Cogent 0.7/Combat

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Combat in this version of Cogent proceeds in a tactical round-by-round style (see “Combat actions” below) where characters may take one action on their turn. A combat action is any action which a character could conceivably do in a few seconds, such as moving behind cover, knocking over a table, swinging from a chandelier, or discharging their weapon.

Actions happen simultaneously within a single round, with characters with the higher **REF** being entitled to call out their actions first, though they may wait. Characters with the same **REF** must roll (1d20) against each other to determine their place in the turn order.

## Injury Table

*See: Cogent 0.7/Injuries, Saving Throws, and Healing*

 1 over
 2 over
* ***Bypass Reach Weapon*** *–* Enters melee range against an opponent with a reach weapon, rendering the reach weapon ineffective. The attacking character gets one free attack before the reach weapon wielder takes their next action. Not available to ranged weapons.
 3 over
* ***Trip the opponent or drag them to the ground*** *–* the opponent falls prone, giving them **-4 dice** on their defense rolls. Their opponent may get one more attack on them before they get up on their next turn. Their opponent may attempt to grapple them to keep them on the ground.
 4 over
* ***Disarm the opponent –*** robs the opponent of use of their weapon. It clatters on the ground out of reach. Not available to ranged weapons.
* ***Dismember the opponent’s arm, leg, or extremity*** – which also gives a serious injury to the opponent and robs them of the use of the weapon which they are holding in that hand. Not available to ranged weapons.
 5+ over
* *May select any outcome higher on the table*

## Combat Actions

### General

#### Attacking and Defending

The simplest form of combat action is the choice to attack an opponent directly, by which a character is attempting to inflict an injury on an opponent. The default roll which will be made most often is an attacker’s Weapon Proficiency against a defender’s Survival:

**Attacker:** **▢** 1d2 + ▢▢▢▢ **Weapon Proficiency**
**Defender:** **▢** 1d2 + ▢▢ **STR** + ▢▢▢▢ **Survival**
However, Aoshtai Cogent intends combat to be highly flexible, dynamic, and unique to the fighters, location, and the tactics which they are using. As a result, many skills may be used in combat rolls, both to attack and defend.

For example, say a character is not using their weapon but is instead choosing to leap from a balustrade, grab ahold of a swinging chandelier, and drop-kick the nearest marine. In this case, the attacking character might use acrobatics, resulting in the following roll:

**Attacker:** **▢** 1d2 + ▢▢ **REF** + ▢▢▢▢▢ **Acrobatics**
**Defender:** **▢** 1d2 + ▢▢ **STR** + ▢▢▢▢ **Survival**
There are times when the DM might also ask the defender to use a different skill than survival against an incoming attack. For example, a character might use athletics to defend if they are being shot at while running. They may use a Shields proficiency if they are using a shield, or may use a sword proficiency to block an attack being made against them with a sword they could reasonably block.

#### Drawing and Switching Weapons

Drawing most weapons, or switching weapons, requires an action. This means that characters who begin the combat with their weapons drawn begin with an advantage. The exception to this rule are quick-draw weapons such as handguns and daggers.

#### Sneak Attacks

When an attacker has time to aim, is not under stress, and is not being attacked, such as when hidden from their target (see: stealth rules), they may attempt a sneak attack, making a final stealth roll to do so. If they succeed, the defendant does not roll; their defense against the attack roll is just their armor.

### Melee Actions

#### Charging

Charging at an opponent from range to get into melee with them requires an action, but confers a +4 dice bonus the following turn. So long as the character is charging, they will use **Athletics** or **Acrobatics** as their defensive roll.

#### Melee Flanking

If a character is involved in one-on-one combat with another character, they may be flanked by a second character, who rolls with +4 dice to their attacks.

#### Feint

A character may attempt a feint when attacking a target in melee. This is done by rolling **Deception** before the attack takes place. The defender rolls **Perception**. If the attacker wins, they get to add the difference between their roll and the defender's to the amount of dice they roll on their next attack. If the defender wins, they get to add the difference between their roll and the attackers to the amount of dice they roll on their defense roll and, if applicable, to an attack roll against the attacker which follows immediately thereafter.

#### Grapple

When grappling an unarmed opponent, a character rolls their **Grapple** against their opponent's **Grapple**. Otherwise, the defender may use the weapon proficiency of whatever melee weapon they are currently using. They may also attempt to evade the grapple and attempt to run away, in which case they would use **Athletics** or **Acrobatics**, and a chase would then ensue.

Characters may struggle against someone who has grappled them by rolling their **Grapple** against their opponent's **Grapple**. If the grappled character wins, they are able to get free. If the grappling character wins, they maintain ahold of their opponent and have the opportunity to inflict an injury proportionate to the number of victories they gained over them (see the Injury table).

#### Defensive Stance

Characters with melee weapons or a shield may give up their attack and movement to gain a +4 bonus to their defense rolls between the current turn and the beginning of their next turn.

### Ranged Actions

#### Taking time to aim

Characters with ranged weapons may give up their movement to take time to aim. This causes them to gain advantage on their attack rolls.

#### Taking Cover

When involved in a ranged fight, characters in the open may spend an action dashing into nearby cover. This is their action. So long as they are dashing into cover, the character will use athletics or acrobatics as their defensive roll. At the beginning of the following turn, they may use cover.

#### Using Cover/Concealment

Characters in cover receive 2 points of armor, which means that they receive a default of 2 wins on their defensive rolls. They may also forgo their turn and remain out of sight, remaining unattackable for that turn.

Characters in cover may also attempt to maneuver into a better position to get an angle on their adversary, or to disengage from the combat. Moving into a better position requires a stealth check to see if the character is spotted. If the character is spotted, they must duck behind cover (lose their turn) or attempt to rush the rest of the way into a flanking position. If the flanking character opts to rush, they will be attackable and forced to use athletics or acrobatics in their defensive rolls. In the next turn, they will gain a +4 flanking bonus.

Characters who are in the process of being flanked may withdraw to another form of cover, giving up their turn and halving the number of attack die which the flanking character can use against them. They will be in cover the following turn. Or, they may stand their ground and use their action for something else that round.

#### Sentry

A character may use their action to look out for characters who are behind cover or otherwise trying to employ stealth. They receive +2 on their perception checks. This costs them their action, but if they spot a character attempting a flanking or stealth action, they may take one attack of opportunity against them during their turn.

#### Flanking

In a ranged combat, a character may use their turn to maneuver into a better position. This version of the flanking maneuver assumes the character is maneuvering over open ground. Any opposing characters with ranged weapons who can see them may attack them during the turn. The following turn, they are able to attack from an angle where the defender does not benefit from cover.

Characters who are in the process of being flanked may withdraw to another form of cover, giving up their turn and halving the number of attack die which the flanking character can use against them. They will be in cover the following turn. Or, they may stand their ground and use their action for something else that round.

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