), Broken Fang, Hammerfist, Opposing Force (parry), Close Quarter Defense Against Firearms

Martial Arts Techniques

Counterstrike

Weapons, powers, or actions that use the Unarmed skill can generally be combined with the Counterstrike martial art technique. However, as it is a purely reflexive move, everything that has a specific form of starting condition cannot be used.

Specifically, this means the following weapons/powers/actions can be combined with Counterstrike:

Normal unarmed strike attacks, knucks, Shock Gloves, Shock Frills, cyber melee weapons, previously activated Killing Hands, Penetrating Strike, previously activated Elemental Strike/Weapon/Body, previously activated Spirit Claw/Ram, Nerve Strike, Transmit Damage, Ti Khao, Push.

Elemental Body still hits an attacking enemy only once.

Hits scored on a counterstrike roll reduce the enemy's hits like any other defense action but a tie is lost by the defender. Also, failing a counterstrike adds 2DV to the incoming attack in the same manner as riposte.

Clinch

The Gymnastics + Agility test to establish the clinch is not a regular attack, and the opposed Reaction + Intuition test is not a regular defense test. This means that the usual modifiers and options for defense tests (e.g. Combat Sense, Full Defense, etc.) are not applicable.

Any attacks performed while in a clinch are resolved as normal.

Hapsum-Do

Hapsum-Do costs only 7 Karma to learn as like any martial art, not 15. Harmonious Defense and Reflection remain banned.

The Mana Strike and Mana Choke martial arts techniques may not be acquired or used unless the character is Awakened.

Kick Attack

If a character has the Kick Attack technique and are using a complex action to do an Unarmed Attack, regardless of how they're enhancing it with free action modifiers, they get the technique's bonus for reach.

Multiple Attacks Free Action

Barring the use of the Multiple Attacks Free Action (MAFA), characters may not take a second offensive action towards another character during their Initiative pass. This means throwing grenades, shooting guns, casting spells, or any other action that could be construed as a physical or mental attack.

  • Multiple Attacks Free Action can only be used with one offensive action type per action phase, at one level of action economy.
  • Fire Weapon - Simple or Complex (Including Semi-Automatic Burst and Long Burst)
  • Melee Attack - Complex
  • Cast Spell - Simple (Reckless Spellcasting) or Complex
  • Throw Weapon - Simple

Characters may attack a number of different targets equal to the lowest skill rating involved divided by two, except Spellcasting which is limited to a number of spells equal to the caster's Magic attribute. If an involved weapon skill is less than 3, a character may not use it with MAFA.

Area of Effect attacks (AoEs) cannot include the targets of any other attacks when declared, including other AoEs. Scatter rules may cause AoEs to overlap and hit the same target.

Characters create their dice pool for each attack individually, using the skill appropriate to the method of attack, including all modifiers specific to the attack being made (environmental, recoil, background count, etc.). Then divide the individual dice pools by the number of attacks (or simultaneous spells) and round up to get the individual pools.

Characters may combine the MAFA with a Called Shot if they have perfect time, and the action being taken supports Called Shots. Only one attack receives the penalty or effect of the called shot.

The use of the Push the Limit Edge effect before rolling dice applies the character’s Edge attribute as a dice pool bonus before division and causes all pools to use the Rule of Six. The use of Push the Limit after rolling gives each pool a number of dice equal to the characters Edge attribute divided by the number of attacks, rounded up. Dice from all pools can be re-rolled with a single use of the Second Chance edge effect.

All attacks are resolved simultaneously.

Quick Draw

Characters may attack with a previously readied weapon when making a Quick Draw action in addition to the weapon(s) being drawn, but they must attack with the weapon(s) being Quick Drawn. The Quick Draw [Weapon Skill] + Reaction pool is still split according to the number of attacks being made, regardless of how many weapons are being drawn.

Failing the Quick Draw test means any attacks reliant on the weapon(s) being drawn automatically fail. The number of attacks being made is not changed for the purposes of dice pool calculations.

Firearms

Characters are additionally limited to a number of targets equal to the number of bullets to be fired.

Semi-Automatic Burst, Burst Fire, Long Burst, Simple Full Auto, and Complex Full Auto fire modes may be used to make multiple attacks at any range using only one weapon.

Quick Draw attacks are always treated as Simple Action attacks for determining the number of bullets fired. Quick-Drawing a weapon increases the number of bullets to be fired for the purposes of declaring targets, regardless of whether the quick-draw test is a success.

When using two or more weapons, each may be fired in their current fire mode as appropriate to the type of action taken. Single Shot weapons always fire one shot, regardless of action type. Cumulative Recoil Penalties apply to every pool before dividing.

Characters may assign bullets to targets as desired when declaring attacks. Any given target may only be hit by one firearm per set of attacks - no double dipping.

Defense penalty for a given target is (Number of Bullets-1).

Medium and Wide Choke settings on shotguns may not be used with MAFA.

Melee

Characters may use any readied melee weapons for MAFA against any number of different targets they choose, subject to skill rank requirements.

Throwing Weapons

Characters may make multiple attacks with readied throwing weapons on a single target at Short/Medium range. This may not be combined with attacks on other targets. When used with Area of Effect weapons (such as grenades), all attacks must be made at the same point or target and cannot be combined with single-target attacks.

Characters are additionally limited to a number of targets equal to the number of readied throwing weapons. Declaring a Quick-Draw action increases the number of possible targets by the number of weapons to be drawn.

Spellcasting

All modifiers from foci, mentor spirits, specializations, background count, etc. are applied to the individual pools before dividing.

The Drain Resistance test is not split, regardless of how many spells are being cast.

Social Maneuvers

GMs may deny use of Social Maneuvers at any time they feel necessary.

Hustling the Mark

To successfully perform this maneuver, the character using it must pass at a Con test with a -6 dicepool modifier. If they succeed, they have deceived their opponent and receive a +2 dicepool modifier on their next Con or Negotiations test against their opponent. If they fail, their opponent has seen through their deception or is otherwise suspicious.

Informed Opinion

If, in a social situation, a character has a Knowledge skill applicable to the topic at hand, at GM discretion they may roll that skill at no penalty and add hits up to their ranks in the skill to their relevant social skills dicepool for as long as the Knowledge skill remains applicable during that encounter.

Saving Face

GMs may deny use of this maneuver at their discretion. Characters may only attempt this maneuver once per failed Social test and may not attempt to Save Face if they fail at Saving Face.

If the character succeeds on an opposed Etiquette test (at -4), they may make the original failed test again with no additional penalties. Any penalties affecting the original test still apply.


Page last modified on June 12, 2023, at 12:02 AM