Melee combat

p. 147
  1. Apply modifiers
  2. Make the opposed test
  3. Compare armor
  4. Damage resistance test
  5. Apply damage

Called shots

Called shots

Multiple opponents and friends

Net friends gives +1 modifier to a max of 4.

Reach

Net reach gives +1 modifier

Multiple targets

Split dice pool

Charge

2 meters of ground. Previous action running. +2 modifier. If defender is delaying action gets +1 modifier.

Subduing

p. 152

On successful attack compare strength + net hits to defender's body. If higher defender is grappled.

Breaking out is strength + unarmed combat (net hits on grapple).

Complex action to maintain but no test.

May attempt: