A combat round takes about eight seconds of game time. Each round resolves in this order:
Movement, attacking, and defending can all happen in the same round.
An attack uses an ability and consults the Battle Effects Table. The 1984 Basic Set covers these:
| Action | Ability | Notes |
|---|---|---|
| Slugfest | Fighting | Unarmed melee. Hit/Slam/Stun outcomes. |
| Hack & Slash | Fighting | Melee with a sharp or blunt weapon. Hit/Stun/Kill. |
| Shooting | Agility | Ranged attack with a gun, bow, or thrown blade. Hit/Bull's-Eye/Kill. |
| Throwing | Agility | Thrown object (rock, shield, whatever). Same column as Shooting. |
| Dodging | Agility | Defensive — shifts attacker's column LEFT by 2/4/6. |
| Grappling | Strength | Wrestling. Hold/Reverse outcomes. |
| Escaping | Strength | Breaking a grapple. Miss/Escape/Reverse. |
| Snatching | Strength | Grabbing an object away from someone. Miss/Grab/Break. |
| Charging | Endurance | Running attack. Hit/Slam/Stun based on distance and Strength. |
A hit deals damage equal to the attacker's relevant rank number, reduced by any armor or resistance:
Damage is subtracted from the defender's Health. At 0 Health the character is unconscious; with Endurance FEAT failures at 0 Health, they begin dying.
Many combat results trigger a secondary effect on the defender — the colored cell in the Battle Effects Table tells you which.
A character not actively defending is a sitting target — the attacker rolls against their full rank. To improve odds, a character can:
If multiple attackers target the same character in one round, the defender uses their best dodge once, but each attacker rolls separately. Splitting attention across multiple defenders splits the attacker's effectiveness: shift their column LEFT by 1 per additional target.