Melee combat covers attacks made at close range with melee weapons, unarmed strikes, natural weapons, and similar attacks.
A character must be close enough to physically reach the target with the attack being used. Melee attacks normally use Melee and follow The Combat Exchange unless a rule states otherwise.
The following rules cover Reach, Guard, Parry, and other rules specific to close combat.
Melee Attacks
Melee attacks are made against targets within the attacker’s melee range.
Most melee attacks use Melee (Agility + Strength). This includes attacks with melee weapons, unarmed strikes, and natural weapons.
Melee attacks follow the normal Core Combat Exchange. The attacker makes a Melee test, the defender may use Melee or Dodge as their Active Defense, and any remaining Net Hits are added to the attack’s Damage.
When a melee attack deals damage, also add the attacker’s Damage Modifier.
The relative Reach of the combatants may modify the attack, as described below.
Reach
Reach represents a character’s ability to control distance in melee through anatomy, weapons, augmentation, magic, and other effects.
When making a melee attack, compare the attacker’s Reach to the defender’s Reach.
For each point by which the attacker’s Reach exceeds the defender’s, the attacker gains +5 to the attack Success Target.
If the attacker’s Reach is equal to or lower than the defender’s, no modifier applies.
Reach only affects this melee advantage unless another rule specifically uses it.
Guard
Not every weapon or fighting position is equally safe to defend from in melee. The GM may apply a penalty to any Active Defense when the defender lacks an appropriate way to deal with the incoming attack.
In most cases, no special ruling is required. A sword can parry another sword, an axe can knock aside a spear haft, a shield can catch a blow, and a combatant with room to move can Dodge normally.
When the defense is awkward or especially dangerous, apply a penalty to the Active Defense Success Target. A minor disadvantage usually imposes −10. A severe mismatch may impose −20 or −30.
For example, defending against a sword while unarmed is particularly dangerous. Attempting to use Melee risks intercepting the blade without a suitable weapon, while even Dodge may be harder because the defender has no tool to control, bind, or redirect the attack.
If a form of defense is not physically plausible, the GM may disallow it entirely.
Parry
Some melee weapons are especially suited to defending and have a Parry Die listed in their profile.
When using Melee as an Active Defense with a drawn and usable weapon that has a Parry Die, roll that die as part of the defense. Because Parry is part of the Active Defense, its Bonus Hits only apply if the defense d100 succeeds.
Choose one weapon or shield to perform the defense. Parry Dice from multiple weapons do not stack, and a weapon’s Parry Die cannot be combined with a shield’s Defense Bonus Dice unless a rule specifically allows it.
An off-hand weapon may provide its Parry Die without requiring Ambidexterity.
A weapon must be drawn, held, and capable of intercepting the attack to provide its Parry Die. Parry does not make an otherwise implausible defense possible.
Unarmed Combat
Unarmed attacks use Melee and follow the normal rules for melee attacks.
Punches, kicks, headbutts, and similar attacks use the character’s normal Reach and add the character’s Damage Modifier when calculating damage.
Unarmed attacks normally deal 0 flat Damage unless a Trait, Lineage ability, augmentation, natural weapon, or other effect increases it.
A character may use Melee as an Active Defense while unarmed when the defense is plausible. Attempting to stop an armed attack with bare hands may suffer a penalty or be disallowed under the Guard rules.
Natural weapons follow the same general rules as unarmed attacks, but use their own listed Damage, Reach, Armor Penetration, and other properties.