nwod:rules:combat
Table of Contents
Combat Cheatsheet
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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 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! 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
nwod/rules/combat.txt · Last modified: 2022/02/13 02:01 by tara