FOLK TALES OF THE WASTELAND
Combat Cheat Sheet
Before Combat Begins:
Initiative: Both players and GM roll a d6 + their Nimbleness score to determine order of Initiative. Ties go to the character with the highest Nimbleness score.
Surprise: If the characters are ambushing or being ambushed then first a competing roll of the victim’s Sense/Notice vs. the ambusher’s Nimbleness/Stealth (if sneaking) or Understanding/Stealth (if lying in ambush) to see if they are spotted. If the ambush proceeds the victims cannot perform Actions or Reactions for the first round.
Waiting: If a character chooses to they may delay their action in the round for a specific event to trigger their action. This action can be done at any point in the round.
The Action Begins:
What Is An Action: It is a single act that can be done in a few seconds; drawing a weapon, reloading, standing up, diving for cover, attacking, etc. A ongoing action that consumes a character’s attention also is an action.
Concurrent Action: If an action requires little thought or attention it may be done during an action. Such as running, driving without sudden changes, yelling, etc.
Reactions: If an action being performed on a character can be resisted they can perform a competing roll.
Unarmed combat can be conducted with either Nimbleness/Brawl (if the attacker relies on swiftness and graceful moves), or Muscle/Brawl (if the attacker relies on raw power). Brawling Damage is typically Non-Lethal unless claws, fangs, or other vicious natural weapons are brought to bear in which case it becomes Lethal.
- Tripping/Shoving: A character can attempt to trip or shove an opponent down using Nimbleness/Brawl or Muscle/Brawl. It does no damage but causes the opponent to fall prone if they fail their reaction.
- Grapple: A character can grapple and pin an opponent with Muscle/Brawl. Once grappled they must use their Action to maintain but no additional rolls are required. A pinned opponent cannot make any actions or defensive reactions. They can use their action to try and break free with Nimbleness/Brawl or Muscle/Brawl.
-Bear Hug: A grappling character can spend their next action to squeeze a weaker Muscle character. It automatically does non-lethal damage equal to the character’s Muscle.
-Slam: A grappling character can spend their next action to throw someone into a hard surface. It doesn’t require a roll and automatically does non-lethal damage equal to character’s Muscle and knocks the opponent prone.
Attacks with weapons can be conducted with either Nimbleness/Melee (more agile weapons) or Muscle/Melee (weapons reliant on brute strength). Melee damage is typically Lethal unless specific weapons are being used such as batons.
Ranged combat is conducted with either Nimbleness/Shoot for bows, crossbows, firearms, etc. While Nimbleness/Athletics is used for throwing weapons. Both typically deal Lethal damage.
Range: A weapon can only be used up to their range. While as well attacks at Long Range are Extreme (2 Difficulty), and Distant is Arduous (3 Difficulty) and requires visual aid.
Ranged Combat Actions:
- Aiming: A player can add a dice to their attack for each round spent aiming for a total of two extra dice.
- Spray/Buckshot: Some weapons have the option to spray or use buckshot. The attack must be declared beforehand and uses up 5 rounds of ammunition for spray or a shell for buckshot. You add two extra dice to your attack and damage is divided up by the GM to up to three nearby opponents.
- Burst: Some weapons can be fired as bursts. The attack must be declared beforehand and uses up 5 rounds of ammunition. The attack deals an extra two dice of damage to one opponent.
Attacks can be targeted at specific locations such as a car’s tires, or to disarm someone. The difficulty to hit is determined by the GM and increases based off the size and how mobile the target is.
Partial cover such as a hip-height wall increases the difficulty to Extreme (2 Difficulty). While major cover such as behind a building increases the difficulty to Arduous (3 Difficulty).
Visibility increases difficulty of some tasks in appropriate ways. Poor visibility increases difficulty to Extreme (2 Difficulty), bad visibility to Arduous (3 Difficulty) and blinding conditions increases it to Tremendous (4 Difficulty).
A character can defend themselves with reactions up to their Notice per round. That means if a character has three Notice they can defend against three attacks in a round but not a fourth. Each success reduces the opponents success by one.
- Blocking: A character can attempt to block an unarmed attack with Nimbleness/Brawl or Muscle/Brawl if they are not armed. An unarmed character cannot block armed attacks against them.
- Parrying: A character can try to parry a strike against them with their own weapon or shield using Nimbleness/Melee or Muscle/Melee. Shields provide a bonus die for parry attempts.
- Dodging: Viable for all attacks Dodging uses Nimbleness and the highest of either Athletics, Brawl or Melee.
- Hitting The Deck: A character can roll to Dodge when it comes to explosives and go prone reducing damage by 10 for each success.
- Keeping Your Balance: A character can use Nimbleness/Athletics to stop themselves from being tripped.
- Maintaining Your Grip: When an opponent tries to disarm a character they can roll Nimbleness or Muscle in an Attribute-only roll with an extra die if held in both hands.
Calculating Damage: Weapon Damage x Number of Successes on the attack.
Armour: Armour reduces the damage done equal to it’s Protection score.
Knockdown: If a character suffers damage equal to more then half their health in one attack is automatically knocked prone.