Detailed Breakdown (Part 1)
Combat generally is fluid and easy to do once the system is understood, just as it is in my lightsaber system and Force combat system. Two or more opponents have a total HP count of 100 . Opponents take turns to roll. For attacking rolls, that roll inflicts damage to HP. Just like duels with the FS system, this includes roll modifers, so certain weapons and armours here will have a direct affect on what you do.
First we shall cover melee combat (non-ranged weapons and being unarmed), which will be very similar if not almost identical to what was covered in the lightsaber combat system, and this system can seamlessly interact with it.
For attacking rolls, that roll inflicts damage to HP. Rolls here are done with D20.
If a person is 'unarmed', they shall be rolling a D20 with a minus 4 modifier with D10 damage (with the exception of a character trained in martial arts, in which they shall be rolling a normal D20 with D10 damage).
Disarming & Knockdown attempts are a valid move in these duels. In order to disarm or knockdown someone, one must roll a score of 20 on a D20. A disarm or knockdown does not inflict damage however. If one does not attempt to defend or avoid the disarm/knockdown, the attack 'will' succeed regardless of roll results. When an opponent loses a weapon/is knocked down, if they want it back/want to get up, they must spend an emote turn in doing so.
Restraint attempts are also possible. In order to place someone in a restraint (such as a chokehold, arm-lock, etc) one must roll a score of 20 on a D20. A restraint does not inflict damage however. If one does not attempt to defend or avoid, the attack 'will' succeed regardless of roll results. In a restraint, the victim cannot attack or move with physical methods (but may use the Force) but can only block. They may escape by rolling an equal score of the roll that caught them in the first place, or they will be held. However, if the attacker that is restraining them decided to attack them in the hold, then as a result both the restrainer and the victim will have to roll against each other again in their next escape attempt as opposed to the victim having to beat the initial roll that caught them.
For defence a defence roll can be applied against attacks. If you roll a successful defence it can block all attack damage by the opponent or avoid it and move out of range, but only if the roll is higher, otherwise the attacker's roll hits as default. One may also avoid and remain in range, but for half the defence roll. If both characters roll the same number during a block attempt in melee combat they are then engaged in a "lock" or wrestle. During a lock both must roll again, the highest roll wins and that is applied as damage. If both roll the same during one's avoidance attempt, then the attacker wins by default.
Counter attacking also is possible in a duel for melee combat. A counter attack is when you block an incoming blow and perform an attack in return within that turn upon a single opponent. When doing this, the player shall roll two die. The first roll shall be for the defence, the second for the attack you return with. However, both the intitial defence roll and following attacking roll shall have a penalty of being halved in score, whereas someone choosing to "block only", or "attack only" and not counter, shall benefit from the full roll score. If a counter fails at the blocking stage, your attack in such a turn shall not hit the opponent either.
On attacking range.
Consider that to attack with melee, you must be in "within an attacking range", so feel free to use distance control in emotes. Stepping back and forth, etc. Moving in and out of attacking range will cost you an emote per step. This can be used to avoid a person coming into your range and vice versa. Only "avoidances" from enemy attacks require a roll to successfully get out of range. When you immediatly attempt to get into a person's range with your turn after the opponent has exited range in their last turn, this is called a "chase".
Stepping back and forth to enter or exit attacking range without any other performed action will cost you an emote per step but shall require no rolls. However, there is the option to "Enter-Strike/block" or "Evasive-Strike/block".
An "enter-strike" is to enter melee range whilst striking in a single turn, however the roll for the attack action will be halved in score. Likewise you may "chase" an opponent whilst blocking for a halved roll score should they be performing an "evasive-strike" upon you.
An "evasive-strike" is to exit melee range or "avoid" whilst attacking, the attack will suffer a half roll score penalty. One can also use a "block" whilst "avoiding", an attack, resulting in the "avoidance" and the " block" being halved in score.
Multiple opponents can also be both attacked and defended against at once in both melee combat.
Attacking multiple foes at once can be done with a single roll in melee combat. For every "addtional" opponent attacked within a single roll, a -2 penalty is applied. Example; A player is facing 3 opponents, he decides to swing his lightsaber against them all at once and rolls a 10, but has a penatly of -4 to his roll, as such his attack roll is a score of 6.
The same system is applied to defence. When multiple opponents roll their turns, the defender can roll a single defence which will fend off all the incoming blows. A -2 penalty is applied to one's block roll per "addtional" opponent.
Example; 3 opponents roll a simple strike with their lightsabers to a single person, two of them roll 7, but one of them rolls 5. In response the defender rolls a block, he scores 10, but because of facing off three opponents simultaneously with his block, he has a penalty of -4, as such his score is 6, he failed his block against two of the opponents and they hit, but one opponent was blocked.
Ranged combat works quite similar to the mechanics of Force power combat. To block specific ranged attacks, you will require the right tactic, or else the attack wins by default. You can't block a blaster shot with your armourless body or your bare hands, but a shield would be a valid defence.
However, unlike most Force powers, most ranged shots here, such as blasters and rockets "will" be able to be countered with "avoidance" rolls, simply by stepping out the way, in addition one may be also seek cover behind an object against ranged attacks, which leads me onto "cover".
Addtionally, if shooting a blaster and a person rolls a 1, it is a miss.