Table of Contents

Combat Quick Reference

Conflict is a major part of life on Horizon and in its wake, combat is never far away. For most people, it's something to be avoided, but few would go unprepared. A handful of powerful factions and settlements enforce some rules of law within their own territory, making compliant visitors at least a little safer, but their reach is short. Even the strongest among these groups has stood the test of time through instinctive respect for keeping to their own. Their forces stay close and their walls are well guarded; consolidating their strength. Here, you can learn to survive, hopefully, when your weapon and your wits are all you have.

On this page, we will cover: how to make combat tests, how to use Combat Profiles and how to use Augs in combat, along with a few other general rules and features.


Priorities… (Lore)

Priorities… (Lore)


I see you scanning the weapon stalls and I know what you think, Stranger. They are far too expensive for what they are. In truth you are correct, but price-gougers are far from the greatest danger here. Look around you. There is no law, no safety but what you make for yourself and your weapon is the measure of it. A dealer prices their weapons high, because what you buy from their shelves is not a lump of metal and polymer; it is freedom. I can see that you are new to this place and it's clear that you have come a long way, but make no mistake; just because you don't know the people here doesn't mean they don't know you. You are asking yourself why I think so. I watch how the breakers judge your pack; I watch how the children look at your pockets. I don't need to see you myself, because they will never miss an outsider. Life here is harsh, Stranger; and hunger has taught them well in their trade.


I see purpose in your eyes; a belief in great things, but I also see naievety. The best intentions have ended with homes burning in the night and there are worse things than death which sometimes await survivors. You think it can't happen to you, else you would never have come to such a place as this, but faith will not repel bullets or break shackles. You see the slaves? Many of them believed in something at one time and sacrificed everything for it. No doubt, their scars could tell incredible stories to someone like you, just beginning your adventure. But ask yourself; how did they end up in cages? Were they all just weak or stupid? Likely not. Likely, they were just like you, Stranger. Some of them tried to protect too much and spread their strength too thin. Others trusted the wrong people and were betrayed. A few did nothing more than going to the right place at the wrong time. Mistakes. Bad Luck. Things that can happen to anyone. Things that can happen to you, Stranger, if you are not careful. There is one mistake I doubt any of those slaves made however, and that is the mistake that you are about to make. I see you becoming impatient, but there is a point to all this, Stranger. Look. Look closely at those who came before you and learn. Burn that image into your mind. They had a purpose, just like you, but with nobody to fight for that purpose, their dream became ashes in the breeze.


Weapons are indeed expensive stranger. But your dream is a torch you can carry only as long as you are free.



Running Combat

Running combat in Horizon: out of the ashes is a simple, 3 step process, but there are a few things it's useful to know before starting.



STEP 1 - THE COMBAT TEST


BEGINNING THE ROUND



STEP 2 - INITIATIVE




STEP 3 - CHOICES




RECAP





Weapons and Combat Skills

Weapons and Combat Skills

Weapons and Combat Skills
Weapon Skill used Trait Bonus used
Pistols High-Caliber Combat ACU or AGI rank
Shotguns High-Caliber Combat ACU or AGI rank
Sniper Rifles High-Caliber Combat ACU or AGI rank
Assault Rifles Rapid-Fire Combat ACU or STR rank
Machine Guns Rapid-Fire Combat ACU or STR rank
SMGs Rapid-Fire Combat ACU or STR rank
Grenades Special Combat AGI or STR rank
Melee weapons Special Combat AGI or STR rank
Unarmed styles Special Combat AGI or STR rank


Forgotten how to use Skills?

Forgotten how to use Skills?


  • ROLL YOUR DICE
    • When using any Skill, the number of dice to roll is always the same as your Skill rank. If you have 5 ranks in that Skill, then roll 5 dice.

Dice results are easy too, just add up the results you roll:

Die result: 1 2 3 4 5 6
Score: 0 0 0 +1AP +1AP +2AP


  • ADD YOUR TRAIT BONUS
    • Every Skill in the game is linked with at least one Trait.
    • Whenever a Skill is used, it gains bonus AP equal to the highest rank in its linked Traits. This is called the “Trait bonus” and it adds to your dice results.
    • For example, the Awareness Skill is linked to Acuity, so if you have Acuity 3, then you gain +3AP whenever you use the Awareness Skill.


  • TOTAL YOUR DICE RESULTS AND TRAIT BONUS
    • Just add together your dice results and your Trait bonus; that's your score for the test!
    • As an example, if you got +4AP from your dice and +5AP from your Trait bonus, you have a total of (4+5) = 9AP as your score!





Weapon Profiles

During combat, most of your Character's actions will depend on the weapon they are using. Each weapon has a unique set of strengths and weaknesses represented by a simple table called a “Combat Profile”.

You will make a combat test using this profile every round of combat. Based on your AP score for the test, the Combat Profile will tell you how far you can run, how well you can take cover, how much range you have and how much damage you can do that round, so roll high!

You can find a full list of all weapon profiles, along with the Combat Skill you need to use for each weapon below.



High-Caliber Weapons

High-Caliber Weapons

Pistols

Weapon Profile - Rusty Pistol (Tier 1)

Weapon Profile - Rusty Pistol (Tier 1)

Rusty Pistol
Performance Ammunition General
Move:
-5m
Magazine:
3Shots
Cost:
1Bar
Range:
15m
Reload:
+2Shots
Rarity:
Mundane (10AP)
Weight:
2
AP
Score
Lethal
Attack
Special
Attack
Aim
Bonus
Defense
0 - 5 2(3) x2 5(6) x1 +1 10
6 - 10 8 15
11 - 15 12 20
16 - 20 16 25
21 - 25 20 30
26 - 30 24 35
31 - 35 16 40
36 - 40 45
41 - 45 17 50
46 - 50 18 55
51 - 55 19 60
56 - 60 20 65
61 - 65 70
66 - 70 21 75
71 - 75 22 80
76 - 80 23 85
81 - 85 24 90
86 - 90 95
91 - 95 100
96 - 100 105


Weapon Profile - Light Combat Pistol (Tier 2)

Weapon Profile - Light Combat Pistol (Tier 2)

Light Combat Pistol
Magazine: 3Shots Reload: +2Shots Weight: 3 Cost: 8Bar Rarity: Common
AP Damage Defense Move Range
1 5 6 -5 10
2 6 7 -5 10
3 7 8 -5 10
4 8 9 -5 10
5 8 10 -5 10
6 9 11 -5 15
7 10 12 -5 15
8 11 13 -5 15
9 12 14 -5 15
10 12 15 -5 15
11 13 16 Base 20
12 14 17 Base 20
13 15 18 Base 20
14 16 19 Base 20
15 16 20 Base 20
16 17 21 Base 20
17 18 22 Base 20
18 19 23 Base 20
19 20 24 Base 20
20 20 25 Base 20
21 21 26 Base 25
22 22 27 Base 25
23 23 28 Base 25
24 24 29 Base 25
25 24 30 Base 25
26 25 31 Base 30
27 26 32 Base 30
28 27 33 Base 30
29 28 34 Base 30
30 28 35 Base 30


Weapon Profile - Heavy Combat Pistol (Tier 3)

Weapon Profile - Heavy Combat Pistol (Tier 3)

Heavy Combat Pistol
Magazine: 3Shots Reload: +2Shots Weight: 3 Cost: 18Bar Rarity: Uncommon
AP Damage Defense Move Range
1 9 11 -10 10
2 10 12 -10 10
3 11 13 -10 10
4 12 14 -10 10
5 12 15 -10 10
6 13 16 -5 10
7 14 17 -5 10
8 15 18 -5 10
9 16 19 -5 10
10 16 20 -5 10
11 17 21 -5 15
12 18 22 -5 15
13 19 23 -5 15
14 20 24 -5 15
15 20 25 -5 15
16 21 26 Base 20
17 22 27 Base 20
18 23 28 Base 20
19 24 29 Base 20
20 24 30 Base 20
21 25 31 Base 25
22 26 32 Base 25
23 27 33 Base 25
24 28 34 Base 25
25 28 35 Base 25
26 29 36 Base 30
27 30 37 Base 30
28 31 38 Base 30
29 32 39 Base 30
30 32 40 Base 30


Weapon Profile - Hand Cannon (Tier 4)

Weapon Profile - Hand Cannon (Tier 4)

Hand Cannon
Magazine: 3Shots Reload: +2Shots Weight: 4 Cost: 26Bar Rarity: Rare
AP Damage Defense Move Range
1 13 16 -10 10
2 14 17 -10 10
3 15 18 -10 10
4 16 19 -10 10
5 16 20 -10 10
6 17 21 -10 15
7 18 22 -10 15
8 19 23 -10 15
9 20 24 -10 15
10 20 25 -10 15
11 21 26 -5 20
12 22 27 -5 20
13 23 28 -5 20
14 24 29 -5 20
15 24 30 -5 20
16 25 31 -5 25
17 26 32 -5 25
18 27 33 -5 25
19 28 34 -5 25
20 28 35 -5 25
21 29 36 Base 30
22 30 37 Base 30
23 31 38 Base 30
24 32 39 Base 30
25 32 40 Base 30
26 35 35 Base 35
27 36 36 Base 35
28 36 36 Base 35
29 37 37 Base 35
30 38 38 Base 35



Shotguns

Weapon Profile - Rusty Shotgun (Tier 1)

Weapon Profile - Rusty Shotgun (Tier 1)

Rusty Shotgun
Magazine: 4Shots Reload: +2Shots Weight: 6 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -10 20
2 2 2 -10 20
3 3 2 -10 20
4 4 3 -10 20
5 5 4 -10 20
6 6 4 -5 25
7 7 5 -5 25
8 8 6 -5 25
9 9 6 -5 25
10 10 7 -5 25
11 11 8 -5 30
12 12 8 -5 30
13 13 9 -5 30
14 14 10 -5 30
15 15 10 -5 30
16 16 11 Base 35
17 17 12 Base 35
18 18 12 Base 35
19 19 13 Base 35
20 20 14 Base 35
21 21 14 Base 35
22 22 15 Base 35
23 23 16 Base 35
24 24 16 Base 35
25 25 17 Base 35
26 26 18 Base 40
27 27 18 Base 40
28 28 19 Base 40
29 29 20 Base 40
30 30 20 Base 40


Weapon Profile - Light Combat Shotgun (Tier 2)

Weapon Profile - Light Combat Shotgun (Tier 2)

Light Combat Shotgun
Magazine: 6Shots Reload: +2Shots Weight: 8 Cost: 12Bar Rarity: Common
AP Damage Defense Move Range
1 6 4 -10 20
2 7 5 -10 20
3 8 6 -10 20
4 9 6 -10 20
5 10 7 -10 20
6 11 8 -10 25
7 12 8 -10 25
8 13 9 -10 25
9 14 10 -10 25
10 15 10 -10 25
11 16 11 -5 30
12 17 12 -5 30
13 18 12 -5 30
14 19 13 -5 30
15 20 14 -5 30
16 21 14 -5 35
17 22 15 -5 35
18 23 16 -5 35
19 24 16 -5 35
20 25 17 -5 35
21 26 18 Base 35
22 27 18 Base 35
23 28 19 Base 35
24 29 20 Base 35
25 30 20 Base 35
26 31 21 Base 40
27 32 22 Base 40
28 33 22 Base 40
29 34 23 Base 40
30 35 24 Base 40


Weapon Profile - Heavy Combat Shotgun (Tier 3)

Weapon Profile - Heavy Combat Shotgun (Tier 3)

Heavy Combat Shotgun
Magazine: 6Shots Reload: +2Shots Weight: 10 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Speed Range
1 11 8 -15 25
2 12 8 -15 25
3 13 9 -15 25
4 14 10 -15 25
5 15 10 -15 25
6 16 11 -10 30
7 17 12 -10 30
8 18 12 -10 30
9 19 13 -10 30
10 20 14 -10 30
11 21 14 -5 35
12 22 15 -5 35
13 23 16 -5 35
14 24 16 -5 35
15 25 17 -5 35
16 26 18 -5 40
17 27 18 -5 40
18 28 19 -5 40
19 29 20 -5 40
20 30 20 -5 40
21 31 21 -5 40
22 32 22 -5 40
23 33 22 -5 40
24 34 23 -5 40
25 35 24 -5 40
26 36 24 -5 40
27 37 25 -5 40
28 38 26 -5 40
29 39 26 -5 40
30 40 27 -5 40


Weapon Profile - Tactical Flak Cannon (Tier 4)

Weapon Profile - Tactical Flak Cannon (Tier 4)

Tactical Flak Cannon
Magazine: 6Shots Reload: +2Shots Weight: 14 Cost: 40Bar Rarity: Rare
AP Damage Defense Move Range
1 16 11 -20 25
2 17 12 -20 25
3 18 12 -20 25
4 19 13 -20 25
5 20 14 -20 25
6 21 14 -15 30
7 22 15 -15 30
8 23 16 -15 30
9 24 16 -15 30
10 25 17 -15 30
11 26 18 -10 35
12 27 18 -10 35
13 28 19 -10 35
14 29 20 -10 35
15 30 20 -10 35
16 31 21 -10 40
17 32 22 -10 40
18 33 22 -10 40
19 34 23 -10 40
20 35 24 -10 40
21 36 24 -5 40
22 37 25 -5 40
23 38 26 -5 40
24 39 26 -5 40
25 40 27 -5 40
26 41 28 Base 45
27 42 28 Base 45
28 43 29 Base 45
29 44 30 Base 45
30 45 30 Base 45



Sniper Rifles

Weapon Profile - Rusty Hunting Rifle (Tier 1)

Weapon Profile - Rusty Hunting Rifle (Tier 1)

Rusty Hunting Rifle
Magazine: 4Shots Reload: +2Shots Weight: 6 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -15 50
2 2 2 -15 50
3 2 2 -15 50
4 3 3 -15 50
5 4 4 -15 50
6 4 4 -15 100
7 5 5 -15 100
8 6 6 -15 100
9 6 6 -15 100
10 7 7 -15 100
11 8 8 -15 150
12 8 8 -15 150
13 9 9 -15 150
14 10 10 -15 150
15 10 10 -15 150
16 11 11 -10 200
17 12 12 -10 200
18 12 12 -10 200
19 13 13 -10 200
20 14 14 -10 200
21 14 14 -10 200
22 15 15 -10 300
23 16 16 -10 300
24 16 16 -10 300
25 17 17 -10 300
26 18 18 -10 300
27 18 18 -10 300
28 19 19 -10 300
29 20 20 -10 300
30 20 20 -10 300


Weapon Profile - Light Precision Rifle (Tier 2)

Weapon Profile - Light Precision Rifle (Tier 2)

Light Precision Rifle
Magazine: 4Shots Reload: +2Shots Weight: 12 Cost: 12Bar Rarity: Common
AP Damage Defense Move Range
1 4 4 -15 100
2 5 5 -15 100
3 6 6 -15 100
4 6 6 -15 100
5 7 7 -15 100
6 8 8 -15 150
7 8 8 -15 150
8 9 9 -15 150
9 10 10 -15 150
10 10 10 -15 150
11 11 11 -10 200
12 12 12 -10 200
13 12 12 -10 200
14 13 13 -10 200
15 14 14 -10 200
16 14 14 -10 300
17 15 15 -10 300
18 16 16 -10 300
19 16 16 -10 300
20 17 17 -10 300
21 18 18 -10 400
22 18 18 -10 400
23 19 19 -10 400
24 20 20 -10 400
25 20 20 -10 400
26 21 21 -10 400
27 22 22 -10 400
28 22 22 -10 400
29 23 23 -10 400
30 24 24 -10 400


Weapon Profile - Heavy Precision Rifle (Tier 3)

Weapon Profile - Heavy Precision Rifle (Tier 3)

Heavy Precision Rifle
Attacks: 4Shots Reload: +2Shots Weight: 14 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Move Range
1 8 8 -20 100
2 8 8 -20 100
3 9 9 -20 100
4 10 10 -20 100
5 10 10 -20 100
6 11 11 -15 200
7 12 12 -15 200
8 12 12 -15 200
9 13 13 -15 200
10 14 14 -15 200
11 14 14 -15 300
12 15 15 -15 300
13 16 16 -15 300
14 16 16 -15 300
15 17 17 -15 300
16 18 18 -10 400
17 18 18 -10 400
18 19 19 -10 400
19 20 20 -10 400
20 20 20 -10 400
21 21 21 -10 500
22 22 22 -10 500
23 22 22 -10 500
24 23 23 -10 500
25 24 24 -10 500
26 24 24 -10 600
27 25 25 -10 600
28 26 26 -10 600
29 26 26 -10 600
30 27 27 -10 600


Weapon Profile - Precision Long-Cannon (Tier 4)

Weapon Profile - Precision Long-Cannon (Tier 4)

Precision Long-Cannon
Magazine: 4Shots Reload: +2Shots Weight: 16 Cost: 40Bar Rarity: Rare
AP Damage Defense Move Range
1 11 11 -20 300
2 12 12 -20 300
3 12 12 -20 300
4 13 13 -20 300
5 14 14 -20 300
6 14 14 -20 400
7 15 15 -20 400
8 16 16 -20 400
9 16 16 -20 400
10 17 17 -20 400
11 18 18 -15 500
12 18 18 -15 500
13 19 19 -15 500
14 20 20 -15 500
15 20 20 -15 500
16 21 21 -10 600
17 22 22 -10 600
18 22 22 -10 600
19 23 23 -10 600
20 24 24 -10 600
21 24 24 -10 700
22 25 25 -10 700
23 26 26 -10 700
24 26 26 -10 700
25 27 27 -10 700
26 28 28 -10 800
27 28 28 -10 800
28 29 29 -10 800
29 30 30 -10 800
30 30 30 -10 800




Rapid-Fire Weapons

Rapid-Fire Weapons


Assault Rifles

Weapon Profile - Rusty Assault Rifle (Tier 1)

Weapon Profile - Rusty Assault Rifle (Tier 1)

Rusty Assault Rifle
General Ammunition Acquisition
Weight:
8
Magazine:
4 Attacks
Cost:
2Bar
Move / Stealth:
-8
Half Reload:
+2 Attacks
Rarity:
Mundane (10AP)
Range:
60m
Full Reload:
+4 Attacks
Combat Test
AP Score
Initiative
modifier
Lethal
Attack
Damage
(Hits)
Special
Attack
Power
(Hits)
Aim
Bonus
Defense
Bonus
0 - 5 -3 3 (x3) 2 (x1) +1 5
6 - 10 2 4 (x3) 3 (x1) +1 5
11 - 15 7 5 (x3) 4 (x1) +1 10
16 - 20 12 6 (x3) 5 (x1) +2 10
21 - 25 17 7 (x3) 6 (x1) +2 15
26 - 30 22 8 (x3) 7 (x1) +2 15
31 - 35 27 9 (x3) 8 (x1) +3 20
36 - 40 32 10 (x3) 9 (x1) +3 20
41 - 45 37 11 (x3) 10 (x1) +3 25
46 - 50 42 12 (x3) 11 (x1) +4 25
51 - 55 47 13 (x3) 12 (x1) +4 30
56 - 60 52 14 (x3) 13 (x1) +4 30
61 - 65 57 15 (x3) 14 (x1) +5 35
66 - 70 62 16 (x3) 15 (x1) +5 35
71 - 75 67 17 (x3) 16 (x1) +5 40
76 - 80 72 18 (x3) 17 (x1) +6 40
81 - 85 77 19 (x3) 18 (x1) +6 45
86 - 90 82 20 (x3) 19 (x1) +6 45
91 - 95 87 21 (x3) 20 (x1) +7 50
96 - 100 92 22 (x3) 21 (x1) +7 50


Weapon Profile - Light Assault Rifle (Tier 2)

Weapon Profile - Light Assault Rifle (Tier 2)

Light Assault Rifle
Magazine: 10Shots Reload: +5Shots Weight: 10 Cost: 12Bar Rarity: Common
AP Damage Defense Speed Range
1 4 4 -10 30
2 5 5 -10 30
3 6 6 -10 30
4 6 6 -10 30
5 7 7 -10 30
6 8 8 -10 40
7 8 8 -10 40
8 9 9 -10 40
9 10 10 -10 40
10 10 10 -10 40
11 11 11 -5 50
12 12 12 -5 50
13 12 12 -5 50
14 13 13 -5 50
15 14 14 -5 50
16 14 14 -5 60
17 15 15 -5 60
18 16 16 -5 60
19 16 16 -5 60
20 17 17 -5 60
21 18 18 Base 70
22 18 18 Base 70
23 19 19 Base 70
24 20 20 Base 70
25 20 20 Base 70
26 21 21 Base 80
27 22 22 Base 80
28 22 22 Base 80
29 23 23 Base 80
30 24 24 Base 80


Weapon Profile - Heavy Assault Rifle (Tier 3)

Weapon Profile - Heavy Assault Rifle (Tier 3)

Heavy Assault Rifle
Magazine: 10Shots Reload: +5Shots Weight: 12 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Speed Range
1 8 8 -15 40
2 8 8 -15 40
3 9 9 -15 40
4 10 10 -15 40
5 10 10 -15 40
6 11 11 -10 50
7 12 12 -10 50
8 12 12 -10 50
9 13 13 -10 50
10 14 14 -10 50
11 14 14 -10 60
12 15 15 -10 60
13 16 16 -10 60
14 16 16 -10 60
15 17 17 -10 60
16 18 18 -5 70
17 18 18 -5 70
18 19 19 -5 70
19 20 20 -5 70
20 20 20 -5 70
21 21 21 -5 80
22 22 22 -5 80
23 22 22 -5 80
24 23 23 -5 80
25 24 24 -5 80
26 24 24 Base 90
27 25 25 Base 90
28 26 26 Base 90
29 26 26 Base 90
30 27 27 Base 90


Weapon Profile - Tactical Auto-Cannon (Tier 4)

Weapon Profile - Tactical Auto-Cannon (Tier 4)

Tactical Auto-Cannon
Magazine: 10Shots Reload: +5Shots Weight: 14 Cost: 40Bar Rarity: Rare
AP Damage Defense Speed Range
1 14 14 -15 50
2 15 15 -15 50
3 16 16 -15 50
4 16 16 -15 50
5 17 17 -15 50
6 18 18 -15 60
7 18 18 -15 60
8 19 19 -15 60
9 20 20 -15 60
10 20 20 -15 60
11 21 21 -10 70
12 22 22 -10 70
13 22 22 -10 70
14 23 23 -10 70
15 24 24 -10 70
16 24 24 -10 80
17 25 25 -10 80
18 26 26 -10 80
19 26 26 -10 80
20 27 27 -5 80
21 28 28 -5 90
22 28 28 -5 90
23 29 29 -5 90
24 30 30 -5 90
25 30 30 -5 90
26 31 31 -5 100
27 32 32 -5 100
28 32 32 -5 100
29 33 33 -5 100
30 34 34 -5 100



Machine Guns

Weapon Profile - Rusty SAW (Squad Assault Weapon) (Tier 1)

Weapon Profile - Rusty SAW (Squad Assault Weapon) (Tier 1)

Rusty SAW (Squad Assault Weapon)
Magazine: 12Shots Reload: +3Shots Weight: 12 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -15 30
2 2 2 -15 30
3 3 2 -15 30
4 4 3 -15 30
5 4 4 -15 30
6 5 4 -15 35
7 6 5 -15 35
8 7 6 -15 35
9 8 6 -15 35
10 8 7 -15 35
11 9 8 -15 40
12 10 8 -15 40
13 11 9 -15 40
14 12 10 -15 40
15 12 10 -15 40
16 13 11 -10 45
17 14 12 -10 45
18 15 12 -10 45
19 16 13 -10 45
20 16 14 -10 45
21 17 14 -10 50
22 18 15 -10 50
23 19 16 -10 50
24 20 16 -10 50
25 20 17 -10 50
26 21 18 -10 55
27 22 18 -10 55
28 23 19 -10 55
29 24 20 -10 55
30 24 20 -10 55


Weapon Profile - LMG (Light Machine Gun) (Tier 2)

Weapon Profile - LMG (Light Machine Gun) (Tier 2)

LMG (Light Machine Gun)
Magazine: 15Shots Reload: +3Shots Weight: 16 Cost: 12Bar Rarity: Common
AP Damage Defense Move Range
1 5 4 -15 30
2 6 5 -15 30
3 7 6 -15 30
4 8 6 -15 30
5 8 7 -15 30
6 9 8 -15 35
7 10 8 -15 35
8 11 9 -15 35
9 12 10 -15 35
10 12 10 -15 35
11 13 11 -15 40
12 14 12 -15 40
13 15 12 -15 40
14 16 13 -15 40
15 16 14 -15 40
16 17 14 -10 45
17 18 15 -10 45
18 19 16 -10 45
19 20 16 -10 45
20 20 17 -10 45
21 21 18 -10 50
22 22 18 -10 50
23 23 19 -10 50
24 24 20 -10 50
25 24 20 -10 50
26 25 21 -10 55
27 26 22 -10 55
28 27 22 -10 55
29 28 23 -10 55
30 28 24 -10 55


Weapon Profile - HMG (Heavy Machine Gun) (Tier 3)

Weapon Profile - HMG (Heavy Machine Gun) (Tier 3)

Magazine: 15Shots Reload: +3Shots Weight: 18 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Move Range
1 9 8 -20 35
2 10 8 -20 35
3 11 9 -20 35
4 12 10 -20 35
5 12 10 -20 35
6 13 11 -20 40
7 14 12 -20 40
8 15 12 -20 40
9 16 13 -20 40
10 16 14 -20 40
11 17 14 -15 45
12 18 15 -15 45
13 19 16 -15 45
14 20 16 -15 45
15 20 17 -15 45
16 21 18 -15 50
17 22 18 -15 50
18 23 19 -15 50
19 24 20 -15 50
20 24 20 -15 50
21 25 21 -10 55
22 26 22 -10 55
23 27 22 -10 55
24 28 23 -10 55
25 28 24 -10 55
26 29 24 -10 60
27 30 25 -10 60
28 31 26 -10 60
29 32 26 -10 60
30 32 27 -10 60


Weapon Profile - Tactical Vulcan (Tier 4)

Weapon Profile - Tactical Vulcan (Tier 4)

Tactical Vulcan
Magazine: 18Shots Reload: +3Shots Weight: 20 Cost: 40Bar Rarity: Rare
AP Damage Defense Move Range
1 5 4 -15 30
2 6 5 -15 30
3 7 6 -15 30
4 8 6 -15 30
5 8 7 -15 30
6 9 8 -15 35
7 10 8 -15 35
8 11 9 -15 35
9 12 10 -15 35
10 12 10 -15 35
11 13 11 -15 40
12 14 12 -15 40
13 15 12 -15 40
14 16 13 -15 40
15 16 14 -15 40
16 17 14 -10 45
17 18 15 -10 45
18 19 16 -10 45
19 20 16 -10 45
20 20 17 -10 45
21 21 18 -10 50
22 22 18 -10 50
23 23 19 -10 50
24 24 20 -10 50
25 24 20 -10 50
26 25 21 -10 55
27 26 22 -10 55
28 27 22 -10 55
29 28 23 -10 55
30 28 24 -10 55



SMGs (Sub-Machine Guns)

Weapon Profile - Rusty SMG (Tier 1)

Weapon Profile - Rusty SMG (Tier 1)

Rusty SMG
Magazine: 6Shots Reload: +3Shots Weight: 4 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -15 20
2 2 2 -15 20
3 3 2 -15 20
4 4 3 -15 20
5 4 4 -15 20
6 5 4 -10 25
7 6 5 -10 25
8 7 6 -10 25
9 8 6 -10 25
10 8 7 -10 25
11 9 8 -5 30
12 10 8 -5 30
13 11 9 -5 30
14 12 10 -5 30
15 12 10 -5 30
16 13 11 -5 30
17 14 12 -5 30
18 15 12 -5 30
19 16 3 -5 30
20 16 14 -5 30
21 17 14 Base 35
22 18 15 Base 35
23 19 16 Base 35
24 20 16 Base 35
25 20 17 Base 35
26 21 18 Base 40
27 22 18 Base 40
28 23 19 Base 40
29 24 20 Base 40
30 24 20 Base 40


Weapon Profile - Light Combat SMG (Tier 2)

Weapon Profile - Light Combat SMG (Tier 2)

Light Combat SMG
Magazine: 6Shots Reload: +3Shots Weight: 8 Cost: 12Bar Rarity: Common
AP Damage Defense Move Range
1 5 4 -15 25
2 6 5 -15 25
3 7 6 -15 25
4 8 6 -15 25
5 8 7 -15 25
6 9 8 -10 30
7 10 8 -10 30
8 11 9 -10 30
9 12 10 -10 30
10 12 10 -10 30
11 13 11 -10 35
12 14 12 -10 35
13 15 12 -10 35
14 16 3 -10 35
15 16 14 -10 35
16 17 14 -5 35
17 18 15 -5 35
18 19 16 -5 35
19 20 16 -5 35
20 20 17 -5 35
21 21 18 -5 40
22 22 18 -5 40
23 23 19 -5 40
24 24 20 -5 40
25 24 20 -5 40
26 25 21 Base 45
27 26 22 Base 45
28 27 22 Base 45
29 28 23 Base 45
30 28 24 Base 45


Weapon Profile - Heavy Combat SMG (Tier 3)

Weapon Profile - Heavy Combat SMG (Tier 3)

Heavy Combat SMG
Magazine: 6Shots Reload: +3Shots Weight: 10 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Move Range
1 9 8 -15 30
2 10 8 -15 30
3 11 9 -15 30
4 12 10 -15 30
5 12 10 -15 30
6 13 11 -10 35
7 14 12 -10 35
8 15 12 -10 35
9 16 3 -10 35
10 16 14 -10 35
11 17 14 -10 35
12 18 15 -10 35
13 19 16 -10 35
14 20 16 -10 35
15 20 17 -10 35
16 21 18 -5 40
17 22 18 -5 40
18 23 19 -5 40
19 24 20 -5 40
20 24 20 -5 40
21 25 21 -5 45
22 26 22 -5 45
23 27 22 -5 45
24 28 23 -5 45
25 28 24 -5 45
26 29 24 Base 50
27 30 25 Base 50
28 31 26 Base 50
29 32 26 Base 50
30 32 27 Base 50


Weapon Profile - Micro Minigun (Tier 4)

Weapon Profile - Micro Minigun (Tier 4)

Micro Minigun
Attacks: Reload: Weight: Cost: Rarity:
AP Damage Defense Move Range
1 13 11 -20
2 14 12 -20
3 15 12 -20
4 16 3 -20
5 16 14 -20
6 17 14 -15
7 18 15 -15
8 19 16 -15
9 20 16 -15
10 20 17 -15
11 21 18 -15
12 22 18 -15
13 23 19 -15
14 24 20 -15
15 24 20 -15
16 25 21 -10
17 26 22 -10
18 27 22 -10
19 28 23 -10
20 28 24 -5
21 29 24 -5
22 30 25 -5
23 31 26 -5
24 32 26 -5
25 32 27 -5
26 33 28 -5
27 34 28 -5
28 35 29 -5
29 36 30 -5
30 36 30 -5




Special Weapons

Special Weapons


Grenades

Weapon Profile - Scrap Grenade (Tier 1)

Weapon Profile - Scrap Grenade (Tier 1)

Scrap Grenade
Magazine: 1Throw Reload: None Weight: 1 Cost: 0.5Bar Rarity: Ubiquitous
AP Damage per Target Defense Move Range
1 25/20/15/10/5 1 -5 20
2 25/20/15/10/5 2 -5 20
3 26/21/16/11/6 3 -5 20
4 26/21/16/11/6 4 -5 20
5 27/22/17/12/7 5 -5 20
6 27/22/17/12/7 6 -5 30
7 28/23/18/13/8 7 -5 30
8 28/23/18/13/8 8 -5 30
9 29/24/19/14/9 9 -5 30
10 29/24/19/14/9 10 -5 30
11 30/25/20/15/10 11 Base 35
12 30/25/20/15/10 12 Base 35
13 31/26/21/16/11 13 Base 35
14 31/26/21/16/11 14 Base 35
15 32/27/22/17/12 15 Base 35
16 32/27/22/17/12 16 Base 40
17 33/28/23/18/13 17 Base 40
18 33/28/23/18/13 18 Base 40
19 34/29/24/19/14 19 Base 40
20 34/29/24/19/14 20 Base 40
21 35/30/25/20/15 21 Base 45
22 35/30/25/20/15 22 Base 45
23 36/31/26/21/16 23 Base 45
24 36/31/26/21/16 24 Base 45
25 37/32/27/22/17 25 Base 45
26 37/32/27/22/17 26 Base 50
27 38/33/28/23/18 27 Base 50
28 38/33/28/23/18 28 Base 50
29 39/34/29/24/19 29 Base 50
30 39/34/29/24/19 30 Base 50


Weapon Profile - Light Military Grenade (Tier 2)

Weapon Profile - Light Military Grenade (Tier 2)

Light Military Grenade
Magazine: 1Throw Reload: None Weight: 0.5 Cost: 0.5Bar Rarity: Common
AP Damage per Target Defense Move Range
1 30/25/20/15/10 6 -5 20
2 30/25/20/15/10 7 -5 20
3 31/26/21/16/11 8 -5 20
4 31/26/21/16/11 9 -5 20
5 32/27/22/17/12 10 -5 20
6 32/27/22/17/12 11 -5 30
7 33/28/23/18/13 12 -5 30
8 33/28/23/18/13 13 -5 30
9 34/29/24/19/14 14 -5 30
10 34/29/24/19/14 15 -5 30
11 35/30/25/20/15 16 Base 35
12 35/30/25/20/15 17 Base 35
13 36/31/26/21/16 18 Base 35
14 36/31/26/21/16 19 Base 35
15 37/32/27/22/17 20 Base 35
16 37/32/27/22/17 21 Base 40
17 38/33/28/23/18 22 Base 40
18 38/33/28/23/18 23 Base 40
19 39/34/29/24/19 24 Base 40
20 39/34/29/24/19 25 Base 40
21 40/35/30/25/20 26 Base 45
22 40/35/30/25/20 27 Base 45
23 41/36/31/26/21 28 Base 45
24 41/36/31/26/21 29 Base 45
25 42/37/32/27/22 30 Base 45
26 42/37/32/27/22 31 Base 50
27 43/38/33/28/23 32 Base 50
28 43/38/33/28/23 33 Base 50
29 44/39/34/29/24 34 Base 50
30 44/39/34/29/24 35 Base 50


Weapon Profile - Heavy Military Grenade (Tier 3)

Weapon Profile - Heavy Military Grenade (Tier 3)

Heavy Military Grenade
Magazine: 1Throw Reload: None Weight: 1 Cost: 1Bar Rarity: Uncommon
AP Damage per Target Defense Move Range
1 31/26/21/16/11 11 -5 20
2 32/27/22/17/12 12 -5 20
3 32/27/22/17/12 13 -5 20
4 32/27/22/17/12 14 -5 20
5 33/28/23/18/13 15 -5 20
6 33/28/23/18/13 16 -5 30
7 33/28/23/18/13 17 -5 30
8 34/29/24/19/14 18 -5 30
9 34/29/24/19/14 19 -5 30
10 34/29/24/19/14 20 -5 30
11 35/30/25/20/15 21 Base 35
12 35/30/25/20/15 22 Base 35
13 35/30/25/20/15 23 Base 35
14 36/31/26/21/16 24 Base 35
15 36/31/26/21/16 25 Base 35
16 36/31/26/21/16 26 Base 40
17 37/32/27/22/17 27 Base 40
18 37/32/27/22/17 28 Base 40
19 37/32/27/22/17 29 Base 40
20 38/33/28/23/18 30 Base 40
21 38/33/28/23/18 31 Base 45
22 38/33/28/23/18 32 Base 45
23 39/34/29/24/19 33 Base 45
24 39/34/29/24/19 34 Base 45
25 39/34/29/24/19 35 Base 45
26 40/35/30/25/20 36 Base 50
27 40/35/30/25/20 37 Base 50
28 40/35/30/25/20 38 Base 50
29 41/36/31/26/21 39 Base 50
30 41/36/31/26/21 40 Base 50


Weapon Profile - H.O.L.Y. (High-explosive, Omni-directional, Lacerating Yield) Grenade (Tier 4)

Weapon Profile - H.O.L.Y. (High-explosive, Omni-directional, Lacerating Yield) Grenade (Tier 4)

H.O.L.Y.
Magazine: 1Throw Reload: None Weight: 1.5 Cost: 1Bar Rarity: Rare
AP Damage per Target Defense Move Range
1 35/30/25/20/15 16 -5 20
2 35/30/25/20/15 17 -5 20
3 36/31/26/21/16 18 -5 20
4 36/31/26/21/16 19 -5 20
5 37/32/27/22/17 20 -5 20
6 37/32/27/22/17 21 -5 25
7 38/33/28/23/18 22 -5 25
8 38/33/28/23/18 23 -5 25
9 39/34/29/24/19 24 -5 25
10 39/34/29/24/19 25 -5 25
11 40/35/30/25/20 26 -5 30
12 40/35/30/25/20 27 -5 30
13 41/36/31/26/21 28 -5 30
14 41/36/31/26/21 29 -5 30
15 42/37/32/27/22 30 -5 30
16 42/37/32/27/22 31 Base 35
17 43/38/33/28/23 32 Base 35
18 43/38/33/28/23 33 Base 35
19 44/39/34/29/24 34 Base 35
20 44/39/34/29/24 35 Base 35
21 45/40/35/30/25 36 Base 40
22 45/40/35/30/25 37 Base 40
23 46/41/36/31/26 38 Base 40
24 46/41/36/31/26 39 Base 40
25 47/42/37/32/27 40 Base 40
26 47/42/37/32/27 41 Base 45
27 48/43/38/33/28 42 Base 45
28 48/43/38/33/28 43 Base 45
29 49/44/39/34/29 44 Base 45
30 49/44/39/34/29 45 Base 45



Melee

Weapon Profile - Rusty Weapon (Tier 1)

Weapon Profile - Rusty Weapon (Tier 1)

Rusty Shiv
Magazine: None/1Throw Reload: None Weight: 2 Cost: 1Bar Rarity: Ubiqitous
AP Damage Defense Move Range
1 1 1 -10 Melee / 3
2 2 2 -10 Melee / 3
3 3 2 -10 Melee / 3
4 4 3 -10 Melee / 3
5 5 4 -10 Melee / 3
6 6 4 -5 Melee / 4
7 7 5 -5 Melee / 4
8 8 6 -5 Melee / 4
9 9 6 -5 Melee / 4
10 10 7 -5 Melee / 4
11 11 8 -5 Melee / 5
12 12 8 -5 Melee / 5
13 13 9 -5 Melee / 5
14 14 10 -5 Melee / 5
15 15 10 -5 Melee / 5
16 16 11 Base Melee / 6
17 17 12 Base Melee / 6
18 18 12 Base Melee / 6
19 19 13 Base Melee / 6
20 20 14 Base Melee / 6
21 21 14 Base Melee / 8
22 22 15 Base Melee / 8
23 23 16 Base Melee / 8
24 24 16 Base Melee / 8
25 25 17 Base Melee / 8
26 26 18 Base Melee / 10
27 27 18 Base Melee / 10
28 28 19 Base Melee / 10
29 29 20 Base Melee / 10
30 30 20 Base Melee / 10


Weapon Profile - Simple Weapon (Tier 2)

Weapon Profile - Simple Weapon (Tier 2)

Simple Weapon
Magazine: None/1Throw Reload: None Weight: 2 Cost: 2Bar Rarity: Common
AP Damage Defense Move Range
1 6 4 -10 Melee / 3
2 7 5 -10 Melee / 3
3 8 6 -10 Melee / 3
4 9 6 -10 Melee / 3
5 10 7 -10 Melee / 3
6 11 8 -5 Melee / 4
7 12 8 -5 Melee / 4
8 13 9 -5 Melee / 4
9 14 10 -5 Melee / 4
10 15 10 -5 Melee / 4
11 16 11 -5 Melee / 5
12 17 12 -5 Melee / 5
13 18 12 -5 Melee / 5
14 19 13 -5 Melee / 5
15 20 14 -5 Melee / 5
16 21 14 Base Melee / 6
17 22 15 Base Melee / 6
18 23 16 Base Melee / 6
19 24 16 Base Melee / 6
20 25 17 Base Melee / 6
21 26 18 Base Melee / 8
22 27 18 Base Melee / 8
23 28 19 Base Melee / 8
24 29 20 Base Melee / 8
25 30 20 Base Melee / 8
26 31 21 Base Melee / 10
27 32 22 Base Melee / 10
28 33 22 Base Melee / 10
29 34 23 Base Melee / 10
30 35 24 Base Melee / 10


Weapon Profile - Refined Weapon (Tier 3)

Weapon Profile - Refined Weapon (Tier 3)

Refined Weapon
Magazine: Reload: Weight: Cost: Rarity:
AP Damage Defense Move Range
1 11 11 -10 Melee / 3
2 12 12 -10 Melee / 3
3 13 12 -10 Melee / 3
4 14 13 -10 Melee / 3
5 15 14 -10 Melee / 3
6 16 14 -5 Melee / 4
7 17 15 -5 Melee / 4
8 18 16 -5 Melee / 4
9 19 16 -5 Melee / 4
10 20 17 -5 Melee / 4
11 21 18 -5 Melee / 5
12 22 18 -5 Melee / 5
13 23 19 -5 Melee / 5
14 24 20 -5 Melee / 5
15 25 20 -5 Melee / 5
16 26 21 Base Melee / 6
17 27 22 Base Melee / 6
18 28 22 Base Melee / 6
19 29 23 Base Melee / 6
20 30 24 Base Melee / 6
21 31 24 Base Melee / 8
22 32 25 Base Melee / 8
23 33 26 Base Melee / 8
24 34 26 Base Melee / 8
25 35 27 Base Melee / 8
26 36 28 Base Melee / 10
27 37 28 Base Melee / 10
28 38 29 Base Melee / 10
29 39 30 Base Melee / 10
30 40 30 Base Melee / 10


Weapon Profile - Advanced Weapon (Tier 4)

Weapon Profile - Advanced Weapon (Tier 4)

Advanced Weapon
Magazine: None/1Throw Reload: None Weight: 3 Cost: 6Bar Rarity: Rare
AP Damage Defense Move Range
1 16 14 -15 Melee / 3
2 17 15 -15 Melee / 3
3 18 16 -15 Melee / 3
4 19 16 -15 Melee / 3
5 20 17 -15 Melee / 3
6 21 18 -10 Melee / 4
7 22 18 -10 Melee / 4
8 23 19 -10 Melee / 4
9 24 20 -10 Melee / 4
10 25 20 -10 Melee / 4
11 26 21 -5 Melee / 5
12 27 22 -5 Melee / 5
13 28 22 -5 Melee / 5
14 29 23 -5 Melee / 5
15 30 24 -5 Melee / 5
16 31 24 Base Melee / 6
17 32 25 Base Melee / 6
18 33 26 Base Melee / 6
19 34 26 Base Melee / 6
20 35 27 Base Melee / 6
21 36 28 Base Melee / 8
22 37 28 Base Melee / 8
23 38 29 Base Melee / 8
24 39 30 Base Melee / 8
25 40 30 Base Melee / 8
26 41 31 Base Melee / 10
27 42 32 Base Melee / 10
28 43 32 Base Melee / 10
29 44 33 Base Melee / 10
30 45 34 Base Melee / 10



Unarmed

Weapon Profile - Kick-Boxing (Tier 1)

Weapon Profile - Kick-Boxing (Tier 1)

Kick-Boxing
Magazine: None Reload: None Weight: None Cost: 1Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 Base Melee
2 2 2 Base Melee
3 2 3 Base Melee
4 3 4 Base Melee
5 4 5 Base Melee
6 4 6 Base Melee
7 5 7 Base Melee
8 6 8 Base Melee
9 6 9 Base Melee
10 7 10 Base Melee
11 8 11 Base Melee
12 8 12 Base Melee
13 9 13 Base Melee
14 10 14 Base Melee
15 10 15 Base Melee
16 11 16 Base Melee
17 12 17 Base Melee
18 12 18 Base Melee
19 13 19 Base Melee
20 14 20 Base Melee
21 14 21 +5 Melee
22 15 22 +5 Melee
23 16 23 +5 Melee
24 16 24 +5 Melee
25 17 25 +5 Melee
26 18 26 +5 Melee
27 18 27 +5 Melee
28 19 28 +5 Melee
29 20 29 +5 Melee
30 20 30 +5 Melee


Weapon Profile - Silat (Tier 2)

Weapon Profile - Silat (Tier 2)

Silat
Magazine: None Reload: None Weight: None Cost: 2Bar Rarity: Common
AP Damage Defense Move Range
1 4 6 Base Melee
2 5 7 Base Melee
3 6 8 Base Melee
4 6 9 Base Melee
5 7 10 Base Melee
6 8 11 Base Melee
7 8 12 Base Melee
8 9 13 Base Melee
9 10 14 Base Melee
10 10 15 Base Melee
11 11 16 Base Melee
12 12 17 Base Melee
13 12 18 Base Melee
14 13 19 Base Melee
15 14 20 Base Melee
16 14 21 +5 Melee
17 15 22 +5 Melee
18 16 23 +5 Melee
19 16 24 +5 Melee
20 17 25 +5 Melee
21 18 26 +5 Melee
22 18 27 +5 Melee
23 19 28 +5 Melee
24 20 29 +5 Melee
25 20 30 +5 Melee
26 21 31 +5 Melee
27 22 32 +5 Melee
28 22 33 +5 Melee
29 23 34 +5 Melee
30 24 35 +5 Melee


Weapon Profile - LINE (Tier 3)

Weapon Profile - LINE (Tier 3)

LINE
Magazine: None Reload: None Weight: None Cost: 6Bar Rarity: Uncommon
AP Damage Defense Move Range
1 8 11 Base Melee
2 8 12 Base Melee
3 9 13 Base Melee
4 10 14 Base Melee
5 10 15 Base Melee
6 11 16 Base Melee
7 12 17 Base Melee
8 12 18 Base Melee
9 13 19 Base Melee
10 14 20 Base Melee
11 14 21 +5 Melee
12 15 22 +5 Melee
13 16 23 +5 Melee
14 16 24 +5 Melee
15 17 25 +5 Melee
16 18 26 +5 Melee
17 18 27 +5 Melee
18 19 28 +5 Melee
19 20 29 +5 Melee
20 20 30 +5 Melee
21 21 31 +5 Melee
22 22 32 +5 Melee
23 22 33 +5 Melee
24 23 34 +5 Melee
25 24 35 +5 Melee
26 24 36 +5 Melee
27 25 37 +5 Melee
28 26 38 +5 Melee
29 26 39 +5 Melee
30 27 40 +5 Melee


Weapon Profile - Krav Maga (Tier 4)

Weapon Profile - Krav Maga (Tier 4)

Krav Maga
Magazine: None Reload: None Weight: None Cost: 12Bar Rarity: Rare
AP Damage Defense Move Range
1 11 16 Base Melee
2 12 17 Base Melee
3 12 18 Base Melee
4 13 19 Base Melee
5 14 20 Base Melee
6 14 21 Base Melee
7 15 22 Base Melee
8 16 23 Base Melee
9 16 24 Base Melee
10 17 25 Base Melee
11 18 26 +5 Melee
12 18 27 +5 Melee
13 19 28 +5 Melee
14 20 29 +5 Melee
15 20 30 +5 Melee
16 21 31 +5 Melee
17 22 32 +5 Melee
18 22 33 +5 Melee
19 23 34 +5 Melee
20 24 35 +5 Melee
21 24 36 +5 Melee
22 25 37 +5 Melee
23 26 38 +5 Melee
24 26 39 +5 Melee
25 27 40 +5 Melee
26 28 41 +5 Melee
27 28 42 +5 Melee
28 29 43 +5 Melee
29 30 44 +5 Melee
30 30 45 +5 Melee






Combat Actions

While in combat, most actions that you need can be found on the Combat Profile for the weapon they are using. See the Combat Profiles List section. Most Skills are generally not very useful during combat, but a few of them are well suited to the task. Below are descriptions for a few Skills commonly used in the midst of a fight. Further down is the full list of the Combat Profile actions used by all weapons.


The Basics

The Basics


  • ACTIONS
    • Characters normally make 2 actions per turn, using their combat profile.
    • These actions can be used in any combination and most can be used multiple times. See details of each action below.
    • Actions include:
      • Attack
      • Defend
      • Move
      • Reload
      • Draw / Holster
      • Dive!



Attack Actions

Attack Actions


  • ATTACK
    • The Attack action is used to damage enemies or other targets.
    • After taking your combat test, find the row in your weapon's combat profile that matches your AP score. If you scored 10AP, find the row marked, “10AP”. Now look at the Damage column; this cell tells you how much damage your Attacks will do for the round. For example, if the cell reads, “15”, then your Attacks will deal 15 damage each.
  • USAGE
    • The Attack action can be used multiple times each turn, with two options, listed below.
    • Combat tests are only rolled once per turn. You don't need to roll another combat test when making multiple Attacks, just apply the same damage for each Attack you make.
  • SINGLE TARGET
    • When making more than 1 Attack, you can Attack the same target multiple times to increase the damage that target takes. For example, if you Attacks deal 15 damage, then hitting the same target twice would deal (15+15) = 30 damage total.
  • MULTIPLE TARGETS
    • When making more than 1 Attack, you can Attack multiple targets, by assigning at least 1 Attack per target. For example, there are 2 targets and you have 2 Attack actions. If you want to hit them both, you can assign 1 Attack to each of them. If your Attacks deal 15 damage, then the targets take 15 damage each. If a third target appeared, you wouldn't be able to hit all 3 with only 2 Attacks.
    • Some weapons, such as Grenades and Launchers CAN damage multiple targets with a single Attack, but lose damage for each target they hit, as shown in their profile. Other weapons can use Augs to gain a large number of Attacks, which makes them more effective against large numbers of targets, though they still can't hit more targets than they have Attacks. Remember that spreading your damage too thin wears the enemy down very slowly and you might get killed in the mean time. When your life is on the line, concentrate your fire and secure the kills.



Defense Actions

Defense Actions


  • DEFENSE
    • The Defense action is used to negate a fixed amount of incoming damage, by taking cover, getting low to the ground or any other available means.
    • After taking your combat test, find the row in your weapon's combat profile that matches your AP score. If you scored 10AP, find the row marked, “10AP”. Now look at the Defense column; This cell tells you how much incoming damage your Defense actions will negate for the round. For example, if the cell reads, “10”, then your Defense actions will negate the next 10 damage you receive.
  • USAGE
    • The Defense action can be taken multiple times to negate more incoming damage. For example, if your Defense value is 10 after making your combat test, then taking Defense once would negate the next 10 damage you receive, while taking it twice would negate the next (10×2) = 20 damage instead.
    • Defense lasts until it has either negated all the damage it can, or until your next turn, whichever comes first.
  • VULNERABILITIES
    • Certain weapons and abilities can ignore your Defense, representing the idea that taking cover can't protect you from every possible danger. The most common ones are:
      • Attacks at Point Blank Range (Attacks from less than 2m away). See the Special Attacks section below.
      • Melee or Unarmed Attacks
      • Attacks with Grenades
  • CHEATING DEATH
    • If you suddenly find yourself in extreme danger, such as your Defense being ignored by Grenades or Point Blank Range attacks, and you can't defend yourself because it isn't your turn yet, the Dive(!) action can save your life. See the Dive(!) action below. Remember: dont die, just Dive!



The Move Action

The Move Action


  • MOVE
    • The Move action is used to move yourself from place to place.
    • After taking your combat test, find the row in your weapon's combat profile that matches your AP score. If you scored 10AP, find the row marked, “10AP”. Now look at the Move column. This cell gives you your movement range modifier for the round.
  • BASE MOVE
    • You may notice that Move is always either, “base” or a modifier. Your “Base” Move is the maximum distance you can naturally cover in 1 round, depending on your AGI Trait. Each rank in AGI increases your Base movement range by +5m per round. For example, if you have AGI 4, then your base move is (4x5m) = 20m per round.
  • WEAPONS
    • Weapons usually reduce your base move; the reduction depending on how large or heavy the weapon is and how well you score on your combat test.
    • After taking your combat test and finding your score on the combat profile, if your Move column has a modifier such as, “-10m”, then this means your base move range is reduced by -10m for that round. If your Base movement range is 20m, then a -10m modifier would only allow you to move (20m-10m) = 10m that round.
  • UNARMED
    • Unlike other methods of fighting, Unarmed combat uses your body itself as a weapon. As a result of the intense physical training this requires, Unarmed is the only fighting method which can increase your move instead of reducing it or leaving it at base value.
    • Also unlike any other armament, holstering (or dropping) your other weapons will allow you to use the Unarmed combat profile at any time, which means you are always just a Holster action away from reaching your base move or better.
  • USAGE
    • Unlike other actions, Move cannot be taken multiple times per round. This is because it already offers your best possible move range using only one action.
  • ENDURANCE
    • Movement can be pushed further than normal using the Endurance Skill, if you have it unlocked.
    • To do this, tell the director you're going to use Endurance to boost your movement, then make a standard Endurance Skill test, rolling your dice and adding the Trait bonus. Your AP score for the test is your extra movement in meters. For example, if you scored 5AP on your Endurance test, you can move an additional 5m this turn. Remember that you need to have the Endurance Skill unlocked before you can use it actively.



Reload Actions

Reload Actions


  • RELOAD
    • The reload action is used to replenish the Attacks in your weapon's magazine.
    • Reloading is a fixed action for all weapons and can't be improved by higher AP scores. Look near the top of your weapon profile, just beneath the headings. You will find two important cells there, one named, “Magazine” and the one next to it, “Reload”.
  • THE MAGAZINE
    • Your weapon's Magazine is the maximum number of Attacks it can make without interruption. Once it has made that many Attacks, it's out of ammunition and can't make any further Attacks until you Reload it. A weapon can't hold more Attacks than its Magazine allows under any circumstances.
  • RELOADING
    • Your weapon's Reload is the number of Attacks added to the Magazine with 1 Reload action. For example, if a weapon has reload 4, then 1 Reload action will add 4 more Attacks to the Magazine. Reload can be used before the Magazine is not empty in order to “top it up”. If done right, most weapons can be prevented from ever running out of Attacks.
  • USAGE
    • Reload can be used multiple times per turn to add a larger number of Attacks to the Magazine. For example, if a weapon has Reload 4, then taking Reload once would add 4 Attacks to the Magazine, while taking it twice would add (4×2) = 8 Attacks to the Magazine. If a Reload action would add more Attacks than the Magazine can hold, it will be completely filled but no more.



Dive!

Dive!


  • DIVE!
    • The Dive(!) action often represents your last hope of survival, instantly allowing you a small amount of movement and protection.
    • Dive(!) is always available, even outside combat and regardless of what weapon or other equipment you have available, even if you have none at all.
  • USAGE
    • The Dive(!) action can be used instantly at any time, even when it isn't your turn, but it always consumes 1 of your actions for the round. During your turn, this functions like any other action, but if you need to use it when it isn't your turn, Dive(!) “borrows” 1 action from your next turn instead, reducing your number of actions for that round. Outside combat, it can normally be used once per scene, though the Director may choose to allow it more or less frequently at their discretion.
  • EFFECT
    • When using Dive(!), compare your ranks in STR and AGI to find the higher rank between them. you can instantly Dive(!) that number of meters and gain twice that number in bonus armor.
      • For example, if you have STR 2 and AGI 3, then your AGI is higher at rank 3. This gives you (3×1) = 3m of movement and (3×2) = +6 armor.
      • If you have STR 5 and AGI 3, STR is higher at rank 5, so you can move (5×1) = 5m and gain (5×2) = +10 armor.
    • In combat, the benefit lasts until your next turn. Outside combat, the bonus ends as soon as you stand up.
  • SPECIAL PROPERTIES
    • Unlike the Defense action, which can be ignored by certain weapons and abilities, such as Grenades or Point Blank Range Attacks, the bonus armor from Dive(!) is never ignored by anything, ever. Really.



Draw / Holster / Switch

Draw / Holster / Switch


  • DRAW / HOLSTER / SWITCH
    • The Draw, Holster and Switch actions are used to arm yourself, disarm yourself or switch weapons.
    • Drawing a weapon of your choice requires 1 action during combat.
    • Holstering your current weapon requires 1 action during combat.
    • Switching weapons requires 1 action during combat.
  • UNARMED
    • Remember that any time you don't have a weapon drawn, you automatically make your combat test using the Unarmed combat profile. This is useful for moving more quickly, using cover more effectively and interacting with your environment, but prevents you from using other weapons right away if you suddenly need to.





Special Attack Types


Point Blank Range

Point Blank Range


  • POINT BLANK
    • All Attack actions made at a range of 2m or less from the target gain +5AP. When Attacking multiple targets, each target is considered separately.
      • Point Blank Range only benefits Attack actions. Other actions, such as Defense, Move, or Reload gain no benefit.
      • Normal Attacks while Unarmed or with Melee weapons always gain this benefit.
      • Thrown Melee weapons have the range of the Attack considered as normal. If throwing 2m or less, the Point Blank Range bonus is applied.
      • Non-Melee weapons being used to strike targets at Melee range, or being thrown less than 2m also gain this benefit. These weapons still test using their normal Skill, but deal half their normal damage (Apply the +5AP Point Blank Range bonus first, then half the damage amount, rounding all fractions up).
      • Improvised weapons (such as rocks, tools, furniture etc.) also gain this bonus when used to strike targets at Melee range or being thrown less than 2m.
      • These count as Melee weapons; testing on the Special Weapon Skill and using the Melee weapon combat profile, but deal half the normal damage (Apply the +5AP Point Blank Range bonus first, then half the damage amount, rounding all fractions up).



Wounding Attacks

Wounding Attacks


  • WOUNDING ATTACKS
    • Characters have the option of applying various conditions to their target with their Attacks, gaining a useful effect, but dealing less damage.
      • Start by rolling your combat test as normal.
      • After rolling the combat test, tell the Director you want to make a Wounding Attack, what Condition you want to cause and what target you want to hit.
        • Each Condition has a different effect and you suffer a penalty to your Attack based on how powerful it is. See the table below.
        • After applying the penalty to your Attack, make an opposed Attack-Vs-Endurance test with your target. (They roll their Endurance and hope to have a higher AP score than you had for your Wounding Attack - remember to apply the penalty to your Attack before the opposed test)
        • If your Wounding Attack AP is higher than their Endurance test AP, your Wounding Attack is successful, applying the intended effect and dealing whatever damage was left after the Wounding Attack penalty. The opposed test between you and your target has no effect on your damage.
        • If the target's Endurance test AP is higher than your Wounding Attack AP, they successfully resist your attempt to wound them, though they still suffer whatever damage your Attack causes after the Wounding Attack penalty. The opposed test between you and your target has no effect on your damage.


Wounding Attacks
Condition Effect Attack Penalty
Stagger Target must spend 1 Action to recover -
Down Target must spend 2 Actions to recover -5AP
Shatter Arm Target suffers half AP per Shattered arm used (until healed) -5AP
Shatter Leg Target suffers half Move per Shattered Leg (until healed) -5AP
Shatter Body Target suffers half AP to all tests (until healed) (non-stacking) -10AP
Shatter Head Target suffers double damage from the attack -15AP





General Combat Rules

Several aspects of play change during combat. Here we will cover the general rules for combat which differentiate it from normal play. These can offer many possibilities along with a few restrictions that help keep the game entertaining and fair. The complete list is below:


Starting Combat

Starting Combat


  • TURN-BASED COMBAT
    • In Horizon: out of the ashes, combat is handled by taking turns. This means that everyone in a combat gets a chance to roll their tests and carry out their actions in (relative) peace; one Character at a time.
  • THE AWARENESS TEST
    • Turn order is decided by comparing scores on an Awareness Skill test, sorted from highest score going first, down to lowest score going last.
    • As combat begins, each participant makes the Awareness test for turn order. If you have the Awareness Skill unlocked, roll your dice and add your Trait bonus as normal. If you don't have the Skill, you can't roll any dice, so just use your rank in the Acuity Trait as your final score.
    • For example, if don't have the Awareness Skill and your ACU is 3, then your score for the test is also 3.
    • Once you have your Awareness score, tell the Director. They will compare everyone's results and use them to create the turn order.
  • SURPRISE!
    • If you can catch an enemy off-guard, there is an extra bonus, giving you and your allies an advantage at the start of combat. See the Surprise(!) rule section.



Surprise!

Surprise!


  • SURPRISE!
    • If, for any reason, your enemy is unaware of you or your allies when you begin combat, you gain an extra bonus for the first round. This is called the Surprise bonus.
  • ADVANTAGES OF SURPRISE
    • When combat starts by surprise, the team that strikes first gains the advantage. All members of that team check their rank in the Acuity Trait, then gain that many bonus AP. For example, if they have ACU 5, they would gain +5AP. This bonus applies in 2 ways.
      • 1) After taking the Awareness test for turn order as normal, add your Surprise bonus to the results. This gives you significantly better odds of acting first in combat.
      • 2) When rolling your first combat test of the fight, add your Surprise bonus to the results. This gives your actions a nice edge for the first round of combat.
    • Remember: your enemies can take you by surprise too, giving them a significant advantage. Don't get caught!
  • GROUP BENEFITS
    • When you begin combat by surprise, all your allies get the bonus too, as long as they are taking part in the same combat. Remember though, this also applies to your enemies, so don't walk into an ambush.
  • HOW TO GAIN THE ELEMENT OF SURPRISE
    • There are several ways to start combat by surprise.
      • Stealth. Sneak within range, then attack without warning.
      • Extreme range. Using a long-range weapon, attack from so far away your target literally can't see it coming. Awareness tests to anticipate such an attack should normally have extreme penalties, if they are allowed at all. Remember to make your first shot count and have a follow-up plan in place. Your enemies may not be the brightest, but they aren't going to stand around long after someone's head explodes next to them.
      • Crowded locations. Most people don't expect to be violently attacked while going about their daily business. Unless your target has reason to suspect an attack, it's possible to get a surprise bonus simply by blending in, then striking suddenly. Please remember this particular method of surprise is highly situational and may not always go your way. talk with your Director in advance and see if you can work something out.



Stealth, Extended Actions and Escaping Combat (Disengaged Rules)

Stealth, Extended Actions and Escaping Combat (Disengaged Rules)


  • BEING DISENGAGED
    • Being Disengaged is a special state used during combat to represent that you are out of contact with the enemy.
    • Some actions require you to be Disengaged before you can use them during combat.
    • To become Disengaged is simple, just break line of sight with all your enemies.
    • Once no enemies can see you with their natural vision, you are Disengaged. Remember, if you can see an enemy with your natural vision, this means they can also see you, so you aren't Disengaged.
  • DETECTION
    • Enemy detection systems, sensory devices and sensory Augs don't prevent you from being Disengaged, but it's difficult to know when you might be on someone's radar, so always be ready for an enemy attack.
  • STEALTH
    • You need to be Disengaged before you can use Stealth in combat. Once nobody can see you, just make your Stealth test as normal.
    • If an enemy gains sight of you with their natural vision after you use Stealth, just roll a contested Awareness-Vs-Stealth test as normal. If you win the contest, they are none the wiser; while if you lose the contest, the target sees or hears you and can alert their allies - remember that people can shout at any time, even when it isn't their turn, so don't get caught!
  • EXTENDED ACTIONS
    • You need to be Disengaged before using Extended Actions in combat.
    • During combat, the Director can choose to disallow any or all Extended Actions at their discretion. Perhaps the fight is just to chaotic to concentrate, or perhaps cheesing your way through a strategy meeting in the middle of being ambushed is getting on your Director's nerves.
    • Normally, you can make 1 roll per turn on any Extended Action you want to use, but if you do, you can't make any other actions and can only move a maximum of you AGI rank in meters.
    • If an enemy gains sight of you with their natural vision while you are using an Extended Action, such as Bio Lore to heal someone, Tech Lore to hack something, etc., then your progress is paused until you can break line of sight and become Disengaged again. You can do this in several ways, such as moving, killing the enemy, knocking them out or by putting something in the way so they can't see you any more. Hiding behind your teammates is a valid strategy.
  • ESCAPING COMBAT
    • If you find yourself terrifyingly outmatched, it is possible to escape combat.
    • This involves 2 steps.
      • 1) Disengage by breaking line of sight with all enemies.
      • 2) Hide really really well, or run like your life depends on it. Remember that holstering your weapon allows you to use the Unarmed profile for movement, which doesn't slow you down like other weapons.
    • You have escaped combat when your enemies fail to locate you for 3 consecutive rounds.
    • Once combat has ended, re-engaging the enemy begins a new combat, including a new turn order and potentially a Surprise bonus if you're clever.



Going Unarmed

Going Unarmed


  • Whenever a Character is not carrying any weapons, or they have all their weapons holstered, they use the Unarmed weapon profile.
  • This means that having your weapons holstered offers improved movement and defense compared with most weapons, but leaves you less well defended.
  • Consider this option if you need to escape an ambush or want to make a fast, stealthy approach.



Improvised Weapons

Improvised Weapons


  • Many common objects can be employed as weapons when the need arises, such as tools, furniture or even just rocks.
  • Picking up an object normally requires 1 action during combat, although this can be instant if not in combat or if the Director determines the object is especially easy to grab. Keep your eyes open and maintain the element of surprise.
  • Improvised weapons are considered Melee weapons. When making combat tests, use the Special Weapons Skill and the Melee combat profile but reduce any damage caused by half. Fractions are rounded up.
  • The Melee weapon tier your improvised weapon uses is at the Director's discretion, but it is exceedingly unlikely that any improvised weapon will be better than Tier 2.
  • Since they bear passing similarity to Melee weapons, Improvised weapons may use any Melee Augs you have, the Director's Discretion.



Pick Up / Carry / Drop / Throw

Pick Up / Carry / Drop / Throw


  • PICKING UP
    • Picking up any object normally requires 1 action during combat and can only be done during your turn.
  • LIGHT OBJECTS
    • The Director may determine that something is either light enough or easy enough to grab that picking it up requires no action, but this is entirely at their discretion.
  • HEAVY OBJECTS
    • The Director may also determine that something is heavy or bulky enough to require an Endurance test to drag, lift, carry or throw it. The difficulty of this test is at the Director's discretion, but as a guideline, see the table below.
  • HELPERS
    • At the Director's discretion, additional people may help with the attempt. Each helper reduces the difficulty by -5AP, but everyone taking part needs to pass the Endurance Skill test after its difficulty has been reduced.
      • For example, if an armored safe requires a 20AP Endurance Skill test to move, a helper would reduce the difficulty by -5AP; from 20AP down to 15AP, but both parties would then need to pass the 15AP test. If another helper joined the effort, the difficulty would drop another -5AP, from 15AP down to 10AP, but all three people would now need to pass the 10AP test. The maximum number of helpers for any given object is at the Director's discretion.
  • THROWING
    • When throwing an object, the distance it travels is the highest STR rank among the people carrying it in meters. See the table below for guideline Endurance test requirements.
  • DROPPING
    • Dropping any object can be performed instantly. The object needs to be picked up again with 1 action if you want to recover it.
  • REACH
    • Needless to say, you can't pick up or move anything from further away than you can reasonably reach; usually about 1m.
  • GRAPPLE LINE DEVICE
    • If you have a Grapple Line, the same Endurance test can be used to pull or lift objects on the end of the cable, at the Director's discretion.



Using Endurance to Move, Carry and Throw
Example Objects Endurance to Move Endurance to Carry Endurance to Throw
Chair / Bicycle / Bedside Table / Television None None 10AP
Human Body / Medium Table (6 places) / Chest of Drawers / Small Bookshelf None 5AP 15AP
Large Table (10 places) / Vanity / Large Bookshelf 5AP 10AP 20AP
Home Refrigerator / Large Chest of Drawers 5AP 15AP 25AP
Large Commercial Refrigerator / Micro Home Safe 10AP 20AP 30AP
Quad Bike / Medium Home Safe 15AP 25AP 40AP
Car / Large Home Safe / Small Armored Safe / Shipping Container 20AP 40AP 50AP
Cargo Truck / Armored Medium Safe 40AP 70AP 100AP
Bank Vault / Small Gunship 100AP 180AP 300AP




Communication

Communication


  • During combat, events can happen very quickly. As such, there is limited time to talk.
    • While in combat, you can speak up to 20 words per round. This can be done at any time, even when it isn't your turn.
    • This also includes making any other vocalizations for whatever reason.
    • If it takes you more than 5s to say, it's up to the Director if you can express your full message.



Awareness

Awareness


  • Using the Awareness Skill allows you to scan your surroundings for danger or anything else you may be searching for. This Skill represents the difference between seeing vs noticing and represents all your natural senses, though it can be enhanced by less-than-natural means.
  • Using Awareness in combat does not cost an action and can be done at any time, even when it isn't your turn.
  • Normally, Awareness cannot be used more than once per scene, though the Director may allow it as often as they like if they feel it may be important.