Combat & Initiative

When timing becomes key

Movement and Actions

During gameplay, if combat begins or if a task becomes time-sensitive, players should begin describing their Character’s decisions in a series or 6 second blocks known as Rounds.

There are three parts to any Round …

  • Movement
  • Action
  • Bonus Action

These sections may be described / enacted in any order.

Movement per round is different depending on the species of the character with Pithiks moving up to 10m per round, Arkoa moving up to 7.5m per round and Erpons moving up to 12.5m per round. If they choose to, they may Dash as their Action for that round and double this distance to 20m, 15m or 25m respectively.

All available Actions are as follows …

  • Attack (melee or blaster)
  • Use an ability (e.g. pull yourself up onto a ledge with a strength check)
  • Use a skill (e.g. hide with stealth or force a door with brawn)
  • Use a Device (e.g. turning on a distress beacon)
  • Dash (move the same distance as their movement again)
  • Help (give another character advantage on the roll for their action)
  • Ready an Action (for a given trigger)

A readied action happens when the given trigger, chosen by the player, happens. A readied action must happen if the trigger occurs before the Character’s next turn regardless of whether they would have changed their mind since.

An example of a readied action might be “I will blast whoever comes through that door next as soon as I can see them”

In this case, the trigger is: as soon as someone comes through the door and is visible to the character. Once this happens, the player for that character should roll their attack and, if successful, damage.

Possible Bonus Actions include some Class Abilities and Bonuses and can be used accordingly.

In a fight between a character with a blaster weapon and another with a melee weapon, once the combatants are within 2m of each other the melee combatant gains advantage on their attack as their opponent is not defending against it with a melee weapon of their own.

Initiative

If gameplay enters combat, each player should roll a d20, then have the GM roll for each group of enemies. Either write a list or use Initiative Tracker cards / tokens to take it in turns from highest to lowest.

Attacking

For a character to make an attack against a character or creature roll a d20, then add either your character's strength modifier if it is a melee attack or their dexterity modifier if it is a blaster attack. If the resulting total is equal to or greater than the opponent's armour class then the attack succeeds. If not, it misses or is deflected by their armour. If an attack is successful, roll the corresponding damage for the weapon used and take the result away from the opponent's hit points.

Advantage and Disadvantage

Sometimes an Ability Check, Skill Check or Attack Roll may be more or less likely to happen. Examples include: another character used the Help Action to assist, or perhaps the Character knows this particular place well.

In these instances, the Game Master will say to roll with Advantage or with Disadvantage. For either case, the roll should be made twice. For Advantage, the better outcome is used. For Disadvantage, the worse outcome is used.

Reactions

Once per round, a character may react to an action performed by another character or creature. Some Class abilities and bonuses include special reactions however, as a minimum, all characters and creatures have a reaction called an Attack of Opportunity.

An attack of opportunity applies when another character or creature leaves melee range (2m) during that round. In this case, as their reaction they may attack the fleeing individual with one melee attack.

Once a character or creature has used their reaction for a round they must wait until the beginning of the next round before they can react again. e.g. If in one round a party of adventurers were to run past an enemy, the enemy could only take an attack of opportunity against one of them.

Critical Success and Failure

When rolling to attack, if the number of the d20 is either 1 or 20 (either extreme) this is sometimes called a Critical (or Natural) roll. A Natural-20 / Critical Success means that your character did the best they possibly could. This is rewarded by rolling twice for the damage dealt. The flip side of this though is that a Natural-1 / Critical Failure means that your character did the worst they possibly could. In this case you should roll a Dexterity Check. If you get less than 10 then your character doesn’t just miss but falls over and takes 1d4 damage from the fall.