Physical combat is probably the most common conflict in Exterminis: Reign of Destruction. It seems like characters are always getting into trouble, and that trouble almost always leads to weapons being drawn. Combat in E:RoD is very fast, and very deadly. Characters can die before they even know what they are doing, and there’s no coming back from the grave.
Combat is meant to be fast, and easy to resolve more than being realistic. More than any other area of the game, it’s possible to get bogged down in too many details. Try not to let that happen. Don’t think about it like a chess match, with slow, meticulous moves. Think of it more like the card game war, but with dice.
The first step is to determine initiative, or when combatants get to take their actions. This is a simple count down from 100, and characters act when their speed score is called. When the count down reaches zero, the round is over and the next round begins.
To make a weapon attack, the attacker rolls their strength die code or their agility die code, then adds any modifiers. The defender rolls their agility die code or their health die code, and adds any modifiers. The highest total “wins.” Ties are awarded to the defender, although players may spend a karma point to win the tie instead.
Characters using small weapons, unarmed strikes, or ranged weapons attack using their agility die code. Characters using medium or large weapons use their strength die code to attack.
In most cases, characters can choose if they want to defend using agility (representing trying to dodge out of the way), or health (representing using their toughness to absorb the damage). However, characters who are surprised or who cannot move for some reason cannot use agility to defend. They must use health in these situations.
Certain situations can alter the martial attack and martial defense rolls, giving characters bonuses or penalties to their rolls. A few of these are listed below:
Blinded: Attacking a character who cannot see grants a +4 bonus to attack rolls. Additionally, the defender cannot use their agility to defend, meaning they must rely on their health characteristic alone. This does not stack with the invisible/hidden modifier.
Difficult Terrain: Attacking a characters who is on muddy or rocky ground, in snow, on shifting sand or surf, or in extreme weather grants a +2 bonus to all attack and defense rolls. This modifier may increase to +4 or +6 for incredibly difficult environments. These bonuses are negated if both combatants are equally hindered by the environment.
Invisible or Hidden: Characters who are invisible or hidden get a +4 bonus to all attack rolls the first round, and the defender cannot use agility to defend. The effect ends after one round. This does not stack with the blinded modifier.
Multiple Attackers: Each additional attacker (up to five) gives all attackers a +1 bonus to attack rolls.
Paralyzed/Sleeping: Attacking a character who is paralyzed or asleep grants an automatic hit and automatic max damage to the attacker. This attack always frees/awakens the defendant.
Restrained: Characters who are restrained cannot attack, and cannot use agility to defend.
Surprised: Characters who are surprised can not use the agility to defend.
Attacking from behind: Attacker gets a +2 to attack, and the defender cannot use agility to defend.
Special Combat Results
In martial attack conflicts, if the attack roll is twice the defense roll, it is considered a critical strike, and the damage total is doubled.
If the attack roll is at least 4x the defense roll, the defender is automatically killed.
If the defense roll is twice the attack roll, the defender gets an instantaneous counter attack.
If the defense roll is at least 4x the attack roll, the attacker is paralyzed for 1d4 rounds.