Further explanations:
I think it's self evident what all the stats mean. Fate points are used to save your character from disaster in surprising ways - divine intervention, basically.
Combat works like this:
- as in D&D, you use initiative to see who acts first (no roll though, you just use the stat). Then the combat is divided into rounds, and you can choose to move, charge, shoot, or whatever. Charging gives you a bonus to hit.
To hit someone, you have to roll equal to or less than your WS on a d100. If you hit, you roll a d6 and add your S, then subtract the enemy's T.
Now, to see where you hit them, you reverse the numbers you rolled on your hit roll and check the chart to see if you hit an arm, the head, or whatver (so say you hit with a 32: reverse it to 23, and that means you hit the right arm).
Now you deduct the value of any armour they have from the damage you caused.
Anything left is the number of wounds they take (so, S3 + d6 roll of 4, -T3 and 1 armour point = 3 wounds caused).
You can also try to parry, which does something. We'll come back to this later!
Some weapons give you bonuses or penalties. Hand weapons give neither. Knives give you +10 I, but -2 damage and -20 to parry.
Cannon's guy has a mail shirt, which gives 1 armour on the body
Finlay and Fandir have leather jackets. These give one armour on body and arms, but only if the damage caused was 3 or less. More than that and they do nothing.
If you get a 6 on your damage dice, roll a d100 and if it's less than or equal to your WS, roll another d6 and add that to the damage. If it's also a 6, roll another d6 and so on.
If you take damage that exceeds your current wounds score, it's a critical hit and your head might fall off.
Shooting works mostly like attacking in close combat, except you are further away...