There are three ranges in hand-to-hand combat:
A combatant can only use a weapon if he's at the proper range to use
it.For example, a person with a dagger cannot attack an opponent armed with
a pike, unless they are in close in.
Shorter weapons can be used for defense even if out of range with no penalty.
Longer weapons can't be used for defense, but the defender could always dodge the attack.
To get an advantageous position over an opponent with a different weapon range, you should succeed a Hard roll under the appropriate combat skill. It's called an advance maneuver.
To negate a disadvantageous position, you should succeed a Hard roll under the appropriate combat skill.It's called an withdraw maneuver.
You can only do one advance/withdraw maneuver per round.
You can "pull" a swing to reduce potential injury.When you pull a swing, you reduce the injury roll by 2.
A feint is any maneuver designed to throw an opponent off guard, and make it easier to hit them afterward.You must make a successful attack with an additional negative modifier of your choice.If this attack is successful, you may use this amount as a negative modifier onf the defense roll of your opponent.
A hold is an attempt to grab someone and immobilize him.You should roll
under Unarmed Combat(or any appropriate skill).A successful hold indicates
that the attacker has grabbed on to his opponent.
The successful attacker get his Strength/3 (round up) in Control points for each round of holding.When total Control Points are higher than the opponent Strength, the defender can take no longer any action and will be immobilized until the attacker stop the holding.
To break a holding you must succeed at an Unarmed combat roll.
The defender can choose a called shot area, and concentrate on defending it.They get a bonus to a parry that would hit that location, but a penalty to defend other locations.
A character is allowed a certain number of attacks rolls per round
according to his Quickness (or any appropriate attribute).
For each additional attack, the character must accept a -5 penalty on all
attacks rolls made that round.Note that the attacker must have the modified
combat skill higher than zero in order to get additional attacks.For instance
with a combat skill of 4, he couldn't get an additonal attack (4 is less than
the multiple attack penalty), but with a combat skill of 16, he could get
three additional attacks (16 is higher than 15).
Advance and withdraw maneuvers aren't considered like attacks, so a character with a Quickness level of 10 could made one attack and one advance maneuver without penalty.
All shots after the first in a combat round have a negative modifier to
the skill.For each shot after the first, reduce firer's Strength by the
Recoil of the weapon.Divide the weapon recoil by two (round up) after
the second shot.If the result is negative, it's the penalty to the firer
For example, Joe is firing five times with a .357 magnum (Recoil =5).His strength is 10.There's no modifier for his first shot.For his second shot, 10-5=5 is not negative, so there's no penalty to the skill.For his third shot 10-5-3=2 isn't negative, there's no penalty.For his fourth shot 10-5-3-3=-1 is negative, he receives a -1 penalty to his combat skill.And for the fifth shot 10-5-3-3-3=-4, he receives a -4 penalty.
Multiply the Strentgh by 1.5 if you use both hands on a weapon, and by 2 for use of a tripod.
Do three rolls for each burst of 10 shots.For each successful roll, roll 1d6 for the number of hits:
This is autofire to fill an area , rather than hit a specific target.The maximum number of targets is 5 for a single burst.For each target, do a skill roll and for each succesfull roll, roll 1d6 to get the number of hits on the target.
All targets must be distant of 3 meters or less.
Characters can increase their chance of hitting by spending time aiming.
For each round of aiming a weapon (maximum number of rounds :2), roll against
Spot (or another appropriate attribute).Each success gives a bonus of +5 to
Only people who are familiar with a weapon, can get a second round of aiming.
Some eventually fatal injuries have a chance of being instantly fatal. Major and critical injuries to the head and body could be instantly fatal if a 1d20 roll is equal or less than the Autokill number.
GM's might want to reserve automatic death for NPC's,depending on how lethal they want their campaign.