Combat Rules

Hit Points:
Your hit points are equal to double your body stat
If you have lost around one third of your hit points, you receive a -10% shift on all stats
If you have lost around two thirds of your hit points, you receive a -20% shift on all stats

Hand to-hand:

Sharp: +3 (sharp weapons do minimum 1 damage even on a miss)
Heavy: +3
Large: +3

Special Hand-to-Hand Results:
Crits: Deal 25 points of damage. If you are wielding a 6+ or greater weapon, instead deal 50 points.
Matched successes: Deal double the damage indicated by the dice, or, if using a +6 or greater weapon, do bullet damage. If struggle is your obsession, choose from the cherry list. The GM must approve your choice.
Matched failures: If you are wielding a weapon, you take its bonus as damage
Fumbles: As above, with an additional negative consequence as the GM deems appropriate

Make an opposed struggle roll, with a minimum roll of 20. If they are wielding a sharp weapon, you take 3 damage in the attempt, unless you roll a match or crit success.

Throwing people:
Make an opposed struggle roll, with a minimum roll of 20.

Throwing objects:
Use General Athletics, or struggle, if it is your obsession skill. The object must match one of the bonus damage criteria, but does no bonus damage, only what is on the dice.

Roll an opposed struggle check, with a minimum roll of 20. If successful, you have grappled your enemy. On their turn they may then attempt an opposed struggle check against you to break free.
If you attack an enemy who is currently being grappled, then you receive a +10% shift
If you have grappled an enemy, you may not attack or dodge during your turn, but you may attempt to do a number of things:
Choke them: Do this either by cutting off their air, which requires you do nothing but hold them for a number of seconds equal to their body score (Remember, a single round of combat lasts 6 seconds). Alternatively, attempt to cut off their blood supply by making a struggle check with a minimum roll of 20 for three consecutive rounds.
Inflict damage: You may automatically inflict 5 points of damage to the grappled enemy. This increases to 8 if you have a weapon in hand.
Disarm: Roll struggle. If successful, the grappled enemy loses their weapon.
Human Shield: Roll struggle, with a minimum roll of 20. If successful, that enemy now counts as cover for the off-side of your body (e.g. if you are right-handed, they cover your torso, left arm and left leg). Any hits resolved against those locations, instead hit the grappled enemy. If you have a weapon drawn, you may also attempt to pointblank them.
Let Go: Immediately end the grapple. Roll initiative, and if successful, you may take another standard action that turn, but do not alter your order in the initiative queue.
If you are grappling an enemy and take 25 points of damage within a single round, you are forced to let go.

Struggle cherries:
Big Hurt: Deal your roll in bullet damage
Blind: Cause no damage, but your target takes a -30% shift for the next three rounds
Dazed: Impose a -10% shift for the next three rounds
Disarm: Your opponent immediately loses whatever weapon they are holding.
Knock Down: Your opponent goes to the end of the initiative queue, and must take a round to stand up again.
Kung Fu Grip: Do no damage, but immediately grapple your target.
Monkey Dodge: Redirect the next attack made against you to another valid target (GM’s call), including other characters, or inanimate objects.
More hurt: Add another d10 damage
New Damage: Re-roll for damage, without affecting whether or not you hit. (If using a +6 weapon, the new roll is bullet damage)
Second Helping: Attack once more, with no penalty

Max Damage rules of thumb:

Small calibre handguns/submachineguns: 40
Large calibre handguns: 50
Small calibre rifles: 55
Large calibre rifles: 70
Small calibre shotgun: 60
Large calibre shotgun: 80
Small calibre artillery: 200

Special Firearms rules:
Fully automatic weapons: Fires three shots per attack. Roll to see if each bullet hits individually, and to determine damage. You can make multiple attacks with fully automatic weapons, as per the given rules
Heavy weapons: Unless the weapon is set up properly in a stationary position, you must make a body check for each shot fired. If unsuccessful, you are dazed. If dazed twice in this way within the same round, the effects are cumulative. If you are dazed three times in this way within the same round, you are knocked down.
Bolt Action weapons: Cannot fire more than two shots per round, and require a speed check to successfully fire more than once per round.
Shotguns: Any target hit by a shotgun must succeed on a body roll, or be knocked down. This roll is at -10 if the shotgun is large calibre.
Small calibre artillery: These deal double the damage indicated by the dice

Special Firearms Results:
Crits: Do max damage for the weapon type
Matched success or failure: No effect
Fumbles: Weapon jams or misfires. If it’s a jam, you must spend one round and make a successful firearms check to make it work again

Suppressive fire:
Requires multiple attacks with a firearm:
4-10 shots imposes as -10% shift to those being targeted
11-20 shots imposes -20%
21+ imposes -30%
If a matched or crit success is rolled, then a target takes hand-to-hand damage


Dodging and attacking in the same round is permitted, but one of the two actions must take a -30 penalty
Successful dodges against firearms instead take the damage as if it were hand-to-hand. Crit/matched success on dodge will completely negate the damage. (A matched success on a firearms check cannot be negated, only reduced to melee damage by a successful dodge)
Critical hits of any kind cannot be dodged.

Multiple attacks:
Divide your skill between attacks. e.g. If you have a combat skill at 50%, you may take 2 attacks at 20% and 1 at 10%.

Locational damage:
Flip-flop the roll, and the result determines where you hit –
01-10: Head
11-20: Right Arm
21-30: Left Arm
31-70: Torso
71-85: Right Leg
86-99: Left Leg
Take a -20 penalty to call the shot and chose which location you hit.
25 points of damage done to one location cripples that location.

In close combat, cover does nothing.
In a firefight, if you are in cover, certain parts of your body are protected. If a hit is resolved against a part of your body which is in cover, then ask one simple question. Could the cover in question reasonably stop a bullet? If so, the attack has no effect. If not, then the attack only deals hand-to-hand damage.
If you want to shoot while still in cover, your weapon hand must not be in cover. If your head is in cover, you may shoot, but only with a Hail Mary roll.

Roll either struggle or firearms.
If successful in either, the target is immediately dead.
If the roll is a fail, and struggle was the skill used, do firearms damage equal to the dice roll.
If the roll is a fail, and firearms was the skill used, do maximum damage for your gun type.

Falling Damage:
Roll 1d10 per ten feet fallen. If it is a controlled fall, remove the highest result.

Fire Damage:
If you catch fire, then you roll a d100 each round and take the result as if it were hand-to-hand damage.
If you have been on fire for three consecutive rounds, then you instead take firearms damage.
For each round you are on fire, you receive a cumulative -5 penalty
You may spend an entire round doing nothing else, and automatically extinguish any fire on your own body.
Alternatively, you may attempt a Speed check, and extinguish the fire, while still being able to either dodge or attack that round, but not both.

Disallowed rules:
If the rules given in the book contradict any rules given here, the ones here are used. Any rules found in the rulebook, which are listed below, are to be ignored entirely.
Focus shifts
Half Damage for failed dodge rolls
Simultaneous dodging and attacking at 85% skill
Sucker Attacks

Combat Rules

The Last Hurrah AlexLawler