Violence rarely occurs with two people or parties slowly squaring up and then methodically trading blows. Typically it erupts, someone says the wrong thing and somebody lashes out, someone feels threatened and pulls a gun…in most cases it is a matter of REACC
SURPRISE & REACC
There are 3 different kinds of SURPRISE:
- OBLIVIOUS/SNIPER (A hidden adversary using AIM) – Player Characters are entitled to a roll of AWARENESS Vs STEALTH to see if they possibly detect the sniper in time – otherwise characters get no chance at reacting and must take a HIT
- SURPRISE/AMBUSH (A hidden adversary jumps the character) – characters must roll REACC Vs AGILITY of ambushing character, if they succeed they may PARRY or EVADE at -1DICE
- UNPRECEDENTED ATTACK (A potentially unidentified adversary suddenly attacks) –
characters must roll REACC Vs AGILITY of ambushing character, if they succeed they may PARRY or EVADE as normal
A PARRY or EVADE which beats a STRIKE, THROW or AIM by MORE THAN DOUBLE entitles the character to a RIPOSTE – a counterattack and then may attack again as their turn
After this, the combatants are ENGAGED and follow a standard sequence depending upon the type of fighting:
HAND TO HAND COMBAT
- Each ROUND of COMBAT takes 5 seconds FOR EACH TURN for each character ENGAGED
- After SURPRISE, TURNS are in ORDER OF REACC – HIGHEST TO LOWEST
- STRIKE Vs PARRY/EVADE – DAMAGE/INJURY
- A character WHOSE REACC IS TWICE OR MORE THEIR OPPONENT’s MAY TAKE TWO TURNS EACH TURN – two strikes or whatever
MISSILE WEAPONS
- THROWN WEAPONS are launched in REGULAR ORDER OF REACC
- AIMED WEAPONS are discharged AS FIRST TURNS IN ORDER OF REACC OF CHARACTERS AIMING & THEN HAND TO HAND ACTION IN ORDER OF REACC
EXAMPLES