Summary of Combat Sequence (NEW).

This uses my optional initiative system

Step One:   
Announce Primary Action
Note any modifiers for this actionNumber of actions2 actions: -4 modifier to all 3 actions: -6 modifier to allSet STARTING INITIATIVE.Actions are performed from highest to lowest initiative order.Actions may be delayed. Initiative countdown stops at ZERO.Second actions must occur at least 4 initiative points after first action.Third actions must occur at least 2 initiative points after the second.
Step Two:
Determine GoalAdd characteristic + skill level = natural goalAdd or subtract modifiers = modified goalAccent the goal UP or DOWN, if allowed.1 = automatic success.19 = fail if modified goal less than 19.20 = fumble, reroll for fumble level, deducting any goal value over 20.
Step Three:
Damage RollFIGHT & MELEE: base + success dice vs 13.SHOOT: base + 2 fixed, success dice vs 13.Armour RollReduce damage by FIXED armour value.Roll variable armour value vs 13.

 

Action
Lvl
Roll
Init
Goal
Dmg
Notes
Fist
0
DX+Fight
0
0
2
Kick
0
Dx+Fight
-1
0
3
Grapple
0
Dx+Fight
-2
0
2
If successful roll STR+Vigor vs TSR+Vigor. If successful target is grappled, attacker can choose to apply dmg per turn
Charge
0
Dx+Fight
-3
0
3+
If successful both knocked down. Add 1d/3m
Dodge
0
Dx+Dodge
0
0
0
Subtract successes from opponents successes.
Martial Fist
1
Dx+Fight
0
0
3
Breakfall
1/3
Dx+Fight
0
0
0
Reduces thrown damage by 1d/VP. At 3rd level you are able to get up the same action.
Martial Kick
2
Dx+Fight
-1
0
4
Snap Kick
2
Dx+Fight
+2
0
3
Martial Hold
3
Dx+Fight
-1
0
3
If successful roll Dx+Fight+VPs vs STR+Vigor. If successful target is grappled. Attacker can choose to apply dmg per turn
Head Butt
3
Dx+Fight
-2
+1
4
Attacker takes any dmg exceeding his END
Confuse Foe
4
Wits+Knave
-1 per VP to opponents block, dodge or parry
Disengage
4
Dx+Fight
-1
+1
0
+3 to resist grapples
Rooting
4
Dx+Fight
+3 to resist being knocked over
Block
4
Dx+Dodge
As Dodge, if successful add +3 successes to resist attacks
Martial Throw
4
Dx+Fight
-2
3
If successful roll Dx+Fight+VPs vs STR+Vigor. If successful throw target 1m/success upto STR. Add 1d/3m thrown
Drop & Kick
5
Dx+Fight
+2
4
-2 Init to next action
Disarm
5
Dx+Fight
-2
-1
3
Compare VPs of strike to targets STR+Melee. If >0 disarmed and distance
Kippup
5
Dx+Fight
0
0
0
User can stand with single action
Combo
5
Dx+Fight
0
-3
3+3
Launches two attacks with no penalty
Claw Fist
5
Dx+Fight
4
Tornado Kick
5
Dx+Fight
-1
5
Sure Fist
6
Dx+Fight
-2
+2
3
Leaping Kick
6
Dx+Fight
-2
-1
6
Choke Hold
6
Dx+Fight
-3
-1
4
After 3 turns of grappling roll STR+Vigor bs End+Vigor. If success target UNC
Bear Hug
7
Dx+Fight
-2
-1
4
Can roll dmg each turn till escape
Palm Shove
7
Dx+Fight
0
0
0
Compare VPs vs targets STR+VIG or knocked back 1m per.
Iron Body
7
By Block
Attacker takes 1 dmg per VP on blocking roll
Speed Fist
7
Dx+Fight
+2
3
+3 successes against Dodge or Blocks
Trip Kick
7
Dx+Fight
-2
-1
4
Roll vs targets Dx+Vigor, if success target is knocked down.
Throw Group
7
Dx+Fight
-2
3
Roll vs targets attack roll, if success throw target 1m/success upto STR. Add 1d/3m. Can throw one/Fight rating.
Slide Kick
8
Dx+Fight
-2
-1
5
Compare attacker successes+3 vs targets Dx+Vigor roll, if successful target knocked down.
Atheletic Strike
8
Dx+Fight
-3
-2
-
User may perform atheletic movement (leap, roll etc) and strike without penalty
Block & Control
8
Dx+Fight
0
+2/0
-
If successfully block targets attack may make a free attack without penalty
Block & Strike
8
Dx+Fight
+2/0
-/3
Block attack, if success roll Martial Fist or Kick attack with no MA penalty.
Power Fist
9
Dx+Fight
-1
5
Option: 1 Wyrd to add 1d
Hold Group
9
Dx+Fight
-1
0
3
As per Throw Group, but targets are held, max of 1 per arm +1 more.
Vital Strike
10
Dx+Fight
-3
-2
3
Roll complimentary Per+Phys, add VPs to dmg dice.
Blind Fighting
10
Dx+Fight
-1
-2
-
Modifiers all other actions
Redirect Power
10
Dx+Fight
0
-3
-
User may convert attackers damage into additions to his goal for any Throw or Hold, which can be made with no penalty
Banga
3
Dx+Fight
-3
3+
If successful both knocked down. 2dmg/3m
Drox
5
Dx+Fight
-2
2 actions without MA penalty
Throx
9
Dx+Fight
-3
3 actions without MA penalty
Parry
1
Dx+Melee
+2
Roll VP+Weapon dmg as armour
Thrust
2
Dx+Melee
+2
Counter Parry
3
Wits+Melee
Eliminate +2 parry bonus
Slash
3
Dx+Melee
-2
+1
Fancy Footwork
4
Dx+Vigor
Target goal –1/VP
Flat of Blade
4
Dx+Melee
-3d
No VP added
Bypass Shield
4
Dx+Melee
-1
-2
Ignore any shield (physical) defences the target may use
Draw & Strike
4
Dx+Melee
-2
Draw sword and strike
Compound Attack
5
Dx+Melee
-1
Next turns goal is at +2
Stop Thrust
5
Dx+Melee
+3
-2
Reduce targets goal be 2
Disarm
5
Dx+Melee
-2
-1
Roll Dx+Melee+VP vs Str+Melee, target drops weapon 1m/VP
Feint
5
Dx+Melee
-2
-1
+3 successes vs Dodges only
Wall of Steel
6
Dx+Melee
Can make three parries
Off Hand
6
Dx+Melee
No penalty
Parry/Riposte
6
Dx+Melee
+2/-1
If parry successful make attack
Florentine
7
Dx+Melee
One attack & one parry, no MA penalty
Cloak
7
Dx+Melee
0/-1
Parry opponents attack with cloak in off hand (armour=VPs+3). Able to Disarm with no MA penalty
Athletic Strike
8
Dx+Melee
-3
-2
Perform atheltic feat with no MA penalty
Pierce
9
Dx+Melee
-2
-3
Ignore physical armour
Double Strike
10
Dx+Melee
-1
-1
Attack with two weapons at same time
Aim
0
Dx+Shoot
-3
+1/t
Max +3
3 round burst
0
Dx+Shoot
-1
-1.3.5
6 round burst
0
Dx+Shoot
-2
-1.3.5..
Empty clip
0
Dx+Shoot
-2
-1.3.5..
+3 successes vs Dodges only
Spread
0
Dx+Shoot
-2
-1m*-1.3.5..
Spread upto 5m. Empty clip.
Hipshot
0
Dx+Shoot
+2
-1
Only for first shot of combat with handgun
Quick reload
1
None
Reload and fire with no MA penalty
Cavalry shot
2
Dx+Shoot
No penalites while riding
Snapshoot
3
Dx+Shoot
+1
-2
Can be performed with Dodge for no penalty – no other actions allowed
Off hand shot
5
Dx+Shoot
No penalties
Quick draw
5
Dx+Shoot
-2
-1
Draw and fire in same action
Leap & Shoot
6
Dx+Shoot
-1
-1
Leap action and shoot with no penalties
Roll & Shoot
7
Dx+Shoot
-2
-1
Roll upto 3 meters and shoot
Two Gun
7
Dx+Shoot
0/-1
One shot from each gun with no penalties
Recock
7
Dx+Shoot
-2
-1
Recock and shoot in same action
Instinct Shoot
9
Dx+Shoot
+1
-1
Fire at unseen target
Block
0
Dx+Melee
Standard shield use, successful roll allows all shield armour to be rolled as variable dice (eg small shield - 6d). May be used against all melee attacks, but missiles use different goals, see table.
Parry
1
Dx+Melee
Active use of the shield against a Melee or Fight attack, armour value applied as normal
Bash
2
Dx+Melee
0
0.-2.-4
2
The shield is used to attack the opponent, base damage is 3d. A 'boss' may be added to increase damage to 4. Init modifiers are applied to Bucklers/Medium/Larger shields.
Deflect
3
Dx+Melee
-2.4.6
0
Active use of the shield against  Fired attacks. Goal modifiers are appled to Hand Hurled/Hand Fired/Slug and energy weapons. No leakage if successful.
Weave
4
Dx+Melee
0
-2
0
The user moves their shield in such as way as to attract and Confuse their opponent, deducting VPs scored from their initiative.
Step&Close
5
Dx+Melee
-3
-2
The shield user blocks the opponents weapon and steps in close to deliver an immediate weapon attack (resolved separately). VPs scored may be used to compliment the attack. Target may only perform a Dodge action against this attack.
Ship Weapons