24-System Combat Reference

Fast Table Guide (Playtest)


Core Combat Loop

  1. Warding is automatic if you are aware and not committing H.
  2. Movement & Advances may be contested by warding.
  3. Attacks commit H and end warding.
  4. Defense is reactive (choose one per attack).
  5. Resolve results → apply wounds, stamina, or consequences.

RHLF Action Anchors

Anchor Represents
L Primary Hand (weapon use)
R Secondary Hand (shield, support)
H Head (attention, targeting)
F Feet (movement, balance)

If an anchor is injured, actions using it degrade.
If disabled, those actions may be unavailable.


Range States

  • Separated – No contact, ranged and reach dominate
  • Melee – Weapon-length engagement
  • Grappling – Bodies entangled, limb control

Range is categorical, not measured.


Warding & Advances

Warding

  • Automatic while aware and not engaged
  • Directional, limited to one approach
  • Ends when you commit H

Advance (F)

  • Move closer to an enemy
  • Contested if the enemy is warding
  • Failure: stop or push through (take consequence)
  • Critical Failure: both

Multiple Warders

  • Base difficulty set by first warder
  • Each additional warder: +2 DC
  • Only one warder resolves the consequence

Common Combat Actions

Action Anchors Notes
Attack L Ends warding
Focused Attack L + H Precision, control
Full Martial Attack L (R) H F Maximum commitment
Advance F Close distance
Move F Reposition safely
Covering Fire L + H Forces choices, no damage

Defense (Reactive)

Choose one per incoming attack:

Defense Anchor Effect
Dodge F Avoid attack
Parry L Redirect (weapon risk)
Block R Absorb (shield risk)

Resolution Summary

  • Roll skill dice + Leverage
  • Keep two highest dice, then add flat bonus
  • Check for Partial Critical (max die)

Outcomes

  • Legendary (24+) – Major effect
  • Partial Critical – Extra effect
  • Success – Goal achieved
  • Success + Complication – Progress at a cost
  • Failure – Situation changes

Hit Location Defaults (Attacks)

  • Success: Core
  • Partial Critical on a hit: Limb (L, R, or Legs; attacker chooses)
  • Legendary (24+) on a hit: Head
  • Called shot declared before roll: Use called location instead of default

Leverage & Pressure

Leverage (Good Circumstances)

Leverage Bonus Die
1 d4
2 d6
3 d8
4 d10
5 d12

Pressure (Danger)

  • Raises DC
  • Does not remove dice

Damage, Armor, and Injury

  • Wounds are lasting injuries
  • Stamina is short-term shock
  • Armor may convert wounds to stamina
  • Negative stamina degrades actions

Injuries affect:

  • movement (legs),
  • attacks (arms),
  • awareness (head).

Fear Effects (Quick)

Fear Effect
1–2 Alert, cautious
3 Hesitation advancing
4 First hostile action loses 1 anchor
5 Limited to 3 anchors
6 Breakdown / withdrawal

Fear penalizes entering danger, not survival.


Weapon Notes

  • One-Handed: 1 wound
  • Two-Handed: 2 wounds
  • Precision: stamina bleed
  • Chopping: armor damage
  • Crushing: ignores mitigation
  • Reach: wards advances
  • Firearms: escalation, loud, decisive on crits

Covering Fire (Refined)

  • Requires: L + H
  • No damage
  • Target must choose:
    • lose warding, or
    • take the attack
  • Partial Critical: both occur

Table Rules

  • Declare intent first.
  • Fiction > geometry.
  • Resolve fast and move on.
  • Retreat is success.

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