When it’s your turn to take an action during a round of combat, you can choose to attack someone. Just tell the GM what skill you’re going to use and who you’re going to use it on. Then roll percentile dice. You want to roll equal to or less than your combat skill, and given that, you want as high a result as possible. If you succeed, you’ve just hurt or killed someone. Congratulations.
All skill checks in combat are major skill checks. If you can’t stand the heat, don’t pick fights with burning men.
Drawing a Weapon
Note that to use a weapon of any sort, you need to have it in your hand ready to go. If you have to draw your weapon, it takes one round. Without a weapon readied, you cannot use it in the first round of combat.
If you really want to put the hurt on someone, you can ask for a focus shift. You have to declare this at the beginning of the round, not when it’s your turn during the round.
A focus shift means you concentrate on attacking a single target and pay less attention to the rest of the combat. You can choose a focus shift of +10, +20, or +30, and you apply it to your attack roll when it’s your turn during that round — assuming you’re still standing when your turn comes around.
It’s clear to everyone else from the start of the round that you’re focusing on your target. This is the moment in the movie when the two fighters’ eyes meet and the melee around them gets quiet even though the fighting continues unabated. As a result, anyone else who attacks you this round, including the target of your focus shift, gets the same shift applied to any attack against you. If you take a +30 focus shift, anyone who attacks you that round does so at +30.
This means if you and your target both declare focus shifts against each other, you each get two shifts: one for your own focus shift, and one as a bonus against your opponent because she is taking one as well. Mutual focus shifts are cumulative to a maximum of +30.
To attack a specific body part or other target of similar size, you need a successful attack with the following restrictions:
- Leg: A minimum roll of 30.
- Arm: A minimum roll of 40.
- Hand or Foot: A minimum roll of 40. If against the hand, target drops any item held in that hand.
- Head: A minimum roll of 50, but take a +10 shift (same chance as hitting the arm or hand, but can do more damage).
To make more than one attack in a round, divvy up your skill rating among the number of attacks you want to make. You cannot make more than three attacks per round, unless you’re using a firearm and laying down suppressive fire.
You choose how to divide your skill rating. If you have Struggle at 55% and you want to strike at two targets this round, or make two attacks at the same target, then you could take a 30% and a 35% attack, or a 40% and a 15% attack, or even a 54% and a 1% attack.
To feint and then lunge with a powerful attack, declare a sucker attack and describe the fake move you pull to fool your target: trick him into stepping onto slippery ground, push him back so you can yank him forward when he resists, pretend to hit him high so you can really hit him low, or whatever the GM agrees sounds reasonable. Then make your attack roll this round as normal. If you succeed, you do no damage this round and your attack has no effect except to mislead your enemy.
On you next round, if you attack the same target, roll only one die. Treat this roll as a match. If you roll a 1, your result is 11. If you roll a 7, your result is 77. So if your first attack succeeds, you get an automatic match next round. It might be a matched failure or even a fumble, so use with caution.