Combat – D6

Rounds = 5 seconds of real time

Fast Static Combat
Attacking a Target
The Target Number, or TN, is the number needed to successfully hit the target. The base target number on an attack is based on the target’s static defense score.
Range: Add the range modifier to the Dodge score in all cases (Point Blank/ Hand-to-Hand -5, Medium +5, Long +10). See the sample gear list for ranges.
Cover: If the target is behind at least 50% cover, add +5 to the Target Number. Add +10 for 75%
cover. It’s impossible to hit a target behind 100% cover. Darkness can also be considered as cover at the GM’s whim.

Static Defenses
In this simplified combat system characters precalculate their Dodge, Block, and Parry
prior to the game. This static number become’s the attacker’s TN modified as noted above. To
calculate each simply multiply the number of dice a character has in the relevant skill by 3 and
add any pips to the total. Then note it down on the character sheet. For example, Sir Baelen has a Sword skill of 5D+1. His static Parry score would become 16 ((5 x 3)+1).
Block = (Brawling skill dice x 3) + pips.
Dodge = (Dodge skill dice x 3) + pips.
Parry = (Weapon skill dice x 3) + pips.
Soak = (Might attribute dice x 3) + pips plus armor value + any magical, super-tech, or other AV bonus.
Full Dodge: If the character does nothing except dodge until his next turn they will add 10 to their Dodge score, and apply range and cover as usual. This result is useful against any number of attacks.

Resisting Damage
When a target has been hit, the attacker rolls damage and the target’s Soak score is subtracted from the damage. The player or GM then checks the Wound Level chart below to see how badly the target was wounded.

Wound Level                       Dmg Total* ≥ Res Total by:
Unharmed                            0 or less
Stunned                                1 – 3
Wounded                              4 – 8
Severely Wounded**         4 – 8
Incapacitated                       9 –12
Mortally Wounded              13 – 15
Dead                                     16+
*Note: Any additional damage less than or equal to the character’s current level moves him up by one level.
**Note: A character is Severely Wounded if the result is between 4 and 8 and he already has the Wounded level.

Wound Level Effects
Stunned: -1D for all remaining actions this round and next round.
Wounded: -1D to all actions until healed.
Severely Wounded: -2D on all actions until healed.
Incapacitated: As a free action before losing consciousness, the character may try to stay up with a Moderate (15) stamina roll. If successful, he may continue to act, but with a -3D penalty. If he fails, he is knocked out for 10D minutes.
Mortally Wounded: The character is near death and knocked unconscious with no chance to keep up. Roll the character’s Might each round, the character finally dies if the roll is less than the number of minutes he’s been at this level.
Dead: The character has perished.