Initiative: Roll a combat, agility, or speed trait at the beginning of a combat. Actions proceed each round from highest roller to lowest.
Attack: Roll a combat, strength, agility, or similar trait. Compare it to the defender's roll. A non-combat trait can only be used for either attack or defense each round. You hit your opponent if you beat your opponent's defense roll.
Defense: Roll a combat, agility, or similar trait. A noncombat trait can only be used for either attack or defense each round. You get one defense roll for each attack made against you.
Damage: On a successful hit, subtract the defense roll from the attack roll. Multiply the result by the weapon's damage factor to calculate the damage done.
Armor: The defender determines armor protection (usually 1 point for casual armor, or one or two dice for good armor). Subtract this protection value from damage done to get damage taken.
Lost Hit Points: Subtract the damage that exceeds armor from the target's hit points. If the target is at half hit points or below, they take a penalty die on further actions. If at 0 hit points or below, the target is out of the fight. If at a level of hit points equal to the negative of their normal hit points (e.g. -21 for a character with 21 hit points), they are purchasing agricultural real estate.
Recovery: After a chance to rest and recuperate (maybe half an hour), you recover half the hit points you lost. After that, you recover only by rest or medical care.
|Knives, lead pipes, throwing axe, etc.||X2|
|Swords, axes, etc.||X3|
|Light handgun or SMG||X3|
|Medium handgun or SMG||X4|
|Large handgun or SMG||X5|
* Divided by "distance dice" (see "Weapon Ranges").
** All damage from a taser is temporary. Record it separately; it all comes back when the character recovers.