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The systems are designed to be fully compatible, allowing the degree of abstraction to be chosen according to circumstances.
One round of Abstract combat takes as unspecified amount of time, somewhere in the region of two to three seconds.
As explained in section 5.2, above, a combatant's strike rank determines when they attack in the Abstract system.
The number of Actions a character has (and hence their base strike rank) is dependant on their Agility Attribute (see Table 16, below).
5.2 The Combat Process
The following is a step-by-step view of how one round of Abstract combat is executed:
At the end of any round of combat, the GM may switch to the Duellist system, if such a change is appropriate. In the event of a tied Strike Rank, the attack with the lowest Action cost should move first. If this is a tie, the attacker with the highest Dexterity acts first. In the event of a tie on Dexterity, assume the two combatants act simultaneously.
5.3 Actions, Initiative and Strike Rank
The term `Actions' may seem out of place at first, but its meaning becomes readily apparent in the Duellist system (see section 6.3). In order to keep the two systems compatible, the term Actions is used here to describe the base strike rank of a character.
| Agility | Number of Actions |
| 1 | 1 |
| 2 | 2 |
| 3 | 3 |
| 4 | 4 |
| 5 | 5 |
| 6-10 | 6 |
| 11-15 | 7 |
| 16-18 | 8 |
| 19-20 | 9 |
| 21-24 | 10 |
In addition to this, at the beginning of each combat round the strike rank is raised by a certain number of Actions. This represents an individual's reflexes - how quickly they adapt to the situation - and is hence based on the character's Dexterity Attribute (see Table 17, below).
| Dexterity | Initiative Index |
| 1-5 | 1 |
| 6-13 | 2 |
| 14-17 | 3 |
| 18-20 | 4 |
| 21-24 | 4+1 |
The initiative index represents a certain number of d6's, possibly with a modifier. For example, an initiative index of 4+1 represents 4 dice, and a plus 1 bonus Action. However, when determining any initiative bonus, the dice are not treated at face value. Any 5's rolled are treated as +1, any 6's rolled are treated as +2 and all other values are treated as zero. This method is known as Index Resolution (see section 1.8).
After the first round of combat, a character's effective initiative index changes. Any die that came up 5 or 6 remains in effect, and all others are discarded.
For example, a character with a Dexterity of 25 has an Initiative Index of 4+2. At the beginning of a combat, the player rolls 4 dice and gets a 2, 3, 4 and 6. The 6 counts as +2, and all the others as +0, and so the character gets a total of 4 (2 +2) bonus Actions (that is, their Strike Rank is 4 higher for the first round). If none of the dice had come up as 5's or 6's, the character would still have got 2 bonus Actions.
For the next round of combat, their effective initiative index is 1+2, as only one die came up as a 5 or 6 in the first round.
When an attack is declared, the player should describe in as much detail as required what they are attempting. The GM then decides how compatible the action is with the character's Fighting style (see section 5.6) and determines a modifier, if necessary. The attack is resolved using the rules for Active Task Resolution (see section 4.1). The attacker rolls 1d20 and adds this to their combat Skill, and the defender adds 1d20 to their combat Skill plus a Parry bonus (which depends on the weapon they use - see section 5.8), if parrying, or to their Dodge Skill, if they are dodging. This can be summarised as:
Attack: Attackers Fighting style Skill + 1d20
As mentioned, these values may be modified by the details of the attacks involved. If the attacker's total exceeds the defender's total, the attack is successful and damage is caused (see section 5.9). Otherwise, the attack fails.
Attacks are classified under four headings: thrusts, swings, blows and ripostes. The Gamesmaster should decide from the player's description of their character's actions which heading an attack should come under.
A thrust is a rapid, jabbing action, which is generally the least damaging, but the fastest form of attack.
A swing allows more momentum to be put into the strike and, for most weapons, swings are more damaging than thrusts. However, if a character performs a swing attack in a round, they are at -5 on any parry and dodge attempts.
In a blow, the whole weight of the body is put behind the attack. For almost all weapons, a blow is the most damaging attack, and also the slowest. Because of the effort involved in performing a blow, any parries or dodges performed in the same round are at -10.
The last form of attack is the riposte. A riposte is an attempt to turn a successful Parry into an extra attack. However, it can only be performed if the character has successfully parried their opponent by 20 or more (see section 5.5, below). A riposte is considered a thrust for determining Damage modifiers. A riposte may be parried, and in return, riposted.
The more parries, dodges or Armour blocks (see section 5.11) a defending person has to carry out, the harder it becomes. For each defensive move carried out earlier in a round, a penalty of -5 is applied. So a person who parries twice and then dodges is at no penalty for the first Parry, -5 for the second Parry and then at -10 for the dodge.
As an example, an attacker using the Swashbuckler Fighting style rolls 65, whilst his opponent rolls only 17. Having overpowered the defender by 48 (two blocks of 20), he could, for instance, elect to do a called shot to the head at one damage rank higher. Alternatively, he could disarm his opponent and cut the letter `Z' across their chest.
It is also possible for the defender to overpower the attacker. If a Parry total exceeds the attacker's total by 20, then the defender can turn that Parry into a Riposte (thus making an extra thrust attack on the attacker). If the Parry total exceeds the Attack by 30 or more, the defender could opt to disarm the attacker instead. If a Dodge total exceeds the attacker's total by 20, the person Dodging has manoeuvred behind their opponent. If their next attack is on the person they moved behind, that person can only Dodge or Armour block (see section 5.11) at half skill.
Some of the Fighting styles (assassin, gladiator, swashbuckler) are designated solo fighting styles and similarly, a few styles (legionnaire, poleaxeman, spearman) are described as group fighting styles. All others are treated as neither solo nor group fighting styles.
Whenever a person with a solo fighting style engages in combat alone (that is, they are fighting with no-one else on their side), they fight at +5 (this bonus also applies when Dodging). If they fight a single opponent who is also using a solo fighting style, this advantage will be naturally cancelled out, as both will be fighting at +5. When using a solo fighting style to fight in a loosely organised group, the combat rolls are unmodified. If forced to engage in Ranked combat (see section 5.25), they suffer a -10 penalty.
Group fighting styles include a certain knowledge of tactics, which enable people using them to gain full advantage from fighting in Ranks (see section 5.25). Even if they are in a loose formation, people using group fighting styles may designate a leader who is considered to be Task Assisting (see section 4.5) all other people in the group. However, they are at a disadvantage when fighting alone, suffering a -5 penalty to their Skill.
It is possible that over a period of time, due to various circumstances, Fighting styles will change for a particular character. That is, that character may develop their own version of a certain Fighting style, with advantages and disadvantages that might differ from the style as it was originally taught. Any changes should be discussed and agreed on between player and GM.
5.4 Resolving Attacks
In the Abstract system, there are three main actions: attacks, parries and dodges. An attack is any move specifically intended to harm your opponent, a parry is an attempt to deflect an opponent's attack with your own weapon and a dodge is an attempt to move out of the way of an opponent's weapon. In Abstract combat, character's only get one melee attack per round (although they may get additional attacks by riposting - see below).
Parry: Defenders Fighting style Skill+ Parry Bonus + 1d20
Dodge: Defenders Dodge Skill + 1d20
5.5 Overpowering
If the attacker rolls greatly in excess of their opponent, they have overpowered them. In this event, they gain certain advantages. Each 20 by which the attacking total exceeds the defending total by can be `spent' in one of the following ways:
A called shot allows the attacker to decide where the attack hits (rather than rolling randomly, as detailed in section 5.10). If disarm opponent is chosen, the opponent's weapon is wrenched from their hands and falls to the ground several metres away. A higher damage rank is explained in section 5.11, and a higher concussive rank in section 5.12. Finally, anything else the GM considers appropriate can be carried out, e.g. leaving a scar on the opponent's cheek, or cutting one of their armour straps.
5.6 Fighting Styles
The following is a description of how, in general, the various fighting styles affect Abstract combat. It should be noted that these profiles are guidelines. The GM should assess each situation separately and award any advantages and disadvantages they see fit. It is also worth noting that characters can have more than one fighting style. Such a character can generally choose which fighting style to use in an attack, and may combine the abilities of these styles freely, except where mentioned below. The Gamesmaster is the final arbiter in what is possible by combining fighting styles.
These are intended to be general rules to indicate the differences in the Fighting styles. Players should be encouraged to think of their character's Fighting styles as another function of the character's personality. Combat should be thought of by the player in terms of the Fighting style(s) of their character, rather than simply applying a set of hard and fast rules to all combat situations.