Basic Complications

Actions
Actions are the label hellcrashers uses to separate activities that require attention and focus (Actions) and activities that can be performed simultaneously and do not require attention and time (Free Actions). Usually one free action is allowed each round without penalty.

Actions include: Attacking, Dodging, Sprinting, drawing a weapon, reloading, reholstering a gun, taking something out of a pocket, getting in a car, standing up from being knocked prone or from a Belly Down stance and many, many more.

Free Actions include: Saying a few words, dropping something, dropping into a stance, etc.

Multiple Actions
Should a character wish to attempt two actions or three actions in the same round, they suffer a penalty equal to the number of actions the character is taking to each action. No more than three actions can be performed in a single round. Multiple attacks with a melee weapon must be performed with multiple weapons.
Coffin decides he would like to reload his pistol, fire his pistol and leap over his car hood to land behind cover in one round. Reloading his gun requires no roll, so any penalty is ignored for this action. Since he is taking three actions, he incurs a –3 penalty to Aim and Athletics (Leap).

Two Weapon Fighting
Wielding two weapons simultaneously is difficult, but allows a character to make multiple melee attacks in a single round. Two Weapon Fighting is a Multiple Action with an additional –1 penalty to properly coordinate a weapon in each hand. Additionally, without the Ambidextrous merit, a character wielding a weapon in their off-hand suffers an off-hand penalty (-1).

Aiming
By spending a round only aiming a firearm or a melee weapon at a viable target for one round and doing nothing else, the character receives a +1 bonus die to attack that character with that weapon the following round. If a character suffers damage in the round they aim or the following round before they have attacked, they lose the bonus.

A character cannot take any defensive measure while aiming save staying in a stance or in cover, so this is usually only used with melee weapons when hidden and directly preceding an ambush.

Dodge
When an attack is declared against an aware character, the character may chose to Dodge. A character may only dodge if they have yet to act in the round. Dodging is an action that may be executed before one’s turn in the initiative queue and before the attacker rolls their attack. Nonetheless, the character’s initiative rank does not change.

A dodge is a Reflex (Dodge) roll. Each success removes a die from the attacker’s dice pool. To dodge, a character must have room to retreat or terrain which allows obstruction from the attacker’s view.

Moving in Combat
Characters can move 10 feet without penalty in a round. A character can sprint as an action. Each success on an Athletics (Sprint) roll allows the character an additional 10 feet in a round.

Dead to Rights
Dead to Rights is a movie standard.  Once you get the drop on someone and tell 'em to "stick 'em up".   After one round, the Dead to Rights action grants the weapon holder with a minimum +3 dice in Initiative and a +1 die to attack for one round if the victim of Dead to Right decide to attack or bolt.

Helpless Targets
If a combatant wishes to kill a bound, sleeping and otherwise helpless target and has the ability to stand next to the target without risking any harm from combat, they succeed.   No roll required. A GM may chose to add some small chance for failure if it seems reasonable and serves some purpose for the story, but usually they just die.   Dying characters qualify as helpless.

Elements of Combat
Initiative
Attack
Damage
Injuries
Basic Complications
Melee Complications
Firearms Complications
Weapons
Moderate Injuries
Moderate Injuries Table
Severe Injuries
Severe Injuries Table

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