ACTION-PACKED COMBAT
ACTION-PACKED COMBAT
GunCraze is built around a streamlined dice system designed to keep every moment engaging and meaningful.
At the core of the system is the D10, used for all Statistic Tests. As shown adjacent in Method 1: Target Number Test, you roll a D10, add your Attribute Bonus and any Modifiers, and compare the result to the Target Number (TN). If your total meets or exceeds the TN, you succeed.
This creates clear, decisive outcomes while keeping the system fast and easy to resolve. Every roll has weight, and even a small bonus can make the difference between success and failure.
GunCraze also features Opposed Rolls, illustrated in Method 2: Opposed Roll. In these situations, both sides roll a D10 and apply their modifiers. The highest final total wins, creating direct interaction between players and enemies.
In the event of a tie, the Defender wins, ensuring outcomes remain consistent and predictable without slowing the game down.
The D10 is also used for Hit Location Rolls, adding precision and consequence to successful attacks. Look below for more on Hit Locations.
For damage, GunCraze uses the D6, keeping resolution fast while still delivering impactful results. Each roll contributes directly to the damage dealt, making outcomes easy to track while still allowing for strong variation.
To enhance this further, GunCraze introduces Advantage Dice. These grant additional D6s when rolling damage, allowing you to roll more dice and then remove the lowest results. This increases consistency while still rewarding strong rolls, making every attack feel significant.
Every system in GunCraze is designed to keep players engaged, from Target Number Tests, to Opposed Rolls, to Damage Resolution. The result is a gameplay experience where every roll matters and every action has impact.
Grab your dice, step into the system, and see how your decisions shape the outcome.
Combat in GunCraze is built around precision and meaningful outcomes. Instead of relying on a single pool of hit points, the system uses Hit Location Rolls to determine exactly where an attack lands.
Each successful hit is assigned to a specific part of the body using a D10, which directly affects how the damage is applied. This adds a layer of consequence to every attack—where you hit matters just as much as how hard you hit.
GunCraze also includes mechanics such as Aimed Shots and Called Shots, allowing players to influence hit location when needed. You might push a result into a more critical area or deliberately target a specific limb to limit an opponent’s effectiveness. These decisions give players control without removing the unpredictability of the system.
Damage is not just about reducing numbers. Injuries have impact. Systems like Temporary Injuries and Disabled Limbs introduce lasting effects that influence how a character performs in the fight. A damaged limb can reduce capability, force tactical adjustments, or require immediate attention to stay effective.
This approach keeps combat moving while adding depth. Encounters are not decided by slowly draining large health pools, but by a series of meaningful hits that shape the flow of the fight.
Every attack carries weight. Every decision has consequence.
Craze! Points represent a character’s drive, momentum, and refusal to fail when it matters most. They are a core part of GunCraze, giving players the ability to push beyond normal limits when the situation demands it.
At their most basic level, Craze! Points allow you to enhance your rolls. After making a Combat Statistic Test, you can spend a Craze! Point to roll a D6 and add it to your result. This happens after you see the outcome, giving you control over when it’s worth pushing further.
Craze! Points are not unlimited—they are earned and managed throughout play. Characters begin with 10 Craze! Points, and can generate more through strong performance in combat. Whenever a player rolls a natural 9 or 10 on a D10 during a Combat Statistic Test, they gain 1 Craze! Point. This creates a natural rhythm where success fuels future momentum.
They can also be recovered through rest, reinforcing the idea that Craze! Points represent both physical and mental reserves. Used well, they allow a character to stay in the fight longer, recover from bad situations, or turn a near failure into a success.
Craze! Points are spent after the roll is made, which makes every decision meaningful. You’re not guessing—you’re reacting. Do you accept the result, or do you push further and risk running low later?
This system creates moments where outcomes can shift without removing tension. You still have to make the roll, but you have the tools to influence how it ends.
Craze! Points don’t guarantee success. They give you the opportunity to fight for it.
Combat in GunCraze is built around Opposed Rolls, where both the attacker and defender are actively involved in every exchange. Instead of rolling against a fixed number, each side rolls a D10, applies their modifiers, and the higher total determines the outcome.
As the attacker, you initiate the action. Your roll represents your accuracy, timing, and execution. By combining the D10 with your relevant bonuses, you attempt to overcome your opponent and land a successful hit.
The defender is not passive. When targeted, they roll their own Defense Roll, using their abilities and positioning to resist the attack. This creates a direct interaction where both players influence the result in real time.
Defense in GunCraze is shaped by three core elements: Evasion, Parry, and Cover. Evasion reflects movement and reaction speed, Parry represents active defense through weapons or equipment, and Cover provides protection from the environment. These options allow defenders to respond in different ways depending on the situation.
Once both rolls are made, modifiers are applied and the highest total wins. If the results are tied, the Defender wins, maintaining consistency and reinforcing defensive positioning.
This system keeps both players engaged throughout combat. Every attack is contested, every defense matters, and outcomes are determined by direct interaction rather than static values.
Combat becomes a series of decisions, not just rolls.
Combat in GunCraze is designed to stay fast, responsive, and consistently engaging. Each Character Turn represents 2 seconds of in-world time, keeping actions tight and the pace of combat moving.
This structure ensures that players are never waiting long between decisions. Instead of extended rounds where outcomes are delayed, GunCraze keeps the focus on frequent actions and immediate consequences.
Because turns are short, positioning, timing, and reaction all matter. Characters are constantly adjusting—moving, attacking, defending, and responding to threats as they develop. You are not locked out of the fight for long periods, and a single moment rarely defines the entire encounter.
This approach also reinforces the impact of each action. Attacks resolve quickly, damage matters, and the state of the battlefield can change from one turn to the next.
The result is a system where combat remains active from start to finish. Every turn presents a new decision, and every decision contributes directly to the flow of the encounter.