Combat Stunts

Swinging Faster

If a character absolutely wants to go first, they can pull dice from their roll and add 5 to their total for order of actions. So, a character with a 6 dice action can pull 2 dice, thus rolling only four dice. Let’s say he rolls a 15. But then he goes in order as if he rolled a 25 (though the results are still calculated using the 15). It is possible to pull all but one dice this way.

Alternately, a character could use a Fate point and add 6 to the order total.

Swinging harder

An attacking character can swing harder, pulling dice from the roll. If the roll hits, the character can then add the pulled dice directly to damage.

Fully defending

A character that is only defending does not figure in the order of actions, except for when he is being attacked. Any character only defending can add one dice to their total.

All-out Attack

A character committing to an all out attack – meaning he has declared no other action - has the option of re-rolling one dice after the fact. Critical results are still in force – the re-roll comes after the last roll.

The downside to this is that he cannot use any of these dice for defense or any other action.

Charging

A character who is charging – rushing into an attack at 3X pace or better – may add +1/yard/second they are moving to a melee attack delivered at the end of the charge.

In Initiative, the movement is the first action, and the attack is the second, assuming, of course, that the character successfully covers the distance between himself and the target.

If a character takes defensive measures while closing, that is not considered a charge, and he does not get the bonus.

Careful Aim

Careful aim adds one dice for every round spent doing nothing but aiming, up to 3 dice. Opportunity Fire generally counts as careful aim.

Called Shot

The presumption is that attacks are aimed at the target's center of mass. If a more specific target is called, this adds to the difficulty:

  • Specific limb or large weapon (or equivalent) = +1DD
  • Head or medium weapon= +2DD
  • Hand/foot/joint/small weapon = +3DD
  • Eye, finger = +4DD
  • Size = SZ*-1DD

Parrying

There are three ways to parry an attack: with a weapon, with a shield, or with hard cover.

•Weapon parries are only good against melee attacks. IF the parrying defender’s roll is higher, divide the difference by the attacker’s current Dice. This is the chance in 6 that the attacker has been disarmed.

•Weapon parries count as an action.

If the defender has a shield, she can add 1-3 dice (depending on the shield) to the parry.

Small shields are +1 dice; medium are +2 and large are +3 against melee and missile attacks. Shields are -1 dice against gunfire.

Parrying with hard cover is that old stunt of poking your head and weapon around hard cover of some sort, firing, and then ducking back again. This is only useful against ranged attacks. A character can add up to 3 dice defensively when doing this. Cover parries count as an action.

Subdual

When a character simply wants to grapple or subdue a foe rather than damage them, the procedure is the same, only the loss of dice is not Damage, but a penalty on actions while subdued.

If the subdued foe is released or escapes, he goes back to full dice.

Nets and other entanglement attacks work the same way.