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Combat Rules


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.


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

Multiple Attacks

Barring using the Multiple Attacks Free Action (in which characters split their dice pool to attack multiple targets), characters cannot take a second offensive action towards another character during their Initiative pass. This means throwing grenades, shooting guns, casting spells (recklessly or otherwise), or any other action that could be construed as a physical or mental attack.

Run For Your Life

This action may be taken against all Area of Effect (AOE) attacks that do not allow a defense test - Thrown or Launched Grenades, Rockets, Missiles, and 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.

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: 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.


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.

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.


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 - it only applies to the skill listed in the chart on page 135 of the Run and Gun sourcebook. 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.

When combining martial arts styles, only two techniques that provide a dice pool bonus or a penalty reduction can be combined at once as per R&G p. 128. You can't combine 4 different styles to get a -2 penalty reduction AND a +2 bonus on the same action.


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.


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

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.


May be used for ranged attacks, but only as part of martial arts linked to Firearms - Gun Kata, Firefight, or Cowboy Way - or via the One-Trick Pony Quality.

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 March 06, 2020, at 06:01 PM