Reactive Combat
Reactive Combat
These are new combat rules where melee attacks are opposite rolls, counterattacks are possible, ranged attacks are based on the weapon used, and damage is based on fixed numbers and injury marks. It also adds rules for semi-automatic guns.
Class Changes
Envoys
Toughness: 2 + Constitution + Armor
At level 16 envoys attacking targets with willpower lower than their communication add the stunt die to the damage.
Mages
Toughness: Constitution + Armor
At level 16 mages attacking targets with their arcane blast add the stunt die to the damage.
Rogues
Toughness: 1 + Constitution + Armor
Pinpoint Attack: attacking a target with dexterity lower than yours allow you to add the stunt die to the damage. At level 16 they can add the other 2 dice instead.
Warriors
Toughness: 3 + Constitution + Armor
Expert Strike: Once per round you may add the stunt die to an attack roll.
At levels 4, 8 and 12 you get Toughness instead of Armor.
Nos nĂveis 4, 8 e 12 guerreiros ganham resistĂȘncia em vez de armadura.
At level 16 you can add any of your attack roll die to the damage of any attack.
Melee Attacks
When you make a melee attack, youâll be rolling against your targetâs defense roll. If the attacker wins, theyâll resolve damage. If the attacker loses, you donât resolve damage.
Attacks using ranged weapons against a target within melee range (2 yards) are considered melee attacks, and use the short distance attack power for that weapon.
Defence Rolls
When your opponent attacks you with a melee attack, you make a defence roll to avoid being hit. Thatâs a regular test that adds your defence score.
If you win this roll, you donât resolve damage. If you lose, you do.
If you win you can use defensive stunts! Or roleplaying and exploration stunts if it makes sense.
Breath In: 1+SP. Reduce 1 combat penalty per SP spent.
Riposte: 3SP. Can only be used if you have a melee weapon in hand. Your defense roll becomes an attack roll, and your opponent's attack roll becomes a defense roll. Resolve damage as usual.
Ranged Attacks
Every ranged weapon has a different TN and attack power for every possible distance your target might be from you.
Possible distances are:
- Short: Your target is at most 8 yards away from you.
- Medium: Your target is 9 to 26 yards away from you.
- Long: Your target is 27 to 48 yards away from you.
- Far: Your target is 49 to 60 yards away from you.
When making a ranged attack youâll roll against the appropriate TN of your weapon for how far your target is. Normal cover rules apply.
The TN is raised by 1 if the target is a goblin, gnome, halfling or another creature similarly small. Itâs raised by 2 if the target is around the size of a house cat. And itâs raised by 3 if itâs about the size of a mouse.
The TN is lowered by 1 if the target is about the size of a horse. 2 if the target is about the size of an elephant. 3 if itâs any larger than that.
The TN is further raised by 1 if the last major action your target made was a Run action.
If the ranged attack meets the TN, resolve damage. If it doesnât meet the TN, you donât resolve damage.
Combat Penalties
When youâre attacked, you get 1 combat penalty for all tests during the encounter.
You can erase those penalties using the breath in stunt or the Deep Breath minor action.
Lose combat penalties up to your Willpower or Constitution.
Resolving Damage
Compare the attackerâs damage to the defenderâs toughness. If the toughness is higher the defender shrugs off the attack. If the damage is higher, the difference between the two determines the severity of the attack.
Every injury mark the defender has raises the attackerâs damage by 1.
Spending 1 Conviction the defender can lower that difference by the number of their stunt die, and lower it further by 1 for every conviction spent after that. But it canât be lower than 1.
Likewise, spending 1 Conviction the attacker can raise that difference by one.
- 1-2: Superficial Injury: Get 1 injury mark.
- 3-4: Visible Injury: Get 1 injury mark. The character can only take one action their next turn.
- 5: Serious Injury: Get 1 injury mark and the Injured Condition (FACR pg. 198)
- 6: Severe Injury: Get 1 injury mark and the Wounded Condition (FACR pg. 199)
- 7: Mutilating Injury: Get 1 injury mark and the Scarred Condition (FACR pg. 55)
- 8-9: Lethal Injury: Get 1 injury mark and the Dying Condition (FACR pg. 56)
- 10: The character dies immediately.
- For every dice of health recovered the character instead erases 1 injury mark.
- For every flat amount up to 5 health, erase 1 injury instead.
- If an ability is added to the amount of health recovered, erase a number of injury marks equal to that ability.
- If character level is added to the amount of health recovered, erase 1 injury mark for every 4 levels.
Conditions caused by injury have to be treated separately.
If a character with the injured condition enters combat with that condition and has no injury mark, they immediately get 2 injury marks. If that character has the wounded condition they get 3 injury marks.
Repeater Guns
Some guns have a number under âreloadâ instead of major and minor actions. These are known as repeaters, and this number represents how many bullets it can fire before needing to reload.
Repeater ammo is a lot more expensive than powder and shot. Each unit of ammo costs 1 silver piece.
If the gun isnât at full capacity you can use a minor action to load a single bullet into the gun. If the gun is empty youâll need an entire round to completely reload it.
If the gun has enough ammo you can fire an extra bullet as a minor action to increase the injury grade of your last attack by 2.
Headshots
Guns and crossbows have a little extra likelihood of immediately killing a target with an unprotected head. This would be a headshot, and you can achieve this by rolling all 6s in your attack roll - if the target is susceptible to headshots and is in close enough range. The GM will arbitrate this according to what would be most interesting for the story.
Converted Base Weapon Damage
Axes Group
- Battleaxe: 2
- Throwing Axe: 2
- Two-Handed Axe: 3
Bludgeons Group
Mace: 2
Maul: 2
Two-Handed Maul: 3
Brawling Group
Unarmed: 0 (1 if it would go from 1d3 to 1d6)
Gauntlet: 1
Improvised Weapon: 0
Dueling Group
Main Gauche: 2
Rapier: 2
Spiked Buckler: 0
Heavy Blades Group
Bastard Sword: 3
Longsword: 2
Two-Handed Sword: 3
Lances Group
Heavy Lance: 4
Jousting Lance: 3
Light Lance: 2
Light Blades Group
Dagger: 2
Short Sword: 2
Throwing Knife: 1
Polearms Group
Glaive: 3
Halberd: 4
Military Fork: 3
Spears Group
Spear: 2
Javelin: 2
Two-Handed Spear: 3
Staves Group
Club: 1
Morningstar: 2
Quarterstaff: 2
Bows Group
| Crossbow | Reload: Major | |
|---|---|---|
| Range | Base TN | Damage |
| Short Range | 15 | 2 |
| Medium Range | 11 | 2 |
| Long Range | 13 | 2 |
| Far Range | 19 | 2 |
| Longbow | Reload: Minor | |
|---|---|---|
| Range | Base TN | Attack Power |
| Short Range | 13 | 2 |
| Medium Range | 11 | 2 |
| Long Range | 15 | 2 |
| Far Range | 19 | 1 |
| Short Bow | Reload: Minor | |
|---|---|---|
| Range | Base TN | Attack Power |
| Short Range | 13 | 2 |
| Medium Range | 11 | 2 |
| Long Range | 16 | 1 |
| Far Range | Canât Reach |
Handguns Group
| Blunderbuss | Reload: Major | Black Powder Pistol | Reload: Major | ||
|---|---|---|---|---|---|
| Range | Base TN | Attack Power | Range | Base TN | Attack Power |
| Short Range | 12 | 2 | Short Range | 11 | 2 |
| Medium Range | 16 | 1 | Medium Range | 16 | 2 |
| Long Range | Canât Reach | Long Range | 19 | 1 | |
| Far Range | Far Range | Canât Reach |
| Revolver | Reload: 6 | Holdout Pistol | Reload: 2 | ||
|---|---|---|---|---|---|
| Range | Base TN | Attack Power | Range | Base TN | Attack Power |
| Short Range | 11 | 3 | Short Range | 10 | 2 |
| Medium Range | 15 | 2 | Medium Range | 19 | 1 |
| Long Range | 19 | 1 | Long Range | Canât Reach | |
| Far Range | Canât Reach |
Longarms Group
| Hunting Rifle | Reload: Minor | Repeating Rifle | Reload: 8 | ||
|---|---|---|---|---|---|
| Range | Base TN | Attack Power | Range | Base TN | Attack Power |
| Short Range | 15 | 3 | Short Range | 15 | 3 |
| Medium Range | 11 | 3 | Medium Range | 11 | 3 |
| Long Range | 12 | 3 | Long Range | 15 | 2 |
| Far Range | 17 | 2 | Far Range | 19 | 1 |
| Shotgun | Reload: 2 | Arquebus | Reload: Major | ||
|---|---|---|---|---|---|
| Range | Base TN | Attack Power | Range | Base TN | Attack Power |
| Short Range | 10 | 4 | Short Range | 15 | 2 |
| Medium Range | 14 | 3 | Medium Range | 12 | 3 |
| Long Range | 18 | 1 | Long Range | 12 | 2 |
| Far Range | Canât Reach | Far Range | 19 | 1 |
| Musket | Reload: Major | |
|---|---|---|
| Range | Base TN | Attack Power |
| Short Range | 15 | 3 |
| Medium Range | 11 | 3 |
| Long Range | 13 | 2 |
| Far Range | 19 | 1 |
Slings Group
| Fustiable | Reload: Minor | Slingshot | Reload: Minor | ||
|---|---|---|---|---|---|
| Range | Base TN | Attack Power | Range | Base TN | Attack Power |
| Short Range | Canât Use | Short Range | 13 | 2 | |
| Medium Range | 12 | 2 | Medium Range | 11 | 1 |
| Long Range | 11 | 1 | Long Range | Canât Reach | |
| Far Range | Canât Reach | Far |
| Hunting Sling | Reload: Minor | |
|---|---|---|
| Range | Base TN | Attack Power |
| Short Range | Canât Use | |
| Medium Range | 12 | 3 |
| Long Range | 18 | 1 |
| Far Range | Canât Reach |
Thrown Weapons
| Axe | Reload: | Spear | Reload: | ||
|---|---|---|---|---|---|
| Range | Base TN | Attack Power | Range | Base TN | Attack Power |
| Short Range | 13 | 2 | Short Range | 13 | 2 |
| Medium Range | 18 | 1 | Medium Range | 13 | 2 |
| Long Range | Canât Reach | Long Range | 18 | 1 | |
| Far Range | Far Range | Canât Reach |
| Knife | Reload: | |
|---|---|---|
| Range | Base TN | Attack Power |
| Short Range | 11 | 2 |
| Medium Range | 16 | 2 |
| Long Range | Canât Reach | |
| Far Range |