\section{Combat, cont.} \begin{center} \begin{minipage}[t]{0.46\textwidth} \subsection{Distances and Ranges} Areas are divided into \textbf{zones}, which are not fixed in size. A zone is whatever size is needed to convey it's "about 1 area". It could be a single room or a large clearing in a forest. Distances are measured in 5 categories: \begin{itemize} \item \textbf{Reach:} Within touchin' distance. \item \textbf{Close:} In the same zone. \item \textbf{Medium:} In the neighboring zone. \item \textbf{Long:} 2 Zones away. \item \textbf{Extreme:} 3 or more zones away. \end{itemize} \vspace*{-10pt} \subsection{Combat Dice} When rolling \dice{}, roll a d6: \vspace*{5pt} \rowcolors{1}{tablecolor1}{tablecolor2} \subtitlefont \begin{tabular}{|c|c|} \hline \rowcolor[HTML]{000000} {\color[HTML]{FFFFFF}\textbf{D6 ROLL}} & {\color[HTML]{FFFFFF}\textbf{RESULT}} \\ \hline 1 & 1 damage \\ \hline 2 & 2 damage \\ \hline 3 & - \\ \hline 4 & - \\ \hline 5 & 1 damage + damage effect trigger \\ \hline 6 & 1 damage + damage effect trigger \\ \hline \end{tabular} \subsection{Radiation Damage} Radiation damage reduces the target's maximum hit point total, instead of their current hit points. If the source of radiation damage affects the whole body, take the lowest locational radiation DR. \end{minipage} \hfil \hspace{30pt} \begin{minipage}[t]{0.46\textwidth} \subsection{Critical Hits and Injuries} When a target suffers 5 or more damage in one hit (after resistances), they suffer a \textbf{critical hit}. A critical hit imposes an injury on the character, which confers a penalty depending on the hit location: \begin{itemize} \item \textbf{Arm: You drop whatever you're holding, and your arm becomes useless.} \item \textbf{Leg: You fall prone. The move action becomes a major action and you can no longer sprint.} \item \textbf{Torso: You begin bleeding. You suffer 2\dice{} physical damage, ignoring resistances, at the end of each of your turns.} \item \textbf{Head: You use your actions for the next turn. All tests that rely on vision have +2 difficulty.} \end{itemize} \vspace*{-10pt} \subsection{Dying} When a character reaches 0 HP, they suffer an injury and begin \textbf{dying}. At the end of each of your turns, attempt an \textbf{END}+\textbf{survival} test with a difficulty equal to the amount of Injuries you have. If you pass, you are still dying. If you fail, you die. All attacks while dying give an injury. \end{minipage} \end{center} \subsection{Hit Location Table} \begin{center} \subtitlefont \rowcolors{1}{tablecolor1}{tablecolor2} \begin{tabular}{|c|c|c|c|c|} \hline \rowcolor[HTML]{000000} {\color[HTML]{FFFFFF}\textbf{D20}} & \multicolumn{4}{|c|}{\color[HTML]{FFFFFF}\textbf{HIT LOCATION}} \\ \hline \rowcolor[HTML]{000000} {\color[HTML]{FFFFFF}\textbf{ROLL}} & {\color[HTML]{FFFFFF}\textbf{Humanoid}} & {\color[HTML]{FFFFFF}\textbf{Quadruped}} & {\color[HTML]{FFFFFF}\textbf{Flying Insect}} & {\color[HTML]{FFFFFF}\textbf{Mister Handy}} \\ \hline 1-2 & Head & Head & Head & Optics (as head)\\ \hline 3-8 & Torso & Torso & Torso & Main body (as torso) \\ \hline 9-11 & Left Arm & Left Front Leg & Left Wing (as leg) & Arm 1\\ \hline 12-14 & Right Arm & Right Front Leg & Right Wing (as leg) & Arm 2 \\ \hline 15-17 & Left Leg & Left Hind Leg & Left Legs & Arm 3 \\ \hline 18-20 & Right Leg & Right Hind Leg & Right Legs & Thruster (as leg) \\ \hline \end{tabular} \end{center}