INFINITE REALMS PLAYERS BOOK
 
Chapter Four – Combat

Action Points

Combat is divided into fifteen second rounds.  During each round, each character can do anything he sees fit, as long as he doesn’t exceed his Action Point, AP, rating.
There are two main things to remember about action points: The more action points a character has the more things he can do in a round of combat and everything a character does in combat uses action points.

Order

	Action points determine the order of actions in a round of combat.  The character with the most AP has the first action.  The AP used in this action is subtracted from his AP rating and the order is determined based on this new AP.  The character that now has the highest AP performs his action next.  This cycle continues until all characters have performed all the actions they want to and can during this round.
	To determine who goes first if there is a tie in AP.  Roll a ten-sided die for each character and add in their Init rating.  The highest total goes first.
	Repeat this process for each round of combat, with each character starting with his full AP at the start of each round.

Weapon Reach

	When characters are engaging, coming together to fight, 1 AP is added to their total for every 2 feet of reach their weapon has over the reach of the shortest weapon in that engagement.  The character with the shortest weapon reach gains no extra AP.  This is only for the round in which they are engaging and does not carry over to any other round.

Movement

	Run 10 yards – 1 AP.
	Run and dodge 6 yards – 1 AP.
	Walk 3 yards  –1 AP.

	If a character moves away from or moves by an enemy who isn’t fighting anyone else, the enemy will get a free attack.  The attack roll will be the enemy’s offensive % versus the fleeing character’s base defense, unless he is running and dodging then the roll is against the fleeing character’s dodge rating.
If the enemy wishes to catch up with the fleeing character, he should make a running skill roll with the difficulty based on the fleeing character’s running skill.  A success means that the fleeing character is re-engaged, while a failure indicates that the fleeing character got away.

Melee Weapon Attacks

	Attack – AP Used rating.
	Add 5 to Offensive % (Aiming) – 1 AP (Max 2).

	This is the most common maneuver in combat.  To attack, the attacker makes a skill role using his offensive % minus the defensive % of whoever he is attacking.  Both the offensive and defensive ratings may be modified.  For offensive modifications see the chart below.  If the attack succeeds, damage must be determined.  On the damage chart below, find how much the skill roll was made by and refer to the percent damage for the type of attack that was made.

Damage Chart
Made by	Percent Damage	
0 – 10	25%	
11 – 20	50%	
21 – 30	75%	
31 +	100%	

	If the attack is made by the weapon’s critical percentage or less, there is a chance for a critical hit, refer to the critical hit section later in this chapter.  If the attack is missed by rolling a 91 or more (81 or more for a flail attack), refer to the critical misses section later in this chapter.
The AP cost for an attack is listed on the character sheet under AP Used.  A character can aim his shot for up to 2 AP, if he is hit before he executes the attack the advantage is lost.
	
Offensive modifier chart.

Opponent is	Change in Offensive %	
Stunned	+ 15 	
Down	+ 20 	
Prone	+ 30 	
Surprised	+ 20 	

Hand to Hand Attacks

	Punch – 40 AP rating (use AP chart in Chapter 1, based on twice Adjusted PD).
	Kick – 80 AP rating (use on AP chart in Chapter 1, based on twice Adjusted PD). 

	Punches and Kicks have an offense rating equal to the character’s adjusted PD.  Punching characters use their base defense. Kicking characters’ defense is ¾ base defense.  
Damage for punch is 5% of the character’s PS.  The critical hit rating is 3%
Damage for a kick is 10% of the character’s PS.  It has a 5% critical hit rating.
	Hand to hand attacks are resolved the same way as melee attacks.  All damage is crushing.
If the chance of a critical hit occurs, refer to the critical hit section later in this chapter.  If the attack is missed by a 96 or more refer to the critical misses section later in this chapter.

Thrown Weapon Attacks

	Attack – AP Used rating.
	Add 5 to Offensive % (Aiming) – 1 AP (Max 3).

Thrown weapon attacks are the same as melee weapon attacks except for range.
Thrown weapons have three ranges, short, medium and long, given in yards.  Short range does 125% normal damage.  Medium range is the normal attack.  Long range causes the character’s offensive % to drop by 20.  Weapons can’t be used beyond long range.
	If the attack is made by the weapon’s critical percentage or less, there is a chance for a critical hit, refer to the critical hit section later in this chapter.  If the attack is missed by rolling a 91 or more, refer to the critical misses section later in this chapter.
The AP cost for an attack is listed on the character sheet under AP Used.  A character can aim his shot for up to 3 AP, if he is hit before he executes the attack the advantage is lost.

Missile Weapon Attacks

	Attack – AP Used rating.
	Add 5 to Offensive % (Aiming) – 1 AP (Max 5).

Missile weapon attacks are the same as melee weapon attacks except for range and rapid fire.
	Missile weapons have three ranges, short, medium and long, given in yards.  Medium range is the normal attack.  Short range attacks do 125% normal damage.  Long range causes the character’s attack number to drop by 20.  Missile weapons can’t be used beyond long range.
	Rapid fire is used when a character using a missile weapon is being rushed.  The AP cost of the attack halved, so he can fire twice as often.  He starts firing when the warriors rushing him come into range.  After each shot, the rushing character’s move as far as they can before the shooter’s AP comes up again.  The range is recalculated and the sequence starts again.
	If the attack is made by the weapon’s critical percentage or less, there is a chance for a critical hit, refer to the critical hit section later in this chapter.  If the attack is missed by rolling a 91 or more, refer to the critical misses section later in this chapter.
The AP cost for an attack is listed on the character sheet under AP Used.  A character can aim his shot for up to 5 AP, if he is hit before he executes the attack the advantage is lost.

Defenses

	Subtract 2 from Defense % – 1 AP (Unlimited).

	The basic defense is the character’s defense rating for whatever attack he is using.  If he is using multiple types of attacks, his defense is the lowest rating.  The chart below lists common defensive modifiers and how they effect the defending character’s defense rating.

	Defensive modifier chart.

Situation	Change in Defensive %	
Attacked with a type of weapon		
A bow unawares	+ 10	
A bow	or sling	+ 4	
A thrown weapon	+ 2	
A flail		+ 4	
Attacked with a thrown or missile weapon		
when 50% covered	- 10	
when 75% covered	- 15	
when 90% covered	- 25	
at night or in fog	- 25	
during pitch black	- 50	
when heavily overcast	- 5	

For 1 AP a character can decrease his defensive % by 2.  He can use as many AP in a round as he desires on defense.  Defensive AP are taken out of his AP total at the beginning of the round and his defense is improved for the entire round.

Taking Damage

When a character is hit the amount of damage done to him is determined by the attacker’s roll.
The amount of damage is reduced by the defender’s protection rating for that type of attack.  If any damage remains after this reduction, it is subtracted from character’s current hit points for a new, lower current hit point total.
If a character’s current hit points fall to 50% or less of his normal HP rating, all his physical attributes and skills, his damage and AP drop to 75% of normal, offensive % drops by 10 and defensive % goes up 10.  Don’t use these new numbers to recalculate anything not mentioned, such as hit points or dropping offensive ratings more than the 75% based on lower weapon skills.
If a character’s current hit points fall to 25% or loss of his normal HP all his physical attributes and skills, his damage and AP drop to 50% of normal, offensive % drops by 20 and defensive % increases by 20.
If a character’s current hit points drop to 0, he will pass out.  Once a character passes out, he is considered out for the rest of the combat.
If a character’s current hit points go so far below zero, that they are greater than his normal HP rating on the negative side, the character is dead.

Critical Hits

	If a hit occurs in combat (the attacker’s skill role was made) and the number rolled is less than or equal to the critical rating of the weapon attack type used to acquire the hit, a critical hit may have occurred.
	First apply the damage of the hit normally.  Now reroll the dice and if a hit is again rolled, a critical hit has occurred.
	 How much extra damage is done by the critical hit depends on how much the critical is made by.  Extra damage from a critical hit is not modified by protection from armor or shields.
	
Critical Hit Chart

Made by	Result	
0 –10	Victim receives an extra 25% hit.	
11 – 20	Victim receives an extra 50% hit.	
21 – 30	Victim receives an extra 50% hit and losses 50% AP for a round.	
31 – 35	Victim receives an extra 75% hit and is stunned for a round.	
36 – 40	Victim receives an extra 100% hit and is stunned for a round.	
41 – 45	Victim receives an extra 100% hit and is stunned for two rounds.	
46 – 50	Victim has internal bleeding, loses 1 HP every minute until healed.	
51 – 55	As above and victim also passes out.	
56 – 65	Victim receives crippled extremity.	
66 +	Victim dies.	
	
While a character is stunned he cannot do anything, he has 0 AP.
When a character has internal bleeding he loses 1 hit point every 4 rounds (1 minute) until successfully bound by first aid or the bleeding is stopped in some other way.  The victim must see a healer eventually, for every day the injuring continues unhealed, the HP rating temporarily decreases by one.  See the healing section in the next chapter.

If a crippled limb occurs, roll a ten sided die and consult the chart below.

Crippled Extremity Chart

Roll		
1 – 2	Right Arm crippled.	
3 – 4	Left Arm crippled.	
5 – 6	Right Leg crippled.	
7 – 8	Left Leg crippled.	
9 – 10	Castrated.	

A crippled limb also results in internal bleeding and the rules for that problem are enforced.  Until the limb is healed, the character can’t do anything with the limb.
If it is an arm, all his physical attributes, his skills based on anything involving his arm, his offense, defense, damage and AP drop to 50% of normal.
If it is a leg, all his physical attributes, his skills involving physical activity, his offense, defense, damage and AP drop to 50% of normal.  Movement costs twice as many AP.
If it is castration, all his physical attributes, his skills based on anything physical, his offense, defense, damage and AP drop to 75% of normal.
When healed, the extremity may still be less useful than before the crippling blow, see the healing section in the next chapter for more information.

Critical Misses

	If a miss occurs in combat (the attacker’s skill role misses) and the number rolled is 96 or more (91 or more for a flail), a critical miss may have occurred.
Reroll the dice and if a miss is rolled, a critical miss has occurred.
A critical miss means that a fighter has may have injured himself or his weapon.
	The main factor determining how much damage the fighter does to himself, if any, is how much the critical is missed by.

	Critical Miss Chart

Missed By	Result	
1 – 20	Attack goes wild and attacker falls down 5 AP to get up.	
21 – 30	Attacker whacks himself and is stunned for a round (0 AP)	
31 – 40	Attacker inflicts 25% wound on self	
41 – 45	Any non quality weapon breaks	
46 – 50	Attacker inflicts 50% wound on self and is stunned for a round	
51 – 60	Attacker inflicts 100% wound on self and in stunned for 2 rounds	
61 – 65	Weapon is broken	
66+	Attacker inflicts 100% wound and rolls for a critical hit on himself.