Combat

Combat progresses through 6 second turns.

STAGE 1: INITIATIVE
As always, we start with Initiative. Roll Combat Sense.

STAGE 2: ATTACK

  • Unarmed close combat: Unarmed Combat.
  • Armed close combat: Melee.
  • Ranged combat: Small Arms
  • Unarmed Ranged combat: Throwing.

MODIFIERS

  • Acting against someone lower in turn order than you: +1
  • Range: +1 Point Blank, -1 Medium, -2 Long, -3 Extreme
  • Attacker Movement: -1 Walking, -2 Jogging, -3 Running
  • Defender Movement: +1 Jogging, +2 Running, +2 Dodging (Cumulative with movement)
  • Defender Cover: +1 Light, +2 Heavy
  • Aiming: +1 per turn to +3 max
  • All out Attack: +1 with attack, but lose all Defense
  • Burst Fire:
  • Concealment: – 1 Poorly lit, -2 Very dim, -3 Barely lit, -4 Complete darkness.
  • Drawing Weapon: Takes a turn
  • Offhand attack: -2 penalty
  • Specified Location: Torso -1, Leg/Arm -2, Head -3, Hand -4, Eye -5
  • Surprised: No Defense

Damage
Each time you roll a success against an opponent, it does damage. How it affects them depends on the type of damage:

  • Bashing Damage: These are bruises that come from kicking and punching. It heals fast. 1 pt of damage sustained.
  • Lethal Damage: Gunshots, Blades, etc, normally do lethal damage. 2 pts of damage sustained.

As noted before, the Silhouette system has some distinct problems. Because of this, I may end up altering the combat rules, or changing systems entirely until I am satisfied.

Combat

The Paxton Gambit Neon