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ChapterCombat

Personal combat

Rounds are short. Recovery is not.

Initiative, actions, attacks, damage, wounds and healing.

Combat checklist

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The round, step by step.

Personal combat is cyclical. Everybody acts in turn in a regular cycle called a round, and the cycle repeats until the fight ends. Before the first round, the referee decides who has noticed whom — because being ready is worth more here than anything you can roll.

How a fight runs

  1. The referee determines which characters are aware of their opponents at the start of the battle. If some but not all combatants are aware of their opponents, the combatants that are aware of their opponents are considered to get an automatic 12 on their initiative roll, giving them an Initiative of 12 + Dexterity DM.
  2. Any remaining combatants roll initiative. All combatants are now ready to begin their first round of combat.
  3. Combatants act in initiative order.
  4. When everyone has had a turn, the combatant with the highest initiative total acts again, and the cycle repeats until combat ends.

Read step 1 before you read anything else in this chapter. An automatic 12 is not a good roll, it is the best possible roll, handed out for free to everyone who saw the ambush coming — and initiative is not re-rolled, so that advantage lasts the whole fight rather than the first round of it. Surprise in this system is not a bonus on a check. It is the check, already won.

Range

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The range bands, and the DM each applies.

Personal combat is divided into a series of range bands. You are never at a distance from someone; you are at a band from them, and the band is the only spatial fact the rules need. It decides how hard your weapon is to use against them, and nothing else.

Personal Combat Range Bands
RangeDistance to TargetSquares to Target
PersonalLess than 1.5 meters0 (combatants are in the same square)
Close1.5 to 3 meters1 to 2 squares
Short3 to 12 meters3 to 8 squares
Medium12 to 50 meters9 to 34 squares
Long51 meters to 250 meters35 to 166 squares
Very Long251 meters to 500 meters167 to 334 squares
Distant501 meters+334 squares+

The squares column is there for a table that wants to push miniatures around, at 1.5 metres to a square. You do not need it. One band per pair of combatants is the entire model, which is what makes this system playable in conversation: the referee says you are at Medium range from the shooter behind the crates, and that sentence contains everything the rules will ask for.

Starting range

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How far apart a fight begins.

When a combat begins, the referee must decide the starting range that separates the groups of combatants. It is a judgement about the place the fight is happening in, not a roll, and the printed guidance is short enough to hold in your head.

Where a fight starts
SituationStarting range
Tight quarters — inside an office complex or starship, or within an underground tunnel systemUsually Short
Outdoor encountersUsually Medium
Open areas — prairies, deserts, open roads and ocean surfaces, where it is easier to see at a distanceLong or even Very Long would not be inappropriate
Total darknessShort or less
Partial darknessMedium or less

The two darkness entries are limits rather than settings: they cap what the starting range may be, so a fight in total darkness on an open prairie starts at Short despite the terrain, and one in partial darkness starts no further out than Medium. That is the rule that decides whether a rifle was worth carrying, and it is decided before anyone rolls anything.

Initiative

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Who acts first, and how it is thrown.

If the combatants are all unprepared for combat, then each rolls 2D6 and adds their Dexterity DM to determine starting Initiative. Initiative determines the order that characters act in, but it can also be spent to react to events — so it is a resource as well as a place in the queue.

Starting Initiative, unprepared
2D6 + Dexterity DM
Starting Initiative, prepared while others are not
12 + Dexterity DM

Setting the order

  1. If some of the combatants are ready for combat and some are not, such as in an ambush, the prepared characters are considered to get an automatic 12 on their roll, giving them an Initiative of 12 + Dexterity DM.
  2. Everyone else rolls 2D6 and adds their Dexterity DM.
  3. Characters that are aware of a group, and that group is unaware of them, may elect to avoid conflict entirely.
  4. Characters that have the Tactics skill may make a Tactics check and add the Effect of this check to the Initiative of everyone in their unit with whom they are in direct communication.

Notice what the third step gives you. Seeing a group that has not seen you is not only an initiative advantage — it is permission to leave. The rules make walking away an explicitly available option at exactly the moment it is worth taking, which is before anyone has spent an action.

The round

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What a round is, and how long it lasts.

Each combat round lasts around six seconds of game time. In a combat round each character gets a minor action and a significant action. Actions are taken in descending order of Initiative, and when your turn comes you take all of your actions at once.

Resolving a round

  1. Work down the Initiative order, highest first.
  2. If two characters have the same Initiative, the character with the highest Dexterity goes first.
  3. If they are still tied, then those characters act simultaneously.
  4. When a character acts, he takes all his actions at once.
  5. Once everyone has acted the round is over and a new round begins.

Initiative is not re-rolled between rounds. It is dynamic instead: the score you started with carries forward and is adjusted up and down by what you do — reacting drops it, hastening lifts it for one round, delaying resets it to where you actually acted. So the order is stable enough to plan around and mobile enough that spending it is a real decision.

Dynamic initiative

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Changing your place in the order.

During the course of a round your Initiative score may be changed by reactions and hastening. Any change affects your Initiative for one round only — either the current round if you have yet to act, or the following round if you have acted already.

The two ways your place in the order moves
What it does to InitiativeWhat it costs
ReactingReduces your Initiative, in order to allow you to defend yourself from attacks.You act later.
Hastening+2 to your Initiative for that round only. Declared at the start of the combat round.All your actions that round receive a −1 DM. You can only hasten once.

Hastening is a trade you make before you know whether it was worth it: you buy two points of order with a penalty on everything you do that round. It is worth it when acting first is the whole point — reaching cover, reaching a door, shooting someone who is about to shoot your friend — and it is a bad deal when the shot itself is the difficult part. You may only ever take it once.

Action economy

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What one character may do in one round.

A round buys you one significant action and one minor action, and you may give up the significant action to take three minor actions instead. That is the whole budget, and every rule about what you can do in six seconds is a rule about how to spend it.

What one round buys
SpendWhat you get
The defaultOne significant action and one minor action.
Forego the significant actionA total of three minor actions.
Trade down within the roundTwo minor actions instead of a significant action.

The exchange rate is worth stating plainly: a significant action is worth two minor ones. Take your minor action as well and that is the three you may have in a round — so the third minor action is the one you paid the significant action for, not a fourth thing you were given.

Three kinds of action sit outside that budget. Free actions are so fast they do not even qualify as a minor action — shouting a warning, pushing a button, checking your watch — and you may perform as many of them as you like in a turn, although if you perform several the referee may require you to spend a minor or even a significant action on your various tasks. Extended actions are skill checks that take longer than one round. And you may delay, acting later in the round than your Initiative says.

Taking an extended action

  1. Make a Timing roll for the task and work out how many six-second combat rounds it will take to complete.
  2. While engaged, you cannot do anything else — but you can abandon the action at any time and return to the normal Initiative order.
  3. If you are hit by an attack while undertaking the action, make an 8+ roll using the skill in question with a negative DM equal to the amount of damage the attack causes, after armor.
  4. Failure indicates that this round’s work does not count towards the completion of the task.
  5. Failure by six or more — an Exceptional Failure — ruins the task and you must start again.

Delaying

  1. You do not have to act when your turn comes up in the Initiative order.
  2. You may act at any later point during the round, even interrupting another’s actions to do so.
  3. When you act, your Initiative is set to the count on which you acted.
  4. If you have not acted by the end of the round you may choose to act first in the next round, giving up your actions in the previous round in exchange for an Initiative advantage. Your new Initiative is set to one higher than that of the current first person in the order.
  5. When multiple characters are delaying and all wish to act first in the following round, their Initiatives are all set to the same score and they act in Dexterity order as normal.

Delaying is the one action in the chapter that can permanently improve your place in the order rather than borrowing against it. The price is a whole round of actions — you spend six seconds doing nothing to buy a position one point above the fastest person in the fight, and you keep it, because Initiative is not re-rolled.

Minor actions

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The small actions, and how many you get.

Minor actions are actions intended to move a distance or to manipulate or move an object. You can take up to three minor actions per round, at the loss of a significant action.

The minor actions
ActionWhat it does
AimingA +1 DM to your next attack on that target, as long as you do nothing except aim until you make the attack. You may spend multiple actions on aiming, to a maximum aiming DM of +6 if you spend six minor actions on aiming.
Aiming for the KillWorks exactly like regular Aiming, but does not add to your DM to hit. Instead you gain a bonus of +2 to your damage equal to the number of minor actions you spend. You cannot dodge, duck, or move while aiming, and you lose the bonus if hit or distracted. The maximum obtainable is +6.
Changing StanceChange to any one of the three stances — prone, crouched or standing.
Drawing and ReloadingThe number of minor actions to ready or reload a weapon is listed in the description of each weapon. Most weapons take one minor action to draw and another minor action to reload, but some weapons are especially fast or slow.
MovementMove up to six meters. Difficult terrain — rubble, mud or thick under-brush — can halve your movement, allowing only three meters per movement action. Crouching also halves movement.
MiscellaneousThe referee may permit a skill check or other action as a minor action if the use of the skill does not require your full attention or complex physical actions.

Aiming is the sharpest thing on that list and the hardest to actually use. Six minor actions is two whole rounds of doing nothing else — and the bonus evaporates if you move, dodge or get hit in the meantime. Against a target that is shooting back you will rarely bank more than one or two; against a sentry who has not seen you, +6 is available and it is enormous.

Movement is six metres a minor action, and the squares on the range table are 1.5 metres a side — so the average character crosses four squares on their turn. Difficult ground — rubble, mud, thick under-brush — halves that to three metres a minor action, and crouching halves it as well. The page states each reduction on its own and never combines them, so what a crouching character crosses over broken ground is the referee's call rather than a printed number.

Significant actions

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The one real thing you do.

Significant actions are intended to do something within about three seconds. You can perform a single significant action per round, or forego it to perform a total of three minor actions.

Trading down
one significant action = two minor actions

You may make a skill check or do something else as a significant action when the action requires your full attention, concentration, complicated physical actions or some combination of those. There is also a clean rule of thumb for anything the referee has not classified: any skill check with a time interval of 1–6 seconds is simply considered a significant action during combat.

That rule of thumb is what keeps the rest of the game usable inside a fight. Every skill in the book states the time its tasks take, so a check that resolves in seconds slots straight into a round as your one significant action, and anything slower becomes an extended action instead. Nobody has to decide what category picking a lock belongs to; the time interval already answered it.

Reactions

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Acting on someone else's turn, and what it costs you.

Reactions are actions taken immediately in response to the action of another. The more time you spend reacting, the longer it will be until you act yourself — each reaction lowers your Initiative by 2 and applies a −1 DM to all your skill checks until the following round.

The cost of one reaction
Initiative −2, and a −1 DM to all skill checks until the following round
The two reactions
ReactionWhat it does to the attackerWhat it does to you
DodgingA −1 DM to the attack. If you are in cover or have an obstruction to duck or dodge behind, the DM to hit you is increased to −2.A −1 DM on all your skill checks until the next round.
ParryingApplies your Melee skill as a negative DM equal to the attack roll. Only against an attack in melee.A −1 DM on all your skill checks until the next round.

There is no limit to how many times you can react in a round, but you can only react once to each attack, and the penalties from reacting are cumulative. So the ceiling is not a rule, it is arithmetic: react four times and you are eight points down the order with a −4 on everything you do next round. And you can only react to attacks that you are aware of, which is the second reason an ambush is so bad.

Attacking

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The check, its DMs, and what a hit means.

The most common significant action is an attack: trying to injure a foe with a melee attack or a ranged weapon. You declare your target, the foe may choose to react, and then you make a skill check — and if it succeeds, you deal damage.

Melee Attack
2D6 + appropriate melee combat skill + Strength or Dexterity DM (attacker's choice)
Shooting Attack
2D6 + appropriate gun combat skill + Dexterity DM
Thrown Attack
2D6 + Athletics + Dexterity DM

The difficulty of that check is not a referee’s judgement. It comes out of the table below, from the type of weapon in your hands and the range band you are at — so the same rifle is Average at Short, Average at Long and Very Difficult at Personal range, and the whole tactical shape of the fight is in that grid rather than in any modifier.

Attack Difficulties by Weapon Type
WeaponPersonalCloseShortMediumLongVery LongDistant
Close QuartersAverageDifficult----------
Extended ReachDifficultAverage----------
Thrown--AverageDifficultDifficult------
PistolDifficultAverageAverageDifficultVery Difficult----
RifleVery DifficultDifficultAverageAverageAverageDifficultVery Difficult
ShotgunDifficultAverageDifficultDifficultVery Difficult----
Assault WeaponDifficultAverageAverageAverageDifficultVery DifficultFormidable
RocketVery DifficultDifficultDifficultAverageAverageDifficultVery Difficult

A dash is not a penalty, it is a wall: the weapon has no entry at that range and the attack is not available. Close Quarters and Extended Reach weapons run out past Close, a pistol runs out past Long, and only the rifle, the assault weapon and the rocket reach Distant at all. Read the row before you read the modifiers, because no amount of aiming makes a dash into a number.

Coup de grace

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Attacking someone who cannot resist.

You can use a melee weapon to deliver a coup de grace to a helpless opponent that is within close range. You can also use a ranged weapon to do so, provided you are adjacent to the target. The attack automatically hits and the opponent dies.

There is no check, no damage roll and no armour. This is the one place in personal combat where the dice are skipped entirely, and it is deliberate: the rules will not make you roll to find out whether an unconscious person survives being executed. What the rule costs is the requirement to be there — within close range with a blade, adjacent with a gun — which is a real limit in a fight that is still going on.

Special considerations

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Cover, movement, aiming and the rest.

Beyond the basic attack, a set of named situations change how a fight works — cover you are behind, darkness you are shooting through, a burst you are spraying, a stance you have taken. Most are a modifier; several are full procedures with their own resolution.

Common Modifiers to Attacks in Personal Combat
ActionModifier
Aiming+1 per Aim action
Cover–0 to –6
Environmental Effects–1 to –2
Intelligent Weapon+1 if total DM is within the program's tolerance
Laser Sight+1 if aiming
Movement–1 for every 10 full meters of target movement
Target Dodges (Reaction)–1
Target Parries (Reaction)–Defender's appropriate melee skill
Target Stance–2 if attacking a prone target at Medium or greater range; +2 if attacking a prone target at Personal range
Weapons with Recoil (in Zero Gravity)–2

Communications are the first special consideration and the least obviously mechanical. If you are not in communication with the rest of your unit and your commander, you cannot benefit from Tactics or Leadership at all — and if you benefited from Tactics at the start of combat and are later cut off, your Initiative is lowered by the same amount it was boosted. Unlike every other Initiative modification, that one lasts until combat ends or communication is re-established.

Methods of battlefield communication
MethodWhat it is, and what breaks it
DirectHand signals and verbal communications.
HardlinksWires or other physical connections. Cannot be jammed.
RadioAllows communications as long as the radio signal can get through — it can be jammed or blocked by local conditions.
LaserTwo characters with tight beam lasers are in communication as long as line of sight exists between a character and another friendly laser-comm equipped character.
MasersWork just like lasers, but can cut through smoke and aerosols.
MesonCannot be jammed or blocked, but cannot be used while a character is moving.
Battlefield conditions affecting ranged attacks
ConditionModifier
DarknessLow light gives a −1 DM to ranged attacks. Complete darkness gives a −4 DM. Light penalties can be avoided by using sensors to target instead of the naked eye.
Smoke or FogSmoke gives a −1 DM to ranged attacks by obscuring the target; especially thick and impenetrable smoke gives a −2 DM. These penalties are doubled for laser weapons.
Extreme WeatherDriving wind, rain, snowstorms and so forth give a −1 DM to ranged attacks from poor visibility and a −1 DM to ranged attacks from environmental interference. Sensors can be used to avoid the visibility penalty.
Battlefield sensors
SensorWhat it does
BioscannerBioscanner ‘sniffers' detect airborne pathogens and hazardous chemicals.
Infra-Red (Heat)Detects warm bodies, and negates concealment from smoke and soft cover, but can be jammed by strong heat sources.
DensitometerAn outgrowth of gravitic technology; scans an area and plots variable densities, effectively creating a three-dimensional map of all objects.
Electromagnetic DetectorsDetect unshielded high-power electrical devices, such as gauss weapons or transmitters.
Laser-Assisted TargetingA low-powered laser is reflected off the target, giving targeting data to the firer.
Light IntensificationMagnifies visible light, negating the penalties for darkness or low light.
Motion SensorsCan detect motion within range.
Neural Activity Sensor (NAS)A combination of highly sensitive EM-detectors and psionic theory; picks up on the brain activity of living beings and classifies them according to amount and complexity, giving a rough idea of the intelligence of subjects.

Blind firing is what you do when you cannot see the target. It works exactly like any other form of firing, including automatic, but it always treats you as having Level 0 in that weapon’s relative skill. An extra die is thrown when firing, and before any calculations are made the highest die — or one of the highest, in case of a tie — is removed completely. Any successful attack then needs a die rolled to randomly choose which eligible target in the firing line is hit, whether friend or foe.

Burst fire is a choice you make before you roll. Weapons that fire a burst of 2, 3, 4, 10, 20 or 100 rounds may improve your odds of either hitting a target or inflicting additional damage, and you must decide which: spray the target and increase the chance of scoring a hit, or fire a precise, grouped burst in the hope of inflicting greater damage. Either sort of burst fire is a significant action.

Burst Fire Effects
Burst SizeAttack DMExtra Damage
1 round+0+0 damage
3 round burst+1+1 point of damage
4 round burst+1+1D6 damage
10 round burst+2+2D6 damage
20 round burst+3+3D6 damage
100 round burst+4+4D6 damage

Cover is the single largest modifier available to a defender, and it is free. Any sort of low wall, undergrowth, convenient rocks or other objects can serve. Attacks made on characters who are behind cover suffer the negative cover DM below, and crouching or prone targets can claim cover one step higher on the table. If a character in full cover is crouching or prone they are impossible to hit, but cannot return fire.

Cover Modifiers
CoverCover DM
1/4 (undergrowth, small rock, corner of a building)–0
1/2 (thick forest, low wall, crate)–1
3/4 (jungle, trench, reinforced position)–2
Full (pillbox)–4
The remaining special considerations
SituationHow it resolves
ExplosionsA character caught in an explosion may dodge at the usual Initiative cost. Dodging reduces the damage by 1D6; diving for cover halves it instead. A character that dives for cover ends up prone and loses his next significant action.
Extreme Range FiringAny weapon able to fire into the Distant band can strike beyond it, so long as the firer can see the target, using the Distant modifiers with an additional DM of −2. Only characters with at least three levels of skill in the weapon may fire at extreme range, and they must be stationary and firing from a rest — tripod, tree limb, bunker embrasure. Vehicles must be stationary. Energy-based weapons inflict half damage, round up. This can be combined with Aiming for the Kill.
Fighting in Zero GravityYour skill level is limited to the lower of your Zero-G skill and the appropriate combat skill. Characters without Zero-G skill are treated as unskilled in their attack, because of the disorientation. Characters using weapons with recoil suffer a DM −2 on attack rolls.
Firing into CombatFiring at a target that is at Personal range to another combatant suffers a −2 DM. If the attack misses, roll 1D6: on a 4+, the attack hits the nearest other combatant to the original target.
Panic FireRequires some form of small arms slug thrower. Uses all remaining rounds in the weapon, and hits are resolved as if the weapon were being fired using the burst fire rules for damage, not for accuracy. There is a DM −2 penalty to hit.
Shotgun SpreadA shotgun loaded with flechette rounds fires like a common round at a single target up to Short range, using the weapon’s standard statistics. At Medium or Long range the frag shell has its damage reduced to 2d6 but gains a DM+1 bonus to hit, and can hit not only the target aimed at but also anyone — friend or foe — in Personal range with the initial target.
Thrown WeaponsThrown weapons that damage by impact use the normal rules for ranged combat and add the Effect of the Athletics check to their damage. A grenade or other explosive projectile inflicts no impact damage and does not add the Effect. If the attack fails the projectile scatters in a random direction for (6 + Effect) meters.

Grappling

  1. Move to Personal range. Grappling replaces hitting your target rather than accompanying it.
  2. Beat your target in an opposed Natural Weapons skill check.
  3. If you win, choose one option: continue the grapple with no other effects; disarm your opponent; drag your opponent up to three meters; escape the grapple and move away, as if with a normal movement action; inflict damage equal to 2 + the Effect; knock your opponent prone; or throw your opponent up to three meters for 1D6 damage.
  4. On a disarm, succeeding by 6+ takes the weapon away; otherwise it ends up on the floor.
  5. Throwing an opponent always ends the grapple. With any other option the winner can choose to end or continue the grapple as he sees fit.
  6. A character in a grapple cannot move nor do anything other than make opposed Natural Weapons skill checks. Each time an opposed check is made the winner chooses an option from the list.

Suppression fire

  1. Target the areas surrounding your target rather than the target — a wall, a tree, or the ground at their feet.
  2. Roll your shooting attack as normal, with a −2 DM for trying to hit cover and nearby objects.
  3. The attack uses up double the normal amount of ammunition.
  4. A failure is treated as a normal miss.
  5. A success means you hit close enough to force them to duck away, stalling their next action by adding an initiative penalty equal to the Effect of the attack.
  6. Suppressed targets also receive a DM−1 penalty to any skill checks they try to perform in both the current and following combat round.
  7. Automatic fire can be used for suppression fire, but no target can be affected twice by suppression fire on the same action — the target must be allowed to take one action before he can be suppressed again. If multiple hits are used upon the same target, the highest Effect takes precedence.

The source names five kinds of target that cannot be suppressed, because nothing about incoming fire near them changes what they were going to do: vehicles or targets fully enclosed in vehicles, zealots, mechanical or android targets, targets wearing full Battle Dress, and suicidal targets. Suppression is a rule about fear, so it has no purchase on anyone who is not afraid.

Stance
StanceWhat it does
StandingA standing character uses the normal rules.
CrouchingMoves at half speed but can make better use of cover: if a crouching character is in cover, consider it one row lower on the cover table. A character crouching behind a waist-high wall is considered to be at 3/4 cover rather than 1/2 cover.
ProneCannot make melee attacks or dodge. May make improved use of cover like a crouching character and may still parry melee attacks. All ranged attacks targeting him suffer a −2 DM penalty. At Close range, the penalty is reduced to +0; a prone character being attacked at Personal range grants a +2 DM to attacks against him.

Two skills reach across the whole fight rather than into one attack. Tactics gives an Initiative bonus to a whole unit at the start of combat: the unit commander makes a Tactics check, and everyone in the unit may increase their Initiative by the Effect of it. Leadership does the same for one person at a time — the character with Leadership makes a check, and the target character’s Initiative is increased by the Effect. Making a Leadership skill check is a significant action.

The difference between them is when they are paid for. Tactics is thrown once, at the start of combat, and everybody who can hear the commander benefits for the whole fight. Leadership costs a significant action every time — a round you did not spend shooting — and moves one ally. And both of them stop working the moment communication is cut, which is what makes the comms rules above a combat rule rather than flavour.

Damage

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Rolling damage, and which characteristic it takes.

Each weapon lists the damage it inflicts as a number of D6, and you add the Effect of the attack roll to it. There are no hit points: the damage comes off your physical characteristics themselves, which is why being shot makes you worse at everything until it heals.

Damage dealt
the weapon's damage dice + the Effect of the attack roll

Applying damage

  1. The first time a character takes damage, it is applied to the target’s Endurance.
  2. If a target is reduced to Endurance 0, then further damage is subtracted from the target’s Strength or Dexterity, at the character’s choice.
  3. If either Strength or Dexterity is reduced to 0, the character is unconscious, and any further damage is subtracted from the remaining physical characteristic.
  4. If all three physical characteristics are reduced to 0, the character is killed.
  5. Once a character has taken damage, any damage from subsequent attacks is allocated to any of the three physical characteristics as the character so chooses.
Damage Results
Characteristic DamageResult
At least 1 characteristic is damagedCharacter is wounded
All 3 characteristics are damagedCharacter is seriously wounded
2 characteristics are at ZeroCharacter is unconscious
3 characteristics are at ZeroCharacter is dead

Two things follow from damage landing on characteristics rather than on a pool. The first is that every point you lose is a point off the DM those characteristics give you, so an injured character rolls worse at everything they were good at. The second is that after the first hit you choose where the damage goes — which is a genuine tactical decision, because the difference between spreading it and stacking it is the difference between being seriously wounded and being unconscious.

Armour in combat

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Subtracting protection from damage.

Armor reduces damage by the value of the armor. A hit with Effect 6+ always inflicts at least one point of damage, regardless of the target’s armor.

Damage taken
damage dealt − the armour’s value, but at least 1 if the attack’s Effect was 6+

Two sentences, and the second one is what stops armour from being invulnerability. Because damage is dice plus Effect and armour is a flat subtraction, a high enough armour value simply erases most attacks — and would erase all of them without the Effect 6+ floor. An Exceptional Success gets a point through anything, which means a skilled attacker with a poor weapon is never quite wasting their time.

It also cuts the other way, and this is the sharper edge of the same rule: the Effect that got you through the armour was already added to your damage. A great attack roll is worth twice — once as extra damage, once as the guarantee that at least some of it lands.

Fatigue

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Exhaustion, and the penalty it applies.

You can become fatigued in numerous ways — staying awake too long, over-exerting yourself, or even using certain medications. A fatigued character suffers a −2 DM to all checks until he rests.

Rest needed to clear fatigue
3 − the character's Endurance DM hours

Fatigue does not stack into a second −2. If you suffer fatigue while already fatigued, you fall unconscious — so the state has exactly two rungs, tired and out cold, and there is no gradual slide between them. That makes a −2 on everything a thing to take seriously rather than a thing to push through.

Unconsciousness

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Going down, and coming round.

An unconscious character may make an Endurance check after every minute of unconsciousness. If it succeeds, he regains consciousness; if it fails he must wait another minute and can then try again, with a +1 DM on the check for every check previously failed.

Coming round
an Endurance check each minute, at +1 DM per check previously failed

The escalating bonus means you always wake up eventually, and never quickly. A minute is ten combat rounds, so being knocked out removes you from any fight that is still going on — by the time the earliest check comes round the fight has been decided by other people. What the rule governs is what happens afterwards.

Serious wounds

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The threshold that changes what happens next.

Injured characters are either wounded or seriously wounded. You are seriously wounded if you have lost at least one point from all three of your physical characteristics — and as soon as one of them is restored, no matter how, you are no longer seriously wounded.

What being seriously wounded costs you
What changes
MovementA seriously wounded character who has somehow avoided unconsciousness cannot move except to hobble or crawl along at 1.5 meters per combat round.
ActionsThey lose their minor action in combat.
Getting out of itAs soon as one physical characteristic is restored, no matter how, the character is no longer seriously wounded.

The threshold is about breadth, not depth. Losing nine points from Endurance alone is not a serious wound; losing one point from each of the three is. That is deliberate — it is a rule about being hurt all over rather than about how much damage has been added up — and it is why spreading damage across your characteristics has a real cost as well as a real benefit.

The way out is unusually generous and it is worth knowing before you need it. One point back in any one characteristic clears the whole condition, by any means at all — a night’s rest, a moment of first aid, anything. So a seriously wounded character is one successful medic check away from merely wounded, and that single point is worth more than the several points that come after it.

Natural healing

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Recovering without treatment, and how long it takes.

Wounded characters heal naturally, and can also benefit from medical care. When characteristic points return from healing, you choose which characteristic regains them, and you may split healing between characteristics if you wish.

Natural healing, per day
CircumstanceCharacteristic points regained
A day of full rest1D6 + Endurance DM
Continuing an active lifestyle1 + Endurance DM
Seriously wounded, per day of restEndurance DM

The Endurance DM in those rows is your Endurance DM now, not the one you had before you were hurt — and damage comes off Endurance first. So the worse you are injured, the more slowly you recover from it. Characters with a low Endurance DM, quite possibly from the injury itself, may degrade and lose more characteristic points over time if they are unlucky or cannot, or will not, rest.

The seriously wounded row is the one that ends adventures. A seriously wounded character regains only their Endurance DM per day of rest — which means a character may never heal naturally at all, and will actually get worse if that DM is currently negative. There is no dice roll in that row to save you. Someone has to treat you.

Medical treatment

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Reference rule — not active yet

Being treated, and what a doctor changes.

Natural healing is not the only way to recover damage: you can also seek out medical treatment. There are three kinds, they are not interchangeable, and which one you need depends on how badly you are hurt and how long ago.

The three treatments
TreatmentWhat it restoresWhen it worksWhere, and on yourself
First AidCharacteristic points equal to twice the Effect of the Medic check, divided as desired among all damaged physical characteristics.Must be applied within five minutes of the injuries being received to be fully effective. Up to an hour after the injury it restores only the Effect of the Medic check.Performing first aid on yourself is a Difficult (–2) task.
SurgeryCharacteristic points just like first aid — but if the check is failed the patient loses characteristic points equal to the Effect.Required by a character that is seriously wounded, after first aid has been applied. It does not benefit characters that are not seriously wounded.Requires a hospital or sickbay. Performing surgery on yourself is a Very Difficult (–4) task.
Medical Care2 + the character’s Endurance DM + the doctor’s Medic skill in characteristic points per day, divided evenly among all damaged characteristics.Once one characteristic is back to its maximum level the patient can benefit from medical care.Requires a hospital or sickbay and for the patient to undergo full bed rest.
First aid within five minutes
twice the Effect of the Medic check
Medical care, per day
2 + the character's Endurance DM + the doctor's Medic skill

The five-minute window is the sharpest clock in the chapter. Treated inside it, first aid returns twice the Effect; treated inside the hour, it returns the Effect and no more — the same check, halved, for arriving late. That is what makes carrying a medic into a fight worth an action, and what makes “we’ll patch him up when we’re clear” an expensive sentence.

Surgery is the only treatment in the game that can make you worse: fail the check and the patient loses characteristic points equal to the Effect, which for an Exceptional Failure is a great deal. It is also the only route out of a serious wound that does not depend on your own Endurance DM. The three treatments are a sequence rather than a menu — first aid at the scene, surgery for the seriously wounded once first aid has been applied, and medical care for the long recovery afterwards.

Mental healing

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Reference rule — not active yet

Recovering the characteristics a mind loses.

Other than Psionic Strength, you may also suffer damage to your Intelligence or even your Education. Unless otherwise specified, each mental characteristic heals at the rate of one point per day.

Mental healing
one point per day, per mental characteristic

This is a flat rate and it takes no notice of anything else. No Endurance DM, no dice, no rest requirement, no treatment to speed it up, and no penalty for continuing to work — a point a day, per characteristic, whatever you are doing. It is the simplest recovery rule in the chapter, and it is separate from the physical track rather than part of it.