24-System Combat Reference
Fast Table Guide (Playtest)
Core Combat Loop
- Warding is automatic if you are aware and not committing H.
- Movement & Advances may be contested by warding.
- Attacks commit H and end warding.
- Defense is reactive (choose one per attack).
- 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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