Personal Combat

  • In each round, characters get one turn.
  • Turns happen in order but narratively occur at the same time.
  • A round is roughly 1 minute and each turn allows the character to move and perform an important action.
  1. Determine initiative – Either a Cool (when ready) or Vigilance (unexpected) check. Most s goes first, ties fall to most a.
  2. Prepare initiative slots – Slots are either friend or foe and are filled when a character chooses so.
  3. Take turns in order
  4. End of the round. If the encounter is not over, jump to step 3 to take turns again. Certain effects may end.
  5. End of the encounter. Most effects are stopped, such as fear.

During each turn a character can perform the following:

  • Incidental actions – minor activities such as dropping an item, speaking, pushing a button. No limits but common sense should be used to limit the number of incidentals.
  • One maneuver – activities that do not require a skill check such as moving one range band, opening a door, standing. A second maneuver can be obtained by suffering 2 points of strain.
  • One action – Important activities such as firing a weapon, slicing, first aid. You can also exchange an action for a maneuver.


  • Aim – One of two options:
    • gain on next combat check. Two consecutive rounds aiming gains
    • target a specific item or location. The next combat check suffers or if two consecutive rounds are spent suffer .
  • Assist – Allow an engaged ally to add to his next check.
  • Guarded Stance – Add to any combat check until his next turn but gain 1 melee defense until the next turn as well.
  • Interact with the Environment – Move a large item, open or close a door, take cover, etc.
  • Manage gear – Draw, holster, ready or load a weapon, draw or put away to/from storage.
  • Mount or Dismount – mounting an untrained animal requires a medium () 'Survival' check.
  • Move – Change range increment, engage or disengage from opponent, move within the short range band
  • Drop prone or Stand – Dropping prone adds to all ranged attacks against him but adds to all melee attacks against him.
  • Preparation – Some actions require a preparation step.


  • Ranged attack at engaged targets – Upgrade difficulty to . indicates one of the other engaged targets is hit.
  • Ranged attack while engaged – Opponent gains to next Brawl or Melee check against self. Add if attempting Ranged Light and if attempting Ranged Heavy. Gunnery cannot be used while engaged.
  • Attacking prone target – Gain when attacking with Melee or Brawl. Gain when attacking with Ranged or Gunnery.
  • Attacking while prone – Gain when attacking with Melee or Brawl.
  • Dual weapons – Choose a primary weapon. Use the lower characteristic and lower skill to assemble the dice pool. Difficulty is the higher of the two checks. If the difficulties are the same add and add if different. Primary weapon hits and the secondary weapon hits if spending or . Each hit deals base damage + 1 damage per uncanceled success.
  • Unarmed combat – Attack with Brawl skill check. Base damage is Brawn, engaged range, critical rating of 5 and Disorient 1 and Knockdown qualities. The attacker can choose to target strain instead of wounds.
  • Improvised weapons – Automatically generate . Any or indicates that the weapon breaks. See table 6-5 (pg EotE:212).
  • Size difference – 2 size points larger equals 1 less . 2 size points smaller equals 1 more .

Critical Injuries

You can view the Critical Injury chart here.