Version 4 (Update 06/25/2026)
Combat in RonD6 is designed to be fast, cinematic, and easy to adjudicate. Once Initiative has been determined, each character takes their turn in Initiative order until every participant has acted. This completes one Round. Combat continues until one side is defeated, flees, surrenders, or the encounter otherwise ends. Every attack follows the same basic sequence.
The Combat Sequence
- Determine Initiative.
- Take Actions in Initiative order.
- Resolve attacks and defenses.
- Resolve damage and apply any effects.
Repeat these steps each Round until combat ends.
Making an Attack
When a character attacks, they choose the appropriate combat skill and make a Test against the target’s Defense. Unless modified by circumstances, this is a Standard Opposed Test. Range, cover, Talents, Conditions, and defensive actions may increase this Difficulty.
If the attacker equals or exceeds the required Difficulty, the attack hits. Any additional Successes become Result Points, which may increase damage or activate special combat effects.
Defense
Every character has some ability to avoid or withstand attacks. RonD6 uses two forms of Defense:
- Passive Defense, representing natural awareness, positioning, and equipment.
- Active Defense, representing a deliberate attempt to avoid or block incoming attacks.
A defender chooses whether to actively defend when their turn comes up during the Round.
Active Defense remains in effect until the beginning of the defender’s next turn.
Passive Defense
Passive Defense represents a character’s normal ability to avoid attacks without taking a defensive Action. A character’s Passive Defense is equal to the Standard Test Difficulty, modified by their Passive Agility.
Passive Defense = Standard Test Difficulty + (Passive Agility − 2)
Talents, equipment, shields, cover, Conditions, and other circumstances may further modify a character’s Passive Defense.
Active Defense
A character may spend an Action to actively defend against incoming attacks. An Active Defense replaces the character’s Passive Defense with an Opposed Test against the attacker.
To use an Active Defense, the defender makes the appropriate Defense Test. The attacker then compares their attack Test against the defender’s Defense Test.
If the attacker equals or exceeds the defender’s total, the attack is resolved normally.
If the defender wins the Opposed Test, the attack misses. In addition, any Defense Result Points generated by the Defense Test are added to the character’s Passive Defense until the start of their next turn.
Active Defense is subject to the normal Multiple Action penalty. The appropriate skill depends on the type of defense being used.
| Defense Type | Attribute & Skill | Effective Against |
| Dodge | Agility: Dodge | Ranged and melee attacks |
| Parry | Strength: Melee Weapons | Melee weapon attacks |
| Block | Strength: Fighting | Unarmed attacks |
Full Defense
A character may devote their entire Round to defense. A Full Defense is a Full Action.
When making a Full Defense, the character gains +2D to their Active Defense Test.
Resolve the defense as a normal Active Defense. If the defender wins the Opposed Test, the attack misses, and any Defense Result Points generated are added to the character’s Passive Defense until the start of their next turn.
Because Full Defense requires complete concentration, the character may perform no other Actions during the Round.
Determining Success
After applying all applicable modifiers, the attacker rolls the appropriate combat skill against the target’s Defense Value.
If the attacker’s Test equals or exceeds the target’s Defense Value, the attack hits. Any amount by which the Test exceeds the Defense Value becomes Result Points. Result Points may increase damage or be spent to perform Combat Feats, as described in the Basics chapter.
If the attacker’s Test is lower than the target’s Defense Value, the attack misses. If the target was using an Active Defense or Full Defense, any Defense Result Points generated by the successful Defense Test are added to the target’s Passive Defense until the start of their next turn.
A failed attack does not necessarily mean the attacker completely missed. The Game Master should describe the outcome appropriately, such as a near miss, a glancing blow, a successful parry, or a well-timed dodge.
Range
The effectiveness of most ranged attacks depends on the distance to the target. Every ranged weapon lists four range values: Point Blank, Short, Medium, and Long.
When making a ranged attack, determine which range band the target occupies and apply the appropriate modifier to the Attack Test.
| Range | Distance | Difficulty Modifier |
| Point Blank | 1 Space | +5 |
| Short | As per weapon | 0 |
| Medium | As per weapon | -5 |
| Long | As per weapon | -10 |
Targets beyond a weapon’s Long Range cannot normally be attacked.
Point Blank: A target within 1 Combat Space is considered to be at Point Blank range. Attacks at Point Blank gain a +5 modifier to the Attack Test.
Unarmed attacks may only be made against targets at Point Blank range unless a Talent, weapon property, or Special Ability states otherwise.
Short Range: Short Range is the weapon’s normal effective range and applies no modifier to the Attack Test.
Medium Range: Targets at Medium Range are more difficult to hit. Apply a -5 modifier to the Attack Test.
Long Range: Targets at Long Range are extremely difficult to hit. Apply a -10 modifier to the Attack Test.
The Game Master may apply additional modifiers for poor visibility, weather, moving targets, or other environmental conditions.
Reach
Some melee weapons have exceptional reach, allowing them to strike opponents farther away than normal.
A melee weapon with the Reach property may attack targets beyond the normal Point Blank range. The maximum Reach of a weapon is listed in its profile and is measured in Combat Spaces.
Unless otherwise noted, melee attacks may only target opponents within 1 Combat Space.
