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Combat Flowchart

1) Combat proceeds in Dexterity order, with surprise attacks first. Attacks include melee, ranged weapons, thrown weapons, and firearms. 2) When making an attack, the attacker rolls against the defender's ability to dodge or fight back. On an extreme success, melee attacks do maximum damage plus bonuses. 3) Firearms have kill radii and lethality ratings. A successful attack against a target in the radius has them roll 1d100, treating it as 2d10, to determine if they are hit.
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0% found this document useful (0 votes)
201 views1 page

Combat Flowchart

1) Combat proceeds in Dexterity order, with surprise attacks first. Attacks include melee, ranged weapons, thrown weapons, and firearms. 2) When making an attack, the attacker rolls against the defender's ability to dodge or fight back. On an extreme success, melee attacks do maximum damage plus bonuses. 3) Firearms have kill radii and lethality ratings. A successful attack against a target in the radius has them roll 1d100, treating it as 2d10, to determine if they are hit.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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COMBAT

Surprise Attack?

Flee Movement
Maybe Only possible if there An attacker can move up to their MOV
Opposed Roll: Attacker’s Stealth is an escape route and attack without penalty.
Yes No
versus the target’s Listen, Spot May result in a Chase The attack may sprint up to MOV x 5 but
Hidden or Psychology attack with a penalty die.

Attack/
In DEX order combatants:
Maneuver
Establish Attack order: 1) Initiate an Attack Initiate Attack or Fighting Maneuver:
receives a
1) Surprise Attacks (first round) 2) Initiate a Fighting Maneuver 1) Melee or Fighting Maneuver
bonus die or
2) Highest DEX to lowest 3) Cast a Spell 2) Ranged Missiles
automatically
Note: Readied Firearms at the 4) Flee 3) Thrown Weapons
succeeds
start of the round get DEX+50 5) Move (Max MOV x 5 yards) 4) Firearms
unless it is a
6) Perform some other action
fumble.
Thrown weapons
can be thrown 1/5
Melee Attack or Ranged Missile Thrown Weapon STR distance at
Firearm Attack regular difficulty
Fighting Maneuver Attack Attack

Defender may Does the Firearm have a Kill Radius / Lethality Rating? Yes
Defender may Defender may
attempt to: attempt to: attempt to:
1) Dodge 1) Dive for Cover 1) Dodge Supressing Fire
2) Fight Back (Dodge roll) 2) Fight Back or 1 m Kill Radius, Targets dive
Regular Attack or
3) Perform a 2) Fight Back or perform a Fighting No for cover or spend 1 SAN
Supressing Fire?
Fighting Maneuver perform a Fighting Maneuver if at 1/5 One target hit on an
Maneuver if at 1/5 DEX distance Extreme Success
DEX distance ½ DB damage for
Regular Attack
thrown weapons
Target may attempt to dive for cover (Dodge roll)
that rely on STR

Apply Bonuses
Opposed Roll - Rolls cannot be “pushed” Attacker Prone Apply Penalties
Outnumbered: Attacker gets a bonus die if the Defender has already Point-Blank Range (1/5 DEX) Defender Prone
been attacked this round. Some monsters have multiple attack/defend Used previous turn to aim Target dove for cover
and/or cannot be outnumbered. Target 50%+ concealed
Attacker gets a penalty die if the defender successfully dove for cover Roll attack with difficulty Fast-Moving Target
based on range Reload 1 shell & fire
Base Range = Regular Multiple shots with handgun
Base x 2 = Hard Firing into melee comabt
Dodge Fight Back & Fighting Maneuver
Base x 4 = Extreme
Attacker wins with higher success Highest level of success wins
Death (Pulp Cthulhu)
Draw = Defender wins Draw = Attacker wins
At the Keeper’s
Both fail = No damage inflicted Both fail = No damage inflicted Fumble?
discretion, an
Weapon Malfunction
investigator may
Fighting Maneuvers Shoot friendly
If an Attacker performing a melee attack wins an spend 30 Luck to
Target has same build or Shoot self, etc
opposed roll with an Extreme Success they hit for: avoid death
lower = Regular Difficulty
Max Damage + Max DB if using a blunt weapon
Target +1 = Penalty die Weapon Malfunction?
Max Damage + Max DB + Damage roll if using a
Target +2 = 2 Penalty die 1) Lever-Action
piercing weapon (Impaling Strike)
Target +3 = Impossible - Gun jam, 1D6 rounds and successful
Mechanical Repair or Firearms to fix
2) Revolver, Break-Open or Bolt-Action
Fail? Firearms that shoot - Dud round
Roll attack with difficulty No Damage more than one bullet
based on range (no “pushed”) Targets that know per round receive a
penalty die on every Regular or Hard Success?
Base Range = Regular they are under attack
attack. Roll for Damage+DB
Base x 2 = Hard must dive for cover or
Base x 4 = Extreme spend 1 SAN or be
adapted to violence Extreme Success (non-Base x 4 Attack)?
Max Dam + Max DB + roll for Damage
Success? (Impaling Strike)
Is the result below the weapon’s
Roll 1D100 for each
Lethality Rating?
target in the Kill Radius

Treat each die as a 1D10 Characters that dive for cover, even if
Target’s HP reduced to
result and add the two to No Yes they fail, forfeit any remaining
zero.
determine the damage actions and their next action.

Surviving targets must dive for House Rule: A combatant in melee combat but not pinned may attack with a readied Firearm but do not get a
cover or spend 1 SAN or be Point-Blank bonus or Dex+50. Resolve as opposed combat similar to Ranged Missile attack.
adapted to violence House Rule: A combatant with a drawn gun, locked in melee combat but not pinned, may use it as a cosh
(1D8+DB) blunt weapon when fighting back.

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