Combat
This section isn't so much an expansion for the combat rules. While I do expanded apon them some this is mainly a more detail explanation by some one who is a native speaker of english. The rules are simple enough to understand, but even the best minds get confused.
InitiativeDetermining order of characters in combat can be done multiple ways.
-Descending speed: Character with highest speed goes first and then the character with the second highest speed goes second and so on. This is a quick and dirt method that can get sloppy fast with a lot of characters.
-Rolling the Dice: Order in combat is determined by some kind of die roll. Typically 2d8+SPD is rolled for all the characters taking place in the combat and the character with the highest roll goes first, second highest goes second, and so on.
-No order: Not used in combat really but some times when exploring a building that has been mapped out a player must wait a turn before moving again. Also some form of combat may take palce. (for example shooting a trap to disable it.)
Attacksthere are three types of attacks: Melee, Ranged, Special
Melee attacks are close ranged combat. To perform a successful melee attack a character rolls a d8 and must roll lower then their power stat. You can attack a target with a melee attack that is in an adjacent square or the same square you are in.
Ranged attacks are long ranged combat. To perform a successful ranged attack a character rolls a d8 and must roll lower then their technique stat. The range of the attack is also determined by your technique stat. Divide the number in half and round up to determine the furthest away you can target with a ranged attack. (for example a character with a 5 in technique can launch a ranged attack at a target up to three squares away.)
Special attacks are typically Magic attacks . Most of the time they exactly like a ranged attack. To hit you must roll lower then your special stat. Maximum range is determined the same way as a ranged attack only using your special stat. Some times specific spells do different things. (see the magic section for more on this)
Damage dealt is typically 1d8. This is modified by items represented by the cards characters acquire in various ways. When your to hit roll comes up as 1 this is a critical hit and it causes the damage you deal to be doubled. Some items and spells modify this so it's easier to get a critical or make the damage multiplier larger. Rolling an 8 on your to hit roll is a critical failure meaning you always miss, and there is typically some other penalty for this as well. (Such as losing an action or taking a small amount of damage)
MovementYou can move a number of squares equal to your speed stat. You can move diagonally or orthogonally (into spaces on top of, on bottom, and to the sides of your square). You can also sacrifice your attack to move up to double your speed. Every two squares moved diagonally counts as 3 points of movement.
Grappling A character can grab an opponent and hold them in place. First a character must succeed on a melee attack then the two combatants make an opposed check. The grappler uses power while the target uses power or speed to break the grasp or slip out. The next round the two have to make another check similar to the first one. If the second check succeeds the target is now pinned and cannot act except try to break the pin by doing an opposed check like before. When pinned the target can do nothing but the grappler can deal damage with a a one handed weapon or unarmed strike.
Unarmed strike When fighting with out a weapon a character can only make a melee attack or magic. The weak unarmed deals damage equal to the characters power stat. However natural weapons and martial arts training can increase this damage. Before being pinned both characters in a grapple can attack each other.
Fighting with two weaponsAny character can fight with two weapons however unless specially trained to do so they take a penalty. When attacking the primary roll is unaffected the secondary roll is rolled at 1d8+1. When trained in two weapon fighting there is no penalty.
Coup De Grace When a character is helpless they can be targeted by a Coup De Grace. This attack automatically hits and is automatically a critical. The character must make a power check rolled at 1d8+2 or die instantly if they would have survived the damage. To preform a coup de grace with a ranged weapon a character must be right next to the target.
Using special abilities in combatUsing your character's special ability in combat is usually is part of or replaces your attack during a turn and as so takes up the same amount of time as a normal attack. Some abilities take longer and its specifies in the descriptions when this is the case.
Mounts in combatA character on a mount is controlled basicly the same way as any other character. The mount moves on the rider's initive using it's speed instead of the riders. A mount can double move like a character. The rider can still attack on a mount's double move however because of it's his attack rolls to hit are rolled at 1d8+2.
Vehicles in combatVehicles are controlled very differently then characters in combat. They have speed categories that reflect how fast a vehicle is relatively moving and they have a character designated as pilot. The faster they move more harder they are to hit and vice versa.
To start out the five speed categories are as follows:
Stationary: Standing still not moving.
Alley Speed: Vehicle is moving at it's speed stat a round.
Street Speed: Vehicle is moving at double it's speed stat a round.
High Way Speed: Vehicle is moving at triple it's speed stat a round.
All Out; Vehicle is moving at four times it's speed stat a round.
All movement is in a strait line a character can turn but if you are moving faster then alley speed you cannot make more then a 45 degree turn. At the beginning of the pilots turn he/she can decide to increase a speed category, decrease a speed category or stay the same. This is the pilots move action. with his/her other action he can to do many different things.
There are stunts you can perform when driving a vehicle. To perform them successfully you must make a Technique check if you fail you loose control of the vehicle. Something I'll explain later.
90 Degree turn: Turn up 90 degrees when moving faster then alley speed.
Side Slip: Slide over one vehicle with
Dash: Increase by one speed category in addition to any increase at the beginning of the turn.
Hard Break: Decrease by one speed category in addition to any decrease at the beginning of the turn.
Avoid Collision: Avoids a collision with another vehicle or obstacle on the road.
When losing control of your vehicle the vehicle simply moves in a strait line at it's current speed category until it collides with something or you regain control. Regaining control just takes a successful technique check.
Attacks rolls are also effected by your speed category your to hit rolls are affected as follows:
Stationary: unaffected
Alley Speed: 1d8+1
Street Speed: 1d8+2
High Way Speed: 1d8+3
All Out: 1d8+4
When Targeting a vehicle moving at the same speed your to hit rolls are rolled at 1d8+1. It's easier to hit a target moving at roughly the same speed.
Collisions are bad they cause damage to both the vehicle and the thing they hit. Damage varies depending on what speed category you are moving in.
Stationary: N/A
Alley Speed: 2d8
Street Speed: 4d8
High Way Speed: 6d8
All Out: 8d8
If a pilot decides not to perform a stunt he can use a one handed weapon make an attack as affected by the speed category.
Because vehicles moves so fast it's better to use a larger scale on your map. A good scale for vehicle chases is were a square is equal to three squares on a normal map. We will call this chase scale. Using chase scale makes it so you don't have to make so many maps. In fact it might just be as well not to make any maps for vehicle combat.
Other characters riding in the vehicle can attack as normal. there attacks are affected by the speed category as normal. There move action can be used for moving around the vehicle or performing some action that is equivalent. A character who jumps out of or is thrown from a moving vehicle must make a speed check or take damage. If the pilot is ejected from the vehicle it is treated as if out of control except decreasing by one speed category each round. Damage recived again depends on speed category:
Stationary: 0
Alley Speed: 1
Street Speed: 1d8
High Way Speed: 2d8
All Out: 3d8
Vehicles are complicated if you have any qeustions send me a PM and I'll do my best to answer them.