====== Combat Cheatsheet ====== [ [[nwod:rules:index|Back]] ] ===== Summary ===== Combat proceeds like this: - Roll **Initiative** (all participants) once per combat. - Roll 1d10 and add the result to the character's static DEX + COMP values - Execute turns in descending order (highest result to lowest). For ties, see [[nwod:rules:combat#miscellany]] section. - **Dodge** can be declared at any point by anyone before their turn (uses up their Action for the turn) - Take any number of **Reflexive Actions** at any point in the round, including on your turn (as permitted by GM) - On your **Turn**, take 1 Move, 1 Action, and N Reflexive Actions - **Attack** is the main combat Action; attacker rolls appropriate (ATTR + Skill + Weapon Bonus Dice) - (Defense + Armor Rating for that damage type). - Minimum 1 success is required to do damage. - Successes apply as Damage to defender's health boxes, the damage type determined by weapon. - On to **next** person in the turn order. ===== Actions ===== Things that take up your Action on your turn: * **Actions** * Attack * Move a second time * Aim * Reload * Clear jam * Dodge * Rise from prone * Draw weapon (can be downgraded w/certain Merits) * **Delayed Action**: A person can choose to go on later in the same round. Specific Actions: * **Attacking**: Roll (ATTR + Skill) - Defense dice. Ex: (STR 3 + Brawl 2) - Defense 4 = Roll 1 die. * Melee attacks use STR as the attribute usually * Ranged attacks use DEX as the attribute usually * **Zero attack dice** make a **Chance Roll** * **Improvised Weapons** (p136) levy a -1 die penalty on attack roll. Use chart on p136 to determine the approx stats for the improvised weapon. * **Modifiers** are listed on p154 * **Aim** for a round gives you a +1 bonus to your ranged attack (max 3). * **Dodge** action double's your Defense but burns your action for your turn. * You can still move on your turn while dodging. * Can be declared at any time before you take action in the round (even not on your turn). * Multiple attacks reduce Dodge total by -1 * **Grapple** (p157) * Attacker, on their turn, rolls to initiate clinch: STR + Brawl - Defense. 1 or more successes means the target is clinched. * Defender, on their turn, rolls to escape clinch: STR + Brawl - attacker's STR. 1 or more successes breaks the hold * Grappling an opponent prevents you from using Dodge (p156) * Grappling an opponent prevents you from using ranged attacks * All-out attacks cannot be used while grappling an opponent * While clinching, the attacker can roll STR + Brawl to perform the following things: * Render opponent **Prone**; +2 bonus to attack prone person * Damage opponent; success become bashing damage against clinched target * Immobilize opponent; if successful, no more rolls need to be made by attacker to maintain clinch. Only action a clinched opponent can STR + Brawl - attacker's STR, and must **exceed** to break free. Immobilized opponent has a Defense of 0 to outside melee attacks. * Draw weapon; your own, on your opponent's person, or nearby. * Attack with drawn weapon; STR + Brawl + weapon's bonus dice, using the weapon's damage type. * Turn a drawn weapon; you gain control of a weapon your opponent had drawn * Disarm opponent; you pry a weapon from your opponent's hand * Use opponent as cover; p162 ===== Miscellany ===== * Combat is executed in **Turns** * One round (generally) allows all characters involved in the combat to get 1 turn in (circumstances can change this). * **Initiative** is : roll 1d10 and add the result to the static DEX + COMP values. * Highest total value goes first; and everyone else goes after, **in order of the highest to lowest total value**. * **Rolled once** at the beginning of combat for each character involved in combat! [[nwod:rules:combat#special_circumstances|Surprise]] may delay this roll 1 round for certain characters. * **Ties**: Highest of DEX + COMP goes first. If still tied, roll 1d10 for each, and highest goes first. Keep rerolling if still tied. * **Movement**: Move your **Speed** in yards on your turn before or after your action. Movement cannot be split. Burn your action as well to move 2x **Speed** on your turn. * **Defense**: Subtract defense value from the attacking character's die pool * Does not apply against Firearms attacks, unless close-combat range * Defense gets -1 for every attack after first in the round. Refreshes on your next turn. * Not reduced via wound penalties * **Armor, Weapons** lists are on pgs 169-170 ===== Special Circumstances ===== * **Surprise** aka Ambushes, roll WITS + COMP to determine if you can act or if you're ambushed. * 1 or more successes and your character can act normally. Roll Initiative * 0 successes and you cannot act, and your initiative is rolled during the next turn * Surprised characters have **no Defense** in the first turn of combat. Armor still applies. * Targets already in combat cannot be surprised. * **Delayed Action**: A person can choose to go on a later tick in the same round. * Defending against **Multiple Attackers** reduces your Defense rating by -1 each time after the first attack. * **Charging** move twice your speed and still attack: you lose your Defense for that round * **Prone** * Takes one action to stand. * Defense still applies. * Melee attacks against prone characters gain +2 bonus dice. * Ranged attacks attacks against the target take -2 penalty. * **Called Shots**: Use these as guidelines for how to penalize the roll: -1 torso, -2 leg or arm, -3 head, -4 hand, -5 eye. * **Multiple Attacks** performed by a single person on their turn is not allowed. * **Offhand Attacks** are made at -2 penalty unless you have the Ambidextrous Merit. * **Concealment**: Apply concealment penalties to the attacker's ranged (only) roll * Determined by GM: -1 for barely, -2 for partially, -3 for substantially concealed (-3 max) * If completely covered, consult the **Cover** section * **Firing from Concealment** levies an attack penalty of one less than the concealment rating (-3 concealment yields -2 to attack roll) * **Cover**: * Deal damage normally to the cover material * If the cover material's Durability is exceeded, apply remaining successes to damage against the target * A **Stunned** character loses his next action * **Knockout**: called shot to the head (-3) that equals or exceeds the target's Size. A failed STA roll means he's knocked out. * **Knockdown**: DEX + Athletics roll allows the character to maintain their footing. Upon failure, the character goes **Prone**. * **Coup-de-grace**: No roll needed to kill unconscious, paralyzed, or restrained (tied-up) characters. ===== Damage ===== * **Damage Types** imply different mechanics and heal times * **Bashing**: Caused non-edged weapons/attacks, marked as a / in each level of the health pool * **Lethal**: Caused by edged weapons, marked as an X in each level of the health pool * **Aggravated**: Special damage that you are particularly vulnerable to (e.g., fire for vampires), marked as an * on in each level of the health pool * **Damage Marking** * Mark the most severe type of damage first, starting on the left most of your health boxes. * Migrate damage to the right as you go. So if you already had 1 bashing and acquire 1 lethal later, the / in your first box becomes X and / is moved to the 2nd box. * **Bashing rolls over to lethal**, if you have more bashing damage than boxes. * **Lethal rolls over to aggravated**, if you have more lethal damage than boxes. * If you fill up on bashing and/or lethal, roll STAMINA as dice (not subject to wound penalty) to stay conscious. * Stamina rolls continue from turn to turn until you fall unconscious or are healed. * If you fill up with all **lethal** damage, you start bleeding out. Upgrade 1 lethal to 1 aggravated per minute if you are not treated. * If you fill up all health boxes with all **aggravated** damage, you are dead. * **Damage Penalties**: last 3 boxes of your health track are -1, -2, -3 respectively (to all die pools) ===== Healing ===== Determined by damage type (p175). Supernatural templates may alter this mechanic (such as Vampire). * **Bashing**: one point regained every 15 minutes * **Lethal**: one point regained every 2 days * **Aggravated**: one point regained per week