COMBAT

Combat occurs when 2 or more forces are trying to harm each other. PCs only are in Combat and can take combat actions if they fulfill the two conditions:

  1. They are in the combat zone

  2. Enemies are aware of them

Combat normally ends by defeating all enemy forces or retreating/escaping. Escaping/retreating may require non-combat action turns.

PHASES

Offense: Players take turns taking offense actions with either their PCs or allied NPCs. They normally narrate how they want to harm/hinder the enemy with the action roll determining the outcome. However, they may perform other tasks. 

Defence: The enemy attacks and the players narrate how they intend to avoid the damage/hindrance. The player performs a defence action turn to determine the outcome.

The phase changes when X combat action turns have been taken (see below).

An Offense phase & Defence phase equals a combat round.

OFFENSE OUTCOMES

FAILURE: No damage dealt, +1 extra space moved on Offense Action tracker

PARTIAL SUCCESS: Character deals damage but suffers an offense complication

SUCCESS: Character deals damage

ULTRA SUCCESS: Character deals damage & something amazing occurs

DEFENCE OUTCOMES

FAILURE: Character takes damage

PARTIAL SUCCESS: Roll on defence complications table

SUCCESS: +1 extra space moved on Defence Action tracker

ULTRA SUCCESS: Immediately change to Offense phase & something amazing occurs

COMBAT THREAT & ACTION TRACKER

At the start of combat the combat threat is set to an appropriate level.

Normally combat starts on the offense phase.

The current phase’s action tracker is set to the vertically aligned Offense or Defence space. This determines how many combat actions can be carried out per phase. This is a maximum of 3 and a minimum of 1.

Each character (PCs, allies, NPCs, and enemies) can only attack once per phase.

Each charactercan be attacked multiple times per Defence phase.

Tag team actions count as 1 action during an Offense or Defence phase. If used during the Offense phase both characters can no longer act in the current phase. 

After a combat action move the action tracker to the next number (3->2->1).

After the last action, change the phase. Set the action tracker to the vertically aligned space of the current combat threat.

The referee may reduce the combat threat when they feel appropriate. Examples include:

  • Half the enemies are neutralised

  • A boss is neutralised

COMBAT THREAT LEVELS

Level 1: The players’ crew have an overwhelming advantage. They may have ambushed their enemies or have carried out a pitch perfect plan leading to combat.

Level 3: The normal threat of combat. Neither the players or the enemies have a particular advantage. 

Level 5: The players’ crew are in an overwhelmingly disadvantageous position. Their plan may have horribly failed. They may have angered the enemies as they were trying to be diplomatic with them in their base.

THREAT & ACTION TRACKER

THREAT 1 2 3 4 5
OFFENSE 3 2 1
DEFENCE 1 2 3

OUTCOMES

OFFENSE DEFENCE
FAILURE (6-) +1 on ACTION TRACKER FULL DAMAGE
PARTIAL SUCCESS (7-9) DAMAGE & COMPLICATION COMPLICATION
SUCCESS (10+) DAMAGE +1 on ACTION TRACKER
ULTRA SUCCESS (Two 6s) DAMAGE &
Something amazing
Go to OFFENSE &
Something amazing

COMPLICATIONS & ULTRA SUCCESSES

Complications can be completely made up by the referee or you can use one of the examples below. 

When a player rolls an ULTRA SUCCESS something amazing happens! The referee should collaborate with the player to determine what amazing thing occurs. Examples are below.

If you use an example below try to describe how the effect comes about in the game world.

COMPLICATIONS ULTRA SUCCESS
  • Durability loss

  • ½ DAMAGE

  • Disadvantage on next combat action

  • +1 Combat threat

  • Trade DAMAGE

  • Enemy reinforcements

  • Deal Double DAMAGE

  • -1 Combat threat

  • PC’s Ally arrives to help

  • Destroy a structure/vehicle

  • Destroy enemy’s armor/accessory

  • Player’s team easily escapes

  • Free attack (during defence)