TEXT: 4a. Advanced Combat
  Revolution ver 1.0 – 15-Oct-2016. The following text is designated as Open Game Content.
  Basic Combat allows you to run an encounter very quickly and focusing on the combatants’ 
  intentions rather than on the mechanical effects of the various weapons and tactics employed. The 
  Advanced Combat system is appropriate when the group wants a greater level of detail.
  In Advanced Combat, the focus of the rules shifts from “Rolling to determine the winner of an 
  Exchange” to “Rolling to determine the effects of an Exchange”. This requires new variables 
  representing the mechanical, quantifiable effects of exchanging blows.
  A successful Advanced Combat attack does not produce an abstract loss of  Resolution Points, 
  rationalised as wounds, fatigue, or tactical disadvantage, like in Basic Combat. Instead: 
  
  If the defence roll is successful, the defender parries or avoids the attack, and the higher roll 
  gains a Tactical Combat Effect.
  
  If the defence roll is unsuccessful, or the attacker uses a Tactical Combat Effect that renders 
  the defence ineffective, the attacker rolls damage and applies it against the target. Unless the
  attacker has used his or her Combat Effect option to bypass the defence, he or she can apply 
  a Combat Effect in addition to damage. This can be a Tactical Combat Effect or a Damage 
  Combat Effect.
  Combat Sequence Summary
  Combat is divided into six second rounds, during which a character can perform one or more 
  actions. Every combat goes through the following steps:
  1. Determine Life Points: At the start of combat, all players check their characters' Life Point 
  values and apply Consequences carried over from Adventure Time (see Chapter 3). The Narrator 
  may calculate starting value and Penalties to Life Points for Non-Player Characters participating in 
  the combat.
  2. Statement of Intents: The Narrator declares what Non-Player Characters will do, as long as it is 
  something that is visible to the Player Characters. Then all players declare, in ascending INT order, 
  what Actions their characters will perform during the Combat Round. The actual Strike Rank value 
  for each combatant is determined, according to the type of Opening Move chosen, and recorded. 
  Players apply Penalties to Strike Rank during this phase.
  3. Characters Take Action:   All characters involved in the combat perform their intended Actions 
  in descending Strike Rank order. The action with the highest Strike Rank will take place first, 
  followed by the one with the second-highest Strike Rank, and so on, until the action with the lowest 
  Strike Rank takes place. Reactions, such as Parries, Dodges or counter-spells, take place during this 
  process as appropriate. Each Action or Reaction drops the character’s Strike Rank by a given score, 
  thus placing him or her at a lower position on the global Strike Rank ladder. 
  4. End of Combat Round: Once all eligible characters have acted, the Combat Round is over. If 
  there are characters still engaged in combat or subject to negative effects which may affect them 
  within a few seconds if not countered, go back to Step 2 and start another Combat Round. 
  Otherwise, the Time Scale shifts to Adventure Time for Fast Healing.
  
  Movement and Distance
  In combat, it is often necessary to assess the distance between two locations in order to determine 
  how long it takes for a character to move that distance, whether a Ranged Attack can occur between
  the two, and with what Penalties. While one can simply express this value in metres or yards, for 
  games that do not use battle maps it may be simpler to speak about Zones and range categories (S, 
  M, L, XL, etc.).
  We express all distances and ranges with a double notation: a figure representing the range in 
  metres, and an acronym in brackets representing the range category. For instance, the normal range 
  of a javelin is 50 (S), where S stands for short.
  Zones and Movement
  A Zone is a space small enough that you can move within Close Combat range with anyone else in 
  it with a Move action. In quantitative terms, a Zone is about 20-30 metres across, or the equivalent 
  of a large room. When the action takes place in an open area or in a very large indoors location, the 
  Narrator will clarify which characters are in the same Zone. Unless you are playing on a battle grid, 
  or on a map already divided into Zones.
  A single Move action allows you to move to an adjacent Zone, or to enter Close Combat with a non-
  adjacent opponent in the same Zone, using a Charge if the enemy is not within your Movement in 
  metres. If you run, you can move the equivalent of two Zones in one round, but you become unable 
  to do anything else in that round. Quick creatures and mounts can move more than one Zone per 
  round even without running, and initiate Close Combat with opponents at a distance of one less 
  Zone than they can Move.
  Ranges
  Ranges are grouped into categories, labelled with the initial letter of their name: C, S, M, L, XL and
  so on. Each category encompasses an interval in metres (or yards) of distance. The Range table 
  gives an average, typical distance in metres for that range, as well as a number of Zones. Beyond 
  Medium range, measuring distances in Zones is no longer convenient, and we recommend that you 
  measure distances in metres or kilometres.
  Range
  Zones
  away
  Bonus/
  Penalty
  Typical 
  Distance
  Notes
  Touch
  Same
  1 Bonus*
  0-5m
  Within a small room. Characters can move and initiate 
  Close Combat with the same Action.
  Close
  Same
  -
  10-30m
  Within a large room or across a normal street. In range 
  of thrown weapons. Characters on foot can Charge into 
  Combat.
  Short
  1
  1 Penalty
  50m
  Across a large street. Javelin and pistol range. Mounted 
  Characters can Charge into Combat.
  Medium
  2-12
  2 Penalties
  200m
  Bow or Assault Rifle range.
  Long
  13+
  3 Penalties
  500m
  Rifle or heavy crossbow range.
  XL
  4 Penalties
  2km
  Sniper rifles only.
  XXL
  5 Penalties
  5km
  Artillery only.
  XXXL
  6 Penalties
  10km
  Artillery only.
  [*] If firing at a target with which you are engaged in Close Combat, you suffer one Penalty instead. 
  
  The Skill score for a ranged weapon refers to its use at Close range. The range category determines 
  the number of Penalties applied when firing a weapon at longer ranges. If you are firing a weapon 
  within its effective range, a single Aim Action eliminates the Penalty. When outside the Effective 
  Range, the full Penalty for the range is always in effect. In general, you cannot fire weapons more 
  than one range category beyond their Effective Range. Thrown weapons cannot be fired outside 
  their Effective Range at all.
  Life Points
  Life Points represent a character’s stamina and ability to remain focused, and are spent to fuel 
  powers and to “push oneself beyond the limit” in combat. Life Points can be either positive or 
  negative. When a character has spent all Positive Life Points through exertion and power use, he or 
  she starts accumulating Negative Life Points instead. Having a reduced amount of Positive Life 
  Points bears no consequence for a combatant. Suffering from Negative Life Points, however, means
  that the combatant has exhausted his or her stamina and cannot fight at full effectiveness. Negative 
  Life Points are often the consequence of a wound. 
  Any combatant who is still suffering from Wounds from previous combats starts a new Combat at 
  reduced Life Points (Step 1 of the Combat Sequence Summary), in addition to the effects of Fatigue
  or any other Consequences that the Narrator judges appropriate for a loss of stamina. Each minus 
  sign in an applicable Consequence subtracts ten Life Points from the character’s normal value.
  At the start of each round (Step 2 of the Combat Sequence Summary), subtract any Negative Life 
  Points already recorded from a character’s Strike Rank. Any Life Points lost later in the round take 
  effect only on Step 2 of the following round.
  Any character who suffers Negative Life Points equal to their base value (CON+POW for most 
  creatures) is incapacitated, and will soon die unless aided, at least if the point loss was due to 
  bleeding or poison. Allow one of his or her friends one First Aid roll or healing power use to 
  stabilize him or her, failing which the adventurer is dead.
  Life Point recovery in combat
  During combat, any character who spends an entire Round not engaged, not threatened, and doing 
  nothing, can regain 1d6 Life Points. If the character has the Endurance Trait, the amount recovered 
  is 2d6 instead. An actual Survival [Endurance] roll is only required at the Narrator's option, if there 
  are conditions that might prevent the recovery. 
  Life Point recovery after combat
  Life Points keep track of how long you can function at full effectiveness in one specific combat 
  encounter, and are not a resource intended for long-term book-keeping. Character will keep track of 
  lost Life Points only for a short time after Combat (see Fast Healing), after which either another 
  Combat begins or any Life Point losses turn into Consequences.
  Strike Ranks
  Strike Rank resets to its initial value during Statement of Intents at the start of each round (Step 2 of
  the Combat Sequence Summary). Each round, a character has a different initial Strike Rank value 
  depending on what he or she has planned. See the Opening Move table in the next section.
  During Statement of Intent, subtract any Negative Life Points the character is suffering from initial 
  Strike Rank. For the first Round only, subtract Penalties due to Consequences carried over from 
  Adventure Time that fall in the “surprise and general non-readiness” category. Each minus sign will 
  cost a combatant five Strike Ranks.
  
  Strike Rank will usually change during a Combat Round. This may be the consequence of the 
  character either acting or reacting voluntarily, or of a hostile action such as damage or a shift in 
  initiative due to a Tactical Combat Effect. Once a character’s Strike Rank drops to zero, he or she 
  becomes unable to initiate any action, even if planned during Statement of Intents. He or she can 
  still react, with a Penalty to Skill rolls and Life Points.
  If two or more characters act on the same Strike Rank, the characters act in order of their DEX, with
  the highest going first. If two or more characters acting in the same Strike Rank have the same DEX
  score, they will act simultaneously.
  Opening Move
  The factor that determines what value is in use for Strike Rank is the combatant's Opening Move, as
  declared during Statement of Intents. The four possible Opening Moves in Advanced Combat are 
  Close Combat, Ranged Combat, Power Use and Non-Combat.
  Determine your initial Strike Rank according to the table below. Actions like Ready Item and Wait 
  are preliminary actions and do not determine the nature of your Opening Move, which depends on 
  the first “trigger” action chosen. If you plan to perform only preliminary actions during a round, 
  declare Non-Combat as your Opening Move.
  Opening Move
   
    Table
  Opening Move
  Prerequisites
  Strike Rank Value
  Trigger Actions
  Close Combat 
  Attack
  Weapon must be ready*; 
  opponent must be within Move 
  metres.
  Meleé Strike Rank + 
  Weapon Reach
  Close Combat Attack
  Ranged Attack
  Weapon must be ready* and 
  loaded*.
  DEX +20
  Aim**, Ranged Attack
  Power Use
  INT
  Concentration
  Non-Combat
  DEX
  Change Stance, Move, 
  Throw, Use Item
  [*] If the weapon can be readied (and loaded if necessary) within the round with Ready Item you can still use this Opening Move; the Ready Item 
  actions will just delay your main action, and prevent the addition of weapon Reach for Close Combat. A fast-draw type Stunt allows you to ignore the 
  fact that your weapon is unready at the start of the round.
  [**] Like a Ready Item used to draw or reload a weapon, an Aim action is a valid Ranged Attack Opening Move.
  Close Combat as Opening Move
  If a character is in engaged in Close Combat with an opponent, or within Move range of the latter, 
  and declares a Close Combat Attack as Opening Move, Strike Rank is based on the value marked 
  under the meleé Strike Rank entry on the character sheet, plus the Reach of the weapon used. meleé 
  Strike Rank is normally the average of DEX and STR, rounded up. The weapon must normally be 
  ready at the start of the round in order to provide its Reach modifier. A “fast draw” weapon Stunt 
  bypasses this requirement.
  When the combatant has two or more weapons available, he or she must declare which is used for 
  the Opening Move, in order to determine what Reach modifier to apply to Strike Rank, and in the 
  case of a skilled dual wielder (see the Dual Wield Stunt description), what weapon is the secondary 
  one that gets a Free Action. You must use the weapon you declared as your Opening Move for your 
  first Close Combat Attack, but only if you have not yet used it for a Parry. If you have already used 
  your main weapon to Parry, you can use another weapon to attack when it is finally your turn. The 
  stated Opening Move does not impose any restrictions on the weapon you use for a defence.
  
  Ranged Attack as Opening Move
  Declaring to aim, reload or fire a ranged weapon allows a character to use DEX plus 20 as Strike 
  Rank. The fixed value of 20 is considered the equivalent of Reach for ranged weapons, allowing 
  their users to strike before all but the longest meleé weapon users.
  Power Use as Opening Move
  Using a power as the Opening Move allows a character to use his or her INT as Strike Rank. No 
  modifiers for weapons apply in this case.
  Non-Combat Opening Move
  If a character does not declare any attack or power use, his or her Strike Rank is based on DEX 
  only. Some obviously hostile actions like throwing a grenade or charging are not considered attacks 
  in the rules and thus require the use of a Non-Combat Opening Move.
  Special cost of the Opening Move
  Whenever a weapon has an asterisk after its attack cost in Strike Rank, the cost for the Opening 
  Move with that weapon is equal to the Reach value (20 for a ranged weapon) you added to your 
  initial Strike Rank, and not the normal listed cost. This happens even if the Opening Move is a 
  defence with that specific weapon and not an attack. After the Opening Move, or after a change of 
  intents (see below), the cost for all subsequent attacks and defences is the normal, listed one.
  Example: Artaxerxes the hoplite uses a Sarissa (reach 16, cost 8*/8 SR) in combat and has a meleé 
  SR of 15. He strikes at a whopping 31 as his initial SR. However, his first attack, or Parry in the 
  unlikely event that anyone can strike at him in meleé before SR 31, costs 16 SR instead of 8, 
  dropping his SR to 15. On SR 15, if undisturbed, Artaxerxes can strike again, this time paying 8 SR 
  for the attack and ending with 7 SR left. His mate Leontus the peltast has two javelins (cost 5* when
  thrown) and DEX 15, so he throws his first weapon on SR 35, paying 20 SR for the first Ranged 
  Attack, then on SR 15 he can spend 5 SR to draw another javelin from under his shield and throw it 
  on SR 10, this time paying only the regular cost of 5 SR and ending with 5 SR left.
  General effects of Opening Move
  If you decide to perform an Action that is not among the permitted ones for your Opening Move, 
  pay five (5) Strike Rank to “switch mode” to another Opening Move. If you do not have any more 
  Strike Rank left after the switch, then that action cannot take place.
  Your Opening Move does not influence your Reactions. For instance, if you have a weapon ready, 
  you can Parry even if you have declared a Power Use or Ranged Attack for that round. Even if your 
  weapon is not ready, you can use Ready Item to unsheathe it before proceeding with your main 
  action. However, the Strike Rank cost for readying items and for Reactions will impact your 
  character if you have chosen a Power Use or Non-Combat action. parameters of the rules. The 
  following are all improvements to the combat effectiveness of power users that you may want to 
  introduce.
  Acting without enough Strike Rank
  A character need not have the full amount of Strike Rank required in order to perform an action or 
  Reaction. If the character cannot pay the full price, there are three main consequences:
  
  Strike Rank drops to zero, if it was not already zero.
  
  The related Skill roll suffers one Penalty.
  
  The character loses one Life Point
  
  For example, if a character has two Strike Rank left and chooses to stab with a long spear (10 
  Strike Rank), the attack roll suffers a Penalty, and the character loses one Life Point. At the end of 
  the attack, the character has zero Strike Rank left.
  A character with zero Strike Rank cannot perform any action. He or she can perform as many 
  Reactions as desired, with the Penalties explained above.
  The Life Point loss for acting without Strike Rank represents the fatigue accumulated while in the 
  heat of combat. If your character does not use more Strike Ranks (and stamina) than he or she has, 
  no Life Points are lost. However, your character must  act very carefully in order to never drop 
  below zero Strike Rank in a combat situation.
  Fatigue Threshold
  Encumbered characters will fatigue faster. Each character wearing armour or unwieldy gear has a 
  positive number called Fatigue Threshold marked on the character sheet. To determine the Fatigue 
  Threshold for a character, add together the Encumbrance for all armour worn and encumbering 
  items carried and round up. Unencumbered characters have a Fatigue Threshold of zero. Other 
  conditions like bleeding may modify the Threshold.
  An encumbered character does not start losing Life Points when dropping below zero Strike Rank, 
  but when dropping below the Fatigue Threshold. Each time a Strike Rank expenditure brings the 
  character below the threshold, he or she loses one Life Point. This happens even if the character's 
  Strike Rank was already zero or below the Threshold.
  Actions and Reactions
  All Actions and Reactions in Advanced Combat have a cost in Strike Ranks. Once the Action (or 
  Reaction, we will not repeat this again from now on and consider all statements about actions as 
  being valid for Reactions, too) has taken place, the appropriate value is subtracted from the 
  character’s Strike Rank. Actions related to weapons such as attacking, parrying, reloading etc. often 
  have a cost depending on the weapon itself. The weapon description and further special rules will 
  tell you which cost to apply, which is different for attacks and defences.
  Free Actions
  Several special occurrences  grant characters a free Action or Reaction. Whenever the character 
  must spend Strike Ranks for an Action or Reaction, he or she can spend the Free Action or Reaction
  instead, if all special conditions are met. A Free Action can be used to pay for a Reaction, but a Free
  Reaction cannot be used to pay for an Action.
  Free Actions are spent upon use, and can no longer be used for that Combat Round. Whenever a 
  Combat Effect or other special rules dictates that a character “recovers the SR cost of an Action or 
  Reaction” and the cost was actually zero because a Free Action was used, the character recovers the 
  use of the Free Action instead of the SR cost.
  Actions and Movement
  A character can move up to his or her Move score in metres with each Action that costs at least five 
  SR, except Aim, Change Stance and Concentrate. If the Action takes less than five SR but requires a
  contextual move to perform it, the character can raise the cost to five SR to be able to move while 
  acting.
  
  Attacks and Movement
  According to the rule for Actions and Movement, a character can combine a Movement within his 
  or her Move range in metres with a Close Combat Attack, provided that the attack itself costs at 
  least 5 SR or that its cost is raised to 5 SR. Thus, a combatant who is within Move Range of an 
  opponent can declare a Close Combat Attack as his or her Opening Move and use meleé SR for that
  round. As usual, a Ready Action to unsheathe a weapon can precede the combined Move/Attack 
  action. Similarly, a character who has disabled or routed a foe can exploit this option to continue 
  Close Combat against another foe if the distance does not exceed his or her Move.
  Charge
  An unengaged character who is farther than his or her Move in metres from its opponent cannot 
  declare Close Combat as his or her Opening Move. However, if the desired target for a Close 
  Combat attack is in the same Zone (approximately within 25 metres/yards), then the character can 
  opt for a Non-Combat Opening Move and Charge. A Charge against opponents at a greater distance 
  is only possible if the attacker is mounted, or is a creature as fast as a mount. 
  A Charge uses a Move Action to move and initiate close combat at the same time, with a costs of 
  five SR regardless of the weapon used. However, the Opening Move when Charging is not 
  classified as a Close Combat action, and the combatant cannot use his or her meleé SR plus weapon
  range for that round, but only DEX.
  A character who has chosen Close Combat as Opening Move might find itself in the condition of 
  not having any more valid targets within Move range during the course of a round. In this case he or
  she must switch to Non-Combat by paying 5 SR and then spend another 5 SR for a Charge (or a 
  Move if not willing to attack).
  Charges will usually be countered with the Wait action to accumulate Free Actions to spend as soon 
  as the charger arrives, and met with pole weapons.
  Action Types
  The following list includes the basic actions a character can attempt and their cost in SR. A 
  character can also decide to perform a Reaction (usually Take Cover) pre-emptively, as if it was an 
  Action.
  Aim (Cost 5)
  An Aim Action eliminates the Penalties for distance when firing beyond Close range. The Aim 
  Action is only effective within the effective range for a weapon.Attempting it when firing beyond 
  that range is useless. The effect of this Action only applies to the next shot fired in the same Combat
  Round.
  Change Stance (Cost 5)
  The character may shift from a kneeling, sitting or prone stance to the standing stance, or vice versa.
  Close Combat Attack (Cost according to weapon)
  The character can make a single Close Combat attack against a nearby target. The cost applied is 
  the leftmost one in the A/P entry on the weapon table. The minimum cost for a Close Combat 
  Attack is 3 SR, even for weapons with a SR modifier of zero. A Close Combat attack initiates a 
  Combat Exchange that may yield Combat Effects and damage for the target. All modifiers for 
  Attacks and Defences presented in Basic Combat apply.
  
  Concentrate (Cost 5)
  The character concentrates in order to use a power or keep it active. The number of Concentrate 
  actions required to activate a power depend on the power itself. If the Strike Rank of a 
  concentrating character is brought below zero, then his or her concentration is broken and all 
  powers he or she was concentrating upon expire.
  This action is also used to Roll for Effect in a psychic Parallel Conflict, like to overcome the target 
  of a Power with the Overcome Attribute.
  Move (Cost 5)
  The character can move a distance up to four times his or her Movement score. If you are 
  determining distances in Zones and not with metric measures, you can move anywhere within your 
  current Zone or cross into a adjacent Zone with a Move action. Crossing into a new Zone and then 
  moving to contact with an enemy to engage it in Close Combat requires two Move actions.
  A character may take this action twice in a round, but after the first movement the Action type will 
  be upgraded to Run, thus preventing all other Actions for that character in the given round. A 
  character can Jump over obstacles, walk through shallow water, and perform other simple agility 
  feats while moving, usually halving the distance travelled but not the Strike Rank delay.
  Ranged Attack (Cost according to Weapon)
  The character can make a single Ranged Attack. The cost applied is defined in the weapon table. 
  The character's weapon becomes unloaded after this action, unless it is an automatic weapon, so a 
  Ready Item action is required to reload it before it can fire again. A Ranged Attack initiates a 
  Combat Exchange that may yield Combat Effects and damage for the target. All modifiers for 
  Attacks and Defences presented in Basic Combat apply.
  Ready Item (Cost according to Weapon)
  Drawing a gun from its holster, unhooking an axe from one’s belt, notching an arrow to one’s bow, 
  extracting a healing drug from a utility belt – all these actions require the Ready Item Action. A 
  single Ready Item action can also include dropping a weapon currently held to the floor and then 
  drawing a new one. Holstering one weapon and drawing another takes two Actions, as does 
  readying two weapons.
  The cost for readying/reloading a weapon is equal to the cost for parrying with it in Close Combat 
  (attacking for Shields or for long, unwieldy weapons that must be strapped on the wielder’s back), 
  or half the cost for attacking in Ranged Combat if the weapon is for ranged use only. The cost for 
  readying any other kind of items, unless specified otherwise, is five Strike Ranks.
  Cocking a crossbow or loading ancient or special firearms requires a number of Combat Rounds 
  described in the weapon entry. During these rounds, the character cannot perform any other actions 
  except one Concentrate action.
  Throw (Cost 5)
  The character can throw an item anywhere within Close range. The effect of the item depends on its
  nature.
  Use item (Cost 5)
  Many items with a special effect (grenades, healing drugs, movement scanners, etc.) require 
  characters to perform the Use action to activate it. The item description will state the SR cost to use 
  it if it is not 5.
  This action is also used to Roll for Effect in a physical parallel Conflict like grappling.
  
  Wait (Cost at will)
  A character may pause to assess the tactical situation. The act of waiting uses up all the SR which 
  pass until the character finally acts, although the preparation option described below allows to keep 
  some of them “in reserve”. If a waiting character wishes to act after a specific event has occurred, 
  then he or she declares so and takes his or her actions on the SR the event takes place. 
  Your character may want to prepare him- or herself for the attack of a charging opponent, or any 
  other opponent who is not yet in contact but has declared to move and attack. In order to do so, the 
  character spends the same amount of SR he or she would spend on a normal attack or defence, and 
  gains a Free Action or Reaction, respectively. This Action or Reaction can be triggered as soon as an
  opponent is in range (see the Charge rules). You can gain only one Free Action by waiting, 
  regardless of the actual SR passing between the moment you decide to Wait and the moment you 
  actually act.
  Reaction Types
  A character can usually react against any hostile action attempted against him or her, within the 
  limits specified for the selected kind of defence. The chosen Opening Move does not affect the type 
  of Reactions you can perform, as long as you meet all other prerequisites such as having a specific 
  item ready. Successful defences can result in a Combat Effect for the character. See the Combat 
  Effect section for the Effects that you can apply when defending.
  The following list includes the basic Reactions one can attempt and their cost in SR.
  Dodge (cost 5)
  Dodging is the act of manoeuvring to avoid blows and shots. A Dodge defence against a close 
  combat attack is rolled using the Close Combat Skill, adding the Dodge Trait if the character has it. 
  A combatant can use a Dodge defence against thrown projectiles and arrows, provided the user has 
  a shield ready or another cover source. The total lack of cover bestows a Penalty to Dodge against 
  Ranged Attacks. In this case, the Dodge Trait applies to the Agility Skill. Basic Dodge is useless 
  against bullets or energy weapons. You must use other techniques like Take Cover or Roll.
  Parry/Block
   
    (cost depending on weapon)
  A character can defend against any Close Combat attack with a weapon Parry, provided the weapon
  is ready. A Block is the default action with a Shield, instead. The cost in SR is specified in the
  weapon description, and in most cases it is half the cost for an attack. The minimum cost for a Parry
  or Block is 2 SR. 
  Take Cover (cost 5)
  Taking Cover behind an obstacle to enemy fire is normally the only effective defence against 
  firearms or grenades. It requires the presence of rocks, barrels, corners or other obstacles. In order 
  to take cover, you roll against your Agility Skill and add your Take Cover trait if you have it. The 
  Take Cover Trait is part of standard military training from the 19th Century on.
  If your character has the Roll Stunt, he or she can use the advanced Reaction of Roll, which does 
  not require the presence of cover. See the Defending against Ranged Attacks section.
  Concentration
   
    (cost 5)
  A character can use the Concentration Reaction to use a power defensively or to gain a Bonus in a 
  Parallel Conflict to resist an offensive power (see Chapter 6). If the power selected requires more 
  than one Concentration Action to activate, it will still go off with one single Reaction, but the 
  activation roll will suffer a Penalty.
  
  Combat Exchange Procedure
  During a Combat Exchange the attacking player rolls a d100 and compares it to the character’s Skill
  in the weapon he or she is using, including all Traits, Bonuses and Penalties involved. Bonuses and 
  Penalties are the same described in the Basic Combat Chapter. If a player rolls equal to or lower 
  than his or her character's final score, the blow hits the intended target. Otherwise, the attack is a 
  miss.
  If the enemy can and will defend, he or she can attempt to Parry, Block or Dodge, according to the 
  type of attack. The procedure for these defences is the same; the opponent Rolls on the appropriate 
  Skill, including all applicable Bonuses and Penalties, and compares the result with that of the 
  attacker on the attack resolution matrix given below (which corresponds to the Opposed Roll 
  resolution matrix provided in the Adventuring chapter).
  Defender
  Attacker
  Failure
  Success
  Advantage
  Failure
  Nothing 
  happens.
  Attack avoided and 
  defender gets a Tactical 
  Combat Effect
  Attack avoided and 
  defender gets two 
  Advantage Tactical 
  Combat Effects
  Success
  Attacker hits 
  and gains a 
  Combat Effect
  Attack avoided, higher 
  roll gets a Tactical 
  Combat Effect
  Attack avoided and 
  defender gets a Tactical 
  Combat Effect (an 
  Advantage Effect on a 
  higher roll)
  AdvantageAttacker hits 
  and gains two 
  Advantage 
  Combat Effects
  Attack avoided but 
  attacker gets a Tactical 
  Combat Effect (an 
  Advantage Effect on a 
  higher roll)
  Attack avoided, higher roll 
  gets an Advantage Tactical 
  Combat Effect
  If the defence roll succeeds, the blow does no damage. The winner also receives one or two Tactical
  Combat Effects or Advantage Tactical Combat Effects, depending on the roll. Sometimes a Defence
  against a Ranged Attacks cannot gain any Tactical Combat Effects because none are applicable to 
  the situation, so the only effect is that the attack misses.
  If the defence roll fails or is not attempted, or the attacker employs a Tactical Combat Effect that 
  negates the defence, the blow does damage and the Attacker may receive one or two Combat 
  Effects or Advantage Combat effects, depending on the roll. As the attack has actually hit the target,
  these effects can be either Tactical or Damage Combat Effects.
  Close Combat
  Close Combat Exchanges are initiated through the Close Combat Attack action. 
  Stance in combat
  Combatants may find themselves on the ground, kneeling or prone, as a result of a Change Stance 
  action or of a Bash or Trip Opponent effect. A combatant who is prone or kneeling cannot add his or
  her Might to any Close Combat attack. A prone character cannot use any ranged weapons except 
  crossbows or firearms.
  
  Close Combat Situational Modifiers
  Situation
  Skill Modifier*
  Target is helpless (or engaged in non-meleé Main action)
  Double Bonus
  Target is prone or sitting or is attacked from behind
  Bonus
  Target is three or more Size classes bigger than attacker
  Bonus
  Attacking while on higher ground
  Bonus
  Attacking a mounted target with a non-pole weapon
  Penalty
  Attacking while prone or sitting
  Penalty
  Attacking or defending while on unstable ground
  Penalty
  Attacking or defending while underwater
  Penalty
  Fighting in partial darkness
  Penalty
  Fighting in darkness
  Double Penalty
  Fighting while blind or in pitch black
  Triple Penalty
  [*] These modifiers are cumulative – attacking a target from behind while it is on lower ground yields a double Bonus.
  Defending against a Close Combat Attack
  A combatant can use Block, Parry or Dodge defences against a Close Combat Attack. All defences 
  against Close Combat attacks are rolled using the Close Combat Skill, adding the appropriate Trait 
  if the character has it. The weapon used for a Parry or Block must also be ready when the attack 
  strikes.
  Dodging is the act of manoeuvring to avoid blows and shots. A mounted character suffers a Penalty 
  to his or her Dodge roll. If a character has his back to a wall, cliff or enemy or is otherwise impeded
  from moving freely in any direction, he also suffers a Penalty to the Dodge Skill.
  As a Parry tries to deflect a blow rather than absorb or avoid it, the relative size of hand weapons is 
  usually not a factor, and any weapon can usually Parry any other weapon. However, parrying a 
  larger weapon leaves the defender open to damage if the attacker, having won the exchange by 
  rolling higher, uses the Overwhelm Combat Effect. In this case the weapon Parry rating takes effect,
  deflecting a given number of damage dice.
  A Block tries to absorb the impact of an attack rather than deflect it. Using a block prevents the 
  defender to gain any kind of combat effects if he or she wins the exchange (blocking is a clumsy 
  manoeuvre), but it also prevents attack effects that try to bypass a defence like Overwhelm and 
  Bypass Defence. Instead, the attacker gains the ability to use the Damage Weapon Combat Effect 
  against the blocking weapon regardless of weapon quality, unless the attacking weapon is a purely 
  trusting weapon such as a spear. This is the only situation when a weapon can damage another one 
  of the same quality (see Chapter 5). If the blocking weapon is of superior quality, it still takes 
  damage but its Toughness is doubled. 
  Close Combat Weapon Damage
  Damage for close combat attacks is determined with the procedure described in the Damage 
  section. Close combat weapons have a Might score that depends on the wielder’s STR, plus a bonus
  depending on the weapon type.
  The hand weapon table is in chapter 5.
  
  Hitting with the haft
  A fighter may sometimes  hit with the pommel of his or her sword, or with the haft of a spear or 
  pole weapon. When using such a technique, the following special conditions apply.
  
  Weapon damage is reduced to 1d3, and any extra might the weapon provides is dropped. 
  Additional might for two-handed weapon use remains in effect.
  
  The cost for attacking becomes the same as the cost for parrying with the weapon, with a 
  minimum of 3.
  
  If the attack is chosen as an Opening Move, the weapon Reach is considered zero.
  When a combatant is forced to a fighting distance that is shorter than his or her weapon normal 
  reach, usually by means of a Change Distance Combat Effect, this technique becomes mandatory. 
  The combatant cannot fight normally.
  Keeping distance
  Engagement distance is paramount in fantasy/historical combat, as it allows you to exploit your 
  weapon at its best. A long weapon will keep your opponent out of its optimal weapon reach, giving 
  you an opportunity to strike first even though your reflexes are slower, and forcing your enemy to 
  waste precious time just to enter your guard.
  In Advanced Combat, this is represented by the Keep Distance effect, which forces a short weapon 
  user to pay the attack cost for his or her opponent’s weapon instead of his own. Any long-weapon 
  user can apply this effect if he or she obtains an effect of the appropriate level in a Combat 
  Exchange. Of course, using an effect to this purpose is only useful in certain cases, as a simple Take
  Initiative effect will often yield a greater result. On the other hand, combatants wielding a weapon 
  with the Keep Distance (auto) attribute can apply the effect automatically, even when they do not 
  win the exchange, thus forcing their short weapon opponents to pay an outrageous cost for 
  attacking. The only conditions are that the long weapon be the one used to Parry, and that no other 
  effects that subtract Strike Rank be applied. The difference in Strike Rank between the normal cost 
  of the attack and the increased one is subtracted from the attacker’s Strike Rank total as soon as the 
  defender has successfully applied the combat effect, thus at the moment of the attack roll for an 
  automatic effect.
  Closing against a longer weapon
  A short weapon user can use a “Change Distance” combat effect to close in with a long weapon 
  user. The short weapon must have an attack cost which is at least four points less than the long 
  weapon. The comparison is between the actual costs, and not the reach. The only exception is that 
  all natural weapons are treated as having an attack cost of zero in this case.
  When locked in close range with a shorter weapon user, the long weapon user is subject to a Penalty
  to attacks and Parries with that weapon. In addition to this, he or she cannot use its blade or head 
  and must resort to “hitting with the hilt or haft” (see above).
  If a long weapon user begins a Combat Round in close range with a short weapon user, he or she 
  cannot add the long weapon reach modifier to his or her strike rank. In this situation, it is much 
  better to draw a dagger or resort to punching, grappling or shield bashes. Distance Effect. If the 
  defender wins, he or she gets a tactical effect – Keep Distance being the most obvious one.
  
  Unarmed Combat
  Using an unarmed attack against an armed foe leaves the attacker open to dangerous counter-
  attacks. As weapons are always considered of superior quality than limbs, an armed opponent can 
  use the Damage Weapon Combat Effect to wound an unarmed attacker after winning an exchange.
  Natural weapons
  The damage that natural weapons, such as the teeth and claws of monsters, deal is listed in the 
  monster’s description, and they can often gain Combat Effects like Slash and Impale. They seldom 
  have automatic effects, though. Unless noted otherwise in the beast description, a creature cannot 
  use its natural weapons to Parry.
  All human natural weapons do a base damage of 1d2. A normal human usually attacks by punching 
  when unarmed. A punch costs 3 SR to attack and 2 to Parry, and receives no bonus to SR for reach 
  when used as an Opening Move. Its Parry value against an Overwhelm Combat Effect is 1. A kick 
  attack costs 5 SR instead of the normal 3 for a punch, cannot normally Parry, and receives a +1 
  addition to Might, plus a +2 to SR when used as an Opening Move. A human can usually only kick 
  a downed foe, unless he or she is trained in a Martial Art that includes the Kicking Stunt.
  Martial Arts
  Characters who have a Martial Arts trait can use their limbs as weapons, striking their opponent's 
  weak spots more easily and causing damage to internal organs. All these advanced techniques are 
  modelled as Stunts. Sample Martial Arts schools and their Stunts can be found in the Stunt section. 
  Grappling
  Grappling is a form of combat that aims at subduing one's foe rather than harming him or her. In 
  Advanced Combat it is achieved by making a Brawl or Martial Arts attack and using the Grapple 
  Tactical effect. Once the grappling has been established, it goes on as a Parallel Conflict.
  Ranged Combat
  Ranged Combat Exchanges are usually initiated through the Ranged Attack Action. 
  In this section, you will find several references to the Armour Coverage Roll, explained in the 
  section about Armour. Ranged weapons often suffer a +2 modifier to this roll, which makes them 
  more likely to strike the hardest part of the target’s armour.
  Range and Movement
  A target within Close Range can be attacked without any Penalty. For each Range category beyond 
  Close, Ranged Attacks suffer one Penalty. A single Aim action eliminates all Penalties, provided the
  target is within Effective Range for the weapon. Beyond that range, aiming has no effect. Firing at a
  moving target that is not headed directly towards you bestows a Penalty.
  
  Ranged Attack Situational Modifiers
  Situation
  Skill Modifier
  Target obscured by smoke, mist or is in partial darkness
  Penalty
  Target obscured by thick smoke, fog or is in darkness
  Automatic failure
  Per each Size class target is smaller than attacker
  Penalty
  Per each three full Size classes target is bigger than attacker
  Bonus
  Target prone (except Touch Range)
  Penalty
  Target partially covered by an object
  Penalty
  Attacker is prone (except w/crossbow or firearm)
  Penalty
  Attacker is underwater
  Penalty
  Attacker is on unstable ground
  Penalty
  Attacker is blinded
  Automatic failure
  Defending against Ranged Attacks
  The target may attempt to Dodge a Ranged Attack, or to block it with a shield, but may not 
  normally Parry it with a weapon. When defending against Ranged Attacks, you do not use your 
  Close Combat Skill but your Agility Skill instead, adding the appropriate Trait – either Dodge or 
  Take Cover, rarely Shield for low-speed missiles.
  While intercepting a thrown weapon or an arrow is not terribly difficult, blocking or evading a 
  bullet is another story, and you suffer a Penalty. High velocity projectiles like beam weapons bestow
  a Double Penalty on Dodge or Shield defences. Take Cover against them. 
  Firing at close range
  Firing at a target within your Movement in metres bestows a Point Blank Bonus, unless the target is 
  within its Move in metres from you, and has specified the intention of engaging you in Close 
  Combat. Firing at a target with which you are actually engaged in Close Combat bestows a Penalty 
  and receives no Point Blank bonus. However, this situation negates the +2 to the Armour Coverage 
  Roll for Ranged Attacks against a target facing you.
  Firing into a Crowd
  Firing at an opponent engaged in Close Combat risks hitting the wrong target. Any fire at a meleé
  suffers a Penalty, which can be offset by the Point Blank bonus. If the target defends actively with
  Dodge or Take Cover, and wins the Opposed Roll, it can spend an Effect to make you hit the wrong
  target. If it wins with an Advantage, it can add a Damage effect to the hit as a second effect.
  In any case, if you fire at a meleé and miss, but your enemy does not make you hit the wrong target,
  the shot randomly hits one of the members of the meleé, according to the unit die roll: the original 
  target is labelled as “1” and the other potential targets become “2”, “3” etc. If you roll a number that
  does not correspond to a target then your shot missed completely.
  
  Being in Cover
  Once you have used the Take Cover Reaction,whether successful or not, you are considered “In 
  cover”. This means that:
  
  you cannot move without losing the benefit of Cover; 
  
  you need not defend against attacks if you do not leave your cover;
  
  the enemy can still shoot at you, but it cannot hit you. The only effect it can gain when firing
  actively at you is Suppress;
  
  any Ranged Attack you make suffers one Penalty, and exposes you to the risk of return fire 
  (see below);
  
  if you are hit by return fire, the Armour Coverage Roll is subject to a +2 modifier, 
  cumulative with the normal +2 for Ranged Attacks against an enemy facing you for a total 
  of +4.
  Some peculiar situations allow you to remain in Cover while moving. In order to take advantage of 
  them, you must have the Take Cover trait. These situations include:
  
  hiding behind or over a moving vehicle;
  
  walking through smoke (negates the +2 to the Armour Coverage Roll);
  
  crawling or Rolling on the ground (requires the Roll Stunt).
  Return fire
  When you shoot from cover and your enemy uses the Return Fire combat effect on a successful 
  defence roll, you are temporarily vulnerable to the Return Fire. This means that the enemy can 
  actually hit you with his or her next attack and not just gain the Suppress effect, although the +2 to 
  the Armour Coverage Roll is still in effect.
  Bursts
  All full automatic weapons fire bursts of three or ten rounds. A burst receives a Bonus to hit. The 
  number of rounds that actually hit the target in case of success is equal to the ten die, with a lower 
  limit of one and an upper limit of the actual number of rounds fired. Any Combat Effects apply only
  to the first round.
  Ranged Weapon Damage
  Damage for Ranged Attacks is determined with the procedure described in the Damage section. 
  Most ranged weapons have a Might score that is not dependent on the wielder’s STR, but only on 
  the type of weapon and ammunition.
  When using Localised Damage, the die rolled to randomly choose the location for a Ranged Attack 
  is the one with the highest number of faces. This makes it easier to hit the target’s torso or 
  equivalent large vital areas.
  The ranged weapon table is in chapter 5.
  
  Mounted and Vehicle Combat
  Many combatants ride a mount or vehicle in battle. In order to exploit the advantages of mounted 
  combat, the Horse Trait is required. If you do not have it, you cannot use your Weapon Trait, with 
  all implied limitations. European Longbows and two-handed long weapons, with the exception of 
  spears, cannot be used while mounted.
  Treat other [Mount] Traits like the Horse Trait when fighting from another type of horse-sized 
  mount like a Camel. When fighting from an elephant's back, only the mahout (the person leading 
  the elephant) need have the appropriate Trait.  Passengers can fight without any special training, but
  they are limited to Ranged Attacks. 
  Fighting from a vehicle driven by someone else works similarly to being a passenger on a mount 
  driven by someone else, while fighting while driving a vehicle requires two Traits and yields a 
  Penalty in any case. You can only use a one-handed weapon when fighting while driving a vehicle. 
  The advantages of mounted combat are as follows.
  
  Increased Move rate and ability to move more than one Zone per Move action.
  
  Additional Change Distance (auto) effect on any exchange against any opponent on foot 
  who is not using a pole weapon, allowing the mounted character to disengage and scuttle out
  of reach of the infantryman.
  
  Whenever a mounted combatant who has the Lance trait uses a one-handed spear (the Lance
  is preferred but any spear will do) in a Charge, the mount’s Might replaces the rider’s.
  Damage
  We will refer to damage not related to hit locations as non-localised damage, and to wounds not 
  connected to a specific hit location as non-localised wounds. If you do not use the localised damage 
  sub-system, all damage and wounds are non-localised. In many cases the rules will reference a 
  “location” as though all damage was localised. Unless a rule explicitly says something different, all 
  rules for damage to locations also apply to non-localised damage as though the damage had been 
  inflicted to a generic “body” location.
  Toughness
  When using Advanced Combat, it is important to know a character’s or monster’s Toughness score. 
  Any damage below a creature’s Toughness value is “just a flesh wound”, and will not have any 
  lasting consequence beyond pain (see below). However, poison and infections may still threaten a 
  character whose Toughness is not overcome, so it may still be necessary to mark the fact that your 
  adventurer has been wounded.
  Localised Damage
  Hit locations are an optional rule even in Advanced Combat. In some genres, it is not appropriate to 
  expose your adventurer to the risk of losing random body parts, so the actual localization of a 
  wound may be determined by common agreement between the Narrator and the Player.
  However, many groups prefer to keep track of where characters and creatures have been wounded, 
  and to describe armour with that level of detail that only body locations can give. The localised 
  damage subsystem provides this level of detail, at the cost of an additional die roll when applying 
  
  damage. For a humanoid target, roll 1d6 for a close combat attack or 1D8 for a Ranged Attack and 
  check the following table.
  D6 or D8
  Location
  Toughness adjustment
  1
  Right Leg
  -1 
  2
  Left Leg
  -1
  3, 7, 8
  Torso
  -
  4
  Right Arm
  -2
  5
  Left Arm
  -2
  6
  Head
  -1
  Each location has its own value for Toughness, which is equal to the general Toughness value for 
  the character minus an adjustment for the specific type of location. For the torso location, the value 
  is the same as non-localised Toughness.
  Chapter 7 contains a list of creatures, with appropriate location rolls. Use these tables as inspiration 
  for creatures of your own design.
  Damage components
  Damage has two components: weapon dice and Might. In some cases, the weapon dice may be 
  absent due to the weapon nature, but Might is always present, even if in some cases it may be zero 
  or negative.
  For hand weapons, Might is calculated exactly as in Basic Combat. Some weapons provide a bonus 
  to Might. This is noted in the weapon statistics in the appropriate weapon list. 
  Thrown weapons propelled by the wielder’s strength benefit from the character’s Might like hand 
  weapons. These weapons normally assume their wielder’s Might modifier.
  Projectile weapons like bows, crossbows and firearms have an inherent Might value, not depending 
  on the wielder’s Strength. Might for these weapons is always an unsigned number. For instance, a  
  9mm automatic pistol has a Might of 2, while the M1 Garand military rifle has a Might of 4. The 
  damage die is determined by the projectile rather than the weapon.
  Unlike Basic Combat, Might for hand weapons and ranged weapons that shoot something physical 
  is not a modifier to a d6 roll, but the number of d2's you roll together with the weapon dice. When 
  filling in the weapon section of your character sheet, always list the total Might with which the 
  weapon strikes, including your character’s Might bonus, any two-handed bonus and the weapon 
  bonus. Thus, a battleaxe (1d6, +1 Might) wielded with one hand by a STR 13 character will be 
  listed as doing 1d6+2d2 damage. An UZI submachinegun loaded with normal 9mm Parabellum 
  cartridges will be listed as doing 1d8+2d2.
  Energy or elemental weapons are those weapons that have no material component, usually but not 
  always ranged weapons. As a result, they have no weapon dice. However, their Might when applied 
  to damage does not usually result in rolling D2s. The dice rolled are often bigger. These weapons 
  often have peculiar effects on armour. Powers used as attack forms are usually treated as energy 
  weapons of variable Might.
  
  Applying Damage
  When rolling damage, roll all the dice and add them together, then subtract the protection value of 
  the armour protecting the target or the specific location struck. Count any negative value as zero 
  The remaining damage, is compared to the target's Toughness, or the Toughness of the location 
  struck if you use localised damage. Some weapons double the damage left after applying armour.
  Minor Wound
  If the damage is lower than the Toughness score, it is just a flesh wound. The target loses Strike 
  Rank equal to the damage suffered because of the pain, but nothing else happens. Check for venom 
  if applicable, and for infection later if the wound is not properly treated. In no case will minor 
  wounds "stack" to produce a more serious injury.
  Major Wound
  If the damage is equal to or higher than the relevant Toughness score, the wound becomes a Major 
  one, and its effects starts to stack towards causing the death of the character. All damage in excess 
  of Toughness becomes lasting damage and must be written down on the character sheet.
  Upon receiving a Major Wound, the target immediately drops to zero Life Points if he or she had 
  any Positive Life Points left. If the damage received was greater than Toughness, the character also 
  gains Negative Life Points equal to the amount of damage in excess of Toughness. As for Minor 
  Wounds, the total points of damage suffered when receiving a Major Wound are immediately 
  subtracted from Strike Rank for that round. 
  To know whether you can continue fighting after receiving a non-localised Major Wound, you must 
  roll Survival [Endurance],or simply Survival if you lack the specific Trait. If unsuccessful, you are 
  out of the fight.
  When using Localised Damage, do not roll on Endurance, but the location that suffers the Major 
  Wound becomes automatically unusable. In the case of the torso or the head, this means the creature
  cannot continue fighting (unless the Narrator allows an Endurance roll to remain active), while a 
  Major Wound to a limb only incapacitates that limb, making the combatant fall to the ground or 
  drop any weapon held by an incapacitated arm, but allowing it to continue fighting with the 
  remaining limbs.
  Cumulative Major Wounds
  The effects of Major wounds are cumulative, and a target suffering from a Major Wound becomes 
  more sensitive to further damage in the same area.
  For blows that strike a location already suffering from a Major Wound, each additional point of 
  damage yields a loss of one Life Point, whether or not the Toughness threshold is overcome. If a 
  blow causes a second Major Wound in a location that was already suffering from one, all damage in
  excess of Toughness is added to the damage already suffered. This means that the target may suffer 
  a Lethal Wound as a consequence of multiple Major Wounds in the same location.
  A fighter can use the Choose Location Combat Effect to intentionally aggravate a non-localised 
  Major Wound. All damage will affect Life Points and if the blow causes a second Major Wound the 
  effects are cumulative with the first.
  Lethal Wound
  Once a location has received damage in excess of its Toughness, which is also equal to or greater 
  than the Toughness itself, the wound becomes Lethal. A character receiving a non-localised Lethal 
  Wound is immediately incapacitated and must roll Survival [Endurance] to avoid instant death.
  
  A Lethal Wound to the torso or the head has the same effects of a non-localised Lethal Wound. If 
  the lethal wound is to a limb and received in one single blow, the limb is severed or crippled. 
  Except in the case of invertebrates, a Lethal wound to a limb incapacitates the target. In any case, a 
  Lethal Wound automatically activates a Bleed Combat Effect (see below) equal to the target's 
  Toughness, adjusted for the location wounded. 
  Wound Recovery
  After Advanced Combat, wound recovery proceeds in three different phases. During or immediately
  after the battle, First Aid and Healing powers are applied to the wound(s) in a Fast Healing process. 
  When the time scale has gone up to at least Adventure Time, all wounds turn into Consequences, 
  and a healing Conflict may take place to cure the wounded characters. Finally, as the Time Scale 
  reaches Downtime, all wound and fatigue Consequences expire, with the exception of crippled 
  limbs that the available medical technology is unable to fix.
  The following rules apply also to any other situation (traps, accidents, etc.) that inflicts damage to 
  Toughness during non-combat encounters in Narrative or Adventure Time.
  Effects of Healing and First Aid
  You can use First Aid, implements (bandages, drugs, etc.) or any power including the Heal effect at 
  any time during or immediately after Combat to stabilize a wound and prevent death or the 
  worsening of a character’s condition, but you can use them only once to reduce the damage in each 
  wound. Only if further damage is inflicted can you apply Heal or First Aid again to the same 
  character or location. For this reason, it is often better to let the best healer take care of a wound 
  unless the patient is in immediate danger of death. For the sake of simplicity, all non-localised 
  damage is treated as one wound, and all localised damage to the same location is considered one 
  wound, even if the damage was actually inflicted in two or more hits.
  After treatment, reduce the damage the character or location is suffering according to the effects of 
  the Skill or Power used, keeping in mind that only the amount of damage in excess of Toughness 
  counts. This might downgrade the wound to a lesser level of severity. Any wound that is brought 
  below zero points of damage becomes a minor wound and ceases to have any effect except the need
  of a minimal tending to avoid infections after combat.
  Fast Healing
  Immediately after Advanced Combat, one or more healers can treat each individual wound to 
  reduce the damage taken against Toughness. This process, called Fast Healing, takes approximately 
  one round of Adventure Time, during which Life Points and Toughness are still tracked. After this 
  time has expired, either Combat restarts because more enemies have appeared, or the wounds are 
  translated into Consequences and normal Non-Combat rules apply to the events that follow. In some
  unfortunate cases, such as when the heroes flee from a combat they are losing, Fast Healing is not 
  possible and the wounds must be translated into Negative Consequences without healer intervention
  first, which might produce unpleasant effects if the enemies engage the adventurers in a Conflict to 
  pursue them.
  Minor Wounds do not imply any real damage, so they can be treated with any effect that heals at 
  least one point of damage or with one single First Aid roll. On a success they stop affecting the 
  character. With such minor injuries you need only take care of the risk of infection, something that 
  you can usually do even on the battlefield unless you are forced to a hasty retreat. If you did not 
  keep track of all Minor Wounds, you can just make a single First Aid roll for each wounded 
  character.
  
  All characters also recover Life Points equal to their CON during Fast Healing. Add one extra D6 
  for characters with the Endurance Trait. Healing also restores lost Life Points and healers might 
  spend Life Points of their own while healing.
  Translating damage into Consequences
  Once Fast Healing is over, any unhealed or partially healed wounds are turned into Negative 
  Consequences. If any characters are still suffering from Negative Life Points after Fast Healing, 
  then they suffer a “Fatigued-” or “Bleeding-” Negative Consequence, depending on the reason for 
  the Life Point Loss.
  Use the Damage to Consequence Conversion Table for the conversion between lost Toughness and 
  Consequences. Note that the table results are the equivalent of a further 1-point reduction of each 
  wound, as wounds that correspond to damage exactly equal to Toughness and twice Toughness are 
  treated as Minor and Major respectively in the table, whereas they are considered Major and Lethal 
  while Combat is still in progress. The two columns about Life Points and Resolution Points have 
  the same effects as rules found in Chapter 3, and are repeated in the table for your convenience.
  Damage to Consequence Conversion Table
  Damage
  Consequence
  Life Point loss in 
  subsequent Advanced 
  Combats
  RP to eliminate in 
  Healing Conflicts
  No damage in 
  excess of 
  Toughness
  Minor Wound -
  10 (one time)
  10
  Damage in excess
  of Toughness
  Major Wound (-)
  10 (recurring)
  15
  Damage in excess
  of double 
  Toughness
  Lethal Wound (-)
  (-)
  20 (recurring)
  30
  The narrative effects of these Consequences are as follows:
  
  a Minor Wound does not affect the character in any further way, save for a general sense of 
  dizziness that will give him or her a Consequence or a one-time 10 Life Point loss in 
  Advanced Combat;
  
  a Major Wound means, apart from the Recurring Consequence that may also affect Life 
  Points, that if the Character enters Advanced Combat again before being fully healed, then 
  he or she will be treated as already suffering from a zero-point Major Wound. This will not 
  automatically bring the character’s Life Points to zero, but any damage to the affected 
  location will go directly to Life Points;
  
  a Lethal Wound leaves a character permanently incapacitated or unable to use the wounded 
  limb, which will hamper the rest of the group, possibly blocking the progress of the 
  adventure. The Narrator might want to find a narrative explanation for a temporary 
  downgrade of the wound to Major.
  As soon as all Toughness and Life Point losses have been translated into Consequences, the rules 
  found in Chapter 3 are once more in effect. This means that any further treatment requires a Healing
  Conflict.
  
  Armour
  Body armour is a form of protection used to reduce the damage one may suffer in combat. It 
  reduces weapon damage before it is applied to Toughness. The damage reduction is expressed in 
  Armour Points (AP), which depend on the materials and thickness of the armour. When a combatant
  is covered in an armour suit made of several layered pieces, the AP of the strongest armour layer is 
  considered to include also the AP of any underlying padding. 
  Like damage and wounds, armour can be localised or non-localised depending on your game's level
  of detail.
  Armour Coverage
  In many cases the pieces of an armour suit do not overlap totally, and some portions of a fighter's 
  body are protected only by the thinnest armour. A medieval man-at-arms had his skull covered by 
  both mail and a helm, but his neck was protected by mail only. 
  Thus, knowing how many points of damage an armour piece will stop is not enough to define its 
  effectiveness. It is also necessary to determine its Coverage, that is the chance that a hit will land on
  the part(s) of the body it protects. Each armour piece has a separate chance of being hit, depending 
  on the relative body surface it covers. For instance, if the only piece of plate armour a fighter is 
  wearing is a helmet, and the rest of the body is covered in mail, the chance of hitting the more 
  robust plate armour is low. Similarly, if the only parts not covered in mail or plate are his hands and 
  face, the chance of hitting the non-armoured parts will be equally low.
  The relative armour coverage for all armour pieces is expressed with number ranges which, when 
  read together, constitute a  linearised table of armour protection. The number ranges corresponding 
  to each armour piece are in the format AP/Coverage+, where AP is the armour points of the piece 
  and Coverage is the lower limit of the range. Numbers for Coverage go from 0 to 9, and armour 
  pieces are usually arranged in increasing AP order, with 0 and sometimes other low values 
  representing non-armoured areas, if the target has any. Number 9 usually represents the headgear, 
  which is the hardest piece in the majority of armour suits.
  Whenever an armoured target is hit, the unit die of the attack roll is read as the Coverage Roll, and 
  compared to the Coverage values of all armour elements to determine which protection to apply. In 
  practice, you need to find the highest possible Coverage number which is still inferior to the 
  Coverage Roll. For instance, if one piece has AP/Coverage 4/4+ and another 8/7+, then a roll of 8 
  hits the 8-point piece because both numbers are below 8 but the 7+ Coverage takes precedence, 
  while a roll of 6 hits the 4-point piece because only the 4+ Coverage is below the roll.
  Let us examine the armour of a typical medieval militia infantryman, made of a cloth padding suit 
  (gambeson), a mail shirt and a pot helm. The gambeson is not very strong but covers everything 
  except the hands, feet and face of the fighter (2/1+). The mail shirt has short sleeves and skirt 
  attached, for a 5/3+ totals. The pot helm is made of steel, but it covers only a part of the head, for 
  an 8/9+ total. In game, we will describe this armour as: 2/1+, 5/3+, 8/9+.
  Which is a shorthand for the following table:
  Unit die
  Attack hits
  0
  on an unarmoured area
  1-2
  on the gambeson (AP 2)
  3-8
  on the mail (AP 5)
  9
  on the helm (AP 8)
  
  Localised Armour
  If you use localised damage, each hit location is protected by its own Armour. The AP protection 
  remains the same, but Coverage is referred only to the location at hand. Each Armour suit or 
  Armour piece has specific values for each location, in addition to the non-localised value. All values
  are listed in the Armour Tables in Chapter 5, or in the special Armour list for the setting you use.
  A piece that covers only one or two hit locations will have a very different Coverage value when 
  using localised damage, sometimes quite different from the Coverage for non-localised damage. A 
  helmet with a mere 9+ Coverage when blows are directed at the entire body may find its Coverage 
  greatly increased when you consider only the head. On the other hand, the helmet is not counted at 
  all when the other locations are hit. The torso is often covered totally, with a coverage of 0+.
  Let us review the medieval man-at-arms example using hit locations. By checking the localised 
  Coverage for a gambeson, mail shirt and open helm on the Armour Tables in Chapter 5, we 
  discover that the values for each location are as follows. The mail on the torso has no area left non-
  armoured or protected only by the gambeson so it is worth 5/0+. Limbs and head all have some 
  unprotected parts and areas covered only by the gambeson which thus has a 2/3+, 2/2+and 2/1+ 
  armour value, respectively, for legs, arms and head. The limbs are also half covered by the mail, 
  which has a 5/5+ and 5/4+ value, respectively for legs and arms. Finally, the helm has an 8/6+ 
  value referred only to the head.
  However, our soldier's head sounds a bit unprotected. By consulting the armour table again, we 
  find that heavier mail armours have mail protection on the head, too, which replaces the gambeson 
  (it is the so-called mail coif). While the difference is too little to consider when using non-localised 
  armour, it becomes relevant in this case, so we will consider this armour suit as having a coif and 
  thus 5/1+ on the head. Historical mail suits had a great variability in Coverage.
  That said, here are the armour values for locations, ready to list on your character sheet: 
  •
  Legs 2/3+, 5/6+; 
  •
  Torso 5/0+; 
  •
  Arms 2/2+, 5/5+; 
  •
  Head 5/1+, 8/6+. 
   Natural armour
  The natural armour provided by a creature’s thick skin, fur or scales also has its typical 
  AP/Coverage ratings, detailed in Chapter 7. Magical protections and force fields usually have a 0+ 
  coverage, but consult also the Protection power description in Chapter 6. 
  Impromptu Armour
  In pulp games where characters wear little or no armour but exchange lots of bullets with their 
  enemies, it is not uncommon for a character to be saved by a thick object absolutely not intended as 
  armour which is providentially in the way of an otherwise-deadly hit; a Bible stopping a bullet, an 
  iPhone blocking a knife stab, or a golden torque deflecting a beheading sword slash. If this suits 
  your game, you can assign up to 4 points of impromptu armour with a coverage of 9+ to otherwise 
  unprotected characters. 
  
  Armour and ranged weapons
  Most armour elements are designed to protect the wearer from attacks coming from the front. An 
  armour suit may have several weaker spots, but they are usually located in areas only reachable 
  with a close combat attack or by hitting the target from the side or from behind. To represent this, 
  add a +2 modifier to the Armour Coverage Roll when a Ranged Attack hits a target that is actively 
  trying to face the attacker or to move towards him or her. This is cumulative with any other 
  modifier to the Armour Coverage Roll.
  Using shields as cover
  Particularly in the Ancient Age, shields were sometimes used as part of a soldier’s armour rather 
  than as a parrying/blocking weapon. The huge shields of Greek hoplites and Roman legionaries 
  were formidable as cover, and the soldiers’ armour suits were designed to protect only those parts of
  the body not covered by the shield.
  A combatant can use a shield as a passive defence which provides a Coverage Roll modifier, usually
  equal to the shield Reach minus one. Any Coverage Roll of 10 or more hits the shield, which is then
  treated as an armour piece with AP equal to its Toughness. Using a shield in this way prevents any 
  other use for that round, and negates the Free Reaction that a shield usually grants.
  Shield coverage is in effect only when fighting in formation and against Ranged Attacks from the 
  front. When a soldier is in close formation with other shield users, even Close Combat attacks are 
  subject to the shield Coverage modifier. When the fighter is alone, only Ranged Attacks coming 
  from enemies in front or moving towards may hit the shield. This means that all hits that are subject
  to the normal +2 for Ranged Attacks are also subject to the shield Coverage modifier.
  Example: Gaius the legionary has a rectangular Scutum shield with Toughness 12 and a Coverage 
  rating of +3. In a battle against the Germans, his unit is subject to a volley of arrows and since the 
  coverage Roll for ranged weapons is already subject to a +2 modifier, any roll ending with 5 or 
  more will hit the shield, while any other roll but a 0 will hit the legionary on his helmet or Lorica 
  Segmentata, which the armour makers in Rome have designed to provide a Coverage of 6+. Later 
  on, the fierce barbarians charge his cohors. Gaius and his comrades are a disciplined troop and 
  keep a tight formation even when charged, so they retain the advantage of shield cover. Without the 
  benefit of the +2 to the Coverage Roll, however, many Germans (Coverage Rolls of 0 to 2) could hit
  Gaius in a less armoured location.
  Months later, Gaius' legion engages a Parthian light cavalry unit. Parthian riders are extremely 
  mobile and they always try to fire at an enemy unit after outflanking it, negating the shield 
  Coverage bonus. However, the legionaries know the Testudo combat Stunt, a technique used by the 
  Romans that allows them to form a shield barrier that is impenetrable from any side, thus retaining 
  the +3 to Coverage from any direction. Yet without the +2 for facing the enemy, plenty of arrows 
  (Coverage Rolls of 0 to 2) manage to hit the Romans in their feet, where they have only their 
  leather caligae to protect them from harm. These Parthians are pesky opponents.
  Parallel Conflicts
  In Advanced Combat, usage of a power with the Overcome attribute, poisoning, grappling, 
  entangling and other important details are handled as basic Conflicts, yet they must be resolved 
  before Combat ends. These Conflicts are called Parallel Conflicts, as they take place at the same 
  time as the battle, which is itself a Conflict, but cannot be handled with the same rules as Advanced 
  Combat.
  
  The rules presented here constitute the core concepts used when running general Conflicts during 
  Advanced Combat. Specific cases may add further specific rules. Please check also the section 
  about Poisons in Chapter 3 and about Overcoming the target of an offensive power in Chapter 6.
  Resolution for Parallel Conflicts
  When running a Parallel Conflict, you determine Resolution Points for the two opposing forces as 
  normal (Will versus Will for a spell, Might versus Constitution for a poison, Strength versus 
  Strength for grappling, etc.). Consequences might apply, but normally not the same Consequences 
  you have applied at the start of combat. Consequences from previous Parallel Conflicts, instead, do 
  apply. For instance, if you have suffered a “Drained Mana” consequence while using a power with 
  the Overcome attribute earlier in the combat, the Consequence does apply to a subsequent Conflict 
  involving your Will.
  Initiating a Parallel Conflict
  Parallel Conflicts are initiated by an Action (or Reaction) performed by one combatant, who is 
  therefore labelled as the Conflict initiator. Typical Actions are using a power with the Overcome 
  attribute, inflicting damage with a poisoned weapon, using the Grapple or Entangle Combat Effect 
  after winning an exchange, and so on. The initiator pays the normal SR cost for this action, if any, 
  and the Parallel Conflict starts with the attribution of Resolution Points.
  The initiating Action may trigger the first exchange. An offensive power or the injection of a poison
  will immediately trigger an exchange in the Parallel Conflict, without any further expenditure of 
  Strike Ranks, while other types of Actions like Grapple or Entangle will not.
  If the initiating Action included a Roll, the latter is considered part of this exchange. Otherwise the 
  initiator makes a Roll on the appropriate Skill. For instance, the caster of a Divine Blessing, which 
  is activated without any Rolls, must make an Allegiance Roll, and a poison will make a Roll on its 
  Challenge Rating of 50%. On the contrary, a psychic who is Attacking with the Confusion power 
  has already Rolled on Concentration and can keep this initial Roll. The other contestant makes the 
  appropriate Opposed Roll (Willpower for powers, Endurance for poisons, etc.), and the effects of 
  the exchange are applied immediately according to the Conflict rules.
  Running a Parallel Conflict
  Once the Conflict has started, all subsequent rolls for effect may take place once or more per round, 
  according to the nature of the initiator:
   If the initiator is an impersonal force, like  poison, it makes another Roll for Effect at the 
  start of each round of Combat. The target cannot Roll for Effect in any case, and never 
  spends any resource to defend. 
   If the initiator has an independent will, it must use a Concentration (for powers) or a 
  generic Ready Item (for physical effects like grappling and disarming) action for each 
  Roll for Effect they want to make. The target does not spend any Strike Rank or other 
  resource to resist against a Concentration action, but against a physical threat, he or she must
  spend a Ready Item Action and lose the appropriate Strike Rank and Life Points to resist 
  with Brawn, Dodge, Brawl or another Trait. If the defender lacks the Strike Rank for the 
  Action, he or she can still roll but is subject to a Penalty and to the loss of one Life Point, as 
  per normal Advanced Combat rules. 
  
  The normal cost for the Actions used in a Parallel Conflict, Concentration and Use Item, is five 
  Strike Rank. A Parallel Conflict constitutes an exception to the Opening Move rules, so the two 
  opponents can use these actions at will, no matter what they have declared as Opening Move. 
  Both parties can also spend a Concentration or Ready Item action to gain a Support Bonus in the 
  Parallel Conflict. They must of course justify this Bonus with a Trait they have or an action they 
  perform (reciting a simple protective formula against curses, sucking the poison out of the wound, 
  etc.). We recommend that the Narrator requires the presence of an appropriate Trait, unless there is 
  some really obvious action related to the environment that the character can do. All other general 
  Conflict rules for Support apply. Allies can lend support to Parallel Conflicts if they use an 
  appropriate action that can justify the Support Bonus.
  Outcome of a Parallel Conflict
  If the initiator wins the Conflict, the target usually suffers a seriously impairing Effect, depending 
  on the nature of the Conflict (being subdued, a power taking effect, and so on). The initiator suffers 
  standard Consequences based on the Resolution Points lost, which represent mental or physical 
  stress suffered, but these usually last only for the duration of the current Combat.
  A Parallel Conflict may end with a Quick Exit according to the general Conflict rules. Each type of 
  Parallel Conflict has its own rules specifying the possibility and the effects of a Quick Exit. Poisons 
  have no will of their own and cannot opt for an earlier termination, but the first exchange will 
  determine if the toxin has an immediate effect or not by checking the criteria for a Quick Exit (see 
  Chapter 3).
  The initiator of a Parallel Conflict can nterrupt it voluntarily, and there are some conditions that 
  may cause its premature termination against the initiator’s will, too. If the Conflict is interrupted, its
  initiator suffers Consequences as if winning it. If the initiator loses the Conflict with a complete 
  defeat, he or she usually suffers Consequences, too, but no other adverse Effect. However, if for 
  some reasons the effects he or she intended to obtain can be reversed (for instance in case of 
  grappling or because the target is protected by the Reflect power), the outcome of a lost Conflict is 
  obviously the reversal of the intended Effect against the initiator.
  Rules for deadly poisons
  Quick-acting deadly poisons that take effect during Advanced Combat continue their action even 
  after reducing the victim to zero Resolution Points. After suffering all the non-deadly effects of the 
  poison, the victim starts acquiring Negative Life Points, which cannot be eliminated until the poison
  is purged, at the rate of 1d6 per round in which the Opposed Endurance Roll is failed. The only 
  chance of survival is purging the poison with magic or an antidote before the victim has suffered 
  Negative Life Points equal to his or her starting value. Luckily for the victim, the poison Might to 
  purge is not the entire amount, but only the Resolution Points the poison had left after winning the 
  Conflict.
  Parallel Conflict Example
  The Sheriff of Nottingham has caught Little John by surprise. On SR 20, the Sheriff pays 8 SR to 
  swing his longsword at John, who must use five of his 15 SR to Dodge, as he is unarmed. Luckily, 
  Little John wins the exchange with a 26 out of 78 versus the Sheriff's 17 out of 65, and opts to use a 
  Grapple Combat Effect to grab his opponent’s arm, hoping to offset the advantage the sword gives 
  his foe. The Grappling thus starts when the Sheriff has 12 Strike Ranks and John has 10, and the 
  Resolution Point pools for the Parallel Conflict are equal to the combatants’ STR, that is 18 for 
  John and 13 for the Sheriff. John’s lucky Dodge Roll has already been countered by the Sheriff’s 
  
  Sword attack, so it cannot be treated as a Roll for Effect. The Conflict is set up, but the first 
  exchange does not take place yet.
  The Sheriff, on Strike Rank 12, cannot hit John with his sword while grappled, and is forced to work
  on the Parallel Conflict. He spends a Use Item action to gain a Bonus to his next roll, declaring 
  that he is nevertheless using his Sword trait by hitting John with the hilt. This brings the Sheriff 's 
  Strike Rank down to 7. On SR 10 John trusts his Brawl Skill and spends 5 SR to Roll for Effect, but 
  loses with a 34 to the Sheriff’s Brawl Skill plus Bonus roll of 78 out of 95. This costs John 3 RP, 
  bringing him down to 15. However, the Sheriff must use 5 SR to defend, too, so the two contestants 
  end up with 2 and 5 SR, respectively.
  On SR 5 it is John’s turn again, and the Merrie Man spends 5 SR for another roll on the Parallel 
  Conflict. The Sheriff does not have enough SR for the Use Item action, so he drops to 0 SR, receives
  one Penalty and loses one Life Point, while being still able to defend. This time, John rolls an 
  Advantage with 64 and the Penalty betrays the Sheriff, who fails miserably with a 58. John makes 
  the sheriff lose 8 Resolution Points, reducing him to 5 vs. his own RP of 15. Being a practical man, 
  John goes for a Quick Exit, so the Sheriff is not subdued but loses his sword because of John's 
  brutal push. John is panting a little bit, as the grappling Conflict cost him a “Fatigued-” 
  Consequence for the three points lost. However, he has turned the battle into a fistfight against a 
  much smaller, unarmed opponent. 
  Combat Effects
  Whenever a character obtains a victory in a Combat Exchange, his or her player can choose one or 
  more Combat Effects to apply. You have two kinds of Effects: Tactical Effects that you can always 
  apply; and Damage Effects that you can apply only if your opponent lost the Opposed Roll or could 
  not defend at all, thus allowing you to roll for damage. 
  Combat Effect Format
  The format for Combat Effects is the same for Damage and Tactical ones.
  Name
  Type (Occurrence). Trigger
  Description
  Type: Damage or Tactical. Tactical Combat Effects may apply to both Attack and Defence rolls, or 
  to only one type of roll. If they apply to both, Tactical is specified, otherwise Attack or Defence is 
  specified.
  Occurrence: if specified it may be either auto, effect or advantage, which mean that the combatant 
  must have an Effect or an Advantage Effect, respectively, to spend in order to apply this Effect. 
  Auto means that an Effect is never chosen explicitly but is automatically applied in addition to other
  effects, unless another incompatible effect is chosen. Some effects may have two or more 
  occurrences listed. The description of any specific weapon or Stunt a character possesses supersedes
  the Occurrences listed in the power description, with Stunts having the precedence over all. 
  For instance, Impale is listed as Impale (effect) for most swords, but if you have a sword listed with 
  the Impale (advantage) attribute, then Impale is an Advantage Effect for that weapon. If you learn a
  combat technique that allows you Impale (auto) with swords of a certain type, then when hitting 
  with that type of sword you apply Impale automatically when not applying Slash or Stun.
  
  Trigger: if an additional trigger is necessary to allow the combat effect this is specified here. The 
  trigger is often an Attribute that the weapon must have to activate the Effect.
  Description: the effect description.
  Damage Combat Effects
  When an attacker rolls damage and he or she has Combat Effects left to apply, he or she can choose 
  one or more Damage Combat Effects. 
  The Impale, Stun and Slash effects cannot be combined. Only one of the three can be chosen, even 
  if a weapon allows  more than one. In case of an automatic effect, choosing an incompatible effect 
  prevents the application of the automatic one.
  Example: a katana has the Slash (auto) and Impale (effect) attributes, meaning that it can either 
  stab or swing. If a samurai chooses to swing his katana, the Slash effect is automatic and he can 
  add another Effect, either Tactical or Damage. If the samurai chooses to stab, not only does 
  impaling require the expenditure of an Effect, but it also prevents the application of damage 
  doubling from Slash.
  Aimed Blow
  Damage (effect for meleé, advantage for ranged). Any attack.
  The attack strikes the desired Hit Location instead of a random one, or aggravates any existing 
  Major Wounds when using non-localised damage. Alternatively, the Armour Coverage Roll is 
  decreased by two, to a minimum of 0.
  Bleed
  Damage (effect). Any weapon with the Slash or Impale attribute.
  All damage suffered, including doubling from Slash, is applied to Life Points. Basic (non doubled) 
  Damage is also added to the Fatigue Threshold of the target for the duration of this Combat, 
  increasing its Life Point expenditure in subsequent rounds. The effects of several Bleeding wounds 
  are cumulative.
  Coup de Grace
  Damage (effect). Any Close Combat weapon with the Impale attribute.
  You place an impaling strike so that armour protection is completely ineffective. The Might of the 
  blow is disregarded, but armour from the bypassed suit has no effect. The normal effect of an 
  impaling blow (1d8 additional damage) applies, too. 
  This effect can only be used on a helpless target, that is a target currently grappled by the attacker, 
  brought to zero Strike Rank by a Stun effect earlier during the round, or unconscious.
  Drop Weapon
  Damage (advantage). Any Ranged Attack.
  Forces the target to drop a hand held weapon if any damage overcomes Armour. This disarm 
  technique is ineffective against shields or natural weapons.
  Impale
  Damage (effect, or as specified by weapon attribute ). Any weapon with the Impale attribute.
  
  An impaling blow adds 1d8 to its total damage. Even attacks that have no weapon dice can add this 
  d8 if listed as impaling.
  Weapons and projectiles with a material component that Impale remain stuck in the target’s body 
  when the weapon causes a Major Wound or when the die roll is an 8. Having one or more weapons 
  stuck in one's body inflict a Penalty to all physical Actions.
  Maximum Damage
  Damage (advantage). Any attack.
  One of the weapon dice does maximum damage. This effect can be applied more than once to a 
  weapon with more than one damage die.
  Mighty Blow
  Damage (effect). Any Close Combat attack.
  The dice resulting from the Might of the blow yield their maximum result. Unlike Maximum 
  Damage, this effect applies to all Might dice at once.
  Slash
  Damage (effect, or as specified by weapon attribute ). Any weapon with the Slash attribute.
  All damage from a slashing blow that overcomes armour is doubled before being applied.
  Stun (Crush)
  Damage (effect). Any meleé weapon
  The attack ignores armour and deals damage equal to total Might in d2 directly against Toughness. 
  If the Strike Rank loss due to pain brings the target to zero SR or less, the latter is open to a Subdue 
  or Coup de Grace effect for the remainder of the round.
  Tactical Combat Effects
  Tactical Effects are labelled as Attack or Defence when they apply only to attacks or to defences. 
  We have divided them in two separate lists of Close and Ranged Effects, with a few specimens 
  being usable in both Close and Ranged Combat. These are listed among Ranged Effects.
  When an Effect mentions a number “proportional to your Skill”, you can either use the tens die or 
  roll an appropriate die (1d2 for Skills 1-20, 1d4 for 21-40, 1d6 for 41-60, 1d8 for 61-80, 1d10 for 
  81-100, 1d12 for more than 100), depending on whether you want to be able to predict the exact 
  number when choosing the Effect.
  Ranged Combat Effects
  Normally, a victory when defending against a Ranged Attack has no additional effects apart from 
  making the attack miss completely, and the attacker can still apply the Suppress effect if firing 
  bursts. Exceptions may exist in some pulp genres, like sending lasers back to the attacker with a 
  successful energy blade Parry. This kind of effects require a combat Stunt. In any case a Defence 
  Combat Effect can grant you the Return Fire effect to shoot back.
  Glancing Blow
  Attack (effect). Any Ranged Attack against a Dodge, Parry or Roll defence.
  
  You can ignore any enemy defence except Take Cover or a shield Block, but your attack loses any 
  positive Might from any source and receivers a +1 modifier to the Armour Coverage Roll. 
  Elemental/energy attacks are reduced to a Might of one, instead. This Effect cannot be combined 
  with Damage Effects.
  Return Fire
  Defence (effect). Any defence against a Ranged Attack.
  You can fire back at your attacker at the exact moment he or she is targeting you. You must still pay 
  the Strike Rank cost for the attack. The target of Return Fire loses any benefits of being in Cover 
  except the +2 to the Armour Coverage Roll.
  Suppress
  Attack (effect, or auto with burst fire). Any Ranged Attack with an automatic or energy weapon.
  The target suffers a penalty to SR proportional to your Skill. When firing bursts, Suppress is an 
  automatic effect and subtracts SR even when you miss, including the automatic miss against a target
  in cover, but the maximum number of SR lost is equal to the rounds fired.
  Close Combat Effects
  Anticipate
  Tactical (effect). Any Close Combat attack or Parry.
  The next roll that you make against the target receives a Bonus.
  Bash
  Tactical (effect). Any attack or Parry with a shield.
  You push your opponent back one metre per die of damage inflicted. If there is an obstacle or tricky
  terrain behind the target, the opponent must make an Agility roll with any Trait appropriate to the 
  situation or fall to the ground.
  Bypass Defence
  Tactical (advantage). Any Close Combat attack (see also description).
  You ignore the enemy defence. In addition to Combat Advantage, this effect has the additional 
  requirement that the ten die of the Attack roll be greater than the number of damage dice of your 
  weapon, including modifiers due to Might. 
  Change Distance
  Tactical (effect). Any Close Combat attack or defence.
  You can enter or exit closing distance with your opponent. Against an opponent with which you are 
  at regular distance, you can use this effect to disengage from Close Combat while remaining in the 
  same Zone.
  Damage Weapon
  Tactical (effect). Any Close Combat attack or defence against a weapon of inferior quality or 
  against a block.
  
  You can damage the enemy’s weapon. Damage is rolled normally and applied according to the rules
  for damaging inanimate objects or the normal rules for damage against a limb. The Toughness of 
  weapons of higher quality than yours is doubled when applying this Effect against a Block.
  Daze
  Tactical (advantage). Any Close Combat attack or defence.
  The target is left momentarily confused or off balance. His or her next roll, which include any roll 
  to resist an effect inflicted together with this one, will suffer one Penalty.
  Disarm
  Tactical (advantage). Any Close Combat attack or Parry.
  The target must roll again against his or her weapon Trait, with any Penalties that would apply to a 
  Close Combat defence rolled in that precise moment. A failure means the weapon is dropped. 
  Shields are immune to this effect if strapped to the arm.
  Entangle
  Tactical (effect). Any attack with a weapon with the Entangle attribute.
  You entangle your opponent's body or location, or weapon if Parried. Any entangling or entangled 
  weapon or limb cannot be used to attack or Parry until the entanglement ends.
  Grapple
  Tactical (effect). Any unarmed attack or any defence where the defender has a free hand.
  You grapple your opponent's limb, or the whole body if the opponent failed the roll. Any grappled 
  or grappling limb cannot be used to attack or Parry until the grapple ends. 
  Instinctive Defence
  Tactical (effect). Any Close Combat defence.
  The SR cost of the defence becomes zero. If the cost was already zero because of a Free Reaction, 
  then you do not spend the Free Reaction.
  Keep Distance
  Tactical (effect, or as specified by weapon attribute). Any Parry.
  This Effect changes the cost of the parried attack, making it equal to the Reach of the Parrying 
  weapon. The attacker loses extra SR to match the new cost of the attack.
  Overwhelm
  Tactical (effect). Any parried or dodged (not blocked) Close Combat attack.
  You subtract a number of dice equal to the Parry value of the parrying weapon (including any Might
  bonuses) from damage, starting with the d2's for Might. Any remaining dice will damage the target.
  Regain Footing
  Tactical (effect). Any Close Combat attack or defence.
  You can stand up from a knocked down or kneeling position.
  
  Riposte
  Tactical (effect). Any Close Combat defence.
  You can make an immediate counter-attack with a ready weapon. You must still pay the cost of the 
  attack in SR. The attack is a normal attack under all points of view, it just takes place before the 
  normal SR.
  Subdue
  Tactical (effect). Any Close Combat attack against a helpless target.
  The target must roll against his or her weapon Trait, including any Penalties that would apply to a 
  Close Combat attack rolled in that precise moment, or be forced into submission, effectively 
  defeated although unharmed, as long as you are still holding him or her.
  You can use this Effect only on an unconscious or helpless target, that is a target you have grappled 
  or brought to zero Strike Rank with a Stun effect earlier during the round. You cannot Subdue a 
  creature of a greater Size Class.
  Take Initiative
  Tactical (effect). Any Close Combat attack or defence.
  The target loses a number of Strike Ranks proportional to your Skill.
  Trip Opponent
  Tactical (advantage). Any Close Combat attack or defence.
  The target must roll against Agility with any Trait appropriate to the situation, like Balance. A 
  failure means the attack has knocked the target down.
  Combat Stunts
  The following collections of Stunts are designed to expand those details of combat that may be 
  useful only in particular settings, or to groups that wish to obtain a higher degree of realism. All of 
  these Stunts are optional. On the other hand, if you appreciate detailed combat, we encourage you to
  introduce as many new Stunts as you are comfortable with.
  Some special Stunts may apply to more than one weapon Trait. If a weapon user has the Stunt but 
  not the weapon Trait, the Stunt has no effect on that weapon.
  Prerequisites for Combat Effects
  Some weapons have a particular Combat Effect marked as an Attribute with the auto or effect 
  trigger, meaning that anyone using the weapon can obtain that specific result without spending an 
  Effect or by spending a regular Effect, respectively. If the weapon description has a star following 
  the Attribute, such as in Impale (effect)*, that particular manoeuvre may require specific techniques 
  not known to everybody and represented with a Stunt. If such a Prerequisite exist, those lacking the 
  Stunt see the trigger condition of the Effect raised by one level: auto becomes effect, effect becomes
  advantage and advantage becomes unusable.
  Here are some sample prerequisite Stunts.
  
  Bayonet
  This Stunt is a prerequisite for using your rifle in Close Combat, assuming it has a bayonet 
  mounted. In most settings, the basic Rifle training will include the Stunt. If it doesn’t, the advantage
  of taking this Stunt instead of a basic Spear training Trait is that you can use a Ranged Combat slot 
  for it.
  Flails
  Flails and Nunchakus are extremely effective weapons, but they are also difficult to wield. Without 
  this Stunt, the wielder is unable to use the Penalty to Parry attribute offensively. This means that he 
  or she suffers the Penalty when parrying with the weapon, but does not inflict the Penalty on a 
  target parrying the flail.
  Spear Formation
  This Stunt is a prerequisite for using any spear, polearm or other long weapon with the Keep 
  Distance (auto)* attribute. Without this, you need spend an Effect to apply the Keep Distance 
  manoeuvre.
  Swordbreaking
  This Stunt is a prerequisite for using any weapon with a built-in sword-catcher option, identified by 
  the Entangle on Parry (advantage)* or (effect)* attribute. Without this Stunt you are unable to use 
  the Entangle effect.
  Telescopic Sight
  This Stunt is a prerequisite for using any scope-based aiming device applied to a sniper rifle or 
  another ranged weapon. It can be applied to any weapon with the appropriate equipment, but the 
  firer must also have the weapon Trait.
  Sword finesse
  Axes, spears and blunt weapons are relatively easy to use. Having the relevant Trait allows a fighter
  to use the full array of manoeuvres and Combat Effects listed for the weapon. Swordsmanship, on 
  the other hand, is usually an art rather than a technique, and the sword, although inferior to other 
  weapons in a specific kind of attack (slashing, thrusting, bashing, etc.) is the only weapon that can 
  be used for virtually any combat technique except entangling. This flexibility comes at a price, as 
  this weapon usually has Prerequisite Stunts forcing you to acquire more than one Trait if you wish 
  to be a swordsman at full effectiveness. Without them, a sword is at a disadvantage when facing an 
  armoured opponent, and becomes mainly a defence weapon to carry outside the battlefield. As 
  usual, feel free to ignore the Prerequisite Stunts if you do not feel the need for such detailed combat 
  rules.
  Sword Finesse: Thrust
  This Stunt is a prerequisite for using any sword with the Impale (effect)* attribute. Without this, the 
  weapon becomes capable of impaling only on an Advantage result.
  Sword Finesse: Fencing
  This Stunt is a prerequisite for using any sword with the Keep Distance (auto)* attribute. Without 
  this, you need spend an Effect to apply the Keep Distance manoeuvre.
  
  Dual Wield Stunts
  Normally, having a second weapon in the off-hand does not provide any specific advantage, and if 
  you use the secondary weapon you suffer a Penalty. Dual wield Stunts eliminate this Penalty, at 
  least for defence, and let you gain a Free Action with your secondary weapon.
  Dual Wield
  This Stunt grants you a Free Action with your shorter/secondary weapon, and eliminates the Penalty
  for off-hand weapon use. The Free Action cannot be your Opening Move if it is an attack. The 
  Shield Trait allows you to do the same with a shield, although the Penalty for a shield attack 
  remains.
  Sword and Pistol
  Useful in pirate and sword and planet campaigns, this Stunt allows a combatant wielding a light 
  Close Combat weapon and a pistol or other 1H ranged weapon with limited recoil to switch 
  between Close Combat and Ranged Combat at no SR cost, and to make a Free Reaction with the 
  Close Combat weapon similarly to the Dual Wield Stunt. Any attack against a target with which the 
  combatant is already engaged in meleé suffers a Penalty as per normal weapon rules.
  Grip Stunts
  The statistics for hafted weapons assume that they are gripped in their optimal position to exploit 
  their reach and momentum. However, a clever fighter knows how to use the weapon with variable 
  grips.
  Change grip
  This Stunt allows an axe, hammer or mace wielder to use a shorter grip on the weapon, making it 
  more suitable to fighting in close quarters. The weapon loses one point of Reach and one point of 
  Might, but its attack and Parry SR cost also decreases by two and one point respectively. This trick 
  is only possible for one-handed weapons.
  Half-staff grip
  This Stunt allows a staff fighter to grab his or her weapon in the middle of its length, decreasing 
  Parry cost by 1 point but leaving all other attributes unaltered. The staff wielder changes grip 
  quickly when attacking to optimise the weapon length and momentum and returns to the basic grip 
  for parries against multiple opponents coming from different directions.
  Half-swording
  This Stunt allows to grip a sword with two hands, one of which grabs the sword by the blade. It 
  reduces Reach by two, thus allowing to use the weapon in closer quarters, but it also negates the 
  two-weapon bonus to Might and reduces the SR cost for attacks by 2 and for parries by 1. It is 
  usually possible only with weapons which have a specific blunt section of the blade for this 
  purpose, but a soldier in plate gauntlets can do it with a longsword with its entire length sharpened, 
  too.
  Martial Arts Stunts
  There are several Martial Arts disciplines, all with their peculiar Trait, which in turn allows access 
  to a unique list of Stunts that a character must learn separately. A Martial Arts Trait also includes the
  basic Stunt for its school, usually Kicking.
  
  Acquiring a Martial Arts Trait is possible only within a culture that practices it. The following 
  Stunts try to represent somehow “realistic” Martial Arts and thus only Focus has been listed as 
  costing extra Life Points. In some settings it might be appropriate to require the expenditure of one 
  Life Point per each use of a Martial Arts Stunt – which represents the martial artist tapping into his 
  or her Qì life force reserves, as taught by the philosophy at the root of most Oriental Martial Arts.
  Acrobatics
  Schools: Capoeira
  This Stunt allows the martial artist to combine Instinctive Parry with Regain Footing and Change 
  Range when dodging. If can also be used to perform incredible acrobatic feats in or out of combat.
  Deflect
  Schools: Karate, Wushu
  This Stunt increases the Parry score of a Martial Artist fist to 2, rendering an unarmed Parry as 
  effective as a light sword Parry.
  Evade
  Schools: Capoeira, Karate, Muay Thai, Wushu
  This Stunt prevents the martial artist's opponent from using Overwhelm against his or her Dodge, 
  allowing him or her to Dodge safely when unarmed. It reduces the cost of Dodge to 4 SR against 
  other unarmed opponents.
  Focus
  Schools: Karate, Muay Thai, Wushu
  This Stunt adds one point of Might to a Martial Arts attack per Might Level. Each application of 
  extra damage costs one Life Point. The Stunt also avoids damage to limbs due to the extra force of 
  the blow.
  Kicking
  Schools: Capoeira, Karate, Muay Thai, Savate, Wushu
  This Stunt is the default Stunt for most Martial Arts, including some Western ones like French 
  Savate or Brazilian Capoeira. It allows the martial artist to hit with a kick instead of a fist without 
  any penalty. The Kick attack has a Reach equal to the creature’s Size Class (thus 3 for a normal 
  human) instead of the zero reach for a Punch or Bite, costs 5 SR in advanced combat and provides a
  +1 to Might.
  Read Intentions
  Schools: Karate, Wushu
  Prerequisite: Evade
  By understanding when the firer is about to pull the trigger, this extremely difficult Stunt allows you
  to Dodge any kind of projectile, including beam weapons, at full effectiveness.
  
  Fast Draw Stunts
  Fast Draw [Weapon]
  This Stunt allows you to draw a weapon and attack with it with the same movement. It is usually 
  reserved to specialised schools of Sword fighting (Japanese Iaijutsu) and the fast draw techniques 
  with the handgun which are so common in Western movies.
  Fast Shooting
  This Stunt allows an archer to load and fire his or her bow with a single movement of the arm, thus 
  avoiding the 5 SR cost of the Ready Item Action used to reload. The archer might still need to spend
  extra SR to Aim. Only relatively short bows (up to a nomad cavalry bow) allow firing  at such an 
  impressive rate.
  
SOURCE: textdata/thevault/Revolution d100 SRD/RD100-SRD-04a - Advanced Combat.pdf