Basic SetTSR 6850 · 1984

Combat & Battle Effects

Original Boxed Set · Battle Book + Campaign Book

The Combat Round

A combat round takes about eight seconds of game time. Each round resolves in this order:

  1. Initiative. Each side rolls 1d10 and adds their highest-Intuition combatant's rank number. High roll acts first.
  2. Declare actions. Each character on the winning side declares what they're doing.
  3. Resolve actions. Roll FEATs, apply Battle Effects, deal damage.
  4. Other side acts. Same procedure for the losing-initiative side.

Movement, attacking, and defending can all happen in the same round.

Attack Actions

An attack uses an ability and consults the Battle Effects Table. The 1984 Basic Set covers these:

ActionAbilityNotes
SlugfestFightingUnarmed melee. Hit/Slam/Stun outcomes.
Hack & SlashFightingMelee with a sharp or blunt weapon. Hit/Stun/Kill.
ShootingAgilityRanged attack with a gun, bow, or thrown blade. Hit/Bull's-Eye/Kill.
ThrowingAgilityThrown object (rock, shield, whatever). Same column as Shooting.
DodgingAgilityDefensive — shifts attacker's column LEFT by 2/4/6.
GrapplingStrengthWrestling. Hold/Reverse outcomes.
EscapingStrengthBreaking a grapple. Miss/Escape/Reverse.
SnatchingStrengthGrabbing an object away from someone. Miss/Grab/Break.
ChargingEnduranceRunning attack. Hit/Slam/Stun based on distance and Strength.

Damage

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.

Slam, Stun, Kill

Many combat results trigger a secondary effect on the defender — the colored cell in the Battle Effects Table tells you which.

Defense

A character not actively defending is a sitting target — the attacker rolls against their full rank. To improve odds, a character can:

Multiple Attackers

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.