Basics of Combat
Rounds - A round is merely a break down of time lasting 6 seconds.
Initiative - Initiative is the order in which character move and or fight. Your initiative is 1d20+Dexterity Modifier.
Attacks -
Full action - Any action which would take 6 seconds real time is a full round action. Example: Drawing a weapon, re-loading a firearm, opening a door.
Partial action - Any action which would take less than 6 seconds. Example: Using a firearm, drawing an arrow from a quiver, useing most powers.
Free action - Any action which would take much less than 6 seconds is a free action and does not count against other actions during your turn. Example: Talking (unless it's a speech), dropping an item.
Free Attack - If you sneak up on an enemy and they are unaware of your presence, you get a free attack. If your enemy sneaks up on you they get a free attack.
If an opponent moves within five feet radius of you, you get a free attack; if you move within five feet radius of an opponent, they get a free attack.
DR
Before you can even hit an opponent you must break their DR or damage resistance. To break the DR you must roll a 1d20 and add or subtract your attack bonus/penalty and Strength bonus, if you score at or above the DR you score a hit. DR is 10± Dex. modifier + Any bonus from armor or powers for humans and superhumans.
To Attack
Assuming you have broken the DR you can now attack.
Types of Damage:
Regular - Does not heal without a special power or medical attention or through the passage of time.
Subdual - Non lethal. If your subdual damage exceeds normal damage, you are unconsicious.
You roll the damage of your particular weapon (Fists are considered 1d4 subdual) + your Strength or Dexterity modifer depending on the weapon (The "minimum" score in the weapon section is the attribute you use. exception you add no dexterity bonus to firearms. Instead, you get to +3 attack if you are 10 ft. from the opponent or less.)
If when you attack you see an enemy has a number of DN this means damage negation. This is protection from attacks. This means the DN number is subtracted from any damage you deal.
Two Weapon Fighting -
When attacking with 2 weapons, you lose to attacks:
-06 (Primary Hand) -10 (Off Hand) - Normal Penalties
-04 (Primary Hand) -08 (Off Hand) - If off-hand is light
-06 (Primary Hand) -06 (Off Hand) - If one is Ambidexterous
-04 (Primary Hand) -08 (Off Hand) - If an Ambidexterous char. uses 8 skill points to learn Two Weapon Combat
-04 (Primary Hand) -04 (Off Hand) - If off-hand is light and one is Ambidexterous
-02 (Primary Hand) -02 (Off Hand) - If off-hand is light and one knows Two Weapon Combat
Light Weapons:
Automatic Pistol, Crossbow, Revolving Pistol, Dagger, Light Hammer, Sap, Siangham, Sickle, Tomahawk.
A Rock never has any penalties when using with both hands.
Non-Combat Actions and Special-Combat Actions:
Running- There's no shame in running, for "Those who fight and run away . . . aren't slammed across five city blocks by a supervillian". While running you move (unless modified by armor) 4 x your normal speed but not attack.
Charge - If one verbally elects, he or she may make a charged attack, it is like a run only you gain +2 to Attack rolls and lose -2 to DR.
Collosal Failures and Spectacular Success
If you roll a 1 on a 1d20 when attacking (or when doing skills or trying to use powers for that matter) it is as collosal failure: You sing off key, your bowstring shatters, your powers harm you etc.
Rolling a 20 on a 1d20 is a Spectacular Success: You wow the crowd, you shoot your bow better than William Tell, your bark skin becomes more powerful than usual etc.
More importantly if you roll a 20, you break your opponents DR no matter what it is.
If after you roll a 20 while attacking you can roll again, if you once again break the DR you get a Critical Hit which does more damage (see Weapons).
If the first two break the DR you can roll a third time, if this roll also breaks the DR the enemy dies instantly.
Attack of Opportunity
Scenario: You come across a group of baddies milling about, smoking and so forth waiting for a shipment of cocaine. As you drop from the sky like the Angel of Death you get what is called an Attack of Opportunity.
An Attack of Opportunity, is an extra attack per round rewarded for "having the drop" on your opponents.
If before combat "A" is aware of "B", but, "B" is not aware of "A", "A" gets an Attack of Opportunity.
If before combat both "A" and "B" are aware of each other, no one gets an Attack of Opprtunity
If "A" and "B" are in the middle of battle and neither notice "C" wander towards the melee, "C" has an Attack of Opportunity against either "A" or "B", but, not both.
The Attack of Opportunity does not necissary apply to everyone in a group, say that the Kat-Kid is fighting a bunch of thugs and the rest of the Mega Heroes comes by to help him out, assuming the thugs are unware, all of the Mega Heroes except Kat-Kid get the Attack of Opprtunity simply because the thugs know darn well that Kat-Kid is there.
Damage
If a character reaches 0 Hitpoints he or she is disabled you're not unconcious but you can not do anything major or you will fall unconcious.
If a character reaches -1 to -9 Hitpoints he or she is dying. They are unconsious and can take no actions.
If a character drops to -10 or below they are dead. The only way to reserect a fallen comrade is to A) aquire a "Gem of Eternity" of which there are a scant 20 scattered throughout the entirety of the multiverse (upon using a "Gem of Eternity", it disintigrates and is shot back randomly into the multiverse whole again) or B) if the fallen was your Soul Bound you can elect to take their place in death at which point you die and they return to the plane of the living or C) If you travel to the Plane of the Dead you can try to convense Romnecos to give up the soul (which is not bloody likely) or D) If you manage to screw up the space-time continuum enough, the Material plane will transform into the Liaretam plane and for that nanosecond before all existance is wiped out, the dead will become living and the living will become dead.
COMBAT MODIFIERS
(to attack rolls)
Attacker flanking defender +2
Attacker on high ground +1
Attacker invisiable +2
Defender sitting/squating/kneeling +2
Defender climbing -2
Defender running -2 (to ranged attacks only: bows, guns etc.)
Cover Bonus
(to DR)
1/4 - (Man behind 3 ft. tall wall) +2
1/2 - (Man infront of open window) +4
3/4 - (Man peering around tree/pole) +6
9/10 - (Man peering out of slightly open door) +10
Complete - (Man behind solid wall) Total