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