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Call of Cthulhu 7e Combat cheat sheet

Turn order, actions, and reminders. At-the-table reference for Call of Cthulhu 7th Edition.

Call of Cthulhu 7e combat: d100 roll-under your skill, opposed by the defender. Combat is fast, lethal, and best avoided.

Initiative
Order
DEX order, highest first
Surprised
Skip round 1 entirely
  • No dice roll for initiative: pure DEX ranking.
  • Ties broken by highest DEX, then highest INT.
Action economy
  • 1 action per round: Attack, Dodge, Fighting Maneuver, Flee, Cast Spell, First Aid, or other.
  • Moving a reasonable distance is free (no separate move action).
  • You may attempt one attack and one dodge per round, or one attack and one fighting-back response.
Attack roll
Melee
Fighting (Brawl) or Fighting (specific weapon) vs defender's choice
Ranged
Firearms (Handgun/Rifle/Shotgun) vs difficulty set by range and conditions
Regular success
Roll ≤ skill value
Hard success
Roll ≤ half skill value
Extreme success
Roll ≤ one-fifth skill value
  • Opposed rolls: both sides roll; higher success level wins (Extreme beats Hard beats Regular).
  • Ties: go to the attacker when the defender fights back, but to the defender when they dodge.
  • 01 is always a success. 100 is always a fumble.
Fighting back vs dodge
  • Fighting back: you can deal damage on success, but only against the attacker who targeted you.
  • Dodge: works against any attack this round (melee or ranged at point-blank), but you cannot counterattack.
  • Choose once per round when you are attacked.
Damage
Damage bonus
Derived from STR + SIZ (ranges from -2 to +1d6+)
Impaling weapons
Extreme success = max weapon damage + roll weapon damage again
Called shot
Penalty die; target specific body part
  • Weapon damage is rolled (e.g., 1d6 for a .32 revolver, 1d8+2 for a .45).
  • Add damage bonus for melee and thrown weapons.
  • Firearms ignore the damage bonus (use base damage only).
Armor
  • Subtract armor value from damage (e.g., leather jacket 1, bulletproof vest 8).
  • Most investigators have no armor. Most Mythos creatures have natural armor.
  • Armor does not degrade (no ablation system).
Major wound
Threshold
Single source deals ≥ half maximum HP in one hit
Effect
CON roll or fall unconscious; permanent scar
  • A major wound can happen from a single powerful hit, even if HP is still above 0.
  • Failing the CON roll: unconscious for 1d10 hours or until First Aid succeeds.
Dying and First Aid
0 HP
Unconscious
0 HP with a Major Wound
Dying: CON roll at the end of each round; failure means death
First Aid
Regular success stabilizes a dying investigator; restores 1 HP
Medicine
If First Aid fails, Medicine can still save them
  • A single hit dealing damage at or above your maximum HP kills outright, no save.
  • First Aid must be attempted within 1 hour of injury for the full heal.
  • Natural healing: 1 HP per day of rest, as long as there's no Major Wound.
Sanity in combat
Seeing someone die
0/1d6+1 SAN
Killing a human
1/1d6 SAN
Encountering the unnatural
Varies (see creature entry)
  • SAN format: pass/fail. Roll ≤ current SAN to pass; lose the first number. Fail: lose the second.
  • Losing 5+ SAN from one source triggers an INT roll: success means temporary insanity (the horror is understood); failure means the memory is repressed, with no insanity.
Bonus and penalty dice
  • Bonus die: roll an extra tens die, keep the lower (better) result.
  • Penalty die: roll an extra tens die, keep the higher (worse) result.
  • Common sources: range (close = bonus, long = penalty), outnumbering, darkness, aiming.
Common mistakes
  • Fighting back vs Dodge is chosen when attacked, not at the start of your turn.
  • Impaling damage (Extreme success) only applies to impaling weapons (knives, bullets), not blunt weapons.
  • Fumble on 100 always fumbles, even if skill is 99%.
  • Damage bonus applies to melee/thrown only, never to firearms.
  • Major wound triggers on a single hit, not cumulative damage in a round.
  • Sanity loss happens whether or not combat is won.

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