Version 3.0 (06/25/2026)
Combat Result Points Summary
Many basic combat maneuvers can be accomplished through the Result Points Feats. Here is a short summary of the most common ones.
| Result Point Cost | Combat Feat |
| 1+ | Grapple |
| 1+ | Knockback |
| 1+ | Knockout |
| 2 | Disarm |
| 2 | Knockdown |
| 3 | Crippling Blow |
| 3 | Precision Shot |
All-Out Attack (Melee)
The character throws caution aside in favor of a devastating attack. An All-Out Attack is a Full Action.
The attacker gains +2D to the Attack Test and +1D to Damage. Until the start of their next turn, the character cannot use Active Defense.
Breaking Objects (Melee/Ranged)
A character may attack an object just as they would any other target.
The attacker makes a normal Attack Test against the object’s Defense (if any). If the attack hits, compare the Damage Total to the object’s Damage Resistance Total.
If the Damage Total equals or exceeds the Damage Resistance Total, the object is damaged. The object suffers one level of structural damage for each Result Point generated by the attack. The Game Master determines the effects of each level of structural damage based on the object’s size, construction, and purpose.
Object Toughness
| Construction | Toughness |
| Flimsy (thatch, thin wooden door) | 1D |
| Tough (hardwood door, most weapons) | 2D |
| Sturdy (brick wall, reinforced interior door) | 3D |
| Very Sturdy (castle gate, heavy metal door) | 4D |
| Reinforced (fortifications, vault door, jail cell) | 6D |
The Game Master may modify an object’s Toughness based on its size, thickness, construction, or existing damage.
Burst Fire as Single (Ranged)
A weapon capable of Burst Fire (BF) may instead fire a single round.
This attack uses the weapon’s normal Attack Test and Damage but expends only one round of ammunition with a -2D to damage.
Called Shot (Ranged)
A character may target a specific body part, held item, or vulnerable location instead of making a normal attack. The size of the target determines the Attack Test modifier using the Scale rules. If the attack succeeds, the character achieves the intended effect. Examples include:
- Striking a specific body part.
- Shooting a weapon from an opponent’s hand.
- Pinning clothing to a wall.
- Damaging a vital area.
- Activating or disabling a device.
The Game Master determines any additional effects based on the location struck. If the target is particularly vital, such as the head or heart, the Game Master may award additional damage.
Charge (Melee)
A Full Action. Move at least 2 Combat Spaces and up to twice your Move directly toward a target before making a single melee attack. Gain +2D to the Attack Test and suffer -1 Passive Defense until the start of your next turn. Weapons set to receive a charge gain +2D Damage against the charging character.
Coordinated Attack (Melee/Ranged)
Characters attacking the same target may coordinate their efforts.
For each additional allied attacker beyond the first, every participating attacker gains a +1 pip bonus to their Attack Test, to a maximum bonus of +1D.
A maximum of four attackers may benefit from a Coordinated Attack against the same target.
| Participating Attackers | Attack Bonus |
| 2 | +1 |
| 3 | +2 |
| 4 or more | +1D |
Escape (Melee)
A Grappled character may attempt to break free as an Action.
The character makes a Strength: Fighting Test opposed by the grappler’s Strength: Fighting Test.
If the escaping character equals or exceeds the grappler’s Test, the Grapple immediately ends. Otherwise, the character remains Grappled. A Grappled character may attempt to Escape once per Action.
Full Auto (Ranged)
Only weapons with the Full Auto (FA) fire mode may make a Full Auto attack.
A Full Auto attack is a Full Action. The attacker gains +1D to the Attack Test and +2D to Damage.
Because of the character’s total concentration on maintaining automatic fire, they cannot use Active Defense until the start of their next turn.
Heads Down (Ranged)
A character uses automatic or rapid fire to suppress an area rather than inflict damage.
Heads Down is a Full Action. Instead of resolving damage, the Attack Test becomes an Intimidation Interaction Attack against every target within the affected area.
Each affected target must succeed on an opposed Will Power Test or immediately seek cover, losing their next Action. Targets also suffer any normal effects of the Intimidation interaction.
Lunge (Melee)
A character wielding a melee weapon with the Reach property may make a Lunge to extend the weapon’s Reach by 1 Combat Space for a single attack. A Lunge suffers a -1D modifier to the Attack Test and -1D to the weapon’s Damage. A Lunge is a Basic Action.
Multiple Weapons (Melee or Ranged)
A character may attack with a weapon in each hand during the same Action. The attack is treated as a Multiple Action, with each attack suffering the normal Multiple Action penalty.
If the character attacks with their off hand, that attack suffers an additional -1D penalty unless the character possesses the Ambidextrous Talent.
A character with the Ambidextrous Talent ignores the off-hand penalty.
Prone (Melee/Ranged)
A Prone character is lying on the ground.
Effects:
- Ranged attacks against a Prone character suffer a -5 modifier unless the attacker is within Point Blank range.
- Melee attacks against a Prone character gain a +5 modifier.
- A Prone character’s Movement is reduced to half while crawling.
- Standing from a Prone position requires one Action.
Rapid Fire (Ranged)
A character using a Semi-Automatic weapon may fire multiple rounds at a single target.
Each additional round fired grants +1 to the Attack Test and +1D to Damage, up to the weapon’s ammunition capacity.
Rapid Fire is a Basic Action when firing no more than half the weapon’s remaining ammunition. Firing more than half the remaining ammunition is a Full Action.
Ready a Weapon (Melee/Ranged)
Readying a weapon normally requires one Action. This includes drawing a weapon, unsheathing a blade, retrieving a stowed item, reloading a firearm, or preparing a weapon for use.
Some weapons or devices may require additional Actions to ready, as noted in their descriptions.
The Game Master may require an appropriate Skill Test when attempting to ready a weapon under particularly stressful or difficult circumstances.
Characters with the Quick Draw Talent may Ready eligible weapons as described in that Talent.
Surprise (Any)
A character who catches an opponent completely unaware gains a significant advantage.
A Surprised character cannot use Active Defense against the first attack made against them and suffers a -1D penalty to their Initiative Test during the first Round of combat.
The Game Master determines when Surprise applies. Common examples include ambushes, attacks from concealment, attacks from behind, or any situation in which the target is genuinely unaware of the impending attack.
Sweep Fire (Ranged)
A character sprays an area with automatic or rapid fire rather than carefully aiming.
Sweep is a Full Action. The attacker gains +1D to the Attack Test but suffers -3D to Damage.
The Game Master determines which targets within the affected area may be struck.
