Combat
There are two types of Combat. Ground Combat and Space Combat. You can skip to Space Combat by clicking here.
Ground Combat Summary
Ground Combat is played out in rounds, and in each round, everybody takes a turn making decisions on what to do and rolling for it. Combat is organized into phases. First Initiative is determined, then a Surprise round goes if needed. Once those two phases are complete, Round 1 can start. Each Round has 3 Phases as explained below.
- Starting/Entering Combat
- Initiative: Characters and opponents all determine the play order with Team Initiative. This is a Static value that is determined at the start of play. It is the average (round down) Initiative score of all the Characters in the team. Each Team has two Groups. Vanguard group and Rearguard group. The Team that goes first has its Vanguard act and then the opposing Team's Vanguard. Then the Rearguard of the first team goes, followed by the Readguard of the opposing team.
- Surprise: It is determined if a surprise round is necessary by asking the question: "Are all combatants aware of their opponents?". A surprise round should be treated like Round 0, where all Combatants who are unaware cannot act and are Flat Footed.
- Each Round of Combat
- Advantages/Disadvantages: At the start of each round of combat, the question is raised if there are any advantages and disadvantages that may currently be available due to the environment. The GM should inform the Combats of apparent effects they may gain or suffer from during standard rolls, such as accuracy checks or saving throws that are caused by the environment.
- Action: Combatants act in their respective groups (Vanguard/Rearguard) in Team Initiative order. It is never a Player's turn. Instead, it is the group's turn. IE: The enemy team's Vanguard. The combatants in respective groups act together and follow the Order Resolution rules. The teams attempt to defeat their opponents while taking into account any advantages and disadvantages. Characters commit to doing certain actions, and the Player's role for success.
- Counters: Once all combatants have finished the turn, it is over, and a new round starts. If there are any round counters, such as a fire burning, or poison effects, it is subtracted by one. If a counter was just created this round and has not yet had an impact, it does not go down. Otherwise, the counter is moved down one.
Combat lasts until all combatants on one team give up, become helpless (unable to act), or otherwise perish.
Below are the phases in more detail. After an example combat encounter.
Example Combat Encounter
The GM: "The fog clears, and before you is your worst nightmare! Four of the meanest-looking Space Bears were awoken by the sound of the explosion. They stare with both anger and surprise at the unexpected guests. You have woken up a din of Space Bears! Prepare to battle!" (NOTE: The group is made up of 4 people. But only 3 are there at the time. Brandon(Tracer), James(Electo-Mancer), and Art(Xenophile). The fourth isn't there yet, Katie(Helix Warrior), she is in the other room and just heard the explosion. Brandon, being a sneaky bastard, had declared that he went into stealth before the group entered the room. His stealth roll was an 18.) Katie: "Do I hear the explosion?" The GM: "Yes! But you are in a different room. You cannot act in the first round." Katie: "I yell! 'I am coming! What the devil did you guys do! Don't forget this is a possible crime scene! DUH!'" The GM: "You are all 'Shaken' by the explosion, but just for one round. As a reminder, that means all three of you take disadvantage on attack rolls, saving throws, and skill checks. However, the explosion has 'Stunned' one of the bears." Brandon: "What about me? I was in stealth?" The GM: "Your stealth didn't protect you from the explosive trap." The GM: "The bear's team initiative is lower than your group's, thanks to Katie not being part of the group. Her lower initiative would have knocked the average down below them. You guys go first!" The GM: "But before you go! Brandon, you are in stealth; the bears do not know about you yet. You get to act in the surprise round." Brandon: "Buwahahahaha... I will attack the closest bear with my silenced pistol." (Brandon rolls the dice for an accuracy check. He rolls a d20 and one 1d2. The extra 1d2 is because he is shaken, and it is the disadvantage he must subtract from his total. His shot misses) The GM: "Ok! Now the normal round starts. Your group goes first. Katie is still on her way. Brandon and James, you two are the Vangaurd, Art, you are currently the lone Rearguard." (Brandon and James decide their plan of action and roll the appropriate dice. Brandon chooses to hide again, and James uses a Technique to shock one of the other bears.) The GM: "Now one bear is Stunned, and another is Shocked! They cannot see Brandon, but they know James just hit them. There is one Bear in the Vangaurd, and it attacks James with a charge!" (The Space bear attacks James and deals a small amount of damage) The GM: "Alright, Art, bring up the Readguard. There are two Bears in their Rearguard, and one is shaken." (Art decided to use a ranged attack and rolled a d20 and one 1d2. The extra 1d2 in this case is because he is proficient with the weapon and thus gains advantage. He aims at the Bear not Shackened and hits it rolling d6+1 for damage.) The GM: The Rearguard Space Bears split their attention. One that was hit by Art attacks him, and the other one goes for James! (The GM rolls for the accuracy checks at the same time and declares that both James and Art are hit by charging bears!) The GM: "Alright round one coming to a close!. Moving the stunned counter down from 1 to 0 on the first stunned bear it is now no longer stunned! The Shaken counter for you all is also moved down to 0, so nobody is shaken anymore. However, James the bear, you stunned with your Technique, is still stunned. Moving his counter down from 2 to 1. Katie, you have entered the room and see a sight you never thought you would behold. Giant angry Space Bears are clawing their way through your friends! What do you do?" Katie: "I join the fight!'" The GM: "Alright, even though Katie would have brought the initiative down below the bears she is joining late, so the group's initiative doesn't change for this combat. Your Initiative is in line with Art's so you join the Rearguard" (The next round starts now. Katie is in the fight. Several more rounds play out until all the Bears are brought down and the battle is concluded.)
The Initiative Phase
The initiative represents a player's reflexes and mental focus in combat. It is a score that is: DEX + WIS + MISC. It can also be a check when necessary. d20 + DEX + WIS + MISC. The Team Initiative is simply the average Initiative score round down. In a battle scenario, the Team with the higher Team Initiative score goes first. If there is a tie, the Team that has a Character with the higher Dex score goes first. If that is still a tie, then Initiative checks are rolled between the opposing teams until the tie is resolved.
Groups:
- Each Team has two groups. The Vanguard and the Rearguard. The Vanguard goes first when it's their team's turn. Then the Rearguard goes once all the Vanguards of opposing teams have gone. What group a Character is in is again determined by Initiative. The Team should be evenly divided into the two groups. Take the first half of the top Initiative players in the Vanguard, while the remainder are in the Rearguard. Odd Players should pick the group (Vanguard/Rearguard) whose initiative is closest to theirs. If there are ties or everybody has the same initiative, then use DEX Score. If that still doesn't resolve conflicts, then the Players or GM can decide at the start of gameplay.
If the battle is between just 2 people, then the same rules apply; it's just a Team of One, and that member is of the Vanguard group by default.
Actions that are done in the Action phase happen at the same time for players who are in the same group. This means Players in the same group can all go at the same time. For the purposes of order resolution, read the Order of Action Resolutions section below.
Editing Character Sheet: At the top of the first page, next to 'Affinity Die', there is a box labeled 'Initiative'. You can record your character's current Initiative here.
Joining a Battle: New opponents can join the battle at the Counter Phase. New opponents do not affect the Team Initiative. If they are a third party and not part of any Team his or her Initiative is compared to the other Teams. The same goes for multiple people joining combat as a new Team; their team's initiative is compared with the other groups' to determine the turn order.
Opposing Initiative Checks: In different situations inside and outside of combat, a Player may wish to perform an action before another or stop another Character or NPC from acting. Whenever this sort of conflict occurs, an Opposing Initiative check between the Characters is used to see who goes first. If a particular action is contested by multiple people, there can be only one winner. So if there is a tie, then simply roll again.
The Surprise Phase
When combat starts, if a character is unaware of his or her enemies and they are aware of the character, that character is surprised. Likewise, a character can surprise his or her enemies if the character knows about them before they know of the character. The question to ask is: "Are all combatants aware of all their opponents?" Often, a stealthed Character may be lurking about, ready to strike, causing a Surprise Round.
The Surprise Round: If some but not all of the combatants are aware of each other, a surprise round may happen before regular rounds begin. Combatants who are aware of their opponents can act in the surprise round or Round 0. This round follows the same rules as the Initiative phase, but only the unsurprised/aware combatants can act. They can also choose not to act and instead remain hidden. Before combat starts, make sure that characters have an opportunity not to be surprised if there is the possibility to spot/see the trap/hidden combatants. For example, if an enemy is in stealth, the combatants should be able to use Passive Perception against the enemy's stealth to not be surprised. If they are actively looking for targets or are 'on the alert,' then they can roll a normal Perception skill check against the enemy's stealth. However, there can also be situations where it is impossible for a character to see the coming combat, and in that situation, the GM should not feel obligated to have them roll.
Unaware Combatants: Combatants who are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are considered Flat-Footed. Because of this, they lose any Dexterity bonus to AC.
Advantages and Disadvantages Phase
Advantages and Disadvantages rules are noted here. This Phase is here as a reminder for both the GM and Players of anything that could affect their dice rules.
- 1) Proficiency Tree: If the Character is proficient in the weapon they are using, they automatically get an advantage. If not proficient in the armor or weapon, then the Character gains disadvantage.
- 2) Conditions: Many Conditions provide disadvantages to a Character.
- 3) Feats/Talents: Some feats may provide advantages under certain circumstances. Talents are special abilities provided by Character Classes.
- 4) Items: Some items may provide bonuses to certain actions. Most of the time, they are actions outside of combat.
- 5) Situation Specific: This is usually up to the GM, but the players may try to turn the situation in their favor, such as having their Characters flank the enemy. Another common occurrence is Tactical Opportunity.
Actions done by a player may change the conditions in the round. It is up to the GM to confirm and track all environmental conditions. However, the GM isn't required to keep track of each Player's unique situations and abilities that may grant their own Conditions. Also, some effects are meant to be secret or hidden, and if a Player is not actively looking for it, the GM should use their Character's Passive Perception to determine if they inform them about it. Otherwise, all environmental conditions that could affect the Advantage/Disadvantage should be public knowledge to the Players. It is a good idea for a Player to be wise to the different Advantages and Disadvantages a combatant can have. Much of the strategy of combat in this game is about providing Advantages to your team while giving Disadvantages to the enemy team, thus weakening them while avoiding the same fate.
The Action Phase
| Free Actions |
|---|
| Drop an object |
| Speak |
| Drop prone |
| Simple Actions |
| 5-foot step |
| Draw/Holster Weapon |
| Picking up an Item (at feat) |
| Get Item in Quick Access Slot |
| Open Unlocked Door |
| Standard Move Actions |
| Move (Walk/Run) |
| Climb, Crawl, Swim (Half Speed) |
| Reload Weapon |
| Switch Weapons |
| Standard Attack Actions |
| Attack (Melee Weapon) |
| Attack (Ranged) |
| Attack with Item |
| Standard Technique Actions |
| Perform any Technique |
| Perform Class/Path Trick/Talent |
| Utilize/Perform Feat |
| Standard Item Use Actions |
| Use Item (not targeting enemy) |
| Use a Skill |
| Bonus Actions |
| Bonus Move (via Standard Move) |
| Bonus Attack (via Standard Attack) |
This is where players decide what their characters commit to doing each turn. Players have multiple choices and must declare to the GM what they choose and, if necessary, roll for it. The GM's job is to:
- Ensure the stated Action is actually doable.
- Relay any Advantages/Disadvantages associated with the action to the Player.
- Describe the outcome of the Action after, if necessary, the Player rolls for it.
Note: In some cases, the GM can ask the Player to describe the results. In the end, the only responsibility expected of the GM is to verify whether the attempted Action was successful.
Action Types and Timing
Each Combat Round represents roughly 3 seconds in the game world. Anything a person could reasonably do in 3 seconds, with a little imagination, a character can do in 1 Action phase. There are 4 different Action Types; Free, Simple, Standard, and Bonus as shown in the table below.
| ---- Time (~3 seconds) ---- | ||||
|---|---|---|---|---|
| ACTIONS | ||||
| Simple Action |
Standard Action (Move/Attack/Technique/Use Item Action) |
Simple/Bonus Action | ||
| Free Action | ||||
- Free Action: This represents something that can be done easily and simultaneously with other actions, while having no practical chance of failure. A Character can technically do as many Free actions as is reasonably possible. Examples include: letting go of something they are holding, dropping prone, and shouting a command.
- Simple Action: This represents something that can be done quickly but requires some amount of awareness. Like Free actions, there should be little to no chance of failure with default Simple actions. A Character can only perform 1 Simple action per Action Phase by default. This can either be before or after a Standard Action. Examples include: picking up an item, grabbing an item from a utility pouch, handing off an item to another player, opening a door, standing up while on rough/moving terrain, and taking a 5ft step.
- Standard Action: This represents the primary activity the Character will commit to during their turn in the Action Phase. Many of these actions require rolling to verify success or may cause other side effects. A Character can only perform 1 Standard Action per Action Phase by default. A Character chooses from 4 different standard actions: Move, Attack, Technique, Use Item. Some of these actions can grant the Character Bonus Actions.
- Bonus Action: This represents a further commitment to the specific Standard Action the Character has done. The Bonus Action takes up the Simple Action slot after the Standard Action is completed. Consider a Bonus Action just another option among the possible Simple Actions that is earned by performing a Standard Action. A Bonus Action cannot be done if the Character has already done a Simple Action. A Simple Action cannot be done after a Bonus Action. The default Bonus Actions:
- Move Bonus: A successful Move Standard action grants a Move Bonus action. This allows the Character to move twice their speed. This implies the Character starts running and just keeps up the pace for another second or so.
- Attack Bonus: A successful Attack Standard action grants a Bonus Attack that allows a Character to use a qualifying weapon, which includes an off-handed second weapon.
For a more detailed overview of all Actions visit the Ground Combat Guide page.
Action Summaries
Below are the Actions by Type and their rules. As well as some common actions. These common actions are the things that Characters are likely to do the most in an average combat scenario, but they are not the only things that can be done. For a more complete list of actions, visit the Ground Combat Guide page.
Free Actions
A free action is anything that can be quickly done easily and simultaneously with other actions, while having no practical chance of failure. For example, dropping an object merely requires that a combatant let go of the object. This can be done in a split second, even if the object takes much longer to hit the floor. Or talking, which can be done while performing other actions.
The Character can do as many free actions as they reasonably can in the given 3 seconds. For example, if they are holding only one object, they can let go of it only once. If they go prone, they cannot go prone again.
To learn more about free actions, go to the Ground Combat Guide (Free) section.
Simple Actions
A Character can only perform 1 Simple action per Action Phase by default. This can either be before or after a Standard Action. A Simple action is meant to be something that can be done in a second or two when rushing in the heat of battle. A Simple action by default is more for supporting and positioning the Character. The Character can draw a holstered weapon or reposition themselves with a 5ft step. As a character's level increases, some actions that are part of the Standard Actions list can be moved down into Simple or even Free actions. This is one way a Character improves their effectiveness in combat.
To learn more about Simple Actions, visit the Ground Combat Guide (Simple) section.
Standard Move Actions
Whether it is dashing toward the enemy or crawling from one firing position to another, they are all the same Standard Move Action. The default Walk speed is determined by Species, and the common speed is 15ft per ~3 seconds. In Combat, it is assumed that all characters are running. Run speed is two times the walk or 30ft. A combat area is divided into 5ft squares. A Medium or smaller creature occupies a single square, and when moving, a Player can count up the squares to determine where their Character lands. Thus, all movement is in increments of 5ft. Diagonal movement is seen as moving across one square and counts as just 5ft of movement.
Climbing, swimming, or crawling all take half (round down) of movement speed. In combat, this is 15ft (if the Character's Run speed is 30ft); in normal conditions, it is 5ft every 3 seconds.
A Standard Move action grants a Bonus Move Action that allows the Character to move at the same speed that they were able to move using their Standard Action. If the Player chooses to use this optional Bonus action, then the Character is considered to be Sprinting. This is possible with normal movement as well as climbing, swimming, or crawling.
By default, there is no role for movement unless the GM specifies. Examples of reasons for rolling are difficult terrain and Zero-G environment. Under these and other circumstances, the player will have to roll a Dexterity Ability Check or an Acrobatics Skill check to see if they make it all the way. Most of the time, though, moving is pretty simple: the Player just declares that your Character is moving from one location to another.
This only covers the primary Move action; there are other move actions. To review all possible starting options, visit the Ground Combat Guide (Move) section.
Standard Attack Actions
There are two primary attack actions. Melee Attack and Range Attack. Both require rolling an Accuracy Check first and then a Damage Roll second if the first roll was successful.
- Accuracy Check Value
- Value = d20 + Advantage Die Roll + Dexterity Modifier(Ranged) or Strength Modifier(Melee) + Weapon Accuracy Bonus
Note: The Advantage Die is only added to weapons where the player is proficient. The proficiency counts as an Advantage. Do not forget that disadvantages can cancel out advantages, even a weapon's proficiency.
Minor/Major Hits:
- Minor Hits: If a Player rolls an Accuracy Check that misses the target AC by no more than 2, then they can still roll for Damage. However, the Damage total is halved (rounded down), and no bonus effects, such as trip or bonus damage, are triggered.
- Major Hits: If a Character has not yet earned Extra Damage from leveling up, but they still beat the AC by 4 or more, they earn a Major hit. This means they can roll their damage die twice and take the higher result.
- Major Hit with Extra Damage: If the Character has earned Extra Damage from leveling up, then if they beat the AC by 4 or more, they can roll the weapon's damage dice twice, which includes bonus damage. The complete rules for this are located here.
Criticals: Criticals happen when the d20 lands on a 20 or some range of high numbers based on a Weapon's Crit Range. The default multiplier for Crits is x2. If a Weapon doesn't specify its Critical damage, then it is x2. The Player rolls the weapon damage die twice and multiplies the highest value by the Weapon's Crit Multiplier. The complete rules for this are located here.
Bonus Attack Action: The attacking Character also gains a Bonus Attack Action when using Standard Attack. This can utilize the Character's Off Hand Weapon if they have one.
Item Use: Any use of an Item that is meant to directly negatively affect an enemy combatant is considered an Attack action. The most common example of this would be a Grenade throw. Another example would be a poison syringe, which would require a Melee Touch Attack to use.
You can learn more about all the different Attack Actions, Bonus Attack actions, and their rules by going to the Ground Combat Guide (Attack) section.
Standard Technique Action
Techniques have their own page here. There are two types of Techniques. Combat Techniques are simple Techniques, like a push or a trip, that any Character can perform. Then there are class-specific techniques, which also include Psionics. There are several classes that allow a Character to perform special class-specific abilities. Not all Techniques are combat only.
When performing a Technique, the Player must declare their action to the GM and, if necessary, the rules specific to that Technique. Some just deal damage. Others change the environment to help the Characters, some provide buffs etc...
By default, techniques do not grant any Bonus Actions to the Character.
Standard Use Item Action
All sorts of Items exist that could be used in combat. Items are mostly found in the General Equipment page. Common examples of items used in combat include a medical device for healing, a scope for aiming or spotting an otherwise hidden enemy, deploying a personal shield, and so on.
The Item in question needs to already be in one's hand (s) to use. Pulling an item from a quick-access pouch or utility belt is a Simple Action, but if it is not located in an easy-to-access slot, then it is considered a Standard Move action to dig it out of whatever pack contains it.
More rules on Item Use can be found in the Ground Combat Guide (Use Item) section.
Bonus Actions
Bonus Actions are provided through a Character doing a Standard Action. They represent a continued commitment to the specific action taken. Successful Standard Attack Action provides a Bonus Attack, and Standard Move Action provides a Bonus Move. Bonus Actions take the place of a Simple Action and cannot be done if the Character has already done a Simple Action. Likewise, if a Character performs a Bonus Action, they cannot then do a Simple Action.
As characters level up, they may gain abilities that unlock more Bonus Actions.
Bonus actions are explained in further detail in the Ground Combat Guide page under specific Standard Actions.
Order Resolution
Since combatants in the same Team Group act simultaneously, the question sometimes arises: "What order do these actions resolve themselves?" One Character may perform a Technique that causes the enemy to be knocked prone, while the other Character attacks that target. What AC does the Player of the attacking Character roll against? The prone/flat-footed AC of the Enemy, or the one if they are still standing? The following rules define order.
- Any action that doesn't require rolling is resolved first. (This includes any form of rolling that determines the outcome)
- If it is a Simple Action or Free Action, and it is done before the Standard Action, then it goes before any Standard Action from any player in that group. If it is a Simple Action or Bonus Action that occurs after the Character has taken a Standard Action, it is resolved last.
- Standard and Bonus Actions resolve in the order of: Move, Attack, Technique, Use Item. With the one exception being to throw a Grenade. While throwing a grenade is considered an attack action, it resolves as a Use Item action in the order of resolution.
- If this still doesn't resolve in what order actions are resolved, then use the Character's Personal Initiative. If the Players are cooperating at this point, they can decide based on what is best for the Team. Or they can roll an Initiative check to see whose action goes first.
Players who have committed to actions that require rolling cannot roll for their action until all other actions that do not require rolling have been resolved, and all other players have committed to action.
Other Common Actions of Note
- Reloading
- By default, reloading is a Standard Move Action. This can be increased in speed too, a Simple Action in multiple different ways, for example, the Quick Reload feat.
- Treating Injury
- This is using the Treat Injury skill usually with a Medical kit. This is considered a Standard Use Item Action.
- Draw a Weapon
- This depends on the location of the Weapon. If it is holstered or otherwise strapped to the character in a quick (1-second), accessible way, then this is considered a Simple Move Action. If the Weapon is in a bag or requires unlocking/latching, then it is a Standard Move Action. By default, a Character must have an Item that holds the Weapon that states it is for quick access, or else drawing the weapon in combat takes more time.
The Counter Phase
Round Counters: Here is where the GM or Player can subtract from any round counters. Any effects/conditions that last longer than one round need to have a counter to keep track of how many rounds have happened. Usually, a spare die can do the trick. It should be the job of the person who controls the Character that caused the counter to keep track of it. If the combatant with the effect condition hasn't gone yet, then the counter shouldn't be moved down. For example, if on the last turn a character poisons an enemy, that poison has the effect of doing 1d4 CON damage per turn for 4 turns. But since the opponent he poisoned already went this turn, the poison has yet to do anything; the counter is merely set up but not moved down on the first round. Another example would be a counter that represents environmental impact. For example, a Technique that causes a massive wind to blow over a 20ft area for 1d4 turns. If no enemy is able to take a turn after the Technique was performed on the first, the counter is simply set up and ignored.
Adding new Combatants: It is at this point that if new players or NPCs (GM controlled characters), want to join the combat they can. The new Character must join the Team they are associated with and become part of that team's Vanguard or Rearguard according to the Initiative rules. If the new opponent/s are not part of any Team, they join as a new Team whose order of combat is based on Team Initiate. The new player to combat may also be a surprise to the enemy. This can only happen if the Opponent/s enter combat stealthed and are not seen by 100% of all active enemies in combat. If so, this new player starts in the Surprise phase and has their own Round 0, during which they can only act.
Determine if End of Combat: This is usually pretty straightforward. If all opponents on one team have perished, fled, been rendered Helpless/Incapacited/Unconscious, or have surrendered the Combat is over. There may still be Leftover Effects/Conditions to consider, but there is no need to strictly follow each phase of combat.
A New Round Starts: Now it goes back to Advantage/Disadvantage Phase. Most of the time, this can be skipped as the Players should all be aware of the situation and any advantages they may or may not have. The GM can use this as a reminder to themselves and also to the Players. For example, if a Character has a Tactical Opportunity they haven't used, yet the GM may remind them of that fact here.
The End of Combat
Leftover Effects/Conditions: At the end of combat, people may still be poisoned or have an assortment of effects/conditions. Each round is considered 3 seconds. Characters with these negative effects should immediately deal with these conditions before normal gameplay starts back up. The Team no longer acts in groups but as a whole when there are no longer enemy combatants. In the poison example, the character still has 2 more rounds to go of being poisoned. Now that the character will have to take the damage for both rounds, while each round, his Allies, if they are able and choose to, can assist. And poison requires CON checks. So the Player would also have to roll twice for that character. If a character wishes to heal themselves or has someone who can heal the poison or another lasting effect/condition, the character can try to do so. But cannot take 10 or 20, and for each time a character tries and is unsuccessful, it is a turn for the affected character.
Area of Effect
Area of Effect (AoE) affects multiple squares and possibly multiple targets. The area is defined by 5ft increments.
- Radius starts at points on a square or where squares meet each other. For example, an explosive device with a 5ft radius implies that there is a 5ft square between the point of the explosion. So there are 4 5ft squares within the affected area.
- Cone starts directly on a 5ft square. This starts with a single square. The next increment: the width increases by 2 5ft squares. Each subsequent increment increases the width by 1 5ft square on each side, and the maximum number of increments is provided by the cone. I.e., a 15ft Cone means the cone grows in 3 5ft increments.
- Line A Line has a range. A line affects every square within the starting point to the range.
Two Weapon Fighting
There are trade-offs for dual-wielding weapons.
- What you get
- You gain the ability to have a secondary attack using your off handed weapon as a Bonus Action. This is granted to you even if you do not succeed at your Standard Attack action. This can also improve over time with specific Feats under the Two Weapon Fighting sub-category.
- What does it cost
- Your main weapon cannot be a 'Two Handed Weapon', nor can it be either Clunky or Heavy. The larger, heavy-hitting weapons often have one or more of these attributes. This limits the amount of damage your Main weapon can do. When dual-wielding weapons, the Extra Damage threshold is increased by 1. The default Threshold is now 5, ie if the target AC is 15, the Player would have to roll a 20 or higher to apply one Extra Damage.
To learn more about the rules around the Bonus Attack Action and using your Off-Hand weapon, go here.
Thrown Explosives
This is a summary of more rules on thrown explosives, such as grenades. Read the Throw an Object section in Attack Actions
- Max Range: 30ft + 5ft per Strength Modifier and Dexterity Modifier.
- Resolution: Throwing a grenade is an accuracy check calculated with 2d10.
- The first d10 determines left/right accuracy (4-7 is a success).
- The second d10 determines if the throw was too short or too long (4-7 is a success).
- A roll of 0 on either die is an automatic success for that axis.
- Explosion Timing: By default, grenades do not explode on contact. They explode at the end of the target's turn, allowing combatants to choose between staying in the blast zone or moving to safety.
- Cooking Grenades: A character can attempt to "cook" a grenade so it explodes earlier. This requires a Wisdom check (DC 25). Success means it explodes at the start of the target's turn. Failure means it explodes harmlessly in the air; a critical failure causes it to explode in the thrower's hand.
Traps/Mines
Traps and Mines are stationary hazards designed to trigger when specific conditions are met, such as physical contact, motion, or remote command. They are tactical tools used to control territory, protect locations, or ambush enemies.
Detecting Traps and Mines
Finding a hidden trap requires a Perception check (Active or Passive).
- Passive Perception: Used as a default as characters move through an area.
- Active Perception: Requires a Standard Action to carefully scan a 10ft area for hazards.
- Detection DC: The base DC is determined by the trap's construction. Simple mechanical traps might be DC 10, while high-tech explosives like Clocked-Mines (+5 DC) or Stealth Mines (+2 DC) are significantly harder to spot.
- Trap Sense: Certain classes gain bonuses here. Engineers gain a +2 bonus to Perception within 20ft of traps or malfunctioning systems. Electro-Mancers gain an Advantage Die when detecting electronic traps.
Disarming and Sabotage
Once a trap is detected, it can be bypassed or disabled.
- Skills: Disable Device is the default but Demolitions is a better suited for dealing with explosives.
- Disarm DC: The default DC is 10, but a professional can set a higher DC (up to their own setting check result).
- In Combat: Disabling a trap in the heat of battle is difficult. it takes both a Simple and a Standard action together, and the check is made with Disadvantage.
- Failure: Failing a disarm check by 5 or more immediately triggers the trap. If the check fails by 4 or less, the character can try again within 2 minutes or after waiting 1 round in combat.
Triggering and Effects
Traps are activated by their Detonator type:
- Contact/Tripwire: Triggers when a character enters the square or crosses a line.
- Proximity (Motion/Electronic/Gravity): Triggers when movement or specific signals are detected within a radius (e.g., 10ft to 50ft).
- Remote: Triggered by an operator as a Standard Action (Use Item).
When a trap is triggered, it typically affects an Area of Effect (AoE) (Circular or Cone).
- Reflex Save: Targets usually receive a Reflex saving throw to take half damage. The DC is 10 + Trap Level.
- Chasing Mines: Advanced mines with the Chasing attribute move toward the nearest target before detonating, adding +5 to the DC to avoid its damage.
- Conditions: Some traps deal no damage but instead apply Conditions, such as Stunned, Shaken, or Entangled.
Placing Traps
Setting a trap or mine in combat is a Standard Action.
- Components: Requires a Charge, Casing, and Detonator.
- Setting Check: Connecting a detonator uses either an Intellegence check or a Demolitions check (DC 5). A critical failure causes the device to explode in the character's hands.
- Concealment: The result of the character's skill check (or a separate Stealth/Demolitions roll) determines the DC for enemies to detect the trap.
Space Combat
Space Ship Combat is completely different from normal player combat. In Spaceship combat, each player is a crew member of a ship and has a role. Each round of combat has 3 phases, and every ship combatant acts at the same time for each phase. Also, all actions within a Phase occur simultaneously. So players that are acting in the same phase may take their action and/or roll dice without waiting for others. What happens in that Phase is played out after all rolls are complete. Different Crew members act in different phases and have special abilities that can impact the ship.
To learn about the different Crew positions, go here. To learn about the different actions an Officer or Ship Functions has, go here.
- Conflict Resolution and the 2d10 System
- When a Player uses a Ship Function or when targeting a DC or opposing check that is modified by a SpaceShip's Core System Attributes or Secondary Attributes, the Player uses the 2d10 System.
(1) The Support Phase
The Support Phase involves the Commander/Captain issuing an order and applying leadership skills/feats to help the other crew members. And the Science Officer, who can provide buffs to ship systems.
- (1) Captain can provide a boost to the rest of the crew by giving orders and using special leadership skills. Usually, this provides an advantage to a particular Crew member, who, in this round above all, needs to be successful. For example, the ship may be attempting to flee combat, so the Captain may assist the Pilot.
- (2) Science Officer is similar to the Captain except instead of providing a bonus to a Crew member, the Science Officer can provide a bonus to ship abilities by boosting. The Science Officer performs hacking actions and operates Clocking or Crypto functions.
(2) The Action Phase
The Action Phase involves the Pilot attempting to fly the ship in a particular manner, the Communications/Sensor Officer performing actions such as Scanning for Ship Weakness and the Weapon officer rolling for possible Battle Damage. Lastly, if the Science Officer holds his action in the Support Phase then the Officer can perform a different kind of action in the Action Phase such as hacking or counter hacking.
- (3) Helm Officer acts in the Action Phase and pilots the ship. The pilot can attempt to fly the ship in different ways. For example, they can fly Offensively or Defensively or they can attempt to get closer or further away from a target. They can also attempt to Ram a target.
- (4) Communications/Sensor Officer also acts in the Action Phase and normally operates scanners and is the first to be informed of communications. They also have other rolls they can help with such as Hacking or Counter hacking, Cryptology and signal Jamming.
- (5) Weapons Officer Can only act in the Action Phase and sole role is to operate the ships Hard Points. They can use the weapons in different ways however when the situation is needed. Visit the following page to learn more about Giving and Receiving Damage in Space Ships.
- (Optional) The Science Officer or Chief Engineer can choose to act in this round. The Science Officer must not act in the Support Phase and the Engineer forfeits there ability to act in the Response Phase. They must choose to do this at the start of the Action Phase before the outcome of the phase is determined or any rolls from other players are noted. In doing so the Science Officer can do actions such as Hacking and the Chief Engineer can perform the Grapple function and both can assist the Cloak if of course, the ship has these functions available.
(3) The Response Phase
The Response Phase allows the Engineer and Medical Officer a chance to respond to any damage to the ship and crew caused during the Action phase. The Engineer can also choose to act in the Action Phase to provide support but if that is the case forfeits the ability to act in the Response Phase. Response Phase can also stop a ship from being crippled or exploding. If the ship has just received its max amount of Battle Damage the effect doesn’t happen until the next turn this means the Engineer can respond and if successful remove Battle Damage before the next round keeping the ship in the fight.
- (6) Medical Officer acts only in the Response Phase and their main job is to ensure the Crew is able to maintain there post with nothing impeding them. They can heal injured crew members and try to remove any negative conditions.
- (7) Chief Engineer primarily acts in the Response Phase and their main job is to Repair the ship's Battle Damage.
- NOTE: The (number) before the crew position is there to explain the order if the GM didn't want each player in that phase trying to roll at the same time. It is a suggestion of who goes first. Just note that all Captains of all ships act at the same time and so do all other Crew positions, pilots, weapons officers, all perform their action at the same time. So if the Weapon's Officer rolls for damage the GM should also roll for the enemy ships Weapon's Officer.
- NOTE: Giving and Receiving damage in Space combat is completely different than ground combat and uses a different rule set. Visit Giving and Receiving Damage page for more information. This greatly affects the role that the Weapon Officer plays and what dice is used. Please review all the rules around this which also includes, but not limited to, concepts like Swarm Combat and Specified Targeting. Both which change the strategy of the game.
Turn Summary
When combat starts, no ship 'acts' before another unless there is a surprise round. If the enemy ship is detectable by the Character's Ship's Passive Sensors, then the Ship can be alerted that the enemy ship is preparing to fire. If the ship is not detectable, then the enemy ship is allowed to perform the actions/ship functions available in the Action Phase before normal combat starts.
Before each round, the Players are encouraged to talk with each other about how they want their round to play out. Each Player should know their Character's Crew Position, what Phase they intend to act in, and what Ship/Officer functions are available to them. A crew member can only perform 1 action per round.
Each round should start with the Support Phase, during which the Captain issues an order or provides assistance. If the ship doesn't have a Captain, that position is skipped. The same goes for any other out-of-action crew positions. Next is the Science Officer, however, the Science Officer can roll while the Captain is rolling or withhold their action since they intend to act in the next Phase. The next Phase starts once all possible actions, if any, have been completed in the previous phase. The next phase is the Action Phase; usually, the Helm Officer, Sensor Officer, and Weapons Officer act in this phase. Lastly, the Response Phase is when the Medical Officer and Chief Engineer assess the effects the battle has had on the Crew and the Ship and attempt to correct problems.
Battle Damage given in the Action Phase starts to have an effect in the Response Phase and lasts until the next round's Response Phase. The Medical Officer and Chief Engineer have a chance to mitigate or eliminate negative effects during the Response Phase before they affect the rest of the crew in the next round.
Combat is over once all enemy ships surrender or have the maximum Battle Damage they can handle. Ships can handle between 0 and 5 Battle Damage. If a ship has the maximum amount of Battle Damage, then it is considered adrift and helpless. If it receives more Battle Damage, then it explodes within 1 round.
Giving and Receiving Damage Summary
This is just a summary. For the complete rules for Spaceship combat damage, including Swarm Combat, Specific Targeting, Hacking, Distance, and Size variations, please visit the Giving and Receiving Damage in Space Ships page.
Weapon's Officer rolls d10s now. The number of d10s is determined by the number of hard points used against the target. The roll is against the target ship's BD-DC or Battle Damage Difficulty Check. The default of which is 4,4. This means it requires 4 successful d10 rolls, and a successful d10 roll is if the d10 lands a 4 or higher.
The target ship's Armor Mod can provide a bonus to the number of successful d10s. For example, an Armor Mod of +2 will make a BD-DC of 6,4 meaning it now requires 6 d10s to land 4 or higher. Likewise, the target ship's shields also act as a bonus. If the same ship also has a Shield Mod of +3, then the BD-DC would be 6,7. That means a successful d10 requires that the roll lands on 7 or higher and that there are 6 of them.
The ship is not without offensive bonuses. The Weapon's Mod allows the Weapon's Officer to re-roll successful d10s. For example, a Weapon's mod of +3 will allow the Weapon's Officer to re-roll 3 times as long as there is a successful d10 available to re-roll. An already re-rolled d10 that lands a success counts. A Weapon's officer doesn't need to do an accuracy check before attempting damage, as long as the target ship can be detected by Passive Sensors, the enemy ship is available to hit. However, a Scan done by the Sensor Officer can provide the Weapon's Officer with a bonus to each d10 equal to that of the ship's Sensor Mod. For example, a Sensor Mod of +2 will allow the Weapon's Officer to add +2 to each d10 rolled if the Scan is successful.
If the Weapon Officer succeeds at delivering Battle Damage, then they roll the Battle Damage Die, 2d6, and use the Battle Damage Chart to determine the repair DC and any side effects.