Combat
Step 1 - Determine Initiative
Each PC and NPC makes a simple (no opposed difficulty)
Cool (known/planned/prepared to be attacked) or
Vigilance (surprise attacked) check.
Count the number of successes, and sort by highest to lowest. Each result creates a
slot for a character action. Resolve ties by comparing number of Advantages, PCs > NPCs if tied.
Note that this determines PC initiative slots, not individual PC order. For example, the result could be something like:
PC, PC, Enemy, PC, Enemy, Enemy, PC, PC
These are not 'named' slots, Players can switch around and take any available PC slot when resolving turns.
Step 2 Resolve Turns
During your turn you can make
one or more incidentals, 1 maneuver, and 1 action.
1+ Incidentals - minor activities (similar to swift actions)
- Speak
- Drop item
- Release grapple/hold
- Minor movements such as shifting position, peeking around corner, or looking behind someone
1 Maneuver
- Aim: adds +1 boost die, if Aim for 2 consecutive maneuvers then +2 boost
- Aim Called shot either item or part of target: +3 setbacks, if spend 1 Aims then +2 setbacks (next turn), spend 2 Aims then +1 setback (next turn)
- Assist: +1 boost
- Guarded Stance: +1 setback to any attacks, gain +1 melee defense until end of next turn
- Manage Gear = Drawing, Holstering, readying, loading weapon
- Interact with environment: moving a large item, open/close door, taking cover
- Manage Gear: draw, holster, ready, or load weapon, draw something from storage or put it away
- Mount or dismount
- Move: Short-Medium, 2 maneuvers for Medium-Long or Long-Extreme range (doesn't need to do 2 in same turn, can do 1 this turn, 1 next turn)
- Engage or disengage from an opponent
- Moving within short range
1 Action (usually requires skill check)
- Change for a second maneuver
- Activate an ability
- Activate a Force power
- Perform a skill check
- Perform a combat check
Step 3 - Round Ends
New round begins
Step 4 - Combat Ends
After combat is resolved, PCs can catch breath and recover strain, and may take steps to help heal any wounded PCs.
Attack Dice Pool
This is a skill check. Take larger number between characteristic (ability) and skill rank. Larger number is total die count. Smaller number is upgraded die. So 3 Agility and 1 Light Ranged = 3 total die + 1 upgrade = 2 Greens (Ability) and 1 Yellow (Proficiency). Add in any other boosts or upgrades.
For grappling, bull rushes, etc., you use Unarmed Combat (Brawl, Brawn) skill check.
Calculating Defense Dice Pool
- If ranged weapon, add difficulty die related to range band
- If melee attack, always 2 difficulty die plus any related to a weapon
- If firing into melee, add difficulty die (+1 using light ranged, +2 using heavy), Despair means hits ally (GM call)
- Add in target's defense (melee or ranged) for equal setback die
- Cover adds +1 ranged melee defense (which means 1 setback die)
Difficulty for ranged weapons:
- Engaged/Short Range = 1 difficulty/easy
- Medium Range = 2 difficulty/average
- Long Range = 3 difficulty/hard
- Extreme Range = 4 difficulty/daunting
Calculating Damage
If attack is successful, then add weapon's base damage + (Number of success as bonus damage). Subtract the target's soak from this value, then apply this damage to the target's wound/strain threshold. If the attack reduces target's wound threshold to <= 0, then roll d100 for a critical wound.
* Triumphs count as success when adding extra damage points
Range Bands
The GM may say you are Short Range to Enemy1 and Long Range to Enemy2. That means firing your blaster at Enemy1 would be an Easy difficult (1 opposed die) and Enemy2 would be a Hard (3 dice).
Maps are not used in this setting. Instead, there are range bands:
- Engaged - If two or more targets are close enough to interact directly with each other, they are considered to be engaged. Engaged also indicates that a person is close enough to an item to use it. Moving to engage with or disengage from an enemy within short range requires one maneuver.
- Short Range - Short range indicates a distance of up to several meters between targets. Moving to another spot within short range is usually easy to do and generally requires one maneuver. Many thrown weapons and small firearms are most accurate at this range.
- Medium Range - Medium range can be up to several dozen meters away. More reliable pistols can reach to medium range, but few thrown weapons can reach this far. Moving from short to medium range generally requires one maneuver.
- Long Range - Long range is farther than a few dozen meters. Blaster rifles can reliably reach this far without too much trouble. However, moving from medium range to long range requires two maneuvers.
- Extreme Range - Extreme range is the farthest range at which two targets can interact. High tech sniper weaponry and some vehicle-mounted armaments may cover this range. Moving between long and extreme range requires two maneuvers.
Spending Advantage and Triumph in Combat
1 Advantage
- Recover 1 strain (repeatable).
- Add 1 Boost die to the next allied active character's skill check.
- Notice a single important point in the ongoing conflict, such as the location of a blast door's control panel.
- (Urban Environment) Rupture a pipe carrying water or another liquid, creating an area of difficulty terrain around the target
- (Boarding Actions) Attack strikes a terminal or power cable, showering the target in sparks. The next attack against the target character gains the Disorient 2 quality.
- (Wilderness Environment) Exposes or draws attention to a concealed enemy, adding 2 Boosts to the next check to detect them.
- (Wilderness Environment) Attack drops an insect hive, ignites swamp gas, or otherwise badly startles the target, inflicting 1 strain on the target an each other character within short range.
2 Advantages
- Perform an immediate free maneuver. Do not exceed the two maneuver per turn limit.
- Add 1 Setback die to the targeted character's next skill check.
- Add 1 Boost die to any allied character's next skill check, including the active character.
- Activate a ranked weapon quality
- (Urban Environment) Shattered transparisteel, shrapnel, or debris strikes the targeted character, inflicting 1 strain
- (Urban Environment) Power to the area is cut off or light sources destroyed, possibly resulting in darkness
- (Boarding Actions) A nearby power conduit discharges into the target character, who must succeed at an Average (2 purple) Resilience check or be staggered for one round; the character is disoriented for one round for each threat generated.
- (Boarding Actions) The attack hits a control panel and causes a bulkhead door (chosen by player) to close or open.
- (Wilderness Environment) Attack ignites dry foliage or other flammable material near the target, starting a fire with a rating of 2.
3 Advantages
- Negate target's defense bonus this round
- Ignore Environmental Penalties through next turn
- Target is disabled instead of suffering wounds/strain
- +1 melee or ranged defense until end of next turn
- Target drops weapon they’re wielding
- (Urban Environment) Dislodge large amount of rubble or duraseteel plating onto the targeted character staggering them for 1 round.
- (Urban Environment) A vehicle, power supply, ammunition store, or fuel container near the target explodes, inflicting 10 damage (or more, at GM's discretion and based on environment) to all engaged characters.
- (Urban Environment) The attack seriously damages the target's cover, reducing the Setback it adds by 1.
- (Boarding Actions) A computer terminal or control panel near the target explodes, dealing 10 damage (or more, at GM's discretion) to all engaged characters.
- (Wilderness Environment) Attack damages an important piece of survival gear carried by the targeted character.
- (Wilderness Environment) Attack kicks up a cloud of sand, frightens a flock of birds, or otherwise distracts the target, causing them an each other character within short range to lose their free maneuver on their next turn.
1 Triumph
- Upgrade the difficulty of the targeted character's next skill check.
- Upgrade any allied character's next skill check, including the current active character.
- Turn the tide of battle by doing something such as shooting the controls to the nearby blast doors to seal them shut.
- Do a critical hit
- (Urban Environment) Attack collapses the street for floor beneath the targeted character; they suffer a fall from short or medium range and is immobilized for 1 round.
- (Urban Environment) Attack collapses a wall or other considerable section of a building near the targeted character, staggering the target and anyone engaged with them for 1 round.
- (Boarding Actions) Attack knocks the target into an exposed power cabling or smashes them into a computer terminal, inflicting strain equal to the damage caused by the attack.
- (Wilderness Environment) Attack collapses a tree, rocks, snow bank, or other large mass onto the targeted character, who is knocked prone and immobilized until they pass a Hard (3 purple) Athletics or Coordination check, requiring an action.
- Any 1, 2, or 3 Advantage use
2 Triumphs
- Destroy a piece of equipment carried by target