Combat Reference

Coriolis - The Third Horizon

Initiative & Turn Order

Starting Combat

Step Action
1 All combatants roll 1D6 for initiative
2 Higher scores act first (ties: roll off)
3 Keep dice visible - score persists all combat
4 When all have acted, new turn begins
One combat turn = approximately 10-20 seconds

Initiative Modifiers

Source Modifier
Surprise attack +2 (first turn only)
Weapon initiative bonus +X (must attack with weapon)
Bonus effect spent +2 per six
Lower voluntarily Any (permanent)

Action Points

Each Turn
You receive 3 Action Points (AP) to spend. AP refresh at the start of each turn.
Action Type AP Cost Examples
SLOW 3 AP Aimed shot, Full auto fire, First aid, Activate mystical power, Tinker with gadget
NORMAL 2 AP Melee attack, Normal ranged shot, Reload weapon, Ram with vehicle
FAST 1 AP Sprint (10m), Take cover, Draw weapon, Parry, Quick shot, Go into overwatch, Hit the ground, Get up
FREE 0 AP Roll armor, Defend in opposed roll, Quick shout to ally

Common Action Combinations

Option A

FAST + FAST + FAST

Three quick actions

Option B

NORMAL + FAST

Standard attack + movement

Option C

SLOW

One careful action

Melee Combat

Making an Attack

NORMAL ACTION - 2 AP

Roll
MELEE COMBAT = ATR + SKL + WPN
Success = Roll at least one 6
Requirement Details
Range Must be at Close Range (~2m)
Posture Must be standing (get up = 1 AP)
Weapon Add weapon's Gear Bonus to pool

Quick Melee Attack

FAST ACTION - 1 AP

  • -2 modifier to attack roll
  • Light weapons or unarmed only

Defending in Melee

FAST REACTION - 1 AP

NPCs require GM to spend 1 Darkness Point to defend
  1. Declare defense before attacker rolls
  2. Both roll MELEE COMBAT simultaneously
  3. Defender spends sixes on effects
Defense Effect Result
Decrease Damage Cancel one attacker's six (repeatable)
Counterattack Deal your Weapon Damage to attacker
Disarm Enemy drops weapon (after attack)
Raise Initiative +2 to your initiative
Unarmed vs. Weapon: -2 modifier to defend

Melee Bonus Effects (Extra Sixes)

Effect Cost Description
Increase Damage 1 six +1 damage (repeatable)
Critical Injury Crit Rating Roll D66 on critical injury table; extra sixes = reroll for worse
Strike Fear 1 six Target takes 1 stress (repeatable)
Raise Initiative 1 six +2 initiative next turn (repeatable)
Disarm 1 six Target drops weapon or item
Grapple 1 six Pin opponent (see below)

Grappling Rules

Breaking Free

Opposed MELEE COMBAT roll

  • Pinned person: Normal action
  • Grappler: Free action

Grapple Attacks

  • +2 modifier to attack
  • Unarmed damage only
  • Target cannot defend

Ranged Combat

Making an Attack

NORMAL ACTION - 2 AP

Roll
RANGED COMBAT = ATR + SKL + WPN + MOD
Success = Roll at least one 6

Range Modifiers

Distance Range Modifier
Close ~2m -3 (in melee) / +3 (unaware)
Short ~20m 0
Long ~100m -1
Extreme ~1km -2
Beyond weapon range +1 step -3

Target Size Modifiers

Target Size Modifier
Prone / Small -1
Normal 0
Large (vehicle) +1
Huge +2 or more

Shot Types

Shot Type AP Cost Modifier Notes
Quick Shot 1 AP -2 Close/Short range only; 3 quick shots = empty clip
Normal Shot 2 AP 0 Standard ranged attack
Aimed Shot 3 AP +2 Cannot use when engaged in melee
Full Auto 3 AP -2 See Automatic Fire rules

Automatic Fire

  1. Roll attack with -2 modifier
  2. Keep rolling extra dice one at a time
  3. Roll a 1 = clip empty, must reload
  4. Can split dice between targets (each within Close Range of previous)

Ranged Bonus Effects (Extra Sixes)

Effect Cost Description
Increase Damage 1 six +1 damage (repeatable)
Critical Injury Crit Rating Roll D66 on critical injury table; extra sixes = reroll for worse
Suppressive Fire 1 six Target takes 1 stress (+1 if full auto) (repeatable)
Raise Initiative 1 six +2 initiative next turn (repeatable)
Disarm 1 six Target drops weapon or item
No Active Defense: You cannot actively defend against ranged attacks. Use COVER instead!

Special Actions & Tactics

Cover

FAST ACTION - 1 AP to take cover

Cover Type Armor Rating
Divan2
Table3
Door4
Inner Wall5
Outer Wall6
Brick Wall7
Foxhole8
Cover + Armor stack! Add all dice together.

Fire Support & Prone

  • +1 to ranged attacks when behind cover (not quick shots)
  • Prone: Enemies get -1 to hit you
  • You get +1 fire support even without cover when prone

Attack of Opportunity

FAST REACTION - 1 AP

Triggers When Enemy:

  • Moves away from melee engagement with you
  • Passes within Close Range during movement
Bonus Details
+2 modifier To your attack roll
Fast action Costs 1 AP

Overwatch

FAST ACTION - 1 AP

  1. Declare overwatch and aim direction (90° arc)
  2. Until next turn, fire normal shot (2 AP) at any time
  3. Fire interrupts enemy actions (even after declared)
Overwatch breaks if you:
  • Perform any other action
  • Become engaged in melee
  • Take damage

Reactions Summary

Reaction AP Cost When Triggered
Defend (melee) 1 AP When attacked in melee combat
Attack of Opportunity 1 AP Enemy leaves or passes Close Range
Overwatch Fire 2 AP Enemy acts within your 90° arc
Important: Reactions use AP from your current or upcoming turn. Save AP if you want to react later!

Damage & Armor

Taking Damage

  1. Attack hits (attacker rolled at least one 6)
  2. Roll Armor Rating dice - each 6 reduces damage by 1
  3. Apply remaining damage to Hit Points

Broken (0 HP)

  • Cannot act or test skills
  • Can still receive critical injuries
  • Recovery: First aid (MEDICURGY, slow action) or wait D6 hours

Critical Injuries

  1. Spend extra sixes equal to weapon's Crit Rating
  2. Roll D66 on critical injury table
  3. Spend more sixes to reroll for worse injury
Fatal Injuries: Require first aid within time limit or you die!

Combat Flowcharts

Your Turn Structure
START OF TURN
Receive 3 AP
Choose Actions
(Slow / Normal / Fast)
Perform Actions
Save AP for Reactions?
END OF TURN
Melee Attack Resolution
flowchart TD A[Declare Attack
2 AP] --> B{Target Defends?} B -->|No| C[Roll MELEE COMBAT] B -->|Yes| D[Both Roll Simultaneously] C --> E{Any 6s?} D --> F{Compare Results} E -->|Yes| G[Deal Weapon Damage] E -->|No| H[Attack Misses] F --> I[Apply Defense Effects] I --> J[Resolve Remaining Damage] G --> K{Extra 6s?} J --> K K -->|Yes| L[Apply Bonus Effects] K -->|No| M[Attack Complete] L --> M H --> M style A fill:#161b22,stroke:#2dd4bf,color:#f0f6fc style B fill:#161b22,stroke:#22d3ee,color:#f0f6fc style C fill:#161b22,stroke:#4ade80,color:#f0f6fc style D fill:#161b22,stroke:#4ade80,color:#f0f6fc style E fill:#161b22,stroke:#22d3ee,color:#f0f6fc style F fill:#161b22,stroke:#22d3ee,color:#f0f6fc style G fill:#161b22,stroke:#4ade80,color:#f0f6fc style H fill:#161b22,stroke:#f87171,color:#f0f6fc style I fill:#161b22,stroke:#60a5fa,color:#f0f6fc style J fill:#161b22,stroke:#4ade80,color:#f0f6fc style K fill:#161b22,stroke:#22d3ee,color:#f0f6fc style L fill:#161b22,stroke:#2dd4bf,color:#f0f6fc style M fill:#2dd4bf,stroke:#14b8a6,color:#080a0f
Ranged Attack Resolution
flowchart TD A[Declare Attack] --> B[Apply Modifiers
Range, Size, Shot Type] B --> C[Roll RANGED COMBAT] C --> D{Any 6s?} D -->|Yes| E[Deal Weapon Damage] D -->|No| F[Attack Misses] E --> G[Target Rolls Armor
+ Cover if applicable] G --> H[Apply Remaining Damage] H --> I{Extra 6s?} I -->|Yes| J[Apply Bonus Effects] I -->|No| K[Attack Complete] J --> K F --> K style A fill:#161b22,stroke:#2dd4bf,color:#f0f6fc style B fill:#161b22,stroke:#60a5fa,color:#f0f6fc style C fill:#161b22,stroke:#4ade80,color:#f0f6fc style D fill:#161b22,stroke:#22d3ee,color:#f0f6fc style E fill:#161b22,stroke:#4ade80,color:#f0f6fc style F fill:#161b22,stroke:#f87171,color:#f0f6fc style G fill:#161b22,stroke:#60a5fa,color:#f0f6fc style H fill:#161b22,stroke:#4ade80,color:#f0f6fc style I fill:#161b22,stroke:#22d3ee,color:#f0f6fc style J fill:#161b22,stroke:#2dd4bf,color:#f0f6fc style K fill:#2dd4bf,stroke:#14b8a6,color:#080a0f
Damage Resolution
flowchart TD A[Attack Hits] --> B[Determine Base Damage
Weapon Damage + Extra 6s] B --> C[Defender Rolls Armor
+ Cover dice] C --> D{Any 6s
on Armor?} D -->|Yes| E[Reduce Damage
-1 per 6] D -->|No| F[Full Damage Applied] E --> G{Damage
Remaining?} G -->|Yes| F G -->|No| H[Attack Negated!] F --> I[Subtract from HP] I --> J{HP = 0?} J -->|Yes| K[BROKEN!
Cannot act] J -->|No| L[Continue Fighting] K --> M{Critical Injury
Inflicted?} M -->|Yes| N[Roll D66
Apply Effects] M -->|No| O[Await First Aid
or D6 Hours] style A fill:#161b22,stroke:#f87171,color:#f0f6fc style B fill:#161b22,stroke:#f87171,color:#f0f6fc style C fill:#161b22,stroke:#60a5fa,color:#f0f6fc style D fill:#161b22,stroke:#22d3ee,color:#f0f6fc style E fill:#161b22,stroke:#4ade80,color:#f0f6fc style F fill:#161b22,stroke:#f87171,color:#f0f6fc style G fill:#161b22,stroke:#22d3ee,color:#f0f6fc style H fill:#161b22,stroke:#4ade80,color:#f0f6fc style I fill:#161b22,stroke:#f87171,color:#f0f6fc style J fill:#161b22,stroke:#22d3ee,color:#f0f6fc style K fill:#f87171,stroke:#dc2626,color:#f0f6fc style L fill:#161b22,stroke:#4ade80,color:#f0f6fc style M fill:#161b22,stroke:#22d3ee,color:#f0f6fc style N fill:#f87171,stroke:#dc2626,color:#f0f6fc style O fill:#161b22,stroke:#60a5fa,color:#f0f6fc