
The Guns
We know how much your trigger finger is just itching to squeeze but hold your horses, without reading the combat rules, you’re not going to get very far, we also understand that the combat in the game is quite intense and complex, so please spend your time reading it.
When your players explicitly enter combat, you’ll roll initiative, each and every enemy and player rolls a D10 + their Dexterity, this is called a Reaction Check. From highest to lowest, this is the order each unit will fight in, for now, we will call each character - be it human or creature - a unit.
Each unit has 2 Actions per turn and a “Move Pool”:
Any unit, on their turn, may use these actions:
Changing State:
A player can go prone, or stand back up from being prone.
Surgery:
Detailed on the Medical Check Tab.
Use an item:
Players may use flavour-only items in combat at the GM's discretion. It’ll break immersion if we don’t.
Switch Weapons:
A unit may switch their active weapon, if they do, then they may make a Reaction Check (D10 + Dexterity + Either the active or target weapon Skill) against a DV of 22 - Dexterity. On a success, the weapon switch does not cost an action. Otherwise, it will cost an action.
Reload:
A unit reloads their weapon, any ammo left in the magazine is lost and they take ammo from their inventory, any ammo type with the same calibre can be loaded into the weapon.
Overwatch:
A unit ends their turn and waits for an enemy to enter their LoS (Line of Sight), they then can make a Shoot Action. In case of a unit turning a corner in preparation of firing at an Overwatching unit, both make reaction checks (D10 + Dexterity). The highest result gets the shoot action, while the other does not. In case of an equal roll, both get shoot actions and fire simultaneously.
Combat:
Melee:
A melee Action consists of 3 rolls, a Dexterity Check, contested by the DV - the enemy’s Dexterity Check. On a fail, the attack does not hit. On a success, proceed to damage, which is decided by the Damage Property on the Weapon. Reduce the target's HP by the damage roll result.
Shoot:
A shoot Action consists of up to 6 rolls, a Visibility Check, outlined on the character sheet as “To Hit”, contested by the DV - the enemy’s Visibility Stat. Range Proficiencies are separated into 3 Ranges: Close (1-30ft), Mid (31-59ft), and Long (70 ft+), having a proficiency in one of these boundaries will grant a +2 to Hit Rolls when firing at a target within that boundary. On a fail, the shot does not hit and you deplete your ammo from the current weapon. On a success, proceed to the next section.
Shooting Explained:
Shooting is an in-depth process that can be long given your players aren't acquainted with the system. So we'll try to break it down as much as possible.
First and foremost, we deplete the ammo from the weapon, if it's a simple 1 round, we deduct 1 ammo. If it's Burst Fire, we deduct 3 ammo, if it's Full Auto, we deduct 5 ammo (Full Auto Shoot actions cost 2 Actions). If there are any special weapon rules that tell you how many rounds are fired, deplete that amount.
Now, the Visibility Check, or Hit Roll, both terms are used interchangeably. This is a large formula that is outlined on the character sheet, though we'll show it here. If this is equal to or greater than the target's Visibility Stat, we call it a hit and we move onto the AP Check.
On a Visibility Check success of a result of 20 or higher, we call it a headshot, and all damage that is dealt this way is doubled and the piece of armour being hit is now the Helmet.
Next we roll an AP Check, which is a D6 + the AP Stat associated with the Ammo loaded into the Current Weapon. The DV is decided by the target's Ballistics, which is associated with the piece of armour that is in the slot of the hit area (if there is no Armour, or the Durability is 0; we move straight to Damage).
From here, we deplete 1 point of Durability for each round that hit the piece of armour, regardless of whether it is a success or a failure.
Now we move onto the Damage Step; we roll the dice that is outlined by the ammo type for each AP Check that was a success. We reduce the target's Health by that number. Remember: if the Visibility Check is a success of a result of 20 or higher, we call it a headshot and all damage that is dealt this way is doubled.
After this step, we move onto the last step: the Injury Type Roll. For this roll, we will use a D4 and take the result and plug it into the table to the right. We only roll one Injury Type Roll regardless of whether multiple rounds hit the target.
We write this down anywhere it's easy to remember.
Here we will outline the status effects that are active when you have an injury, each status effect will stack on top of one another.
Fracture: 1 Damage whenever you move.
Muscular Trauma: -1 to Move Pool.
Concussion: -1 to Hit Rolls, -1 to Intellect-Based Skill Checks.
Organ Damage: 1 damage at the start of your turn.

Ammo Example

Ballistics Example



Movement in combat:
During combat, a player has a Move Pool, a Pool of points that they use to move around the battlefield, each point accounts for 5 feet of movement.
A player can also use 2 Movement Points to vault over a waist height object with a maximum width of 10 feet.
A player can also climb objects over head height using 3 Movement Points.
While Prone it will cost 3 Movement Points to move 5 feet and a player may not vault or climb while Prone.
Prone Rules:
If a target is Prone, Close range shots have a +4 to Visibility Checks, Mid range shots have a +2 to Visibility Checks, and Long range shots have a -5 to Visibility Checks.
Grenade Rules:
Guns are cool and all but sometimes you need to hit multiple enemies at once, for this, we can throw a few grenades, and they may be expensive but they pack a serious punch and completely ignore Armor.
Your Throwing Range (in feet) is decided by your Strength x 10. From a Max Strength base character, you are throwing about 70 feet at a maximum.
To decide a target for a grenade, the position must be within Throwing Range and must be either in LoS (Line of Sight) or round a corner within 5ft of your character and within LoS of that corner, alternatively, you may throw over obstacles above head height, though this will add 2 to the DV per obstacle.
To calculate a grenade throw, we roll a strength check (D10 + Strength) against a DV of 15 - Dexterity.
On a success, read the description of the grenade to apply the effect.
On a fail, we will roll 2D4s, the first to denote direction of the Grenade Error Margin; 1 for North, 2 for East, 3 for South, and 4 for West. The second to denote how far, you just multiply the result by 5 for the amount of feet it will travel. From this point, we can now read the description of the grenade to apply the effect to the area.