Combat (advanced)

## Weapon and Armor Buffs

* Armor Piercing
	+ Subtracts either 10, 20 or 30 from the enemies armor score when rolling.

### Improvising Weapons

Thrown weapons have a range equal to your strength bonus in meters. Most all melee weapons can be turned into thrown weapons, this takes one action and requires a Ranged Weapon check to hit.

## Actions within combat

* **Flee**. Flees must be agreed upon by the entire party, one character cannot flee on there own. The party must make a collective agility flee, using the highest agility score in the party. On a fail, they cannot flee and must continue combat, on a fumble, the enemy will begin to chase the party. If fleeing with stealth, the party gains a ordinary advantage to the flee test. Certain creatures are able to make a flee attack, for example, a party member with a pistol can fire blindly back at the enemy.
	+ Enemies can flee without a check, the players will always get to chase the enemy.
* **Restraining Attack**. Restrain attacks are typically unarmed, and the character you are aiming to restrain must be your size or smaller. The enemy will be restrained, with all the normal rules applied. It requires a successful strength test to execute
* **Takedown Attack**. Similar to a restrain attack, the character you wish to takedown must be your size or smaller. The enemy will be knocked prone and you will be on top of them. It requires a successful strength test. You can optionally restrain the enemy once there on the ground as well.

## Cover

There are three degrees of cover. They are related to how much of your body is covered.

Half cover, which adds 5 points to the armor score. 3/4 cover, which adds 10 points to the armor score. And total cover which keeps you from being hit or targeted by attacks. On a failure to hit, the hit will land on the cover.

Some cover has a damage threshold and can be broken. This is generally brittle materials like wood.

## Hoard Combat

Sometimes, it is easier to fight a hoard than hundreds upon hundreds of enemies. In this context, a hoard is represented by a blob of enemies on the map. This can take any form the GM desires.

The hoard becomes its own character, with all the stats of the component of the hoard. Health is based off of the size of the hoard, listed below. When health is halved, the hoard must start making resolve tests or break and flee. Players cannot chase a fleeing hoard.

The hoard has one turn, and can make every attack that enemy can make in there turn.

* Small hoard (10-20 enemies). 200 health.
* Medium hoard (20-45 enemies) . 300 health.
* Large hoard (45-85 enemies). 400 health.
* Massive hoard (85+ enemies). 500 health

## Mounted and Vehicle Combat

Vehicle and Mounted combat are very similar, with slight differences. Note that these are not applied to larger boats, see Naval Combat.

If an attack effects your or your mounts movement, you must succeed a difficult agility test or loose control of the vehicle. This can mean falling off your horse, being knocked out of the drivers seat, or your boat capsizing.

Just like a living mount, vehicles have a form of health. This is referred to as Damage Threshold (DT), when a vehicle reaches half of that threshold, it will become damaged. When it makes out the threshold, it will break.

Generally, only ranged combat is possible while mounted. Melee attacks are possible, but range is halved and a Difficult modifier is applied to the check. Some mounts can make attacks, a horse can trample a prone enemy, for example.

If a living mount is knocked prone, you can make a agility test to successfully dismount.

An attacker can target either you or a living mount. They might also target your vehicle if it is large enough.

Some aquatic creatures have a Sink Boat attack, where they can capsize craft smaller or similar in size to them. All of these attacks work two different ways, one where a character is given a reaction attack to deal damage to the creature, which will cause it to let go. Or the other where a character can make a Hard Use Vehicle check to keep the craft steady. On a failure the boat in capsized.

### Chases

Chases works in turns based off of the order of the chase. Players can either move or attack backwards. Characters movement is automatically doubled as they are assumed to be running for the entire chase. Attacking backwards lands them at a difficult disadvantage for all aspects of combat. Only ranged attacks can be made during a chase. All normal rules for cover and movement during combat apply

A chase only ends when either the quarry escapes or is caught. At the end of every round, the quarry and the pursuer will both roll, if the quarry rolls higher they will gain 5 meters, if the pursuer rolls higher they will get 5 meters closer. The default distance for a chase is 10 meters apart. If the pursuer closes the gap completely, they will have caught the quarry. If the quarry becomes 30 meters away, they escape.

In certain environments (a dense jungle or a crowded city), the quarry will be able to make a stealth check (using the highest agility score if there are multiple quarries) to escape the test.

To keep chases fresh, the DM will roll on the provided Chase event tables every turn to determine an obstacle or event.