Fleaux Combat
Town of the Damned (a Fleaux Adventure) - main page
Turns
Each turn, or round, you get two actions, which normally must be different: move and attack, draw a weapon and attack, etc. To take the same action twice - move twice, attack twice, etc. - you risk Willpower. The except is casting a spell, you can only ever cast one spell per turn.
Initiative
Make a Guts roll: succeed, and you go before the enemy; fail and you act after. A critical success gives you an additional action in the first turn, a critical failure means you only get one action in the first turn.
Attacking
Use an action and roll Melee for a close-combat attack or Shooting for a ranged attack. A critical success inflicts your maximum damage you could roll, plus the result of a damage roll, e.g. 6+d6 for most armed attacks.
You can add an effect to your attack as well by testing Willpower and as long as it doesn't degrade (i.e. you roll a 1 or 2), the effect happens in addition to causing damage. Effects are listed in Using Willpower
Moving
There are four ranges: Close, Nearby, Faraway and Distant. Moving one range 'band' takes on move action.