Jenna is an experienced martial artist. She has a ST of +1, a CO of +2, a PE of +1 and a WP of +2. She wears only light clothing and so her CO modifier for encumbrance is +2. Her Combat skill score is 4 (with +2 specialism on combat speed), her Martial Arts score is 6 (with +2 specialism in forearm block, +1 specialism in holds and +1 specialism in kicks), her Athletics score is 4 (with +2 specialism in stamina) and her Tactics score is 3 (with +1 1/2 specialism in combat initiative). She is unwounded and fresh.

She encounters two guards. They have a ST of +2, CO of +0, PE of +0 and WP of +0. They are armed with short sword and medium shield, and wearing leather armour on their bodies (Chest and Abdomen). Their CO modifier for encumbrance is +1. Their Combat skill score is 3 (with +1 specialism in brawling and an extra +1 in punch), their Melee skill is 4 (with +2 specialism in Swords), their Shield skill is 4 (with +2 specialism in blocking), their Athletics score is 4 (with +2 specialism in lifting) and their Tactics score is 1 (with +1/2 specialism in combat initiative). They are unwounded but quite tired (having been on duty for five hours, giving them a modifier of -1 on all dice rolls).

**Start of combat turn**

The first combat turn starts. According to the sequence of play, the first thing to do is to determine initiative. This involves dice rolls using Tactics + PE. Jenna has a basic value of 3 + 1 1/2 (specialism) + 1 (PE) = 5 1/2 and decides not to take any risks, keeping the basic value as her dice roll result. The two guards have a basic value of 1 + 1/2 (specialism) + 0 (PE) -1 (tiredness) = 1/2. Both decide to risk two dice and roll 2D - 5 1/2. The first rolls a 4 and a 5, giving 3 1/2 and the second rolls a 3 and a 2, giving - 1/2. Since Jenna's dice roll result is higher than either of the guards, she has the initiative and so can choose when in the turn to take her phase.

The next thing to do is to determine how many action points each character has during this combat turn. This involves dice rolls using Combat + CO. Jenna has a basic value of 4 +2 (specialism) +2 (CO) +2 (encumbrance) = 10. She decides to risk two dice and rolls 2D +2, getting a 4 and a 4, giving a dice roll result of 12 action points. The two guards have a basic value of 3 +0 (specialism) + 0 (CO) +1 (encumbrance) -1 (tiredness) = 3. Given there is a minimum dice roll result for combat speed of 3, the guards both decide to risk two dice, making a dice roll using 2D-3. The first guard gets a 4 and a 3, giving a result of 4 action points. The second guard gets a dice roll result of 5 and 3, giving a result of 5 action points.

**Jenna's phase**

Jenna decides to take her phase first, hoping to take out one of the guards before he gets a chance to do anything. She charges forwards leaping into the air and delivering a flying kick at the guard's chest (Martial Kick), costing 2 action points (leaving her with 10 left). The guard reacts by trying to block the attack with his shield (1 action point, leaving him 3 left). The basic value for Jenna's attack dice roll is 6 +1 (specialism) + 2 (CO) + 4 (encumbrance, doubled) +1 (weapon attack modifier) = 14. Jenna decides to play safe and have an attack dice roll result of 14. The basic value for the guard's defence dice roll is 4 +2 (specialism) + 0 (CO) +1 (encumbrance) -1 (tiredness) +4 (shield parry factor) = 10. He desperately attempts to block the kick, risking three dice; he rolls 3D+1, and gets a 1, 5 and 3, making a result of 10, not quite enough. Striking like lightning, Jenna kicks the guard in the Chest.

The basic value for the damage dice roll is 6 (damage rating for Martial Kick) + 1 (ST) +2 (attacker's attack dice roll was 4 higher than defender's defence dice roll) = 9. Jenna decides to risk 3 dice, for a 3D dice roll, gets a 2, 6 and 4, giving a dice roll result (i.e. basic damage) of 12. The guard has a damage resistance on his Chest of 5 points, so he takes a Medium wound from the attack. To resist knock-back, the guard must make a dice roll using his Athletics + ST, with a difficulty equal to the basic damage inflicted (i.e. 12). His basic value is 4 (Athletics) + 2 (ST) -1 (tiredness) -2 (because damage was blunt) = 3. He risks two dice, for a dice roll of 2D-3, manages to roll a double 6, and gets a dice roll result of 9, failing the knock-back result by 3 points. As a result, he is knocked off balance, losing an action point (down to 2 left). The guard is also affected by the pain of the impact. To avoid pain, he must make a dice roll using his Combat + WP. His basic value is 3 (Combat) +0 (WP) -1 (tiredness) -2 (blunt damage) +0 (medium wound) = 0. He decides to risk two dice (otherwise he will be knocked out automatically), rolls 2D-6, gets a 4 and 3, making a dice roll result of 1. He is stunned by the blow, loses his remaining action points and will have a penalty of -3 on all dice rolls for the rest of the turn. Finally, the medium wound means that he will have an ongoing impairment of -2 on all dice rolls, while he remains wounded. That kick really hurt!

Since the guard's Chest was armoured, Jenna could in theory take damage from the attack. However, her Martial Arts skill score is greater than the damage resistance of the location struck, so she avoids any damage to her foot from the impact.

Jenna now decides to finish off the first guard. While he is reeling stunned by her first kick, she delivers a Spinning Kick aimed at his Head (costing 3 action points, leaving her with 7 remaining). The guard cannot react since he is stunned and has no action points. Jenna's basic value for the attack dice roll is 6 +1 (specialism) + 2 (CO) + 4 (encumbrance, doubled) +0 (weapon attack modifier) - 4 (aimed at Head) = 9. Jenna decides to play safe and have an attack dice roll result of 9, which she reckons will be easily enough. The basic value for the guard's defence dice roll is 3 +0 (specialism) + 0 (CO) +1 (encumbrance) -1 (tiredness) -3 (stunned) -2 (wounds) = -2. Recognises the desperate situation, the guard takes maximum risk of 2D-8, and rolls a 6 and 4, giving a defence dice roll result of 2. Jenna's foot smashes into the side of his head with great impact.

The basic value for the damage dice roll is 8 (damage rating for Spinning Kick) +1 (ST) +2 (aimed at Head) +3 1/2 (hit by 7) = 14 1/2. Jenna decides that's going to be enough to take out the guard, so uses the basic value as her dice roll result, i.e. basic damage. The guard has a damage resistance on his Head of 2 points, so he takes a Critical wound from the attack. Since this is to the head from a blunt weapon, the specific impairment resulting is that the guard is knocked out and has a broken skull. One down, one to go!

Jenna decides to end her phase here (in case the second guard decides to run away, in which case she can avoid further bloodshed).

**Guard's phase**

The second guard now starts his phase. He has 5 action points. Jenna has 7 action points remaining.

The guard decides to attack Jenna. He advances and attacks, slashing with his short sword (costing him 2 action points, leaving 3 remaining). Jenna reacts with a forearm block maneuver, turning towards her attacker as she does so (costing her 1 action point, leaving her 6 left). The guard's basic value for the attack dice roll is 4 +2 (specialism) +0 (CO) +1 (encumbrance) -1 (tiredness) +2 (weapon attack modifier for slash with short sword) + 1/2 (advance and attack) = 8 1/2. He decides to risk two dice, giving a dice roll of 2D+2 1/2; he rolls a 4 and a 5, giving a dice roll result of 11 1/2. Jenna's basic value for the forearm block is 6 +2 (specialism) +2 (CO) +4 (encumbrance, doubled) +0 (forearm block against a melee weapon) = 14. She easily blocks the incoming attack.

Jenna decides to follow up the successful forearm block with an arm grab maneuver (costing her 1 action point, leaving her with 5 remaining), to grab the guard's sword arm. Her basic value for the attack dice roll is 6 +1 (specialism) +2 (CO) +4 (encumbrance, doubled) +0 (weapon attack factor for arm grab) -1 (aimed at arm) = 12. She decides not to risk anything on the dice roll. The guard attempts to dodge by jumping backwards (costing 1 action point, leaving him with 2 remaining). His basic value for the defence dice roll is 3 +0 (specialism) +0 (CO) +1 (encumbrance) -1 (tiredness) +3 (jump-back dodge) = 6. He risks as much as he can, for a 2D dice roll, rolls a 5 and a 6, getting a dice roll result of 11 and just fails to avoid Jenna's grasp.

There is no damage from the arm grab, but Jenna now has the guard in a hold.

Jenna now follows up the successful arm grab by attempting to turn it into a wrist lock (costing her 1 action point, leaving her with 4 left). Her basic value for the attack dice roll is 6 +1 (specialism) +2 (CO) +4 (encumbrance, doubled) +3 (weapon attack modifier for arm/wrist lock) -1 (attack aimed at arm) = 15. She decides to risk two dice (i.e. rolls 2D+9), rolls a 3 and a 2 and gets a dice roll result of 14. The guard cannot react to the attack, because he is already in a hold, so his basic value for the defence dice roll is 3 +0 (CO) +1 (encumbrance) -1 (tiredness) = 3. He risks two dice to make 2D-3, rolls a 6 and a 4, making a dice roll result of 7. Jenna successfully converts the hold into a nerve lock.

The immediate effect is that the guard drops his sword. The nerve lock also does some damage. The basic value for the damage dice roll is 4 (weapon damage rating for arm/wrist lock) +1 (ST) +3 1/2 (hit by 7) = 8 1/2. She risks two dice, rolls 2D +2 1/2, gets a 4 and 3, giving a dice roll result (basic damage) of 9 1/2. The guard has damage resistance of 2 on his arm, so takes a Light wound. There is no knock-back from an arm/wrist lock. The guard is affected by the pain of the impact. To avoid pain, he must make a dice roll using his Combat + WP. His basic value is 3 (Combat) +0 (WP) -1 (tiredness) -2 (blunt damage) +3 (light wound) +3 (wound to arm) = 6. He decides to risk two dice, rolls 2D, gets a 4 and 3, making a dice roll result of 7, enough to shrug off the pain. He will however suffer an ongoing impairment of -1 from now on due to his wounded arm.

Jenna now follows up by using her wrist lock to throw the guard (Martial Throw, costing her 2 action points, leaving her with 2 action points left), turning as she delivers the attack. Her basic value for the attack dice roll is 6 +2 (CO) +4 (encumbrance, doubled) +1 (weapon attack modifier for martial throw) = 13. She dedides not to take a risk with this, so rolls no dice. The guard cannot react to the attack, because he is already in a hold, so his basic value for the defence dice roll is 3 +0 (CO) +1 (encumbrance) -1 (tiredness) -1 (wounds) = 2. Even risking a maximum two dice cannot save him, so he doesn't bother rolling any dice. Jenna successfully throws him to the ground.

The martial throw does some damage. The basic value for the damage dice roll is 4 (weapon damage rating for martial throw) +1 (ST) + 5 1/2 (hit by 11) = 10 1/2. She risks two dice, rolls 2D+4 1/2, gets a 5 and 3, giving a dice roll result (basic damage) of 12 1/2. The guard has damage resistance of 5 on his body, so takes a Medium wound. There is no knock-back from a martial throw (after all, the guard has already been thrown a hex and rendered prone!). The guard is affected by the pain of the impact. To avoid pain, he must make a dice roll using his Combat + WP. His basic value is 3 (Combat) +0 (WP) -1 (tiredness) -1 (wounds) -2 (blunt damage) +0 (medium wound) +0 (wound to Chest) = -1. He decides to risk two dice, rolls 2D-7, gets a 4 and 3, making a dice roll result of 0. The pain of the impact knocks him temporarily unconscious.

Since the only conscious character has ended her phase already, the combat turn ends, and since all combatants on one side are down, combat ends.

Jenna checks the guards are still breathing and then carries on into the darkness.