2. Combat
  1. Notes

2. Combat

Rules

For combat in space, see 8. Starships. For the tools of combat, see 6. Weapons. For lightsaber-related combat, see 7. Lightsabers

Table of contents

Hit Dice & Hit Points

Every Character, NPC, or Monster has something called a Hit Die (HD), accompanied by a number.

This number represents their Level - for example a Level 6 Reek has 6HD and a Character that has 3HD would be Level 3. This difference in level can effect combat: See Powerful Foes.

HD also indicate how many dice to roll to determine the number of Hit Points or HP a Creature begins the game with.

  • NPCs and Monsters roll d8s for HP.
  • Characters roll the dice given in their Character class for HP.

Hit Points are used to track how much damage something can take through physical and spiritual wear and tear.

When a GM or Player first rolls to determine a Creature’s starting Hit Points, this is the maximum they can ever have. No amount of healing, spells, or effects can take them beyond this amount. The only way for a Creature to increase their max HP is to gain a Level - when they do, a single Hit Die is rolled and the result is added to their maximum HP.

Status Effects

Certain abilities, magical effects and consequences of Actions will leave Creatures hindered until a successful Attribute Test of the DM’s choosing is made, sometimes needing an Action to complete. 

Each of these effects should Finish at the end of the affected characters' next turn unless stated otherwise.

  • Stuck - You can't move, otherwise, you act as normal.
  • Paralyzed - You cannot move or take any actions.
  • Weakened - All ability checks are taken with Disadvantage.
  • Stunned - All ability checks are taken with Disadvantage and you cannot move.
  • Vulnerable - All damage taken is rolled with Disadvantage.
  • Ongoing Damage - The creature takes damage equal to its Level (HD) at the start of its turn, an Ability Test (DM will determine which) should be made to see if the damage continues next turn.

Initiative

When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn.

Every character tests their DEX, those that succeed take their turn before their opponents and they must then act as a group, deciding their own order for actions. Those that fail their DEX tests, go after their opponents

The initiative is re-rolled every turn.

During their turn, a creature may Move and take an Action.

Moving in Combat

During their Turn, Creatures may normally Move somewhere Nearby. If a Creature is Nearby to something and decides to Move towards it, they’re now Close to it.

If you also use your Action for movement, you may move to a place Faraway. Describe where you want to go and how you want to get there - the DM might call for a Test.

Attacking & Defending

As an Action a Character might choose to deal damage to an opponent with an Attack. Their Player must succeed at an Attribute Test before they can roll their Attack Damage dice and subtract the result from their opponent’s HP.

Likewise, something will surely attempt to inflict damage in return and reduce a Character’s HP. To Defend and avoid this damage the Character must succeed at an Attribute Test. The GM will determine what test to use for both Attacking and Defending using the guidelines below:

  • Melee - STR Attribute Tests for Attacking and Defending with daggers, vibro-axes etc.
  • Ranged - DEX Attribute Tests for Attacking and Defending with blasters and thrown weapons.

West Sector features a wide array of equipment, some of which might allow you to use DEX for melee attacks, for instance.

Cover

Any Creature at least partially obscured by a solid object (a supply crate, pillar or something similar) has cover. Player Characters Defend with Advantage when in cover, and make Ranged Attacks with Disadvantage against opponents in cover.

Powerful Foes

If an opponent’s HD is higher than the Character’s, the Player should add the difference between the two HD values to the d20 when making any Attribute Tests to Attack, Defend, influence, or otherwise interfere with their opponent. The DM will inform you of this.

Example: A level 2 character attacking a HD 5 enemy adds +3 to his d20 roll.

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Enemies with a higher level than the strongest party member will be marked with this token.

Critical Hits & Misses

When the result of a d20 roll to Attack is a natural 1 or a roll to Defend is a natural 20, the damage dealt to the Creature is doubled.

Out of Action

When a character reaches 0 HP, they are knocked unconscious and are Out of Action. They can no longer Move or take Actions.

When they receive aid (from anyone making an INT Test on them), or the danger has passed, roll a D6 + the number of times they have been OofA (before this one) during this mission.

  1. They are just knocked out. They come to with 1d4 HP.
  2. Dazed and confused. Disadvantage on all tests for the next half hour. They come to with 1d4 HP.
  3. Cracked Bones. Disadvantage on all STR, DEX and CON Tests for the remainder of the mission. They come to with 1d4 HP.
  4. Disfigured. CHA reduced by 1D4. They come to with 1d4 HP.
  5. Badly maimed. They are missing a limb, though it isn't bleeding too badly. They come to with 1d4 HP.
  6. Dead. The character dies.

Continue to 3. Experience & Gaining Levels