Conflict
Certain scenarios lend themselves to a more relaxed gameplay style, where actions and conversations flow naturally without the necessity for structured turns or frequent skill check rolls. In these instances, players and the Game Master (GM) can organically alternate, contributing to the unfolding narrative in a spontaneous exchange of dialogue and decision-making. This approach is ideal for less critical moments where the emphasis is on character development and storytelling.
Conversely, adopting a more structured approach becomes essential when the stakes are high, such as during intense negotiations turning sour or when encounters spiral into physical altercations. A defined sequence of play ensures clarity, fairness, and heightened tension, as each participant's strategic decisions and actions are meticulously accounted for.
Conflict Sequence
When the order of actions becomes crucial, the following occurs:
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The GM calls for initiative. Each player rolls their Initiative dice, with higher numbers indicating a faster reaction. Initiative is rolled once at the start of conflict only.
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Once initiative order has been determined, the 1st Round begins, and characters act in descending order (referred to as initiative order).
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On their Turn, characters can perform various actions, such as taking cover, moving, attacking, or communicating with others. Each character can perform 1 Full Action and 1 Move Action per Round on their turn.
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Resolve the outcome of Actions. This includes such things as adversaries attempting to dodge, damage being suffered and conditions, injuries and trauma being applied.
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Once everyone in the conflict has taken their turn, the round completes. The next round commences starting with the highest initiative roll.
This process continues until the conflict is resolved or the scene reaches a natural conclusion.
Movement of Time
Time within the game adapts to the context, influenced by the number of characters and the spectrum of actions executed during a conflict. While some tasks, like decrypting a security system, naturally extend beyond the span of conventional turns, they can be swiftly addressed outside the heat of conflict, eliminating the need for an ordered initiative sequence.
However, the dynamic shifts dramatically when such complex tasks are undertaken amidst the chaos of combat, such as during a heated exchange of fire with an opposing faction. This juxtaposition of focused, intricate activity against a backdrop of urgent, dynamic conflict.
Initiative
Is used to determine which order player’s Characters and non-player characters (NPC’s) take their turn during Conflict. At the beginning of a conflict, players roll a D8, NPC’s Initiative is determined by their Threat value. Those with the highest number go first, then in descending order. This is called the Initiative order.
Initiative is only rolled once per player during a single conflict, with the exception of certain Tradecraft abilities such as the Monk's "Lift Spirits". This ability allows comrades to reroll an initiative check once during a conflict, but only at the start of a new turn.
Note: As there is no Target Number when rolling Initiative, the dice cannot explode.
Rolling an 8 on Initiative Dice
If a player rolls an eight (8), they are considered "Hyped" and have one (1) additional Full Action on their first turn. This gives them a total of four (4) Actions on their first turn. They are then back to the normal 3 actions on the following turn and for the remainder of the conflict. If a player has an initiative die higher than D8, this rule still applies (any roll 8 or higher will give them 4 actions on their first turn).
Ties
If there are ties, players take priority over NPC's, and if two or more players tie, players roll their Luck trait dice to decide who acts first.
Rolling a One (1)
If a player rolls a one (1), they are considered "caught off guard" and indecisive. For their first turn only, they only have 1 Move action. If a player has multiple dice when rolling initiative, this rule only applies if all dice rolled are 1’s.
Lowering Your Initiative
During your designated moment in the initiative sequence, you have the option to adjust your initiative score downwards, setting it to any value below its current standing. This strategic choice allows you to bide your time, observing the evolving dynamics of the encounter before committing to any actions. Should you opt to act when your revised initiative count arrives, you may proceed; alternatively, you can continue to hold off, further reducing your initiative if desired. Importantly, this adjusted initiative score remains in effect for the duration of the encounter – there's no reverting to the initial, higher score once changed.
Note: This differs from the "Delay" action, which is designed for characters to pause their turn until a specific condition is met, allowing them to respond instantly with an action when that condition triggers. If the specified event doesn't occur, the delayed actions are forfeited, yet the character retains their original position in the initiative order. In contrast, when you choose to lower your initiative, you permanently relinquish your higher placement in favour of strategic patience, surrendering the opportunity for an immediate reaction in exchange for observational advantage and flexibility.
Non-Player Characters (NPC’s)
Whether human, alien or monster as a general rule, NPC’s have a predefined initiative, their “Threat” level. This serves several purposes:
- Makes the GM’s job a little easier by reducing dice rolls
- Denotes to challenge of the adversary for GM’s quick reference
- Players will know very quickly, faster acting opponents during an initiative are the more challenging (the lower the initiative weaker the opponent, higher initiative the tougher the opponent)
- NPC’s of the same type will take action on the same initiative
Note: Rolling poorly as a player means for that conflict you were caught flat footed, off guard for that passage of play. Go with it, think about how many heroes in action films still win the day after being caught off guard. Some roleplaying games ask players for a new initiative check each turn but we don't feel that mechanic adds to the flow of the game. That said, feel free to add your own house rules to make the game work best for your group.
DEV Note: Rolling initiative once per conflict, a feature intended to accelerate gameplay by minimising unnecessary dice rolls. This approach ensures that even the most formidable opponents (Higher Threat levels) get a fair chance to act and leave a lasting impact during a conflict, regardless of how short-lived that may be when pitted against numerous player characters.
Some Tradecraft can influence initiative or grant rerolls during conflict.
Rounds
A Round is used to describe a complete cycle of play where each participant acts in descending order of Initiative until the last participant has acted. When a participant acts on their Initiative, this is called a Turn. A Conflict may consist of many Rounds
Each Round lasts a few seconds, meaning players should make quick decisions to keep the gameplay flowing. Don't ponder too long on what you should do next, so what if you act and it doesn't work out the way you intended. Have a laugh and keep going, it's only a game!
Range
In a roleplaying game, understanding the concept of range between characters or objects is crucial for visualising and strategizing actions and movements during gameplay. Range is categorised into several distinct groups, each defining the spatial relationship and distance between adversaries.
Melee Range
This represents the closest proximity between characters or objects, where they are directly adjacent or mere steps apart. Picture the proximity necessary for physical interaction—close enough to touch or engage directly. In combat, this is the domain where hand-to-hand confrontations and melee weapon attacks take place.
Close Range
Encompassing distances up to 10 metres from the character, this range allows a character or NPC to approach an adversary with a single Move action. It's sufficiently close for quick movement and interaction yet beyond the immediate contact of melee.
Distant Range
This begins just outside Close range, starting at 10+ metres and extending in 10-metre increments. It's primarily the zone for ranged combat—think slings, arrows, firearms, and missiles. In this range, precision decreases with distance; each 10-metre increment beyond Close range imposes a +1 penalty to the target number required for successful hits.
Actions
Each character involved in a Conflict (player or non player character) has 1 Full Action and 1 Move Action to spend per turn. This of course can be altered by an Initiative roll of 8 (+1 Full Action) or 1 (-1 Full Action)
Type | Action | Cost |
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Move | Walk | 1 |
Run | 1 | |
Sprint | 2 | |
Take Cover | 1 | |
Maintain Cover | 1 | |
Draw/Stow Weapon | Pickup Item | |
Full | Aim Weapon | 1 |
Use Skill | 1 | |
Use Tradecraft | 0/1 | |
Any Move Action | 1 | |
Free | Delay | - |
Balls Out (Go for Broke) | - | |
Bonus | - | |
Dodge | - |
Talk
Free Action
In the game, players will often find themselves needing to communicate with teammates or opponents, particularly during tense or action-packed situations. The Talk action allows for simple, quick communication that fits within the context of the game, such as shouting "Watch out!" or urging an opponent to surrender.
It's important to keep in mind that during conflicts or other high-pressure scenarios, a character’s turn only lasts a few seconds. Lengthy discussions or elaborate plans are not suitable for the fast-paced nature of the game. To maintain the game's pace and immersion, players should focus on concise, realistic communication that reflects the urgency of the situation. Remember, in the heat of a battle or amid the chaos of a storm, every second counts.
Note: Every group has their own style, ultimately it’s the GM who should keep the play moving. If you're unsure or are used to a particular style where you and your fellow players are given a great deal of leniency by your GM to ‘talk/plan’ during player turns then discuss this before entering into conflict to ensure everyone will be happy with the style of play.
Walk/Run
Keeping with the cinematic style of gameplay all movement has been divided into three simple ranges and movement types:
Walking
1 Move Action
Distance: Melee Range (1-2 metres)
A few steps away (2 metres), characters can easily close the distance without suffering much of a penalty when they perform an action such as attacking an opponent.
Modifiers:
+2 penalty to their target number when performing an Action.
+1 to adversaries target number when attacking the character
Running
1 Move Action
Distance: Close Range (3 to 10 metres)
Characters wishing to move this distance on their turn are considered to be moving quickly.
Modifiers:
+4 penalty to their target number when performing an Action.
+2 to adversaries target number when attacking the character
Sprint
1 Full Action & 1 Move Action
Distance: 11-20 Metres
Characters exert their full effort into movement, using up all of their actions for the turn. A character may elect to end their movement in either Partial or Full Cover (if cover is available). This would typically involve a dive, slide, or similar manoeuvre to reach the cover quickly. After such a move, the character is considered Prone.
Modifiers:
Can take no other Action.
+6 to adversaries target number when attacking the character
Take Cover
Move Action
This action enables a character to use the environment to protect themselves from threats or remain unseen. By spending 1 Action, players can manoeuvre their character behind an item or feature — be it a wall, furniture, boulder, or tree — enhancing their defence and reducing their visibility. The protection level afforded by the cover depends on its size and material.
Example: Brett moves towards a half wall (1 Action to Run) then spends 1 Action to ‘Take Cover’ which takes effect immediately. For the rest of the Round Brett receives the benefit of both Run and Take Cover actions making him harder to hit.
Because Brett’s adversary is within Short range, the base target number to hit is 4, when targeting Brett the adversary also adjusts their target number because Brett:
- Used the action “Run”, adding +2 to to an opponent's Target Number
- Used the action “Take Cover”, adding +4 to an opponent's Target Number
This means any attack aimed at Brett for the rest of the Round is a minimum of TN 10. At the beginning of the next Round, Brett is considered stationary (Until they act) behind the cover and loses the +2 benefit from Running.
Modifiers
See Maintaining Cover
Maintaining Cover
Move Action
To retain the benefits of "Take Cover," players must use 1 Action each turn to maintain cover. This represents their active involvement in the conflict, such as peeking out or staying alert from behind the cover.
If a player opts to remain fully hidden behind cover without engaging in conflict, they are considered passive and don't use any Actions. However if they choose to attack from this passive condition they receive no cover benefits.
Additionally becoming passive during conflict the character:
- Risks losing sight of enemy movements
- Becomes vulnerable to surprise attacks
Modifiers:
Minimal Cover 1-3
Partial Cover 4
Full Cover 8
Minimal Cover allows GMs to award some protection benefits, especially when players think creatively in sparse cover environments.
Note: There's no gradient between Partial and Full cover. Actively using cover while monitoring conflict offers no extra advantages.
Example: On his turn, Brett uses 1 Action to maintain cover, then uses 2 Actions firing at the enemy.
Draw/Stow Weapon
Move Action
Drawing a weapon whether melee or firearm costs an Action. Likewise stowing a weapon costs 1 Action. If the player is already holding a weapon and wants to draw a new weapon, the player must ‘Stow’ or drop their existing weapon if they don’t have a free hand.
Dropping a weapon is an instantaneous act that does not consume an action.
Dropping a Weapon: If the weapon is equipped with a sight or targeting system modification, The GM can decide there is a risk that these enhancements could become misaligned due to the impact. Should this occur, the weapon will not confer any bonuses to the user until the misalignment is corrected. Any character with Munitions Skill has the expertise to correct the misalignment.
Aim Weapon
Full Action
Spend an action to aim at an adversary, granting a Bonus to your next attack against them. You can use up to two consecutive actions for aiming, doubling the bonus.
You cannot transfer your aim to another opponent. The aim bonus is only valid if the subsequent action directly after aiming is an attack against the specific adversary you targeted.
Modifiers:
+1 Bonus per aim action to next attack.
Note: The aiming bonus is forfeited if the character moves, is attacked, or loses sight of the targeted adversary.
Performing a Skill
Full Action
Engaging in a Skill action encompasses:
- Striking with a melee weapon or firing a ranged weapon
- Executing an athletic knack, such as leaping over a barrier
- Sustaining a Pattern in Weaving
- Undertaking a Concentration check
Generally, any action necessitating a single success on a Skill check falls under this category.
Go for Broke
Free Actions
If a character stands firm and focuses their full attention on attacking, they receive a bonus to all attack rolls for the duration of their turn. However, during this intense focus, they can't use the Dodge or Move move actions. Likewise the character does not receive benefit from cover, as they give up any defences to make their attack.
If they have already executed a Dodge action or any movement in the same turn, they cannot then use the Go for Broke action. This action represents a total commitment to the offensive, leaving no room for defensive manoeuvres.
Modifiers:
+2 to all Attack Rolls.
-2 to Adversaries when attacking a character using “Go for Broke”.
Dodge
Free Action
Once per Turn, a single dodge roll applies to all attacks from a single adversary on that Turn. You are prone as you’ve thrown yourself out of the way of an attack.
To perform a Dodge, a character rolls both their Dexterity & Luck Trait dice and compares the top dice result against the adversaries attack roll. As this is an opposed action, both these dice can explode.
Note: A character can only dodge an opponent's attack when;
- They are aware of the impending attack.
- They have enough space to move out of the way.
- Objects close enough they can hide behind to avoid the attack.
Delay
Free Action
Enables a player to strategically postpone their remaining actions during their current turn. They effectively hold their remaining actions in reserve for a specified triggering event.
The player must articulate the specific circumstance or series of events that will set their delayed actions into motion. This might be a particular enemy making a move, an ally reaching a specific point, or some other clearly defined event.
It's important to note that the Delay action can only be focused on a single individual or event. Broad or multi-conditional triggers are not permissible. If the defined trigger does not occur within the turn, the player's held actions are forfeited, and they do not act for the remainder of the turn.
Use Tradecraft
Full Action
The use of Tradecraft abilities costs 1 Full Action.
Conflict Modifiers to Target Number
Situation | Modifier | Description |
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Attacker | ||
Walking | +1 | |
Running | +4 | |
Maintaining Cover | +1 | |
Per 4 Wound/Strain | +1 | |
Called Shot | +8 | |
Per Additional Target | +1 | When ability allows attacking twice in 1 action |
Burst | +1 | |
Full Auto | +2 | |
Off Hand | +2 | |
Range - Distant | +1 | +1 per 10 metres, starting at greater than 10 |
Distracted/Pressured | +1-4 | GM decides |
Aim (per Action) | -1 | |
Defender | ||
Walking | +1 | |
Running | +4 | |
Cover - Minimal | +1-3 | |
Cover - Partial | +4 | |
Cover - Full | +8 | See description |
Full Cover: When a defender is taking advantage of full cover and can not be seen by the attacker, no attack can be made unless;
- A weapon with area of effect, (AoE) such as a grenade, is being used.
- Attacker has reasonable knowledge of where the defender is.
- There is an unobstructed path to deliver the attack, such as over a wall or through an open door.
Surprise, Sneak Attacks & Ambushes
Securing the upper hand in confrontations often hinges on the element of surprise. Initiating an attack before adversaries are fully prepared can significantly tilt the odds in your favour.
Surprise
A surprise attack occurs when you catch an adversary unprepared, gaining a momentary advantage.
Note: Adversaries still get the chance to parry, dodge or counterstrike attacks as they are still aware of them, they are just reacting slower.
Modifier: +4 bonus to Initiative
During a social interaction such as a friendly-ish negotiation in a pub, Simon decides he’s had enough of this jibba jabba (his words not ours!) and is now unwilling to pay the contacts price for information.
Simon declares that he wants to quick draw his blaster and strongly urge the contact to just provide the information or else.
Everyone rolls initiative
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Simon rolls a 6, the GM decides that this was a surprise action as the contact wasn’t expecting this to escalate, especially since they're inside a pub. So Simon receives the +4 bonus, giving him an initiative total of 10.
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The unsuspecting contact rolls a 4
With the advantage, Simon acs first, uses his Tradecraft ‘Quick Draw’ brandishes his blaster, demanding, “Tell me what I want to know or else!”
Note: As Quick Draw is a bonus action, Simon retains his Full & Move Actions at this point.
Simon then uses the free action to Delay, the remainder of his turn stating
“If he goes for a weapon, i’ll shoot him where he sits”
Sneak Attack
A sneak attack occurs when an adversary is completely unaware of the impending assault, typically before any initiative has been rolled. This type of attack leverages the elements of stealth, precise timing, and the target's obliviousness, offering the assailant a tactical edge. A well-executed sneak attack not only increases the likelihood of a successful hit but also amplifies the damage inflicted.
Procedure for Sneak Attack
- Determine Stealth Difficulty: The GM sets the target number for the Stealth skill check based on the scenario's complexity and environmental factors.
- Base Target Number: Typically starts at 6 for 'Demanding' situations.
- Situational Modifiers: Adjustments based on the target's alertness and threat level.
- Environmental Modifiers: Factors like darkness or background noise that might aid the attacker's stealth.
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Perform the Stealth Check: The attacker rolls their Stealth skill against the determined target number.
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Assess Success and Bonuses:
- On a successful Stealth check, the attacker gains a +1 skill dice to their subsequent attack skill check.
- Each Critical Success grants one critical success on a successful attack roll.
Tony’s character aims to silently neutralise a guard at a camp's western boundary without alerting others.
- Assessing Difficulty: The GM sets the Stealth target number based on the situation's complexity and the environment:
- Base TN: 6 (Demanding situation)
- Situational Modifiers: +2 (guard’s Threat level)
- Environmental Modifiers: -2 (nighttime) and -2 (noisy camp environment)
- Final TN: 4 (6 Base + 2 Situational - 4 Environmental)
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Performing Stealth Check: Tony rolls for Stealth. He scores a top dice result of 17, surpassing the target number and achieving three critical successes.
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Assess Success and Bonuses: Tony’s character receives +1 skill dice to his attack skill roll due to the successful Stealth check, and should his attack succeed, it will automatically generate three critical successes from his Stealth roll in addition to any from the skill check itself.
Ambush
An Ambush is a premeditated, strategic attack where assailants position themselves advantageously within their environment, typically offering concealment and cover, aiming to catch their target without the latter's ability to utilise environmental benefits.
An ambush grants the benefits of both the Sneak Attack and Suprise with some additional benefits. If an ambush is being performed by more than one individual, unlike a group skill check only the leader performs the Intelligence skill check, giving the signal to commence the ambush.
Procedure for Ambush
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Determine Stealth Difficulty: The GM sets the target number for the Intelligence skill check based on the scenario's complexity and environmental factors.
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Base Target Number: Typically starts at 6 for 'Demanding' situations.
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Situational Modifiers: Adjustments based on the target's alertness and threat level.
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Environmental Modifiers: Factors like darkness or background noise that might aid the attacker's stealth.
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Perform the Stealth Check: The leader rolls their Intelligence skill against the determined target number.
- Leader receives a Bonus + dice from any participant in the ambush with Intelligence skill.
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Assess Success and Bonuses:
- On a successful Stealth check, the attackers gain a +1 skill dice bonus to their subsequent attack skill check.
- Each Critical Success grants one critical success on a successful attack roll.
When the ambush commences, each ambusher takes a single turn with the bonuses provided by the leader. After each ambusher has acted, initiative is rolled and each ambusher receives a +4 to their initiative roll due to the surprise nature of the ambush.
Additional Bonuses
At the GM’s discretion ambushers can be allowed a number of turns to use other actions such as ‘Aim’ prior to the ambush being triggered.
Ambush Without Intelligence Skill
If no character participating in the ambush possesses the Intelligence skill, the group must adapt their strategy. Instead of a single coordinated ambush check led by an individual, they must either:
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Each character performs individual Sneak Attack checks.
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Alternatively, the group may opt for a collective skill check, leveraging their combined stealth capabilities.
Post Sneak Attack
After the individual sneak attacks are performed;
- The normal flow on conflict resumes with initiative rolled as normal
- No additional bonuses are granted for the surprise element.
These stipulations ensure that, even without strategic guidance from an Intelligence skilled leader, the group can still attempt to gain the upper hand through stealth. However, the lack of coordinated planning means they forgo the extended benefits and structured advantage an organised ambush provides.