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THE NEXUS

COMBAT BASICS

Typical Actions and Tests

1. Determine surprise (If necessary) & Roll for initiative

 

2. GM assigns Environmental Modifiers. The players are expected to understand and apply compensation bonuses for their own gear

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3. Determine which situational modifiers for ranged or melee  apply to your attack, or if you are defending reference the Defense Modifiers Table.

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4. The attack test is an opposed test of the attackers

Skill + Agi vs Rea + Int (Typically). The defender might also choose to do full defense; dodge; block or parry which gives more dice.

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5. If the defender wins, it's a miss. If the attacker wins, he adds the net hits to the DV of his attack. If the modified DV  doesn't exceed the armor value (Adjusted for any AP of the attack) of the defender, the damage is stun.

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6. The defender resists using a dice pool = Bod + Armor value. Every hit reduces the # of boxes of damage = DV of attack. The remaining is taken as either stun or physical as appropriate.

COMBAT VIDEO LINKS

RECOIL MODIFIERS

GRENADES

SHOOTING THROUGH BARRIERS

DESTROYING BARRIERS

USING BODIES AS BARRIERS

CHUNKY SALSA

AVOIDING GRENADES

HARDENED ARMOR

IMMUNITY POWER

DUAL WIELDING

SHOTGUN SPREAD

STACKING ARMOR

MULTIPLE ATTACKS ACTION

DISARMING

CLINCH (MELEE COMBAT ACTION)

SURPRISE TEST

AMBUSH

SUBDUING

KNOCKDOWN

COVER

OVERFLOW DAMAGE

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