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===Damage===
 
===Damage===
  
Damage is usually equal to the ''success level'' of the attack roll. For example, an unarmed attack with a success level of 3 deals 3 hit points of damage.
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Damage is usually equal to the ''success level'' of the attack roll.
  
 
Other factors may apply:
 
Other factors may apply:
* Some attacks (especially from weapons) have special effects that increase the damage on a successful hit. The most common effects will be ''"if this attack hits, add +X to the magnitude"'', but there are many different special effects depending on the attack.
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* Some attacks (especially from weapons) have special effects that increase the damage on a successful hit. The most common effects will be ''"if this attack hits, add +X to the damage"'' or ''"if this attack hits, multiply damage dealt by X"'', but there are many different special effects depending on the attack.
* Some effects (most notably armor) will affect the damage of hits against you. The most common effect will be to reduce the magnitude of hits against you, but there are numerous different special effects with different abilities and equipment.
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* Some effects (most notably armor) will affect the damage of hits against you. The most common effect will be ''"when an attack hits you, deduct X from the damage dealt, to a minimum of 0 damage dealt"'', but there are numerous different special effects with different abilities and equipment.
  
 
Damage is applied directly to the receiving character's wound points. When a character is reduced to 0 Wounds, he has been taken out of action. Usually this means death, but the GM can alter this according to dramatic circumstances.
 
Damage is applied directly to the receiving character's wound points. When a character is reduced to 0 Wounds, he has been taken out of action. Usually this means death, but the GM can alter this according to dramatic circumstances.
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* ''Gone'' is gone. You're not even in the same battle.
 
* ''Gone'' is gone. You're not even in the same battle.
  
It takes a single successful '''move action''' to move one step distance relative to someone. The ''Hit Target'' of this check is usually the default (5 or 6), and the Defence of this check depends on the circumstances (for example a clear road has no defence, while a rubble strewn ruin might count as taking off two of your rolled dice).
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It takes a single successful action to move one step distance relative to someone. The ''Hit Target'' of this check is usually the default (5 or 6), and the Defence of this check depends on the circumstances (for example a clear road has no defence, while a rubble strewn ruin might count as taking off two of your rolled dice).
  
 
A failure on a move action indicates that though you are on the move, you haven't gone far enough to change the range step on this action.
 
A failure on a move action indicates that though you are on the move, you haven't gone far enough to change the range step on this action.
  
Note that the [[Flamepunk: Physical Traits|Physical Trait]] ''Athletics'' makes you more efficient at move actions.
 
 
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==System Permutations==
 
==System Permutations==
 
===Aiming===
 
===Aiming===
 
Ordinary combat doesn't allow much time for aiming, but it can be done.
 
 
To aim an attack, you must select your target and spend 3 dice as an automatic action. Then, as long as you don't take any other action (even a reflexive action), and don't lose sight of your target, you are considered to have ''aimed''.
 
 
The next attack you make against that target is an ''aimed attack''. Aimed attacks are exactly the same as normal attacks, but you can choose to pick up any number of dice after the roll, but before defence is applied, and reroll those dice.
 
 
If you choose to reroll a dice, you must accept the new result, even if it is worse than the original. All dice to be rerolled are rerolled at the same time.
 
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===Changing Equipment===
 
 
Holstering or dropping a held item is an automatic action that costs 0 dice.
 
 
Drawing a one handed weapon or item into an empty hand is is an automatic action that costs 1 dice.
 
 
Drawing a two handed weapon or item into two empty hands is is an automatic action that costs 2 dice.
 
 
Removing an item of armour, clothing or other worn item is is an automatic action that costs 3 dice.
 
 
Donning an item of armour, clothing or other worn item is is an automatic action that costs 3 dice.
 
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===Combat and Psychology===
 
 
For more ambitious GMs, it is possible to mesh physical combat with social combat to simulate the effects of battlefield morale. Refer to the chapter [[Flamepunk: Combining Social and Physical Combat|Combining Social and Physical Combat]] for more on this.
 
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===Cover===
 
 
Getting down into cover helps protect you against some attacks.
 
 
If a character is ducked behind cover, but in a position to fire back on those shooting at him, then for all attacks against him (before defence has been applied, but after any rerolls) apply the following effect:
 
 
* '''Poor Cover Effect:''' Remove all attack dice that show a "1" as their face value.
 
 
If a character is in very good cover, such as in a bunker firing out through a slit, then apply the following effect
 
 
* '''Good Cover Effect:''' Remove all attack dice that show a "1 or a 2" as their face value.
 
 
If a character is in so much cover that he cannot be seen at all, then he cannot be attacked.
 
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===No Stacking Defences===
 
===No Stacking Defences===
  
As stated in the basic rules, you can only make a maximum of one reflexive action in response to an action against you.
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===Damage Special Effects===
 
 
Essentially, this means that if someone attacks you, you can dodge, or you can parry, or you can use another defence, but you can't do more than one of those things. Also, you can't "stack" the same defence - you can't, for example, declare three dodges against a single attack.
 
 
 
Note that some paths to avoiding injury don't count as reflexive actions, so can be used freely. Armour, for example, takes no action to use, so will reduce damage in addition to any defence you use. Using Cover also requires no action, and dramatically reduces the effectiveness of ranged attacks that come your way.
 
 
 
Smart characters will look out for these "non-action protections" and use them in addition to dodging.
 
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===Special Effects and Non-Injuring attacks===
 
 
 
In addition to just doing damage, some attacks will inflict special effects.
 
 
 
Sometimes this will be explicit from the rules. For example, for every six on the (post-defence) attack roll an '''Excruiator Whip''' removes one dice from the target's action dice pool.
 
 
 
Sometimes, though, special effects will be a consequence of what the player is trying to do, or a product of the environment. For example, rather than aiming to just kick an enemy, a character could try to kick that enemy off the edge of a cliff.
 
 
 
Generally, achieving a special effect is more difficult than just dealing damage. The GM should reprsent this by adding to the Dodge Defence of the attack.
 
 
 
'''Examples:'''
 
 
 
* Sweeping someone at the legs so they fall over as well as receive damage (and will need an automatic 1 dice action to stand again): +1 Dodge Defence.
 
* Knocking a sword out of someone's hand rather than injuring them: +2 Dodge Defence.
 
* Throwing sand in someone's eyes so they lose the rest of their action dice (but dealing no damage): +2 Dodge Defence.
 
* Stabbing someone's wrist so they are injured AND drop their weapon: +3 Dodge Defence.
 
* Blinding someone by sticking your fingers in their eyes, AND damaging them: +3 Dodge Defence.
 
* Carving a "Z" on someone's vest without cutting them: +4 Dodge Defence.
 
 
 
GMs are encouraged to play loosely with these rules, and use the following guidelines:
 
 
 
* If what a player is doing is fun or cinematic, or plays off the specific combat situation in a cool way, err on the side of low increases in Dodge Defence.
 
* If a player is just angling for an extra advantage, or has used the same trick before in the same combat, err on the side of high increases in Dodge Defence.
 
 
 
You can justify higher Dodge Defence bonuses by saying that an enemy is prepared for that trick now you've done it once already, or by saying that getting the advantage that the player is seeking is harder and less straightforward and effective than just trying to drop their opponent.
 
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===Fighting to Subdue===
 
===Fighting to Subdue===
 
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===Non-injuring attacks===
Optionally an attacking character can fight to subdue rather than kill. This could represent trying to bludgeon someone into subconsciousness, or aiming attacks for limbs to cripple rather than murder.
 
 
 
This works exactly the same as normal attacks, except that when the target is reduced to 0 Wounds, he is subdued rather than killed.
 
 
 
Some attacks, of course, are not suited to being used to subdue. Its hard to subdue someone with a Holocaust Cannon, for example. The ultimate ruling is up to the GM, though player creativity should generally be rewarded rather than penalised.
 
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==Pages Related to this Topic:==
 
==Pages Related to this Topic:==
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* [[Flamepunk: Expanded Damage Rules|Expanded Damage Rules]]
 
* [[Flamepunk: Expanded Damage Rules|Expanded Damage Rules]]
  
* [[Flamepunk: Social Combat|Social Combat]]
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[[Category:Flamepunk]]
* [[Flamepunk: Combining Social and Physical Combat|Combining Social and Physical Combat]]
 
* [[Flamepunk: Action Scenes|Action Scenes]]
 
 
 
* [[Flamepunk: Technology and Weaponry|Technology and Weaponry]]
 
* [[Flamepunk: Magic and Elementalism|Magic and Elementalism]]
 
 
 
* [[Flamepunk: Physical Traits|Physical Traits]]
 
* [[Flamepunk: Arcane Traits|Arcane Traits]]
 
 
 
* [[Flamepunk: Pyros|Pyros]]
 
* [[Flamepunk: Wound Points|Wound Points]]
 
 
 
[[Category:Flamepunk|Combat and Conflict]]
 

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