Combat Rules

You are allowed one Parry and one Attack, or one Parry and one Dodge per round. The target of a Parry must be declared at the start of the round (per initiative order).

  • Parry – select a weapon to parry the designated hand-to-hand attack and use the skill of the weapon to attempt the parry. Success negates attacker’s success. However, the weapon used to parry takes the damage. NOTE: if using Martial Arts:
    • If the success is equal to or lower than this skill, no damage is taken
    • If not, the damage is reduced to 1/2
  • Dodge – you can elect to dodge a blow that is going to hit you. Call “dodge” and a success negates the attacker’s success. However, you forfeit your next Attack Round.

DEX ranks of defenders are halved during a surprise round.

  • For extreme surprise, defenders don’t get attacks first round.
  • Defenders can still Parry or Dodge attacks from the front or sides.

Combat Sequence
Order: highest DEX to lowest DEX (on ties, lowest d100 goes first).

  1. Aimed and ready firearms shoot once prior to hand-to-hand (h2h)
  2. Automatic actions go next: characteristic, skill, spell, etc.
  3. Attacks go next: h2h, readied firearms, drawing a firearm, etc.
  4. Guns rated at 3 shots a round go next.

Pointed hand-to-hand weapons and firearms can impale.

  • d100 of one fifth of skill maximum (or less) causes impale
  • Impale does x2 damage
  • Some Mythos creatures are immune to impales
  • Impaling h2h weapons are stuck; requires skill check to remove (no extra dam)

Investigator attempting a Dodge may also Parry, but not attack.

Parry skill=defenders skill with the parrying object.

  • 1 parry per round
  • Object used to parry absorbs the damage.
  • If damage > object HP, it breaks and defenders receives the rest.
  • Foils, rapier, most swords, and sabers can attack and parry in the same round
  • Firearms can parry but not also fire. Firearms don’t break due to parry, but no longer fire and must be repaired.
  • Two successful Grapples can mimic a parry (one establishes contact, the next to grab the weapon or weapon hand).
  • Only a Grapple can parry another Grapple.

Knock-Out Attack
Render a target unconscious for several minutes, rather than doing physical harm.

  • Can only be performed with Personal attacks, or blunt instruments.
  • Dam vs. HP on Resistance Table success => unconscious and target takes 1/3 damage (round down).
  • Dam vs. HP on Resistance Table failure => target takes full damage.
  • Successful First Aid or Medical immediately wakes a knock-out victim

If a Grapple succeeds in the first round and is not neutralized, then the attacker holds the target and may do one of the following. Victim can only escape a grapple by STR vs STR on Resistance Table. STRs combine with multiple people.

  • Immobilize target: STR vs. STR on Resistance table. Target held fast indefinitely, until grappler attempts another action.
  • Knock down the target: auto-success.
  • Knock out the target (see Knock-Out Attack).
  • Disarm the target: investigator could Grapple to prevent a h2h attack in the first round, then seize the weapon in the second round.
  • Physically injure the target: second successful Grapple causes 1d6+db dam.
  • Strangle the target: see Drowning rules. No further Grapple rolls required.

Reduces the actual damage of each damage roll.


  • Point Blank fire: a distance less than the shooter’s DEX in feet doubles the chance of hitting (easy skill check).
  • When using a gun that fires 3 shots in a round, the third shot suffers DEX loss. Therefore, no “Point-Blank fire” bonus for the third shot.
  • Unaimed Shots: reduces the shooter’s chance to hit to 1/5 normal. If more than one target, determine randomly who gets hit.
  • When using two handguns, the Unaimed Shots rule applies

Combat Rules

CoC Rule Summaries and House Rules jimmorte