House Rules: Combat

Combat overview

Our combat system shares only a passing resemblance to the system in any of the official Call of Cthulhu rules. Combat is still broken into rounds, but now combatants can do multiple things per round and have some choice about when in the round they can act.

In general, a combat round proceeds as follows:

Each of these is described in more detail below.

Initiative

At the beginning of each round, each combatant determines their initiative be rolling 1D10 and adding it to their DEX. Highest initiative goes first, and then combatants act in order of decreasing initiative. Combatants get several actions per round: one at their initiative, one at (initiative - 10), one at (initiative - 20), and so on. With one exception (described below), combatants must get their action before it can be used. However, combatants may hold their actions until later in the round.

So, suppose that Jim has a DEX of 16. At the beginning of a round, he rolls 1D10 to determine his initiative. If he rolls 6, then his initiative is 22. He will get one action at 22, one action at 12, and one action at 2. He may, if he wishes, hold all his actions until the end of the round and use them at initiative 3, 2 and 1. However, with the exception noted below, Jim cannot act twice before 12, nor act three times before 2.

Actions

There are two kinds of actions: actions and free actions. Free actions are simple things that can be done under even the worst of conditions: shouting a few words, reaching a hand into a pocket, dropping to the ground, etc. Free actions can be done at any time, and usually don't directly influence the course of combat. [Note: before assuming things are free actions, make sure the GM agrees with you.]

Unless something is specifically called a free action, however, it is assumed to be simply an "action" and must be performed in accordance with the initiative rules above. Typical actions include:

Attacking

Attacking is, in theory, very simple. Declare the target, then roll your attack. If you succeed, you hit. Note the degree of success, and look up the damage you did on the Damage Table. However, in practice there are a number of small complications that add to the complexity:
Damage Bonus
If you are especially large and/or strong, you do more damage in hand to hand combat. Conversely, if you are especially small and/or weak, you do less. At character generation, you should have noted if you have a damage bonus. If you have a damage bonus, be sure to take it into account when calculating damage.
Crits and Fumbles
If you roll double digits on a successful attack roll, you made a crit. Similarly, if you roll double digits on an attack roll that you fail, it's a fumble. Also, a roll of 01 is always a crit, and a roll of 00 is always a fumble. The effect of a crit or a fumble is up to the GM, but some sample consequences of a crit include:
  • Double damage
  • Attacker gets to choose the amount of damage
  • Attacker knocks target unconscious
  • Target is disarmed
Likewise, some sample consequences of a fumble include:
  • Gun jams
  • Weapon breaks
  • Weapon gets dropped
  • Attacker gets off balance, loses next action
Martial Arts
The Martial Arts skill presents another way to get a crit. All Martial Art skills have an area of specialty; unless otherwise noted, a Martial Arts skill is assumed to be in the area of hand-to-hand combat. If an attack roll is also under the level of the Martial Arts skill, and the attack was in that skill's specialty, then the attack is automatically a crit.
Grapple
Grapple is a special type of hand-to-hand attack, described below.

Dodging and Blocking

In this system there are three ways to avoid taking damage: a passive dodge, an active dodge, and blocking with a weapon.

The Grapple

A grapple is a special type of attack which cannot be passively dodged or blocked with weapons. The only way to avoid being grappled is through an Active Dodge.

Once someone is grappled, the grappler can do one of four things:

  1. Throw the target to the ground (automatic success).
  2. Immobilize the target-- target may try to escape by a STR v STR roll, once per action (of the target's), or
  3. Break the target's bones. 1D6 + Damage Bonus per attacker's action. Again, target may attempt STR v. STR roll once per action to escape.
  4. Strangle the target. Proceeds according to Drowning rules: target must make CON * 10 first action (target's), CON * 9 second action, CON * 8 third, etc. If target fails any roll, target falls unconscious. Again, target may attempt STR v STR roll each action to escape.

Damage

Weapon/AttackDamage
Punch1/3 (DOS + DB)
Head Butt1/3 (DOS + DB)
Kick1/2 (DOS + DB)
Knife1/2 (DOS + DB) + 2
SwordDOS + DB + 1
Small HandgunDOS + 1
Large Handgun(2 * DOS) + 1)
Rifle(2 * DOS) + 3
Shotgun(3 * DOS) + 2
Notes:
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Jonathan Herzog