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FLOW OF COMBAT

Set the Scene.


1 The players and GM decide where all the characters and creatures are physically located at the
beginning of the scene.

Determine Any Surprised Combatants.


2 The GM determines whether any combatants in the combat scene are surprised (see Page 190
of the G.I. JOE Roleplaying Game Core Rulebook).

Initiative Skill Tests.


3 Everyone involved in the combat rolls an Initiative Skill Test, setting the initial order of the combatants’
turns. If a character has a Perk that allows them to swap a skill with Initiative to determine order,
they must declare and use it in this stage.

Combatants Take Turns.


4 Each combatant in the scene, in initiative order from highest to lowest, takes a turn. Players take a
number of actions in their turn. These actions all take place at the same time, narratively speaking,
but take place individually on their turn. During a turn, a player may take any available actions in
any order. The player’s Speed Essence determines the number and type of actions they can take as follows:

(SPEED 1) MOVE OR (SPEED 2) MOVE AND (SPEED 3+) MOVE


STANDARD ACTION STANDARD ACTION ANDSTANDARD AND
The character moves up to their The character takes a Move action and FREE ACTIONS
Movement with a Move action or one Standard action. The character
The character takes a Move action,
performs one of their Standard actions, decides how much of their movement
one Standard action, and a number
then ends their turn. distance (located on the character sheet)
of Free actions equal to their Speed
to use before and/or after taking their
Essence minus 2. The character
Standard action.
decides how much of their movement
distance to use before and/or after
Alternatively, a character may trade in a
taking their Standard action. Free
Standard action for two Free actions.
actions take place at any time during
the character's turn and represent a
number of split-second or momentary
involvements with their surroundings.

STANDARD ACTIONS: MOVE ACTIONS: FREE ACTIONS:


Aim a weapon
Attack Action Ground Movement Opening or closing a door
Contingency Action Aquatic/Swim Movement
Using a simple item
Safely putting a weapon or item away
Defend
Inputting a passcode
Hide Aerial Movement
Cutting or untying a prisoner’s bonds
Lend Assistance Climb Movement Eating or drinking a single item
Search the Area Finding a specific item in a backpack or container
Stand Up from Prone
Use a Skill Playing a short tune on a musical instrument
(15 ft. of Movement) Joining two combinable technological components
Sprint
Pick up a 5’ square worth of small objects
MAKING AN ATTACK
No matter how you are attacking a target or targets, you must overcome one of their
defenses for an attack to have any effect. Whether you’re striking with a melee weapon,
firing a weapon at range, or making an Attack Skill Test as part of a Perk, Attack actions
have a simple structure.

Acquire Target(s):
1 Pick a target within an attack’s reach for melee attacks or range for ranged attacks:
a creature, an object, or a location.

Shift Skill Modifiers:


2 The GM determines if there are any circumstances that would apply die shifts
from the Dice Shift Ladder, an Edge, or a Snag on the Skill Test. In addition, Perks
and other effects can apply dice shifts or other modifiers to your Attack Skill Test.
Once all applicable dice shifts are calculated, the final Skill Test dice are noted.

Determine Applicable Defense:


3 In order to decide how a Skill Test or Attack affects the target, the GM (and sometimes
the acting player) decides which of the target’s four Defense scores is the effective
Difficulty (Toughness, Willpower, Evasion, or Cleverness).

Roll Attack Skill Test:


4 With all modifiers accounted for, roll your dice and compare the total to the
target’s Defense. If you meet or beat the target, your Attack is successful!

Apply Effects:
5 Determine effects from the roll, such as damage, alternative effects, secondary attacks,
and penalties.

© 2022 RENEGADE GAME STUDIOS. ALL RIGHTS RESERVED. G.I. JOE AND ALL RELATED
CHARACTERS ARE TRADEMARKS OF HASBRO AND ARE USED WITH PERMISSION.
© 2022 HASBRO. ALL RIGHTS RESERVED. LICENSED BY HASBRO.

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