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Combat Action Guide and Mechanics

The document summarizes initiative and combat mechanics in a roleplaying game. It includes: - How initiative is determined with a d6 roll modified by DEX or INT - Actions during combat like significant actions, minor actions, reactions - Details on actions like attacks, skills, movement, cover, armor - Mechanics for damage, health, first aid

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Max Cevio
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0% found this document useful (1 vote)
237 views1 page

Combat Action Guide and Mechanics

The document summarizes initiative and combat mechanics in a roleplaying game. It includes: - How initiative is determined with a d6 roll modified by DEX or INT - Actions during combat like significant actions, minor actions, reactions - Details on actions like attacks, skills, movement, cover, armor - Mechanics for damage, health, first aid

Uploaded by

Max Cevio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Game Mechanics Overview

Initiative Ambush Tactics

Roll 2d6 + DEX or 2d6 + INT. For the first turn: One team member can roll a Tactics check.
- The ambusher gets +6 to Initiative
The Effect is your Initiative score. - The ambushee gets -6 to all checks The Effect is added to everyone’s Initiative.

Each turn Significant


Actions
One Significant Action
Attack
Minor Actions
One Minor Action
Grapple
Aim +1 to hit ranged
Any # Free Actions Major skill use attacks (stacks to +6) Grapple Actions

Any # Reactions 2 Minor Actions Stand up/Go Standing allows full Force to ground
prone movement; prone
gives +1 to cover Disarm
Reactions (each adds -1 to next
actions) Draw Any weapon or item Throw enemy (1D meters/
weapon/item easily accessible damage)
Dodge Add DEX or Athletics
(DEX) to enemy roll Reload *Some weapons Inflict 2 + Effect damage
require multiple
actions Inflict pistol/blade damage
Parry Add Melee skill to
enemy roll Move 6m (standing), 1.5m Escape and move away
(prone)
Dive for Cover Move 1.5m, +1 to Drag enemy 3m
cover against all Minor skill use
attacks. No actions Continue grapple
next turn! Leadership Try to get Boons for
your team
Opportunity attack If an enemy in melee
range moves (+2 to hit)

Fighting Cover Armour


Melee Attack 2D + Melee skill + STR/DEX Dual-wielding allows 2 attacks Vegetation +2
but each has -2.
Tree trunk +6
Ranged Attack 2D + Weapon skill + DEX Dual-wielding (-2 to hit). Your
weapon specifies its range. Stone wall +8

Damage Damage dice + Effect Damage is reduced by target’s Civilian vehicle +10
(+ STR if Melee) armour level.
Armoured +15
Remove damage from END vehicle
first, then STR/DEX.
Fortification +20
Common bonuses Common penalties
Health
Aiming +1 per action Fast moving target -1 per 10m
Unconsciousness If two characteristics reduce to 0,
Laser sight +1 (if aiming) Long range -2 you are unconscious.
Succeed on END check (once
Short range +1 Extreme range -4 per minute) to revive.
- - Target in cover -2 First Aid Roll Medic check; restore Effect
to desired characteristic. Must
- - Prone target -1 be done within 1min of injury.

Significant 
Actions
Attack
Grapple
Major skill use
2 Minor Actions
Minor Actions
Aim
+1 to hit ranged 
attacks (stacks to +6

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