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Combat - Personal

Combat Overview #

During combat, characters take turns performing one Combat Task and multiple Combat Minor Actions.

  • Minor Actions: Each character gets one free Minor Action per Turn. Additional Minor Actions cost Momentum (Immediate) equal to the number of previous Minor Actions taken that Turn. Each Minor Action can only be performed once per Turn.
  • Remember: Add the character’s Security Discipline to the weapon’s damage rating when calculating attack damage.

Order of Play #

  1. Choose your Minor Action

  2. Choose Weapon and Target:

    • Declare the attack and select a target.
    • Specify whether the attack is lethal or non-lethal:
      • Lethal attacks add 1 Threat to the pool.
  3. Make the Attack Task: Depending on the type of attack:

    • Melee Attacks: Use Daring + Security to resolve the Task.
    • Ranged Attacks: Use Control + Security to resolve the Task.
  4. Determine Success: If the attack Task succeeds:

    • Roll Damage Dice equal to the weapon or hazard’s damage rating.
    • Apply Resistance (if any) to reduce damage.
  5. Apply Damage to Stress:

    • Subtract the final damage result from the target’s Stress.
    • Track conditions for injuries (see Injuries).

Melee Attacks #

  • Attribute + Discipline: Daring + Security.
  • Range: Must be in close range with the target.
  • Weapon: Includes unarmed strikes, blades, and other melee tools.
  • Resistance: Target applies any Resistance to reduce the damage dealt.

Ranged Attacks #

  • Attribute + Discipline: Control + Security.
  • Range: Can vary by weapon type; ensure target is within effective range.
  • Weapon: Includes phasers, disruptors, and projectile weapons.
  • Resistance: Target applies any Resistance to reduce the damage dealt.

Injuries #

A creature suffers an Injury under the following conditions:

  • Takes 5+ damage from a single attack.
  • Stress is reduced to 0 due to an attack.
  • Takes damage when already at 0 Stress.

Preventing Injuries #

  • Player Characters: May avoid an Injury by spending Determination or adding 2 Threat to the pool.
  • Non-Player Characters: Major NPCs can spend 2 Threat to avoid an Injury.

Combat Tasks #

  • Assist: Nominate a single ally you can communicate with, and assist their next Task.
  • Attack: Target an enemy or viable target.
  • Create Advantage: Generate a beneficial circumstance or remove a Complication.
  • Direct: (Commanding officers only) Nominate another character to attempt a single Task, assisted by you. That person gets an assist. ::can only be used once per scene::
  • Guard: Find a defensible position, focus on surroundings, or gain additional attack readiness.
  • Pass: Decline to attempt a Task.
  • Ready: Wait for a specific situation or event before attempting a Task.
  • Recover: Get behind cover, attempt a Fitness + Command Task (Difficulty 2). Gain 1 Resistance per Effect rolled on Cover Dice, regain the ability to Avoid an Injury, and regain 2 Stress per Momentum spent.
  • Sprint: Attempt to move further and faster (Fitness + Security Task, Difficulty 0).Success grants 1 zone of movement, +1 zone per Momentum spent (Repeatable).
  • First Aid: Treat the injury of a character within Reach.
  • Other Tasks: Perform other actions at the Gamemaster’s discretion.

Combat Minor Actions #

  • Aim: the character may re-roll a single d20 made on an attack during this Turn.
  • Draw Item: the character may pick up an item within Reach, draw a weapon or pull out another item carried on their person or stowed in their gear.
  • Drop Prone: the character immediately drops to the ground, making them a smaller target. A character may not Drop Prone and Stand in the same Turn.
  • Interact: the character interacts with an object in the environment. Complex interactions may require a Task instead.
  • Movement: the character moves to any point within Medium range. This Minor Action cannot be carried out if the character performs any movement-related Tasks.
  • Prepare: the character prepares for, or spends time setting up, a Task. Some Tasks require a Minor Action to be taken before the Task can be attempted, or the Minor Action gives a bonus.
  • Stand: if the character is prone they may use a Minor Action to stand, removing all the benefits and disadvantages of being prone. A character may not Stand and Drop Prone in the same Turn.

Comabat Momentum Spends #

Momentum Spend Effect Cost
Create Opportunity The character gains one extra d20 on their Task
(1 for +1d20, 3 for +2d20, 6 for +3d20).
1+ (I,R)
Create Problem The character increases the Difficulty of an enemy Task by 1 (maximum +3). 2 (I,R)
Obtain Information Ask the Gamemaster a question about the current situation. 1 (R)
Create Advantage Establish a fact about the scene, or remove a Complication. 2
Keep the Initiative Pass the action order to an ally instead of the enemy; may only be done once before the enemy has taken at least one action. 2 (I)
Extra Minor Action Take an additional Minor Action. 1 (I,R)
Bonus Damage A character can increase the damage inflicted by a successful attack. Each Momentum spent adds +1 damage. 1 (R)
Penetration The damage inflicted by the current attack ignores two Resistance for each Momentum spent. 1 (R)
Secondary Target A second target within Reach of the attack’s target is also affected by the attack, and suffers half the attack’s damage, rounding down. 2
Re-Roll Damage The player may re-roll any number of from the current attack. 1
Disarm One weapon held by the target is knocked away and falls to the ground within Reach. 2
Secondary Target A second target within Reach of the attack’s target is also affected by the attack, and suffers half the attack’s damage, rounding down. 2
Swift Task The character may attempt one additional Task, increasing the Difficulty by 1. 2

Momentum Cost: The initial number (1 or 2) represents the basic Momentum cost to use the spend. It’s the starting price, the ante to enter the game of tactical advantage.

The “I” stands for “Immediate.” This indicates that the Momentum spend can be used right away, in the heat of the moment, as soon as the appropriate conditions are met. It’s the swift response to an unfolding situation, the ability to react in the blink of an eye. When you see an “I,” think of it as your character seizing the opportunity without delay.

The “R” stands for “Repeatable.” This signifies that the Momentum spend can be used multiple times in succession, should you have enough Momentum to afford it. It’s akin to a repeating phaser setting – you can keep firing as long as you have the power.