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 fulfil 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.

Combat rounds

An Offense phase & Defence phase equals a combat round.

The phase changes when all the phases’s action dice have been used.

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

Each player and non-player character can be attacked multiple times each phase.

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.

Offense outcomes

Failure: No damage dealt, 1 offense dice removed (if any)

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: Character suffers a defense complication

Success: 1 defense dice removed (if any)

Ultra success: Immediately change to Offense phase & something amazing occurs

Action dice tracker

At the start of each phase a number of offense dice and defense dice are determined by the referee. The number of dice represents the threat level of each side.

  • Offense: 3-7 dice, the higher the better for the player characters and their allies

  • Defence: 3-7 dice, the higher the better for the enemy forces

For each offense action 2 offense dice are used for the action roll. An extra offense dice can be used to gain advantage on the action roll if all players agree to it.

For each defence action 2 defense dice are used for the action roll. The referee can use an extra defence dice to give the defender disadvantage on their action roll.

Note: Whenever three offense/defence dice are remaining the third dice is automatically used giving advantage/disadvantage.

Tag team actions count as 1 action during an Offense or Defence phase.

A Tag team action used during the Offense phase means:

  • Both characters can no longer act in the current phase 
  • Only one of the character deals damage examples including:
    • A sniper and their spotter
    • Pilot/driver positioning for a good shot
    • The supporter providing a distraction

Tag team actions during a Defence phase are rarer. Whether one can occur in the specific instance is up to referee. One or both of the characters may take damage depending on the circumstance and the defense outcome.

Dice threat levels

  • 3 Dice: The forces crew have an overwhelming advantage. They may have ambushed their enemies or have carried out a pitch perfect plan leading to combat.

  • 3 Dice: The combatants are unprepared or running low on momentum

    • Poor training
    • Low morale
    • Caught completely off guard
  • 4 Dice: A lower threat than expected

    • Ambushed whilst combat ready
    • Unfamiliar terrain
    • Outnumbered or outgunned
  • 5 Dice: The normal threat of trained combatants

    • Unaware forces patrolling/guarding
    • Going into combat without a particular plan
  • 6 Dice: A higher threat than expected

    • Suspicious forces ready for combat
    • Familiar terrain
    • Effective gear against the enemy forces
  • 7 Dice: The combatants are a big threat

    • Alert forces ready for combat
    • A boss/leader is present
    • A well executed plan

Outcomes

OFFENSE DEFENCE
Failure(6-) Remove 1 Offense dice Full damage
Partial success (7-9) Damage & Complication Complication
Success (10+) Damage Remove 1 Defence dice
Ultra success (Two 6s) Damage&
Something amazing
Go to Offense &
Something amazing

Combat momentum

The player’s are encouraged to achieve goals whilst in combat. These could include:

  • Trying to stop a bomb

  • Outrunnign the enemy in a high speed race

  • Making it to the front of train

A tracker of X spaces can be used to track the progress of the goal where each succesful offense/defense outcome marks off one space.

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 Defence dice

  • Trade DAMAGE

  • Enemy reinforcements

  • No DAMGE or no goal tracker movement

  • Deal Double DAMAGE

  • -1 Defence dice

  • PC’s Ally arrives to help

  • Destroy a structure/vehicle

  • Destroy enemy’s armor/accessory

  • Player’s team easily escapes

  • Free attack (during defence)