First let's cover how combat is structured. Think of a combat phase
as a two-part action with a few limitations on it:
Part one: Initiative
Roll 1d6 and add your ACV to it to determine Initiative. The highest
roll gets to go first.
Part two: Action
Perform the actual action, dialogue, preparation, or whatever, taken by
your character during this combat phase.
If the issue or conflict is not resolved by the end of the combat phase,
you all start over with another combat phase. That's it!
There's a couple of useful things you should remember in regards to
combat. First, Initiative is always rolled on only one die, and
added to your ACV -- the higher the number the better. Second, since
you're rolling just about everything else on two six-sided dice, your
"natural" rolls (i.e. what the two dice come up with all by themselves)
will span from two to twelve.
Important points! A natural roll is what you get when you roll
dice, before you add or subtract anything from them. In this system,
a natural roll of two is always considered to be at least a marginal
success. Thus, a natural two rolled in combat by an attacker (whether you,
or someone else attacking you) means the defender doesn't get a defense
roll... and you get to do increased damage, as listed on the table on pg
211. Also, a natural roll of twelve is always considered to be at best
a marginal failure, even if your usual stats and bonuses add up
to greater than twelve.
Here's the other important thing to remember: any skills,
attributes, stats, or tools you have help you make your
rolls. For example, during the initiative rolling, if you have the
Special Attribute of Speed it will help you in making your Initiative
roll. During attacks you can use extra strength, the ability to deal
out massive damage, firearms, any special maneuvers you might have, or
anything else you can think of to increase your chances to hit. Defensive
armor, acrobatic or martial maneuvers, heightened awareness, and a variety
of other possibilities exist to make it harder for you to be hit.
The reverse is true also -- if you can take away any tools your
opponent is using, or gang up on them, or blind them, you can make it
harder for them to hit and/or damage you. This must be described by
you and okay'd by the GM. This is because the mechanics to do so are
frequently GM's option, i.e. they're added-on to the basic rules set.
Another important point! Whether or not your skills, attributes,
stats, or tools allow you to get bonuses is ultimately up to the GM,
since the mechanics are a little light on this. There are no mechanical
means to engage in teamwork outside of combat, for example, so a player
that wanted to help another player's character improve a roll would be
making it up on the fly.
Therefore, if you want to get those bonuses, be sure you can politely
and clearly explain your reasoning to the GM as to why you should
get them. Also, be sure to graciously accept his decision as final,
regardless of whether you get the bonuses or no.
Preparing before Combat
Look on your character sheet for the two numbers called DCV (Defensive
Combat Value) and ACV (Attack Combat Value). How these numbers got
there isn't really the issue. What's important is you remember the
following things about the combat rules:
The attacker must roll on two six-sided dice, and get a number
which is
- under her ACV to successfully attack someone.
- under her DCV to successfully prevent someone from attacking.
So, let's say combat's about to break out. First, run a mental
checklist on yourself. This is the one I use, but you should make up
your own, which suits your own personal needs, so you're ready to go:
- Do you have your character sheet up somewhere where you can see it
easily, and can read your skill levels and bonuses to the GM as necessary?
- If you like having a drink handy while gaming, is it topped off?
- Are all extraneous windows on your machine closed down?
- Are all useful windows (i.e. any maps or other info you know you'll
need) all open and ready?
- Is there anything else you need to do, in order to be ready to
concentrate fully on the upcoming combat?
Next, check your PC and do the same thing:
- Does your character have all potential tools and teammates ready?
- Do you have ALL the character's bonuses written down so you can find
them easily?
- Is there anything else your character needs to do, in order to be
ready to concentrate fully on the upcoming combat?
A quick bit of explanation in regards to bonuses: different bonuses
affect different stats, and you won't want to mix them up. Regardless
of what bonuses you have, know how each bonus will affect your
character's abilities -- and when you can use it! If the rule
for some particular ability or bonus is complex or not used very often,
I've found it useful to put the page number in the rule book where the
description can be found right on the character sheet.
Remember your bonuses -- all of them. Talk to the GM
out of game if necessary so you understand them all, and take notes;
it's your job to manage your own character. Don't expect the
GM to do it -- he already has all the NPCs to run. If you don't use
your bonuses, you make your character less effective and the game less
enjoyable for yourself. Hampering yourself so is, in effect, cheating
yourself, your fellow players, and your character! -- and is no
fun. Do yourself a favor, so you can enjoy the game to the fullest --
know how your character's bonuses work.
Next -- what goes when, in combat.