The Rules

Combat

When the talking stops, the dice don’t change — combat is the same opposed roll you already know, just put on a six-second clock. What changes is the cost. In Chrome & Covenant, every firefight is a choice with weight.

“Anybody can pull a trigger. The job is living with what’s on the other end of it.”
Three Speeds of Play

Most of the game runs in narrative time, where the GM compresses or expands the clock to fit the story. Tense, coordinated scenes shift to structured time — turns and Action Points, but no immediate threat. When violence erupts, you drop into combat time: strict, round-by-round, every second accounted for.

NarrativeStory speed. Exploration, travel, conversation. Roll only when the outcome matters.
StructuredHeists, chases, infiltration. Turns and AP, coordinated, but no one’s shooting yet.
CombatRound-by-round. Each round is ~6 seconds. Initiative order, 3 AP a turn, every action counts.
The Round

Initiative

When combat starts, everyone rolls 1d10 + Agility + Perception. Highest acts first, down the line; ties break to higher Agility. Catch someone off guard and you add 2; get ambushed and you subtract 2. There’s no waiting — when your turn comes, you act or you forfeit it.

Action Points

Each turn you get 3 Action Points. Spend them in order, resolve as you go, and lose whatever you don’t use — AP never banks to the next round. Most turns are a 2-AP main action plus a 1-AP move or setup.

Attack2 APStrike, shoot, or throw a weapon.
Move1 APShift one range band. Free to reposition within your current band.
Take Cover1 AP+2 to your defense against ranged attacks.
Reload1 APBring a weapon from Low back to Loaded.
Deploy Program2 APRun a datarunning program or AR intrusion mid-fight.
Activate Chrome1–2 APTrigger a cybernetic system; cost scales with complexity.
Called Shot2 APTarget a specific spot at +2 TN — head shots add damage, limb shots cripple.
Full Defense3 APGive up your whole turn for +3 to defense until your next one.
Assist1 APHand an ally +2 (or advantage) on an action you’re equipped to help with.
Speak / dropfreeA few words, a dropped item, a simple gesture cost nothing.
Making an Attack

An attack is an opposed roll — you against your target. Both of you roll; higher total wins, and ties go to the defender.

Attacker: 2d10 + Body + Combat Skill vs
Defender: 2d10 + Body + Defense Skill + Armor + Cover
Beat the defender’s total and you hit. Flanking adds +2 to the attacker; cover adds +2 to the defender.

On a hit, work out damage: roll your weapon’s dice, subtract the target’s armor, and apply the rest to Hit Points — minimum 1 damage, because no armor is perfect. Beat the defender’s total by 5 or more and it’s a Critical Hit: roll one extra damage die.

Critical Effects

Roll doubles on your 2d10 — attacker or defender, hit or miss — and a Combat Critical Effect fires. Roll 1d10:

1–2Equipment Failure — your weapon jams; 1 AP to clear it.
3Shattered Defense — the defender’s armor loses 2 points until repaired.
4–5Tactical Shift — the defender is shoved one range band, toward or away.
6–7Perfect Form — the attacker gains +1 to their next attack this fight.
8–9Exposing Strike — the defender takes +2 TN to defense until end of next round.
10Overwhelming Blow — maximum weapon damage, plus 1 Karma Point.

Some attacks skip the body entirely. Neural and Mesh attacks strike the mind through your own cyberware — they bypass armor completely, and a heavily chromed operative is the most exposed of all.

Damage & Armor

Weapons roll dice by class — light arms on d6s, heavy hardware on d12s, explosives in fistfuls. Armor is flat Damage Reduction (DR): subtract it from each hit before it touches your Hit Points.

Unarmored0 DRClothes and luck.
Light3 DRSynthetic weave, reinforced clothing. No penalties — wear it everywhere.
Medium6 DRComposite plate, tactical gear. The working operative’s standard.
Heavy10 DRPowered frames and combat shells. A walking fortress.
Powered14 DRMilitary-grade exos. Rare on the street, and you’ll know when you meet one.

Armor wears down — it loses 2 DR on a Critical Hit or a Shattered Defense result, and once it hits 0 it stops protecting until you repair it with Crafting. Stacking armor doesn’t help (use the highest single value), though energy shields layer on top because they work on a different principle. And remember: mental and Mesh damage ignore armor entirely.

Conditions

Damage isn’t the only way a fight turns. Conditions stack on top of Hit Point loss — some clear on their own, others demand intervention.

Bleeding1d6 damage each round until someone stops it with Medicine.
StunnedLose your next action. Clears on its own.
ProneEasy to hit in melee, harder to hit at range. 1 AP to stand.
GrappledNo movement, penalties on most actions. Break free with Athletics.
BlindedCan’t target past Close range; +2 TN to anything you need eyes for.
Burning1d6 a round and a penalty to everything until you put it out.
PoisonedSteady damage and a penalty; needs an antidote or Medicine.
HackedYour chrome answers slow — −2 to Mesh rolls until it clears.
OverloadedCyberware trips into shutdown: −2 Agility and stunned a turn.
TrackedCorporate eyes lock on. Suspicion climbs and response teams roll out.
Going Down

Hit 0 Hit Points and you’re Downed — still conscious, but you can’t act. You don’t die there. Death waits until your HP falls to negative your maximum, which buys your crew a precious window.

Anyone can stabilize a Downed ally with a Medicine check (TN 14), stopping the clock and bringing them back to 1 HP. Better still: in Chrome & Covenant, healing and stabilizing never provoke opportunity attacks. Pulling someone out of the fire is sacred work, and the rules treat it that way.

Recovery is an act of rebellion. In a world built to consume people, choosing to drag a friend back from the edge — to heal instead of harvest — is the most defiant thing an operative can do. Scars become strength. The crew that survives together is the crew that stays human.

Heavy chrome carries its own combat risk: push Humanity too low and cyberpsychosis sets in, fraying your hold on the people around you. That’s the long war every augmented operative fights — covered on Cyberware & Humanity.

This is everything you need to run a firefight tonight — initiative, actions, damage, armor, conditions, and going down. The Core Rulebook goes further: the full tactical-options toolkit (suppression, grappling, burst fire, dual-wielding), neural and AR combat in depth, the complete condition and critical tables, and long-term consequences that turn a bad night into a defining one.

You can run a fight now. Here’s what feeds into it — and what it costs.

How the Dice Work Skills Cyberware & Humanity Character Creation