3-0 Combat Combat is used when two forces meet and one or both wish to fight. It can also be used in friendly competitions, such as a fencing competition, but certain modifiers may apply there, such as an inability to kill your opponent. Here's how combat works...
3-1 Your Turn On your turn, you have three options.
Attack: Attack with current weapon, feet, whatever's handy. Roll to match or get below your DX minus whatever encumberance you have (whatever weapon you may be attacking with can have encumberance). If you hit, then make a damage roll. Roll two six-sided dice, then add your AT or ST (ST if you're not using a weapon) to this roll. Now subtract your enemy's DP from this, and you have the final amount of damage. Subtract this from the enemy's hit-points to get their remaining HP. (i.e. if someone with 10 HP was at full health and was hit for 2 damage, their remaining would be written as 8/10).
Defend: Defend with whatever's handy. Parrying with a weapon will mean applying the weapon's ST to yours to get your DP rather than applying your armor strength. Defending will cut three more points off of your opponent's next attack than their attack would normally damage you for.
Run: Make a roll against (to match or get below) your DX, and unless you fail, you're home-free until the enemy catches up with you.
3-2 When Do Characters Die? Characters pass out when their HP reaches 0. When it goes below that, they die. Characters can pass out without their HP reaching 0. These rules can be modified, but it is not recommended.
3-3 Expanding on This Combat Expansions on this combat will be seen in UQ supplements.