Advanced Combat Rules

On this page, you can find some other short but important combat rules to keep in mind whenever characters are engaged in battle.


Qualities and Effects

Many attacks or effects characters may be subjected to will have special effects, imparted either by Gear, Special rules, maneuvers, etc. You can use the table below to check what each effect does.

Stacking Effects

Certain effects that trigger on a hit or upon dealing damage to a target may require a test to determine if the target resists the effect.

For direct damage effects - Scorch(X), Frost(X), and Shock(X) - the target immediately takes (X) points of Direct Damage when hit by the effect. If any of the Direct Damage causes the target to lose Hit Points, this may trigger an additional effect that the target must roll to resist.

Whenever a target is hit by an effect that requires a test to resist, the character who inflicts it determines when the test is made. If they are hit with the same effect again, the test's difficulty increases to match the new number - and if the current difficulty already meets or exceeds it, it instead increases by 1.

If a target has already rolled to resist an effect, they automatically pass all tests against the same effect until the end of the current turn. Tests to resist an effect must occur in the same turn they are applied unless otherwise specified.

Some examples:

1. Character A hits Character B with a Knockdown(2) effect, then triggers the effect, forcing Character B to roll to resist Knockdown(2). If character A hits Character B with Knockdown(2) again before the end of their turn, Character B automatically succeeds the roll to resist it.

2. Character A hits Character B with a Knockdown(2) effect, then, before triggering the effect, uses their next AP to hit Character B with the Knockdown(2) effect again - increasing the test difficulty by 1. This would increase the difficulty of the test to Knockdown(3) when the effect is triggered.

3. Character A hits Character B with a Knockdown(2) effect, then, before triggering the effect, hits Character B with a Knockdown(4) effect. Since the new effect is higher than Knockdown(2), the test to resist the effect becomes Knockdown(4).

Combat Effects

When applying an effect, the effect will usually have either a number in Parenthesis which represents the difficulty to resist the effect, or an X.

On most effects, X means the difficulty is 1 for every 5 pts of damage dealt to the target (after armor). So for example; if an attack deals 25 damage with Knockback(X) and the target has 9 armor, the test against Knockback would have a difficulty of 3.

Temporary Conditions

A character may be affected by Temporary Conditions in and sometimes out of combat, you can use the following table to identify the effects of these conditions. More unique temporary conditions can also be inflicted by some equipment or abilities, the rules for which will be included in the corresponding piece of gear or ability.

Common Temporary Conditions

Stamina and Exertion

Stamina is a resource character have to use in combat to increase their effectiveness or perform special actions known as Combat Maneuvers.

Whenever a character uses an action in combat which requires a test using a Physical attribute, they can spend a point of Stamina to Exert, which mean they gain an advantage. If an action would require more than Physical test, characters can Exert in each test at the cost of one stamina per test. (This includes Damage tests that use a Physical attribute).

A character can recover Stamina using expendable items, abilities or Rest actions in combat - furthermore, much like Hit Points, a character recovers all their Stamina after being out of combat and out of danger for at least one minute.

Additionally, its possible for a Character to Exert or use a Combat Maneuver even without Stamina;

  • A character at 0 Stamina can Exert at any Physical tests during their turn, but gain the Exhausted(+1) condition at the end of their turn.

  • A character at 0 Stamina can use a Combat Maneuver but they must pass a Fortitude(Endurance) test where the difficulty is the Stamina cost of the maneuver. If successful, the character uses the Maneuver and gains the Exhausted(+1) condition immediately afterwards.

You can find rules for exerting out of combat until the Playing the Game section.

Degrading Armor

Sometimes, characters will find themselves facing enemies that are extremely heavily armored, to the point where their weapons or attacks seem useless. Fortunately, no armor is impregnable and as armor takes more and more hits, it will start to degrade and lose its effectiveness. For every 10 points of damage armor absorbs from a single attack, its AV is reduced by 1, so the minimum armor a character can usually have is 9 AV.

For example, if a character has 21 points of armor and takes an attack that deals 30 points of damage. The armor would absorb 21 points of that damage, the remaining 9 would go through to DR or HP, and the armor would degrade by 2 points, down to 19 AV.

Armor damaged in such way can get properly repaired whenever the character visits a settlements, town or location with the facilities to do so. On the field or in the middle of a mission, degraded sets of Armor can receive some emergency repairs from a Mechacrafter equipped with a toolbox or smithing tools with an Intelligence[Crafting] test, with each success repairing 1 point of AV or DR, but each test to do so takes 1 hour. On the other hand, any AV or DR a character gains from gene mods, traits or training is instead recovered over a long rest.

Burst Attacks


Some weapons have a special quality called Burst. This means the weapon is able to fire a barrage of projectiles at the enemy. Since rolling a full attack for each shot would be too time consuming, you may use the following steps to resolve a Burst Attack;

  1. Create a pool of dice equal to the weapon's Burst Value plus the firing character's Aim Skill - any advantages the character might have on the attack or damage test add a die to this pool, while disadvantages remove dice.

  2. Weapon mods or effects that add +X pts of damage are ignored.

  3. Roll the dice, any die with a result of a 3+ that is greater than the target's passive evasion is a hit. (For example, on a burst 9 attack against a target with Evasion 3, any result of 4,5 or 6 would be a hit.)

  4. Compare your hits with the ammunition left in the weapon, after all, you cannot deal damage with bullets you do not have. Discard any hits you do not have ammunition for.

  5. Multiply the number of hits by the Damage the weapon deals. For example, if you get 5 hits on a weapon with a damage value of 4 points, you deal a total a 20 points of damage.

  6. Apply the damage to the target as if it were a normal attack and subtract ammunition from the weapon for each shot.

  7. Just like a normal ranged attack, any shots that miss the target might hit adjacent targets, starting with the closest one.

If a burst attack possesses any special quality such as Shock, Knockdown, etc, these are applied once to each target struck by the attack.

Area of Effect Attacks

Some weapons, such as grenades, missiles, flamethrowers, etc., may affect a large area and every character within. These weapons will have either the Blast or Template quality.

Blast weapons affect an depending the type of blast they are, as shown in the graphic below. Blast (1) weapons affect everything within 5 feet of their point of impact whereas Blast (2) weapons have a radius of 10 feet, and so on.

When using a blast weapon, the central point of the blast (marked with a red dot in the example) must be within the range of the weapon. Once the central point is determined, the character must pass an Aim test against a GM determined difficulty. You can use the following indicators to determine the difficulty, to a minimum of 2 and a maximum of 5;

  • There are obstacles or cover between the character and the chosen point (+1 difficulty)

  • The chosen point is more than 20 feet away from the character. (+1 difficulty)

  • Visibility is low around the chosen point through smoke, darkness, fog, etc. (+1 difficulty).

  • The character is on difficult terrain, on a moving vehicle, in water, climbing or on otherwise unstable ground. (+1 difficulty).

  • The chosen point is on difficult terrain, on a moving vehicle, in water, in water or on otherwise unstable ground (+1 difficulty)

If the test fails, the blast will scatter in a direction determined by 1d6 with 1 being directly north and 4 being directly south as shown in the illustration;

  • If the character failed by 1 success, the center point of the blast will move 1d3 times 5 feet.

  • If the character failed by 2 or more successes, the center point of the blast will move 1d6 times 5 feet.

It is possible for a weapon to scatter out of range. If the weapon hits a wall or similar obstacle while scattering, it stops there.

Template weapons, on the other hand, work by drawing a single, straight line directly away from the shooter, in the direction they are facing. The starting point of the line can be anywhere up to the max range of the weapon and the length of the line is determined by the weapon quality. So, for example a Template (2) weapon would affect ten feet in a line, whereas a Template (5) weapon would affect 25 feet.

Physical objects that grant full cover interrupt Area of Effect attacks they are between a character and the source of the blast. Area of Effect attacks do not roll to hit, they automatically strike anyone within the line, however, characters that are not prone or paralyzed can attempt a Dexterity[Evasion 2] test to half the damage dealt by the attack, though the difficulty of the test may vary depending on the attack and the character using it.


Blast 1

Blast 2

Takedowns

It is entirely possible that a group might manage to kill an enemy, even a powerful one, with a single well-placed shot. If a party manages to sneak undetected past sleeping guards, kill the alarms and the lights, then move in and try to slit their throats they might be able to end the enemy group before there is even a need to call for Initiative. For situations such as these, it is recommended that GMs use Takedown rules.

Takedowns are one or more Skill Challenges or even Guile Encounters to represent the steps required to defeat or neutralize the enemy without engaging in combat or even having to kill them. A Takedown might be a single, medium difficulty skill challenge to restrain and tie-up a sleeping grunt, or several strung together to deal with a powerful or influential, well protected figure. You can use the following table for suggestions on how to determine how many skills challenges a take-down attempt might need and what the difficulty for them might be. It is also recommended that advantages are granted to the players for using their character’s backgrounds, contacts and specialties to gain an edge during the takedown attempt.

Steps (Number of Skill Challenges and/or Guile Encounters starting from 1)
Target has a dedication security force, bodyguards, or henchmen. +1
Target is on the move or in an unmapped location. +1
Target is a seasoned or powerful warrior. +1
Target is an influential, famous, or important figure. +1
Skill Challenge/Guile Encounter Difficulty (starting at 4, minimum of 2)
The target is not hostile or distrustful of the group. -1
The group is familiar with the target's location. -1
The target is wounded or otherwise impaired. -1
The group is familiar with the target's itinerary. -1
Another group is helping with the takedown directly or indirectly. -1
The target is aware the group is moving against them. +1
The target is aware they are in danger. +1
The target is geared for combat. +1
The target is not alone. +1
The target is in a vehicle or a defensible position. +1
The group has to prepare in a rush. +1

Remember that one failed skill challenge or guile encounter won't necessary ruin the takedown attempt, but may increase the difficulty of the final takedown itself. It is also entirely possible that the target might be entirely too powerful, resilient or skilled to be taken down in a single attempt.

GMs should reward a successful (or partially successful) takedown attempt - while it might not be possible to defeat the big bad with a single skill challenge, if the group prepared properly and successful executed heir plans the GM can apply one of the following effects in the final confrontation;

  • The Target starts the encounter with an Injury.

  • The Target starts the encounter with a Wound.

  • The Target starts the encounter with fewer hit points.

  • The Target starts the encounter unarmed or missing some significant piece of gear.

  • The Target is Surprised for the first round of the encounter.


Combat Maneuvers

Combat Maneuvers are special actions characters can use in combat, though some are available to all characters, many require specialized training to perform. A character can normally use a single combat maneuver each turn.