Aug 31, 2023 3:25 pm
Combat!
During a Turn in a Conflict, a Player Character can attempt one Minor Action and one Task. After the character completes his or her Turn, the action passes to the opposing side. However, the Player may spend two Momentum to instead pass the action to another Player Character. This is called Keep the Initiative, but the Players cannot Keep the Initiative again until the opposition have taken a turn of their own.
SET PHASERS TO STUN
In order to stun your opponent, you must declare that you are making a Non-lethal attack before rolling the dice. Alternatively, the ranking officer in charge can make this declaration for the Player Characters by ordering them to set their phasers to stun.
Characters are stunned when they suffer an Injury from a Non-lethal attack. An Injury occurs in one of two ways:
* The character takes 5 or more damage from a single attack (after reduction from Resistance, if any).
* The character is reduced to 0 Stress.
Injured characters cannot attempt Tasks, perform Minor Actions, or participate in the encounter.
LETHAL ATTACKS
A Player Character who makes a Lethal attack, or an "attack to kill," adds one point to the Threat Pool. A Non-Player Character who makes a Lethal attack must spend one point of Threat.
AVOIDING INJURIES
Characters may Avoid an Injury once per scene. There are several ways Player Characters may avoid or temporarily ignore the effects of an Injury (rules booklet, p.14). Notable NPCs can spend two Threat to Avoid an Injury. Minor NPCs do not have this ability.
RECOVERY AND FIRST AID
Characters recover automatically from Non-lethal Injuries at the start of the next scene. If the Injury resulted from a Lethal attack, the character will die if they do not receive First Aid before the scene ends. This is a Daring + Medicine Task, with a Difficulty of 1. Success stabilizes the injured character, but the character needs further treatment to remove the Injury. This cannot be done during a Conflict, and requires a successful Control + Medicine Task, with a Difficulty of 2 (though circumstances may increase this).
CONFLICT ACTIONS
During a Turn in combat a character can attempt one Task and several Minor Actions. A character can perform one Minor Action for free. Each additional Minor Action costs Momentum (Immediate) equal to the number of Minor Actions already performed that Turn. Each Minor Action can only be attempted once per Turn.
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.
COMBAT TASKS
* Assist: the character performs some activity that will grant an ally an advantage. The character nominates a single ally with whom they can communicate and assists their next Task.
* Attack: the character attacks an enemy or another viable target.
* Create Advantage: the character creates some beneficial circumstance or removes a Complication.
* Direct: this action is only available for commanding officers. The character nominates a single other character present who may immediately attempt a single Task, assisted by the commanding character.
* Guard: the character finds some defensible position, focuses on their surroundings, or otherwise gains additional readiness for an attack.
* Pass: the character chooses not to attempt a Task.
* Ready: the character declares that they are waiting for a specific situation or event to occur before attempting
a Task.
* Recover: the character gets behind cover, and attempts a Fitness + Command Task with a Difficulty of 2. They gain one additional Resistance for each Effect rolled on Cover Dice and regain the ability to Avoid an Injury. Further, the character regains 2 Stress per Momentum spent.
* Sprint: the character attempts to move further and more quickly. This is a Fitness + Security Task, Difficulty 0. Success means you move one zone, one additional zone per Momentum spent (Repeatable).
* First Aid: the character attempts to treat the injury of a character within Reach.
* Other Tasks: a range of other Tasks can be performed during combat. The Gamemaster can use their discretion in setting limits on these tasks.
ATTACKS AND DAMAGE
The process for making an attack is as follows:
1. The attacker chooses a weapon for the attack. This can be a ranged weapon, a melee weapon, or attacking with no weapon (an Unarmed Strike).
2. The attacker then nominates a viable target for that weapon. A melee weapon (or an Unarmed Strike) can only be used to attack enemies and objects within Reach. A ranged weapon can be used to attack enemies that are visible to the attacker.
3. The character declares whether the attack is intended to be Non-lethal or Lethal. If the character intends to make a Lethal attack, add a single point to the Threat pool.
4. The attacker attempts a Task, determined by the type of attack:
A. For a melee attack, the attacker attempts a Daring + Security Task with a Difficulty of 1, opposed by the target’s Daring + Security (also Difficulty 1). If the target wins the Opposed Task, then they are considered to have made a successful attack instead.
B. For a ranged attack, the attacker attempts a Control + Security Task with a Difficulty of 2. This is not an Opposed Task. The Difficulty of this Task increases by 1 if there is an enemy within Reach of the attacker. The Complication Range of the attack increases by 1 if there are creatures within Reach of the target. A Complication may indicate that one of the other, nearby creatures is struck by the attack.
5. If the attack is successful the attacker inflicts damage. Roll the number of for the attack or hazard’s damage rating. The total rolled is amount of damage the attack or hazard inflicts.
6. If the target has any Resistance Dice (from Cover and the like), roll those dice, and add the total rolled to the character’s static Resistance, if any. The total is the character’s total Resistance for that attack.
7. Reduce the total damage rolled by one for each point of total Resistance. If there’s one or more damage remaining after this reduction, the character loses one point of Stress for each point of remaining damage. The character may also suffer an Injury if one or more of the following conditions occurs:
A. If the character suffers five or more damage from a single attack or hazard, after reduction from Resistance, the character suffers an Injury.
B. If the character is reduced to 0 Stress by that attack or hazard, they suffer an Injury.
C. If the character had 0 Stress before the attack or hazard, and the attack or hazard inflicts one or more damage, the character suffers an Injury.
If two of the conditions occur the character suffers two Injuries, resolved one at a time.
When a character suffers an Injury they are incapacitated. They cannot carry out any Minor Actions or attempt any Tasks for the remainder of the scene. A character that suffers a second Injury when already suffering from a Non-lethal Injury now suffers from a Lethal Injury instead. A character that suffers an Injury while already suffering from a Lethal Injury is dead. When a character suffers an Injury, they have the option to avoid it as they can dive aside at the last moment, duck into cover, or otherwise dodge out of the way. Avoiding an Injury in this way has a price: it costs 2 Momentum (Immediate), or requires that the character suffer a Complication (minor injury, collateral damage, etc.). A character may only Avoid an Injury once per scene, though they may regain the ability (up to one use) by taking the Recover Task.
A character who succeeds at a melee attack whether they were the attacker or the target can immediately leave their enemy’s Reach instead of inflicting damage. The character fends off their opponent instead of attacking.
During a Turn in a Conflict, a Player Character can attempt one Minor Action and one Task. After the character completes his or her Turn, the action passes to the opposing side. However, the Player may spend two Momentum to instead pass the action to another Player Character. This is called Keep the Initiative, but the Players cannot Keep the Initiative again until the opposition have taken a turn of their own.
SET PHASERS TO STUN
In order to stun your opponent, you must declare that you are making a Non-lethal attack before rolling the dice. Alternatively, the ranking officer in charge can make this declaration for the Player Characters by ordering them to set their phasers to stun.
Characters are stunned when they suffer an Injury from a Non-lethal attack. An Injury occurs in one of two ways:
* The character takes 5 or more damage from a single attack (after reduction from Resistance, if any).
* The character is reduced to 0 Stress.
Injured characters cannot attempt Tasks, perform Minor Actions, or participate in the encounter.
LETHAL ATTACKS
A Player Character who makes a Lethal attack, or an "attack to kill," adds one point to the Threat Pool. A Non-Player Character who makes a Lethal attack must spend one point of Threat.
AVOIDING INJURIES
Characters may Avoid an Injury once per scene. There are several ways Player Characters may avoid or temporarily ignore the effects of an Injury (rules booklet, p.14). Notable NPCs can spend two Threat to Avoid an Injury. Minor NPCs do not have this ability.
RECOVERY AND FIRST AID
Characters recover automatically from Non-lethal Injuries at the start of the next scene. If the Injury resulted from a Lethal attack, the character will die if they do not receive First Aid before the scene ends. This is a Daring + Medicine Task, with a Difficulty of 1. Success stabilizes the injured character, but the character needs further treatment to remove the Injury. This cannot be done during a Conflict, and requires a successful Control + Medicine Task, with a Difficulty of 2 (though circumstances may increase this).
CONFLICT ACTIONS
During a Turn in combat a character can attempt one Task and several Minor Actions. A character can perform one Minor Action for free. Each additional Minor Action costs Momentum (Immediate) equal to the number of Minor Actions already performed that Turn. Each Minor Action can only be attempted once per Turn.
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.
COMBAT TASKS
* Assist: the character performs some activity that will grant an ally an advantage. The character nominates a single ally with whom they can communicate and assists their next Task.
* Attack: the character attacks an enemy or another viable target.
* Create Advantage: the character creates some beneficial circumstance or removes a Complication.
* Direct: this action is only available for commanding officers. The character nominates a single other character present who may immediately attempt a single Task, assisted by the commanding character.
* Guard: the character finds some defensible position, focuses on their surroundings, or otherwise gains additional readiness for an attack.
* Pass: the character chooses not to attempt a Task.
* Ready: the character declares that they are waiting for a specific situation or event to occur before attempting
a Task.
* Recover: the character gets behind cover, and attempts a Fitness + Command Task with a Difficulty of 2. They gain one additional Resistance for each Effect rolled on Cover Dice and regain the ability to Avoid an Injury. Further, the character regains 2 Stress per Momentum spent.
* Sprint: the character attempts to move further and more quickly. This is a Fitness + Security Task, Difficulty 0. Success means you move one zone, one additional zone per Momentum spent (Repeatable).
* First Aid: the character attempts to treat the injury of a character within Reach.
* Other Tasks: a range of other Tasks can be performed during combat. The Gamemaster can use their discretion in setting limits on these tasks.
ATTACKS AND DAMAGE
The process for making an attack is as follows:
1. The attacker chooses a weapon for the attack. This can be a ranged weapon, a melee weapon, or attacking with no weapon (an Unarmed Strike).
2. The attacker then nominates a viable target for that weapon. A melee weapon (or an Unarmed Strike) can only be used to attack enemies and objects within Reach. A ranged weapon can be used to attack enemies that are visible to the attacker.
3. The character declares whether the attack is intended to be Non-lethal or Lethal. If the character intends to make a Lethal attack, add a single point to the Threat pool.
4. The attacker attempts a Task, determined by the type of attack:
A. For a melee attack, the attacker attempts a Daring + Security Task with a Difficulty of 1, opposed by the target’s Daring + Security (also Difficulty 1). If the target wins the Opposed Task, then they are considered to have made a successful attack instead.
B. For a ranged attack, the attacker attempts a Control + Security Task with a Difficulty of 2. This is not an Opposed Task. The Difficulty of this Task increases by 1 if there is an enemy within Reach of the attacker. The Complication Range of the attack increases by 1 if there are creatures within Reach of the target. A Complication may indicate that one of the other, nearby creatures is struck by the attack.
5. If the attack is successful the attacker inflicts damage. Roll the number of for the attack or hazard’s damage rating. The total rolled is amount of damage the attack or hazard inflicts.
6. If the target has any Resistance Dice (from Cover and the like), roll those dice, and add the total rolled to the character’s static Resistance, if any. The total is the character’s total Resistance for that attack.
7. Reduce the total damage rolled by one for each point of total Resistance. If there’s one or more damage remaining after this reduction, the character loses one point of Stress for each point of remaining damage. The character may also suffer an Injury if one or more of the following conditions occurs:
A. If the character suffers five or more damage from a single attack or hazard, after reduction from Resistance, the character suffers an Injury.
B. If the character is reduced to 0 Stress by that attack or hazard, they suffer an Injury.
C. If the character had 0 Stress before the attack or hazard, and the attack or hazard inflicts one or more damage, the character suffers an Injury.
If two of the conditions occur the character suffers two Injuries, resolved one at a time.
When a character suffers an Injury they are incapacitated. They cannot carry out any Minor Actions or attempt any Tasks for the remainder of the scene. A character that suffers a second Injury when already suffering from a Non-lethal Injury now suffers from a Lethal Injury instead. A character that suffers an Injury while already suffering from a Lethal Injury is dead. When a character suffers an Injury, they have the option to avoid it as they can dive aside at the last moment, duck into cover, or otherwise dodge out of the way. Avoiding an Injury in this way has a price: it costs 2 Momentum (Immediate), or requires that the character suffer a Complication (minor injury, collateral damage, etc.). A character may only Avoid an Injury once per scene, though they may regain the ability (up to one use) by taking the Recover Task.
A character who succeeds at a melee attack whether they were the attacker or the target can immediately leave their enemy’s Reach instead of inflicting damage. The character fends off their opponent instead of attacking.