Ma Combat
Ma Combat
not). After you declare this action, if that enemy moves away
from you, you may immediately move up to your Speed in
yards in direct pursuit at no additional cost in actions. This
occurs immediately after your foe’s movement, before they Sometimes words are not enough, and conflicts can be settled
can do anything else. Your movement need not bring you only by bringing fists, blades, and bullets to bear. In a Cine-
adjacent to that enemy if you can’t go that fast. In that case, matic game, combat can be an exhilarating experience, full
you simply move as far as you can before you stop. You can of gravity-defying stunts and incredible fighting moves.
decide to forego some or all the movement this action allows In Gritty games, a fight can take you out in seconds. You’ll
when your enemy triggers it. want to avoid violence unless it’s the only way to survive or
protect what you hold dear. Pulpy games stand between these
Ram extremes. A game’s mode will determine whether combat is a
common event or a terrifying rarity.
When operating a vehicle in motion, you use it to sideswipe
or collide with a target. Your attack roll uses whatever focus Like everything else in Modern AGE, the core of combat is the
you would use to operate the vehicle, and you may opt for a ability test. The most common type of test is called an attack
sideswipe or a full collision. Against another vehicle, a ram is roll, and is used to try and hit an opponent. This section shows
a Stunt Attack that automatically generates 1 SP to put toward you how to make attacks and inflict damage, and shows you
anti-vehicle stunts on a sideswipe, and 2 SP on a collision. A what it takes to kill a character.
vehicle’s Defense is equal to 10 + Handling rating + the ability
used to operate it, based on its focus. Against living targets,
a ram inflicts damage instead, and the attack is rolled against
Making Attacks
the target’s Defense. See Chapter 4: Equipment for more on
There are two basic types of attack: melee and ranged
ram types, damage by vehicle as modified by speed, and
(arcane or psychic attacks from special powers are covered
vehicle Handling.
in Chapter 6: Extraordinary Powers). Both are handled the
same way.
Ready
1. Start by picking a target. To make a melee attack, you
You draw a weapon, pull out a device, or otherwise ready an must be adjacent to your opponent (within 2 yards
item that is stowed. As part of this action, you can put away of your target). To make a ranged attack, you must
something already in hand. You could holster a handgun and be able to see your target and be within range. See
pull out a grenade, for example. Chapter 4: Equipment for more information about
weapon ranges.
Stand Firm
2. Make an attack roll. This is an ability test based on the
You lower your center of gravity and prepare to resist any weapon group of the weapon you are using (Fighting
effort to move you from the place where you stand. Until for heavy blades, for example, or Accuracy for
the beginning of your next turn, any enemy who uses the firearms). This is modified by a focus, if applicable, and
Skirmish or Knock Prone stunts to move you or knock you any other relevant bonuses (such as aiming, charging,
to the ground must succeed in an opposed test pitting their special items, talents, etc.).
Strength (Might) vs. your choice of your Strength (Might)
3. Your attack roll is a basic ability test. Your target
or Dexterity (Acrobatics) to move you or knock you prone.
number is your opponent’s Defense.
This test can only be attempted after your opponent spends
the relevant stunt points, which are nevertheless expended 4. If your test result is equal to or greater than your
to no effect if you win the test. An opponent who attempts opponent’s Defense, your attack hits.
to Skirmish you more than once as part of a single attack (to
move you more than 2 yards) makes only a single opposed Example
test against you, with all the skirmishing movement hanging
in the balance. It’s Amy’s turn. She sees a crooked cop 4 yards away and
uses the Charge action to close the distance and attack.
Amy’s player makes an attack roll. This is a Fighting
Variable Actions (Brawling) test, which is right up Amy’s alley thanks to
Use a Power her experience as an MMA fighter. The roll is a 9, and
she gets +3 for her Fighting ability, +2 because she has
You attempt to use a special ability granted by a talent, the Brawling focus, and another +1 for charging. Her test
specialization, or any other source, including arcane spells or result for the attack roll totals 15 (9 + 3 + 2 + 1). This beats
psychic powers. This may be a major action, minor action, or the bad cop’s 11 Defense, so Amy lands a solid punch.
free action depending on the power and the use of any related
stunt, and may require a specific ability test.
Inflicting Damage
Reload
Once you’ve hit an opponent, you inflict damage unless
You reload a missile weapon. This may be a major action, you’re performing some special move, like a Stunt Attack.
minor action, or free action depending on the weapon, the Your damage roll determines if you struck a telling blow
stunts used, and your abilities. or one that was glancing and ineffectual. Armor is impor-