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Advanced rules

This section is for people who want more details from the system. When you've gotten used to the basic rules, add the ones you like.

Combat options

This section provides more alternatives in combat, especially in melee.

  • Reckless: Disregarding your own safety opens up a few more alternatives: you gain +3 to your attack this turn. On the other hand, anyone attacking you this turn gains +5.
  • Defensive: By keeping your distance and focusing on blocking you become hard to hit. It also means you will have fewer opportunities to strike back. If either one of the opponent's dice are within your Guard, the attack misses. You may attack this turn only if the opponent rolls higher than her Strike with both dice. Defensive fighting counts as an action even if you don't get to attack.

Find Weakness: Specifically targeting the less protected areas, as opposed to the ones that are easiest to hit, incurs a -2 To Hit penalty. If you make several attacks in one turn (Auto), Find Weakness applies only to the first attack.

Armor does not protect from Find Weakness attacks if either die, black or white, is higher than Coverage. For this purpose, the die that is compared to Coverage does not have to be successful to count.

Player versus player: If two players are fighting each other, they reveal their disposition simultaneously: Default, Reckless, or Defensive. One way to do this is to have the players pick up two dice each and hide their hands, before presenting a closed fist above the table. When they're both done, they show what they're holding:

  • A black die: Reckless
  • A white die: Defensive
  • No dice: Default attack


In the basic rules, all attacks are aimed at the head or torso. If the attacker does not specifically target an arm or the legs, the attacks work just like in the basic rules. This section provides two alternatives to this:

  • Disarm: targets a shoulder, arm or hand.
  • Immobilize: targets the hips, legs or feet.

Ranged Immobilize or Disarm attacks incur a -2 penalty to hit.

Disarm: If the attack inflicts a Wound with at least a -3 penalty, the target drops what was held in a hand of the attacker's choice and is unable to use that arm until the wound heals. Disarming Wounds that would ordinarily kill the character enforces a crippled Trait.

Immobilize: If the attack inflicts a Wound with at least a -3 penalty, the target falls to the ground, unable to stand up until the wound heals. A hit that would ordinarily kill the character enforces a crippled Trait.


These rules add a chance of success and a risk of failure even where that would otherwise be impossible.

  • If the black die comes up 1, the roll is always a success. The degree of success is determined by the white die, ignoring the Attribute.
  • If the black die comes up 20, the roll is always a failure. The degree of failure is determined by the white die, ignoring the Attribute.

In other words, there's always a 5% chance of success, and a 5% risk of failure. Note that the GM may veto absurd intentions without a roll, simply stating that the attempt fails.

Advanced melee

These rules require the Combat Options package.

Grappling modifier

Strong characters have an advantage in grappling. The Grappling modifier equals half of the Damage modifier, rounded up, plus Close combat.

Example: A character with a Damage Modifier of 3 and Close Combat -1 has a Grappling modifier of 1 (3/2, rounded up = 2; deduct -1 for Close Combat = 1).

The Grappling modifier is added to the Grapple and Defense stats of melee attacks, just like Close Combat is added to Strike and Guard.

Two distances

Close combat is divided into two distances:

  • Striking distance is when you or the weapon you're holding can directly touch your opponent with just one quick step forward.
  • Grappling distance is when you're close enough to hug your opponent, strangle her, or throw her to the ground.

In Striking distance, the attacker rolls Strike against the Guard – just like in the basic rules. In Grappling distance, the attacker instead rolls Grapple against the target's Defense. In Grappling it is easier to work around the armor: all Grappling attacks have the advantages of Find Weakness.

Unarmed attacks in Grappling ignore all armor (even Coverage 20), representing throws and breaking joints.


Maneuvering is the transition between Striking and Grappling Distance. Most of the time, close combat starts at Striking distance. After each exchange of attacks is resolved, you may roll Agility to alter the distance, if:

  • Your opponent missed completely: both dice in her attack roll were above Guard/Defense
  • Your opponent was hurt or (very) distracted
  • Either fighter was Reckless at Striking Distance
  • Either fighter was Defensive at Grappling Distance
  • If you both miss, were hurt or distracted, the distance doesn't change
  • If you were both Reckless, the distance is now Grappling
  • If you were both Defensive, the distance is now Striking (and no attacks are made)


In less realistic settings, especially in epic duels, the GM could rule that the first few successful attacks do not hit, but cinematically drive the victim backwards. The character may then choose to retreat, or to keep trying. The GM will, of course, not tell the player how many chances the character gets before the successful attack is resolved normally.

en4.0/advanced.txt · Last modified: 2013/08/06 13:53 (external edit)