Combat in Chrome & Covenant is fast, lethal, and consequential. Cover matters. Positioning matters. Cyberware gives advantages but draws attention. Every fight has consequences beyond hit points.
Initiative
Roll 1d10 + Body at the start of each combat round. Highest goes first. Ties broken by Body score. Spend 1 Luck Point to reroll initiative if you need to act first.
Action Points
Each character has 3 Action Points (AP) per round:
Move: 1 AP
Attack (melee or ranged): 2 AP
Use a Skill: 1–2 AP (GM discretion)
Deploy a Program (datarunners): 2 AP
Take Cover: 1 AP
Full Defense: 3 AP — gives +3 to defense rolls until next turn
Attack and Defense
Attacks use the core roll: 2d10 + Stat + Skill + Modifiers vs the defender’s roll (2d10 + Body + relevant defensive skill). If the attacker exceeds the defender, it’s a hit. Roll damage, subtract armor.
Exceed by 5+: Critical Hit — roll an extra damage die and the target’s armor degrades.
Doubles by either side: Roll on the Combat Critical Effects table.
Damage
Unarmed / improvised: 1d6
Light melee (knife, baton): 1d6+1
Light pistol: 2d6
SMG / burst fire: 3d6
Heavy pistol / magnum: 1d12
Katana / vibroblade: 1d12+2
Shotgun (close range): 2d12
Fragmentation (grenade, mine): 4d6 (area)
Armor and Damage Reduction
Armor provides a flat Damage Reduction (DR) value. Roll damage, subtract DR. If DR equals or exceeds the damage, the hit is absorbed — the target feels the impact but takes no HP loss. Armor degrades on Critical Hits: -2 DR per critical until repaired.
Wound Thresholds
Healthy (75%+ HP) — No penalties.
Bloodied (50–74%) — Visible damage. NPCs may reconsider.
Wounded (25–49%) — +1 to all TNs. You’re hurting.
Critical (1–24%) — +3 to all TNs. One more bad hit and you’re down.
Down (0 HP) — Unconscious. Bleeding out.
Dead (negative max HP) — Gone.
Player Hook: Combat in C&C is dangerous by design. Two good hits can drop a character. This means fights have weight — you don’t engage unless you have a reason, and running is always a valid tactical decision.
Continue Exploring
Rules: How to Play — Core resolution system
Rules: Cyberware & Humanity — Chrome gives combat advantages
Rules: Equipment & Gear — Weapons and armor
Play: The Milk Run — Combat in action