Combat House Rules

旼컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴커 �Published by arrangement with the Delta Green Partnership. The intellectual � �property known as Delta Green is �and (c) the Delta Green Partnership, � �who has licensed its use here. The contents of this document are � �(c)William Timmins, excepting those elements that are components of the � �Delta Green intellectual property. � � � �Call of Cthulhu is produced by Chaosium Inc � 읕컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴켸 This system of combat adds to martial combat, giving some variety and choice. Firearm combat is untouched.


As fatigue accumulates, it renders a character vulnerable. Any knock out attacks against a character with fatigue add fatigue to the attack's damage, increasing the chance of a knock out. Fatigue disappears 1 per round.



A character in martial combat may take one action per round.

Skills: Martial skills refer to sword, knife, or other appropriate, as well as Martial Arts. When only Martial Arts is intended, it is indicated specifically. Weapons skills refer to sword, knife, and so forth, but not Martial Arts. Personal Attacks are as the rules describe (fist/punch, etc)



Move: Normal movement covers about 8 meters, give or take, in a round. A character may Move to engage an opponent, who may try to Evade. It costs no fatigue to Move, though it may cost 1 fatigue to Move very quickly/far, Keeper's perogative.

Evade: Avoid being hit, avoid an engagement, or disengage, basically Dodge. Costs 1 fatigue. Note that poor footing particularly when engaged in martial combat, may mean Dodge is x1/2 or x1/4.

Charge: Close range rapidly. Lunges, shield bashes, and other similar maneuvers. Martial skill, can be defended or Evaded. If a Charge succeeds the next action against the opponent is at skill x2, but if it fails the next action (regardless) is at skill x1/2. A Charge costs 1 fatigue.


Parry/Block: Martial skill to defend, costs 1 fatigue. Success negates attack.

Soft Parry/Block: Martial skill at x1/2 to defend, costs 0 fatigue.

Give Ground: Parry/block defense, x2 Martial skill. 1 fatigue (but very dangerous, as character can be backed into a corner. If so, Evade very limited and skills at x1/2)

Beat: Martial skill at x1/2. If success, opponent is at x1/2 for next action. A Beat may be attempted even if the attack had failed. 1 fatigue.

Attack All attacks may be negated by a successful defense roll.

Attack: Regular attack, either Personal Attack or Weapons skill. 1 fatigue.

Soft Attack: Attack at x1/2 skill or 1/2 damage (choose before roll). 0 fatigue.

Power Attack: A strong non-impale attack, either Personal Attack or Weapons skill. If the roll is lower than Martial Arts as well, the attack does double normal damage. (Slight modification of Martial Arts description from Call of Cthulhu game book) 2 fatigue.

Feint: Martial skill trick. If success, opponent looses initative and is at x1/2 for next action. 1fatigue. If an opponent can still act in the round, he must defend or loose his action if a feint attempt succeeds.

Disarm: Martial skill trick, opponent can defend at x2. 0 fatigue.

Knock Out: Not a specific action, but any damage-causing attack may use Knock Out rule to incapacitate the opponent. Keep in mind that the opponent's fatigue adds to the likelihood of a Knock Out.

It's my fault! William H Timmins -