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.