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, you’ll be rolling against your target’s defense roll. If the attacker wins, they’ll resolve damage. If the attacker loses, you don’t 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. That’s a regular test that adds your defence score.
If you win this roll, you don’t resolve damage. If you lose, you do.
If you win you can use defensive stunts! Or roleplaying and exploration stunts if it makes sense.

Defensive Stunts

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:

Combat Penalties

When you’re 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.

New Minor Action: Deep Breath

Lose combat penalties up to your Willpower or Constitution.

Resolving Damage

Compare the attacker’s damage to the defender’s 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 attacker’s 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 can’t be lower than 1.
Likewise, spending 1 Conviction the attacker can raise that difference by one.

Attack Severity

  • 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.

Healing and Recovery

  • 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.

Important

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 “reload” 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 isn’t at full capacity you can use a minor action to load a single bullet into the gun. If the gun is empty you’ll 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

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 Can’t 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 Can’t Reach Long Range 19 1
Far Range Far Range Can’t 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 Can’t Reach
Far Range Can’t 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 Can’t 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 Can’t Use Short Range 13 2
Medium Range 12 2 Medium Range 11 1
Long Range 11 1 Long Range Can’t Reach
Far Range Can’t Reach Far
Hunting Sling Reload: Minor
Range Base TN Attack Power
Short Range Can’t Use
Medium Range 12 3
Long Range 18 1
Far Range Can’t 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 Can’t Reach Long Range 18 1
Far Range Far Range Can’t Reach
Knife Reload:
Range Base TN Attack Power
Short Range 11 2
Medium Range 16 2
Long Range Can’t Reach
Far Range