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Wrath & GloryRolemasterElectric State

Combat Quick Reference

A condensed reference for all combat rules in The Electric State RPG. Sources: sections zones-range, rounds-initiative, actions-moves, close-combat, ranged-combat, table-weapons, ambushes, damage (pp. 82–88).


Round Structure

  • A round represents ~5–10 seconds of action.
  • Initiative: The side that starts the fight acts first. If unclear, each side rolls D6 + the highest Wits score on that side — the higher total are the attackers. Re-roll ties. This roll cannot be pushed.
  • Turn: Each participant gets one move + one action, or two moves. The move must come before the action.

Range Bands

Range Distance
Engaged In your face
Short Same zone
Medium Adjacent zone
Long Up to four zones away
Extreme Further away

A zone is roughly one room indoors, or a patch of land up to 100 ft across outdoors. Attacks below a weapon's minimum range get −2 dice per range band below that minimum. Attacks beyond maximum range are impossible.


Action Types

Type Description
Action Attack, reload, take cover, rally an Incapacitated fighter, interact with item
Move Move between two adjacent zones, or between Short and Engaged in the same zone
Reaction Immediate response to an enemy action; you forfeit your next turn (or your next round's turn if you've already acted this round)
Free Action Draw a weapon, open a door, speak a few words — done in addition to your action, only on your own turn

Close Combat

Range: Engaged. Roll: Strength + weapon bonus dice.

Before dice are rolled, the target chooses:

  • Take the Hit — If the attack succeeds: base Damage + 1 per extra 6 rolled.
  • Fight Back (reaction) — Opposed roll; only the attacker can push.
    • Attacker rolls more 6s → target takes base Damage + 1 per extra 6 beyond what was needed to win.
    • Equal 6s → no one is hurt.
    • Defender rolls more 6s → attacker takes defender's base Damage + 1 per extra 6 beyond what was needed to win.
    • Target forfeits next turn but may fight back against any number of close attacks until then.

Firearms in close combat: Roll Strength (not Agility). Most firearms have a min range of Short, so typically −2 dice or more when used at Engaged range.


Ranged Combat

Range: Short or more. Roll: Agility + weapon bonus dice.

Before dice are rolled, the target chooses:

  • Stand Tall — If the attack succeeds: base Damage + 1 per extra 6 rolled.
  • Dodge (reaction) — Opposed roll; only the attacker can push.
    • Attacker rolls more 6s → target takes base Damage + 1 per extra 6 beyond what was needed to win.
    • Equal 6s, or defender rolls more → attack misses.
    • Target forfeits next turn but may dodge any number of ranged attacks until then.

Cover: Taking cover is an action. Roll dice equal to cover's Armor Level; each 6 blocks 1 point of damage.

Cover Armor Level
Shrubbery 2
Furniture 3
Car Door 4
Brick Wall 6
Sandbag 8

Explosive weapons: Roll to hit normally. On a hit, the explosion affects the targeted zone (not a single target); extra 6s increase damage to all. On a miss, a random adjacent zone is hit.

Full Auto: On a hit, you may immediately fire again (same or different target). A third roll is possible if the second also hits. The entire burst empties the magazine. Reloading is an action.

Ammunition: Don't track ammo unless the scenario or GM specifies otherwise.


Ambushes

  • An unaware target must take the hit / stand tall — they cannot fight back or dodge.
  • To ambush into close combat: Agility roll at −3 dice.
  • You cannot ambush someone already in active combat.

Weapons Table

Weapon Bonus Damage Min. Range Max. Range Price
Unarmed 1 Engaged Engaged
Improvised club +1 1 Engaged Engaged
Knife +1 2 Engaged Engaged $25
Baseball bat +2 1 Engaged Engaged $50
Axe +2 2 Engaged Engaged $100
Chainsaw +1 3 Engaged Engaged $250
Rock 1 Engaged Medium
Taser +3 Engaged Short $500
Derringer +2 2 Engaged Short $250
Handgun +2 2 Short Medium $300
Magnum revolver +2 3 Short Medium $400
Crossbow +2 1 Medium Long $150
Hunting rifle +2 2 Medium Long $500
Shotgun +3 2 Short Medium $350
Sniper rifle +2 2 Medium Extreme
Submachinegun ◆ +2 2 Short Medium
Assault rifle ◆ +3 2 Short Long
Heavy machinegun ◆ +3 3 Short Long
Neodymium cannon ● 4 Medium Long
Molotov cocktail Blast Pwr 6 Engaged Medium
Hand grenade Blast Pwr 8 Engaged Medium
Mortar +2 Blast Pwr 12 Medium Extreme

★ No damage — target rolls Strength at −2 dice or loses their next turn.
◆ Capable of fully automatic fire.
● Fired via neurocaster only; uses the neurocaster's Network attribute as gear bonus.
‡ Cannot be purchased commercially.


Damage & Health

  • Damage reduces your Health score.
  • At 0 Health: you are Incapacitated — you can crawl (one move per turn) and mumble, but cannot roll for attributes or use talents.
  • Instant Kill: A single hit equal to or greater than twice your maximum Health kills you outright — no death rolls.

Death Rolls

Each turn while Incapacitated, roll 4 dice (cannot be pushed). Mark every 6 you roll.

  • Accumulate 3 total 6sStabilized (stop making death rolls).
  • 3 failed death rolls (rolls with no 6) before stabilizing → Dead.

Rallying & Stabilizing

Action Who Roll Effect
Rally Another character, same zone Empathy Recover Health = 6s rolled; still making death rolls
Self-rally Yourself After a Stretch (if alive), recover 1 Health automatically
Stabilize Character with Medic talent Wits (bonus from first aid kit) No more death rolls; still Incapacitated

Additional damage while Incapacitated (even 1 point) restarts death rolls.

Recovery

  • 1 Health per Shift automatically, if no strenuous activity.
  • Nurse talent: 2 Health per Shift.
  • Certain conditions (disease, hunger) block recovery.

Body Armor

Armor Armor Level Agility Modifier Price
Soft vest 2 −1 $150
Plate vest 4 −2 $300
Riot gear 6 −3 $500

When hit, roll dice equal to Armor Level; each 6 eliminates 1 point of damage.


Serious Injuries (D66)

Roll when you have been Incapacitated and survived.

D66 Injury Effect Healing
11–36 None
41 Broken finger −1 die on rolls requiring two arms (shooting rifle, driving, climbing) D6 days
42 Ear torn off −1 die on Wits rolls for hearing 2D6 days
43 Broken toe May move OR act, not both D6 days
44 Broken ribs −2 dice on Strength and Agility rolls D6 days
45 Teeth knocked out −1 die on Empathy rolls 2D6 days
46 Concussion −2 dice on Wits rolls D6 days
51 Broken nose −1 die on Empathy rolls D6 days
52 Busted knee May move OR act, not both 2D6 days
53 Traumatized Roll on the Mental Trauma table
54 Gouged eye −2 dice on Wits rolls for spotting things D6 days
55 Damaged throat −2 dice on Empathy rolls D6 days
56 Infected wound Disease of Virulence 6
61 Broken arm −3 dice on rolls requiring two arms 3D6 days
62 Broken leg May move OR act, not both 3D6 days
63 Disfigured face −2 dice on Empathy rolls (requires surgery) 2D6 days
64 Punctured lung −2 dice on Strength and Agility rolls (requires surgery) 2D6 days
65 Cracked skull −2 dice on Wits rolls (requires surgery) 2D6 days
66 Internal bleeding −2 dice on Strength and Agility; each such roll also inflicts D6 damage (requires surgery) 2D6 days

Surgery: Takes a Shift of time; requires the Surgeon talent. Can use improvised instruments (surgical gear gives bonus dice). A failed surgery leaves the patient Incapacitated.