Combat Rules

Structured Time

There are times when characters' actions have to be carefully charted, most often in combat but also in other intense, time-sensitive tasks. This is known as Structured Time, and it is broken down into Rounds, Turns, and Actions.

  • Rounds. A Round consists of every character in the encounter taking a single Turn. Although characters take actions in a strict order, in reality they are assumed to be acting roughly simultaneously; either way, a Round usually consists of about 5 seconds.
  • Turns. Each character gets one Turn per Round in which to act. During this Turn, the character can perform an Action and Move. Turn order is determined by Initiative Order.
  • Moves and Actions. Each turn, a character gets one Move and two Actions. They use Moves to move around the field, and Actions to attack, defend, lay traps, reload weapons and so on.

-- Back to Top --

Combat Structure

Combats are structured in a six-step structure seen below.

  • Step One: Set Layout. Before combat begins, the GM lays out the combat zone, including the locations of all known characters and the locale in which they're fighting.
  • Step Two: Determine Surprise. At the beginning of each combat, the GM determines if any characters are surprised. Surprised characters lose their first turn and may not oppose any tests in the surprise round. If no one is Surprised, move directly to step three.
  • Step Three: Determine Initiative. Every character determines initiative, which is equal to Grace Bonus, plus 1 per starting Advantage. If a value is tied, the one with the higher score (not bonus) goes first. If this is also tied, then the one with the largest pool of Fate Points goes first. If this is also tied then the characters make an opposed Grace Test, with the winner deciding who goes first.
  • Step Four: Participants take Turns. The Round now begins. After effects marked as 'Start of the Round' trigger, the characters then take a Turn, going in descending order starting with the character highest in the initiative order. Note that 'Start of Character's Turn' refers to before they take any actions; 'End of Character's Turn' refers to after they have taken actions. Once every character has taken a Turn, the Round ends.
  • Step Five: End of Round. After every character takes an action, the Round is now over. Any effects which are marked as acting or ending at the 'end of the round' now trigger.
  • Step Six: End of Encounter. Repeat Steps Four and Five until the combat is finished (which may be when all enemies are dead or when the PCs escape) or until the task that triggered a movement into Structured Time is over.

-- Back to Top --

Movements and Actions

Each character receives one Turn per Round. During their Turn they are given one Movement and two Actions to do with as they like. You can use these three things in any order, such as Movement->Action->Action, or Action->Movement->Action. In fact, so long as you have movement left, you can even split your movement up between multiple actions- for example, Movement->Action->Movement->Action.

  • Movement. Movement pushes your character around the map. Many actions have a limit on range, so moving is important.
  • Actions. Actions allow your character to perform some task. In combat, the most common action is attacking.

-- Back to Top --


Movement is how you navigate the field. Movement is based off your Grace, and is usually done in squares, metres or eva metres (em). Maps in this game use squares, with each square corresponding to a square metre, so all movement is measured in metres. If a movement somehow ends up being a decimal (eg. half a metre) then you round down. Most movement in the game will be a Basic Move.

  • Basic Move. This is the most basic use of Move, and shifts you up to GB*2 metres. If you move adjacent to an enemy, then you are Engaged in Melee.

Movement and Combat
If you are adjacent to an enemy, you count as being 'Engaged in Melee'. Being Engaged in Melee limits your options when it comes to movement: if you leave combat carelessly, your enemies can make Chance Attacks against you. Leaving melee carefully is known as Disengaging, whilst leaving it carelessly is known as *Fleeing**:

  • Disengage. If you are Engaged in Melee, then any Move that takes you out of melee with that target counts as a disengage. You EITHER make an opposed test using a skill such as Acrobatics, Endurance, and Melee, or a flat Grace test, opposed by their Might score or Melee skill, or you spend an action to guarantee a disengaging. If you succeed, then you may move as normal. You may even leave combat and re-enter it. If you fail, however, then your move counts as a Flee (see below).
  • Flee A Flee is when you are Engaged in Melee, then try to leave it, but either fail your Disengage test, or are fleeing due to psychology or ailment. Your enemies make a Chance Attack on you that gains Advantage. You may oppose this as normal.

Movement and Stealth:
If you are in stealth, your movement is Hindered (see below) unless you want to take Disadvantages to your test. When in Stealth, enemies who have reason to suspect stealthy targets can test Awareness against your Subterfuge (Stealth) skill. If you move through their Line of Sight, they can test this as well. If you end a turn without cover blocking you from Line of Sight, then your stealth instantly ends.

Movement, Obstacles and Harmful Terrain

The above rules deal with unobstructed movement that won't slow you down, but you don't always have that luxury. Uneven terrain, obstacles, injuries or the like can slow you down. This section deals with the following.
Hindered Movement
Hindered Movement is movement whenever something is stopping you from moving at your full speed. If you are Hindered, then your speed is halved; a Basic Move only moves you GB metres, not GB*2. The following things can cause being Hindered; if you have two or more sources of Hindrance, then your movement is immediately reduced to 1 metre per Move.

  • Moving whilst Prone. If you are prone/crouching, then you are Hindered.
  • Injury: Some injuries, such as leg injuries, can make you Hindered.
  • Enemy Effects: Some talents or abilities can Hinder movement.
  • Environmental: Certain environments, such as waist-high water, can Hinder you as well.
  • Stealth: If you are moving in stealth, you are Hindered. You can risk moving at full speed but you take two disadvantages to your stealth test.

Obstacles and unusual movement
A Basic Move assumes horizontal movement on a flat or inclined surface. You can't use it to move through walls, over large gaps, up cliff sides or through enemies. However, certain movement actions exist to allow that. Note that the movements below often require actions, which can be penalised or advantaged by equipment, talents and skills. This also all covers movement during tense situations, not so much movement that covers minutes or hours. All of these special moves can be done as part of a Basic Move- for example, moving two metres normally then the rest as a Climb.

  • Doors, Windows and other Entrances: Moving through an opened door or window doesn't slow you down, nor do you require an action to open them. However, this makes noise- if you want to do that silently, then you'll have to devote an action to opening the door or window silently.
  • Climbing. This is if you want to climb up or down a vertical surface. You count as Hindered whilst climbing vertically, regardless of direction. If you wish, you may try to hurry, making a skill test such as Athletics or Acrobatics with the Climbing focus- if you pass you remove the Hindered effect, but if you fail by 2 DoF you become doubly Hindered instead; if you fail by 4 DoF then you lose your grip and fall (see below about how that shakes out). If the climb is especially hard then you may be asked to make the test regardless, but gain no extra speed off passing.
  • Swimming. This is if you want to or need to swim through water, although the water should be at least 1 metre deep. You count as Hindered whilst swimming. If you wish, you may try to really kick off and cover some ground, making a skill test such as Athletics with the Swimming focus- if you pass you remove the Hindered effect, but if you fail by 2 DoF or more you become doubly Hindered instead. If the water is especially rough, deep or treacherous then you may be asked to test it regardless, with no benefit if you pass except staying afloat- failure by 4 DoF or more here may see you sink and start to drown!
  • Leaping. This is when you want to leap horizontally over an obstacle or space. You count as Hindered whilst leaping, but your movement carries you over a space (if it's important, usually at a height between .5 and 1 metre off the ground), ignoring any obstacles or spaces you pass over, and lands you on the ground at the end. If you want to put some effort into your jump, you can make an Athletics or Acrobatics test with the Leaping focus, where a pass removes Hindering, but a failure of 4 DoF or more doubly hinders you- which may cause you to fall! Note that, you can gain an Advantage to a Leaping test if you moved at least 4 metres unhindered before it.
  • Falling. This is when you fall or jump down. You take a hit equal to 1 damage per metre fallen, ignoring Armour. If you fall intentionally, or argue that you can somehow mitigate the fall, you can make an Athletics or Acrobatics test to reduce the damage by 1 per DoS. Should you suffer a wound from a fall, then you fall prone.

Harmful Terrain
Some terrain is dangerous to move through, due to the chance of falling over, hazards or the like. This is known as Harmful Terrain. Harmful Terrain comes in different flavours, but all Terrains require you to either move at Hindered speed, or move at full speed but pass an Athletics (Running) or Acrobatics (Balance) test, with the penalty for failure depending on the terrain type. All Harmful Terrain has a Harmful Terrain Number between 0 and 3, where you take that many disadvantages when testing to move.

  • Uneven/Slippery: Remarkably uneven or slippery terrain can be a real 'trip' to walk through, as you risk falling over. This includes walking uphill, broken cliffsides, gallery roads or walking on ice. If you try to move at full speed in this terrain and fail your test, you fall prone. Furthermore, whilst in this terrain, you apply the Harmful Terrain Number to all Grace tests you take.
  • Damaging: Some terrain, such as razor wired spaces or sharp rocks or the like, can cause harm just by moving through it. If you try to move at full speed in this terrain and fail your test, you suffer damage depending on the Harmful Terrain itself, added to your DoF.

-- Back to Top --


Some entities are capable of flight. Instead of working out exact altitudes using complex equations, we use three broad altitude bands for flying creatures and vehicles. The altitudes, in ascending are Ground, Low and High.

  • Ground altitude includes anything walking on the ground or at most, hovering a metre or two above the ground.
  • Low counts as being the equivalent to 20m off the ground. Ground characters cannot melee attack Flying Low targets. Flying Low characters suffer no penalties for attacking characters on the same altitude.
  • High counts as being extremely high, anywhere above 150m. Characters at this altitude cannot attack characters or be attacked by characters at lower altitude, unless they possess a specially long-Ranged weapon, as per GM's approval.

Characters who can fly may move one band up or down as part of a Basic Move. They may still move the full distance horizontally.

If a character in the air begins to fall (either due to its flight systems being knocked out etc) it falls one band at the end of each round; once it moves from Low to Ground, it crashes and takes falling damage. If they started at High, they take 50m equivalent of damage; if they started at Low they take 20m instead.
-- Back to Top --


During your turn, in addition to your Movement, you have two Actions to do with as you like. Most commonly you'll be using these to attack your enemies or read your foes, but you're welcome to try and spend an action to do something creative or unorthodox- such as pushing a table over to make obstacles or the like. Below are the most common proscribed actions.

A rule on actions: every action listed below costs either one action (★) or two actions (★★). You can split a ★★ action with a Movement only in some circumstances. Some actions have a list of variations, meaning they're the same basic action but modified in certain ways. For example, the Standard Attack has the 'Charge' variation. Variations can cost different action amounts relative to the main action type. You cannot repeat an action in the same turn- that includes an action and a variation! If you use a variation you can't use any other variation of that action- you can't do standard attacks and charges in the same action. Variations are listed as dot points below the main action.

Finally, some Actions are noted to 'Combo'. This will be explained later on this page.

Standard Attack

Standard Attack: (★). You select an equipped weapon and attack an enemy in range. This is an Opposed test, where if you win, you score a single hit on the target. For the test, you use the Melee skill or Ranged skill (depending on the weapon: melee and thrown weapons use Melee kill, Ranged weapons use Ranged skill) and your opponent uses an Evasion skill as appropriate (Melee(Parry) can be used for melee, Awareness(Anticipate) can be used for Ranged, whilst Acrobatics (Dodge) can be used for either). Combos.

  • Called Attack: (★). You perform an attack as normal, but take two Disadvantages; however, on a hit you can choose which body part you hit. You could also use this to hit specific equipment or weapons.
  • Fast Attack: (★). Melee. You perform a melee attack as normal, and take an Advantage; however, you don't add MB to the damage you deal. Combos.
  • Charge: (★★). Melee. You make a Basic Move and perform a melee attack as normal, but gain an Advantage. Combos.
  • Strong Attack: (★★). Melee. You perform a melee attack as normal, with either one or two Disadvantages; for each Disadvantage you take you deal +2 extra damage.
  • Grapple: (★). Melee. You perform a melee attack as normal, using your unarmed attack (triggering a Chance Attack as normal). If you win, instead of dealing damage, you grapple the target. The target can make no Chance Attacks, attacks against them gain Advantage, and when they declare a Movement, Action or evasion action, must make an Opposed test, using their Melee Skill (Natural), Acrobatics (Contortion) or Endurance (Bracing) against your Melee Skill (Natural) or your Endurance (Bracing). If they fail, they do nothing and their action is wasted; if they pass, they break the grapple and can act as normal. Grapple is also broken if either of you are moved so that you're no longer Engaged with each other. Combos.
  • Push: (★). Melee. You perform a melee attack as normal; however, instead of dealing damage, you knock the target back one metre for every DoS; if they hit a solid object they suffer stress and damage equal to the metres they still had left to move. Your enemy can oppose a Push with the Endurance (Bracing) skill as well as Dodge or Parry. If you are grappling the target you can move with them. Combos.
  • Knockdown: (★). Melee. You perform a melee attack as normal: however, instead of dealing damage, you knock the target prone. Your enemy can oppose a Knockdown with the Endurance (Bracing) skill as well as Dodge or Parry. Combos.
  • Burst Attack: (★). Ranged- requires a weapon with the Burst Quality. You perform a Ranged attack as normal with your Burst weapon, and take a Disadvantage; however for every DoS, you can either hit an extra target, or deal an extra wound to a target you've already hit, to a max equal to your Burst Quality. You use up 1 extra ammo for each shot. You can use a Movement in between attacks. Combos.
  • Covering Fire: (★). Ranged. Select one enemy; each time they attack one of your allies, you make a Chance Attack on them, providing you haven't hit your Chance Attack limit.
  • Overwatch: (★★). Ranged- requires a weapon with the Burst Quality. You designate a 45 degree cone, and roll an attack test with your weapon. Any enemies who move through this cone between now and your next turn treat it as Harmful Terrain, with a Harmful Terrain Number equal to your DoS, to a max of 3; they take damage from your weapon as normal. You use up ammo equal to the number of targets who trigger an attack.
  • Heavy Weapon Attack: (★★). Ranged- requires a Heavy Weapon. You fire the weapon as normal- if it has the Burst Feature then you can use it as a Burst Attack, following those rules as normal. However, you cannot move in the same turn you use this action.
  • All-Weapon Attack: (★★). You attack with as many weapons as you have equipped. Firstly, select a single weapon to be the primary weapon, then select a target; you make an attack roll with that weapon and the appropriate skill. You take a single Disadvantage to this test if any of your weapons trigger the offhand penalty, plus one each for every extra weapon you are using, plus one disadvantage if any of the weapons belong to a different skill group. If the attack passes, you land a standard hit with the primary weapon. Hitting with the other weapons requires you to equal to their Combo threshold with the attack test DoS (after reduction for enemy evasion). These hits can be on the same target or on different ones, although they cannot go to enemies who are harder to hit than your primary target. Your target makes a single evasion test, which affects all attacks aimed at them. You can use a Movement in between attacks. Note that you can use AT Field attack powers as part of an All-Weapon Attack, but only one per attack.


Defend: (★★). You defend, gaining Advantage on Chance Attacks, Evasion and Ailment Resistance tests until the start of your next turn. Furthermore, the enemy gains no benefit to Combo chance from hitting unguarded locations of your body.

  • Protect. (★★). You protect an ally; the next non-AoE attack that hits them hits you instead. Called attacks can ignore you but take an extra Disadvantage.


Focus: (★). You gain an Advantage to your next test.

  • Full Focus: (★★). You gain two Advantages to your next test.

Analyse Target and Disrupting Targets

Analyse Target: (★). You select one enemy and make a skill test, either Endurance (Injury), Academics (Strategy) or Awareness (Threat), opposed by the enemy's Subterfuge (Stealth), Manipulation (Deception) or Grace. If you pass, then you and all allies gain an Advantage against that target until the start of your next turn.

  • Distract: (★). You select one enemy and make a skill test, either Manipulation (Deception) or Awareness (Anticipate), and they oppose by Inquiry (Scrutiny) or Senses. On a success, until the start of your next turn, you can force the target to reroll a single test and take the worse result.
  • War Cry: (★). You intimidate your enemy with a show of force; select one enemy and make a skill test, either Athletics (Exertion) or Authority (Intimidate), opposed by their Fortitude (Courage) or Will. On a success, until the start of your next turn, that enemy takes a Disadvantage to all tests against you.
  • Taunt: (★). You provoke an enemy into prioritising you. Select one enemy and make a skill test, either Manipulation (Entice) or Authority (Demagogy), opposed by their Fortitude (Resist Manipulation) or Will. On a success, until the start of your next turn, that enemy takes an advantage to hit you, but suffers a DIsadvantage to all other attacks aimed at other targets.

Extra Movement

Running: (★). You gain an extra Basic Move. Until the start of your next turn, melee attacks against you take an Advantage; Ranged attacks take a Disadvantage.

  • Sprinting: (★★). You gain two extra Basic Moves. Until the start of your next turn, melee attacks against you take two Advantages; Ranged attacks take two Disadvantages.

Miscellaneous (Using Consumables, Equipment Actions)

Use Consumable: (★ or ★★). You withdraw a consumable and use it (one action). You can use it on any ally within 5 metres. You can choose to use two consumables, but this takes two actions instead of one.
Reload: (Depends on the weapon). You reload a Ranged weapon you possess, providing you have ammo for it. The number of actions this takes depends on the weapon itself. You can attempt to hurry this on with a Ranged (weapon class) test or a Survival (Equipment) test, which reduces the duration by one action, plus another per 2 DoS, to a minimum of 1 action.
Equip Item: (Free, ★ or ★★). You withdraw an item, such as a tool or weapon, from your inventory. You can swap an item away as part of this. The action cost of equipping an item depends on the size: if it's a one-handed tool then it's a free action, if it's two handed then it's one action, and if it's a Heavy-class Weapon then it's two actions.
Rise or Go Prone: (★). You rise from being Prone, or go Prone if you are standing. Note that rising from Prone whilst Engaged in Melee will provoke Chance Attacks.

Special Combo Actions

These actions can only be used by comboing into them. They take up your combo action instead of your normal actions.
Pass Off: You select one ally, who can use your Combo action instead of you. After they are done, initiative order continues as normal, starting with any leftover movement or actions from you.
Initiative Shift: You move your initiative by one point up or down.


An Exert can be declared during your turn or during another's turn: you immediately gain a single action and may spend it. If this is during your turn you can spend them as part of two-action actions as normal. Actions spent as part of an Exert ignore the 'repeating action' limit. However, the first time you use an Exert, you take 1 Stress, and each time after that you take an extra +1 on top of what you suffered last time. So your second Exert costs 2 stress and your third costs 3. This cost resets at the start of the next Short Downtime or Long Downtime.
-- Back to Top --

How Attacks Work

Attacking is a highly common action in combat for obvious reasons. Attacks are executed in the following way.

  • Step One: Choose Attack Action. You choose a valid attack action and a valid target. For melee attacks, this almost always requires you to be adjacent to your enemy; with Ranged attacks, then this requires you to shoot at an enemy within range of your weapon.
  • Step Two: Count Advantages and Disadvantages. Count up any Advantages and Disadvantages you have to the attack. For every Advantage you have, you gain a +10 bonus to the test; for every Disadvantage you have you take a -10 penalty.
  • Step Three: Make the Attack Test. You now make the Attack Test. This is an Opposed test, where if you win, you score a single hit on the target. For the test, you use the Melee skill or Ranged skill (depending on the weapon: melee and thrown weapons use Melee kill, Ranged weapons use Ranged skill) and your opponent uses an Evasion skill as appropriate (Melee(Parry) can be used for melee, Awareness(Anticipate) can be used for Ranged, whilst Acrobatics (Dodge) can be used for either).
  • Step Four: Determine Hit location. Roll randomly to determine hit location; each location has a number range (eg 1-10); where the roll lands determines the location hit. 1-10 is head, 11-20 is left arm, 21-30 is right arm, 31-60 is body, 61-80 is left leg, 81-100 is right leg.
  • Step Five: Determine Damage. You determine how much damage your attack has. Take the damage value of your weapon, add it to any modifiers, and then add +1 for every Degree of Success on your test and a -1 for every Degree of Success on your enemy's test (if they failed outright, then just subtract nothing). A common modifier is Might Bonus, which is added to melee weapon damage. If the damage is in excess of the target's Defense (which is their Physique Bonus plus Armour on the location combined), then the target suffers one Wound.

-- Back to Top --


A Fumble is when you roll a 96 or over on an attack test. Fumbles are automatic misses, with your opponent not even needing to make an evasion roll. Furthermore, fumbles with Ranged weapons jam; their current ammo clip is wasted and they must reload.

Some weapons fumble more than others, based on their qualities.
-- Back to Top --


Sometimes an attack 'scatters', meaning it moves in a random direction. To figure this out, take the test that you used for the attack. The ones column determines the direction of the attack as per a keyboard number pad (a 5 is directly down, or up if down is blocked). The tens column is how many metres the attack moves.
-- Back to Top --

Critical Hits

Sometimes an attack may be especially effective, dealing a Critical Hit. This occurs if the attack roll is 5 or lower. Critical Hits always hit, unless the target both beats your score and rolls a Critical on their evasion test. Critical Hits deal an extra wound and also deal an extra effect depending on their damage type.

  • Impact: Impact type Attacks Stun the target.
  • Rending: Rending type Attacks cause blood loss on the target.
  • Energy: Hot type Attacks cause the target to Burn.
  • Voltaic: Voltaic type Attacks cause the target to become Shocked.

Critical Hit chance can be increased through some talents or weapon qualities.
-- Back to Top --

Exploit Hits

An Exploit Hit allows you to deal higher damage against a target and Combo off them depending on certain circumstances.

  • There are certain situations where attacking a target in a certain way will provoke an 'Exploit Hit'. This often depends on the situation itself- Ailments often provide Exploit Hits, and Ailments that do so are cleared if Exploited. Exploit Hits deal an extra wound, ignore Damage Resistances and allow you to automatically Combo, providing your attack can Combo in the first place.

Chance Attacks

Chance Attacks are attacks that trigger when an opponent does certain actions. Most commonly, if an enemy engaged in melee combat with you physically moves out of combat, you make a Chance Attack on them, unless their move specifically disallows Chance Attacks. Chance Attacks cannot trigger Chance Attacks against you, nor do they Combo.

Common triggers are:

  • Leaving melee without using a Disengage move
  • Adjacent target rising from prone
  • Failing a Grapple
  • Firing a Basic, Heavy or Stationary Ranged Weapon whilst Engaged in Melee

Anyone not suffering from an Ailment can make Chance Attacks. Chance Attacks act exactly like a standard attack. Once you make a Chance Attack you can't make another until the start of your next turn without purchasing specific talents. You may only make one Chance Attack per trigger and you can only attack an enemy with a Chance Attack once per round.

You may not make Chance Attacks with Ranged weapons if you are in melee, unless the weapon is a pistol.
-- Back to Top --

The Combo System

The Combo System is a way of building speed and momentum into your turns. With the Combo System, you can unleash an elaborate and impressive chain of actions that can turn the tide of battles.

Certain actions are marked as 'Combo' actions, primarily attacks. They are always actions that require a test. If you win the test, you can immediately perform any other action for no action cost, with an extra Advantage. If this action also combos, then you can move into another action, so on and so forth, until you either lose or fail a test, or choose an action that doesn't combo. The full list of actions that you do as part of the same chain of combos is called the Combo Chain.

There are three rules about Combos:
1) You need to earn a certain level of DoS to combo. This is based on your weapon's combo value. If for some reason the Combo is not based on your weapon then you need 3 DoS or more to Combo.
2) If you hit an enemy on an unguarded spot- either because they have 0 AP or their armour is Weak to your attack's damage type (but not because of ignoring armour due to traits or features)- then you add 1 DoS for the purposes of seeing if you Combo.
2) You can use Combo actions on variations of an action that you've done before. For example, you can do a standard attack, combo that into a Heavy Attack. However, you cannot repeat the exact same variation in the same combo chain.
3) You cannot Combo if you are suffering an ailment.
-- Back to Top --

Wounds and Injury

Every character has a pool of Wounds, which determines how much damage you can take before suffering injury, debility and death.

You have a number of Wounds equal to your TB, plus more if you have certain talents. So TB 4 means 4 wounds.

Each time you suffer a wound, you mark one wound off from your pool.

If you suffer a wound but have no Wounds left to absorb it, then you take a point of Injury and 1 stress instead. Injuries result in long-term debilitating effects on you that require medical attention to heal. Below is a chart of injuries, divided by body part. Whenever you take an Injury, you take the result based on your total injury score so far. Note that many results say 'as above' or 'as all above'. This means you apply all of the above effects at the same time. If effects are already in play- such as a Confused character being hit with Confusion-causing injuries- then the effects don't stack unless they say they do.
EXAMPLE: //Carol is on 0 wounds, and takes 1 wound to the leg. Without any wounds to soak it, she takes 1 injury. She consults the chart and finds the result for 1 to the Leg. Shortly after she takes another wound, which puts her at 2 injuries, but this injury is to the body. She looks at the chart and uses the result for 2 to the body, even though this is her first injury on the body.

You keep taking Injuries until you have more Injury points than your Physique Bonus. When this happens, you are incapacitated or killed. At best, you suffer an extreme version of the worst form of injury based on the body part that took the final blow.

  • Evangelion pilots are safe within their Entry Plugs and thus don't suffer injury from damage to the Eva, unless their AT Field is especially high. They do suffer Stress, though, which is known as the 'Feedback' mechanic, which you can see more of in the rules for Evangelions. The obvious exception to this is when the Eva is defeated. If this happens, the Eva makes a Physique (Injury) test, with a disadvantage for each point of injury to the body in excess of PB. If they pass, the Entry Plug ejects, and scatters, multiplying distance by DoS. If it fails, the plug remains in the body. If the killing blow was to the body, the Eva tests Physique (Injury); on a failure, the Plug is breached, and the Eva takes 10 damage for every wound inflicted on the Eva, counts as Helpless, and any Savage Attacks inflicted on the Eva are carried over to the pilot as generic extra Savage Attacks. Any follow-up blows will force another plug breach test, unless the Eva's body is not destroyed, in which case damage is just dealt to the body as normal.
By and large, the injuries inflicted on Angels, Evangelions and people have the same effects, with a caveat: Angels have an extra body location (the Core) unique to them.
Injury Score Injury Effect
1 Crucial Strike The injury is debilitating; you suffer the Critical Hit effect of the weapon's damage type.
2 Trouble Concentrating As above. Plus, until you heal, you suffer a Disadvantage to all Brains and Senses tests, which stacks with further injuries.
3 Fracture As all above. You suffer a tiny fracture to your skull, causing massive pain and disorientation; you immediately become Confused.
4+ Blinded As all above. You are blinded. Until you heal, you are unable to see or pass any tests relying on sight, including Ranged Skill attacks. You treat all enemies as though you are in darkness.
1 Graze The injury is painful and alarming but no notable ill effects remain.
2 Crucial Strike The injury is debilitating; you suffer the Critical Hit effect of the weapon's damage type.
3 Inner Damage As above. You suffer a crack to an inner bone or organ- extremely painful, and any damage you take is exacerbated. Whenever you suffer damage, you take an extra Wound. You take a Disadvantage to Physique tests.
4+ Internal Bleeding As all above. You've suffered extremely dangerous puncturing to an inner organ. You are now suffering from Blood Loss, and whilst this can be stopped with first aid, whenever you take Stress for any reason after this, Blood Loss returns.
1 Hand Pain A painful injury- whenever you attack with this arm you take 5 stress.
2 Broken Fingers As above. You suffer broken fingers, making grasping things with this arm highly difficult. Attacks and parry tests with this arm gain Disadvantage, stacking. You suffer the Critical Hit effect for the attack's damage type.
3 Broken Wrist As all above. Your wrist is broken. You drop anything you are holding in this arm. You can pick things up, but your grip is very weak; whenever you fail a test with this arm, you drop whatever it's holding. Your associated Eva Dock is destroyed, along with anything inside of it.
4+ Broken Arm Your arm breaks with an audible and painful crack. You drop anything you are holding in this arm; you can no longer use it to carry things or make attacks. If your Eva Dock contains an undestroyed ranged, thermal melee weapon or ammo, the item explodes, dealing +1 injury.
1 Foot Pain Moving hurts a ton- whenever you make a Basic Move you suffer 1 stress.
2 Broken Toes As above. You suffer highly painful broken toes. You fall prone, and suffer a Disadvantage on all Grace tests and suffer the Critical Hit effect for the attack's damage type.
3 Broken Foot As all above. Your foot is broken, forcing you into an awkward shuffle. All of your movement is Hindered.
4+ Broken Leg As all above. Your leg breaks, sending you to the ground. You fall prone and automatically fail any Grace test that requires you to walk. You are unable to walk without a support. Crawling is fine.
1 Dimming Light The Angel's AT Field flickers and dims- all attacks against the Angel gains +1 Breaching, stacking.
2 Hairline Fracture As above. The Core begins to crack, causing immense pain to the Angel, who suffers an extra point of Stress and a Disadvantage to all AT Field tests.
3 Panic Healing As above. The Angel's S2 Organ devotes all of its energy to healing the core, removing the Angel's Regeneration trait. The Angel loses 10 AT Field, possibly causing a loss of an Angel trait bonus in the process.
4+ Existential Crisis As Above. The Angel is forced to confront the possibility of extinction, and must make a Fear test.

-- Back to Top --

Inflicting Multiple Wounds

Sometimes, an attack is dealt that is extra damaging; instead of dealing 1 Wound, it deals 2, 3 or more. Since Wounds are so limited, this can be highly dangerous and desirable- if you're the one making the attack. These effects stack.

Multiple wounds are inflicted in the following circumstances:

  • High Damage. If the attack's Damage surpasses the target's Defense by 5 or more, then an extra Wound is dealt.
  • Headshot/Weakspot. If the attack hits an important spot on the body (for humans, the head), then an extra wound is dealt.
  • Unguarded. If the attack hits a spot with 0 AP on it, either due to not having armour or because the armour is weak to your attack damage type type, an extra wound is dealt.
  • Exploit Hits. If the attack scores an Exploit Hit off an ailment, then an extra wound is dealt.
  • Critical Hit. If the attack is a Critical Hit, then an extra wound is dealt.

-- Back to Top --

Savage Attacks

In certain situations, an attack may count as a Savage attack. A Savage attack, alongside inflicting the standard wound, also deals one point of Injury. So for example, take a character with 2 wounds remaining. They suffer an attack that deals 1 wound, so they lose 1 wound. However, the attack is Savage; it deals one point of Injury as well, meaning the attack inflicts 1 wound and 1 injury.

  • If an attack gains Savage modifier more than once, then the savage attack deals another injury point.
  • If an attack gains Savage modifier on a target with zero wounds remaining (even if brought to 0 by the same attack), they are immediately incapacitated or killed.

Savage attacks are triggered in the following circumstances:

  • Target is Helpless. If the target is helpless, then the attack becomes a Savage Attack.
  • 4+ Wounds. If the attack deals 4 or more wounds, then it becomes a Savage Attack.
  • Very High Damage. If the attack's Damage surpasses the target's Defense by 10 or more, then it becomes a Savage Attack.

-- Back to Top --

Fate Points

Fate Points are a special resource. They represent many things… Luck, God, your sheer force of will having some strange unconscious effect on the world around you in ways you won't fully understand…
All characters start with between 1 and 2 Fate Points, and gain a few more throughout the rest of the game. Fates replenish at the start of the next Short Downtime or Long Downtime. You can spend Fate Points whenever you wish to gain special benefits.

  • Advantage. You can spend a Fate Point to gain two Advantages on a test.
  • Reroll. You can spend a Fate Point to reroll a test that has already been rolled.
  • Restore Wounds. You can spend a Fate Point to restore a number of Wounds to yourself equal to your maximum Fate Pool size.
  • Remove Ailment. You can spend a Fate Point to remove a single ailment from yourself.
  • Block Injury. You can spend a Fate Point on incurring an Injury to reduce the amount of Injury points you take by 1. If you incur multiple Injury Points at once, you have to spend multiple Fate Points in order to block ones past the first.
  • Ignore Condition. You can spend a Fate Point to ignore a Condition, including an Injury Effect, for a single round.
  • Surge. You can spend a Fate Point to gain an immediate Surge action that costs no Stress nor adds to the amount of Stress your next Surge takes.

-- Back to Top --


Ailments are special modifiers that apply a detrimental effect to a target. They are divided into two categories: Physical and Mental. Enemies gain 1 Advantage against you per ailment you have. Ailments don't have any set duration unless set out in the cause; instead, at the start of each of their turns, the character suffering from the ailment can make a free 'shake-off' test in a certain skill, either Endurance (Physical Ailments) or Fortitude (Mental Ailments), or just flat Physique or Will if untrained. If they pass, they clear the test. Every time they fail the test, they gain another advantage to their next test to resist that Ailment.

  • You may only possess a single Ailment from each category at once. Ie. You can possess 1 Physical and 1 Mental ailment, but not two Physical ailments.
-- Back to Top --
Name Effect
Physical Effects
Burning At the end of each round, you suffer a Damage 4 attack ignoring AP, dealing 1 wound. This attack's Damage increases by 1 per turn until put out. Burning applies Disadvantage to Will tests. You may expend an Action on your move to add an Advantage to your shake-off test.
Dizzy You suffer Disadvantage on all tests.
Shocked You are Hindered and cannot oppose Attacks. At the start of each turn, you take 1 Stress. Voltaic attacks gain Exploiting against you.
Frozen You may make no moves. Impact attacks gain Exploiting against you.
Stunned You may make no actions or moves, and cannot oppose attacks.
Mental Effects
Dominated You are under the control of another. At the start of your turn, that character may induce you to support someone of their choice, perform an attack on a target of their choice, or to simply do nothing. You cannot oppose attacks aimed at you by your controller or their allies, and their attacks gain Exploit Hits on you.
Confused You perform an action based on your Degrees of Failure: 0-1, you do nothing but can oppose attacks. 2-3, you drop everything in one hand (left if odd, right if even); 4+ you attack the nearest target, 5+ you attack yourself. You repeat this every turn, using your shake-off test as the DoF.
Hallucinating You begin seeing or hearing things that aren't really there. What you sense depends on your DoF: 0-1 it's auditory, disturbing sounds and whispers, making you unable to assist allies or count towards outnumbering; 2-3, it's visual- you feel outnumbered, surrounded; enemies always count you as being outnumbered three-to-one, and you take 2 disadvantages to all Evasion tests; 4+, it's a nightmarish hallucination of your worst fears- you are forced to make a Fear test with 3 disadvantages. The chosen effect remains for the entire duration of the ailment, with 4+ forcing you to test against Fear every turn.
Hypnotised You may make no actions or moves, and cannot oppose attacks. All attacks gain Exploit Hits against you.
Enraged You gain Advantage on melee attacks and gain the Unnatural Might (2) trait. However, you cannot evade attacks. On your turns, you may do nothing except attack enemies in melee with whatever weapon you have- if there are no enemies in range you will move toward them as quickly as possible.

-- Back to Top --


The Advantage mechanic reflects the change in fortunes in battle due to controlling the terrain, tactics, and luck. Advantage is important to possess, as it increases your chance of winning tests and dealing damage.

Advantage is gained by fulfilling certain criteria, listed below. Advantage stacks, and each point of Advantage grants +10 to the associated tests. This includes defense actions (ie. Rolling to oppose an attack) unless the Advantage applies only to attacks.

Conversely, you can also gain Disadvantage. Disadvantage adds a -10 penalty to tests associated with the Disadvantage. Furthermore, Disadvantage reduces the damage gained from Advantage by 1 each.

Below is a list of Advantages and Disadvantages. As a note, some Advantages (such as Point Blank) are such that if you are satisfying their requirements, you're usually satisfying another Advantage as well. This is intentional, and you get the benefits of both.

Entry Requirements
Ailment Actions against enemies with Ailments gain 1 Advantage per Ailment.
Ambushing You gain Advantage on all tests during your Surprise Turn.
Charge Melee attacks made after a Charge gain Advantage.
Fate Point (Advantage) Fate Points can be spent to gain Advantage.
Focused Attack Focused Attacks gain Advantage.
Grappled Enemy Melee attacks against grappled enemies gain Advantage.
High Ground Actions against enemies of a lower elevation (roughly 1 metre or less below you) gain Advantage.
Outnumbering (2 to 1) Melee attacks against targets who are outnumbered 2 to 1 in melee (ie. There's 2 enemies for every adjacent ally, including themselves) gain Advantage.
Outnumbering (3 to 1) Melee attacks against targets who are outnumbered 3 to 1 in melee (ie. There's 3 enemies for every adjacent ally, including themselves) gain Advantage.
Prone (Melee) Melee actions against prone targets gain Advantage.
Range (Close) Ranged attacks against targets who are within half of the weapon's range or closer gain Advantage.
Range (Point Blank) Ranged attacks against targets who are within 3 metres of you gain Advantage. This does not include targets who are engaged in melee with you.
Running Target Melee attacks against running targets gain Advantage.
Size (Larger) Attacks against enemies larger than Normal gain 1 Advantage per category.
Unarmed Enemy Melee actions against targets who are unarmed- whilst you are not- gain Advantage.
Bad Weather Actions against targets, as well as grace actions, during storms, torrential rain or similar take a disadvantage.
Cover (Partial) Attacks against enemies who are in half or light cover (behind desks, low walls, weak doors etc) suffer Disadvantage.
Cover (Full) Attacks against enemies who are in high or heavy cover (behind barricades, sturdy desks, sandbags, or solid walls) suffer Disadvantage.
Darkness Actions against targets in no or nearly no light suffer Disadvantage.
Difficult Terrain Actions taken whilst in difficult terrain suffer Disadvantage equal to the Difficult Terrain's value.
Low Light Actions against targets in low light suffer Disadvantage.
Obscuring Haze Actions against targets shrouded in smoke, fog, haze or the like suffer Disadvantage.
Running Target (Shoot) Ranged attacks against running targets gain Disadvantage.
Shooting at Prone Ranged attacks against Prone enemies suffer Disadvantage unless the target is at point blank range.
Shooting into Melee Ranged attacks against enemies engaged in melee suffer Disadvantage unless the target is unable to take actions.
Size (Smaller) Attacks against enemies smaller than Normal suffer 1 Disadvantage per category.
Stressed (Exhausted) Characters who are Exhausted suffer Disadvantage.
Stressed (Fatigued) Characters who are Fatigued suffer Disadvantage.

-- Back to Top --

Special Conditions

The following is dedicated to special conditions that you may encounter, including injuries, special damage and the like.


Characters who are blinded, temporarily or permanently, automatically fail any Senses tests relying on sight, which includes all Ranged attacks. They also treat all tests as though they're in a Low Light or Darkness that they can't remove.

  • Temporary Blindness can be removed, if permitted, by a free Endurance (Injury) test at the start of your turn.

Blood Loss

Characters who suffer blood loss are in danger of bleeding out turn-by-turn. It is usually caused by critical hits or injuries, but some special attacks may inflict it as well.

  • Characters who are bleeding must make a Physique or Endurance (Injury) test at the start of each turn. This is free, but if they choose to use their Action to stem the bleeding they gain three Advantages. If they fail this test, they instantly take 1 Wound. If they are out of Wounds, then instead of suffering Injuries, they suffer 1 Physique decay, +1 per DoF. If this reduces their Physique to zero, then they suffer a Sharp-type Injury to the body per round.
  • A Character can staunch blood loss by using the Medical skill as an Action.

-- Back to Top --

Stress, Fatigue and Exhaustion

As characters gain Stress, they risk becoming tiring out and becoming exhausted. Once Stress breaches certain thresholds, a character can become fatigued or worse.

  • If Stress exceeds Physique Bonus, then the character is Fatigued, suffering Disadvantage to all tests.
  • If Stress is 2 points higher than Physique, then the character is Exhausted, suffering another level of Disadvantage. At this level, whenever the character suffers Stress, they must make a Physique test or full unconscious; this period of unconsciousness lasts for a number of hours equal to your Stress level.
  • Stress is reduced by 1 during Short Downtimes and by 2 during Long Downtimes for free.

-- Back to Top --


Characters who are unable to access air are considered to be suffocating. This could be due to drowning, smoke inhalation or a certain toxin.

  • Characters who are suffocating but are able to focus entirely on conserving air may hold their breath for a number of minutes equal to their Physique Bonus.
  • Characters who are suffocating but are engaged in strenuous activity such as combat, swimming or so forth, then they may hold their breath for a number of rounds equal to their Physique Bonus.
  • Whilst suffocating, a character must make a single Physique test per minute (if focused on conserving oxygen) or per round (if engaged in strenuous activity). If they fail, they suffer 1 Stress, plus one per Degree of Failure.
  • If a character has failed to access a new source of air by the end of their alloted time, then they instantly fall unconscious.
  • If a character is both unconscious and has no access to a source of air, then they die after a number of rounds equal to their Physique Bonus.

-- Back to Top --

Score Decay

Characteristic Score Decay is when one of your Scores is temporarily damaged. The score itself is reduced by an amount for a specific time period. This changes your Bonuses accordingly.

  • Unless otherwise specified, a Score cannot go below 1 due to decay, and on doing so, you become non-functional for a week.

-- Back to Top --


Helpless targets- such as sleepers, unconscious or incapacitated targets, are entirely unable to defend themselves. Attacks against them become Savage.
-- Back to Top --

Grappled and Immobilised

If you are grappled, then whenever you attempt to move or attack, you must make a Melee Skill (Natural), Acrobatics (Contortion) or Endurance (Bracing) test, opposed by your opponent's Melee Skill (Natural) or Endurance (Bracing) test. If you pass, you are no longer Grappled and can act as normal. If you fail, then your action is wasted and you do nothing. Grapple also ends if your opponent moves away from you for any reason.

Immobilisation works the same as grappling, however, you test against the result they used for their initial test- they don’t reroll each time. Every time you fail the test you gain a stacking Advantage to your next attempt.
-- Back to Top --

Ego Fracture

The human AT Field is a metaphysical construct that holds all of the ego- a person's memories, thoughts, personality and beliefs are all wrapped up and bordered by this field. This also binds the ego to the human body, which in turn allows the thoughts to see themselves in that body. However, the human AT Field is a fragile construct, easily breached and destroyed by exposure to superior, much harder AT Fields. Repeated exposure to such effects will fracture the AT Field and eventually destroy it, causing the ego to unravel- with consciousness soon to follow.

Ego Fractures occur when a character's AT Field is infringed upon by specific actions or situations, such as suffering exposure to attacks, or telepathy with an Angel. Once you are Ego Fractured, you remain so until the start of the next Downtime. Having an Ego Fracture itself does not cause any issues. However, if you suffer an Ego Fracture again whilst already Ego Fractured, your AT Field loses its coherency and your ego collapses into a pool of LCL. This essentially renders your character in a death state. If the LCL can be gathered, Nerv can attempt to recombine the Ego and reconstitute the AT Field, but this is an intensive process and one that is likely to return you with ongoing issues. Whilst you are in this state, you are forced to confront your own true self without any varnish, or the walls or barriers that protect you from unhappy truths or repressed elements of yourself.

Nerv only has one opportunity to reconstitute you, and that's during the Downtime after your Ego collapse. In this state, you must test Will or Fellowship for each Aspect and Drawback you possess, taking a disadvantage on the Drawbacks. Finally, you make a single Will or Fellowship test, taking a disadvantage for each Asset or Drawback you failed on. If you succeed, you reconstitute yourself- but if you fail, you must burn Fate, which allows you to return- but you're unsure or are disordered in what you saw, which earns you another Drawback, the nature of which you can discuss with your GM.

When you are inflicted with Ego Fracture, you do have a grace period of WPB turns where you can't collapse if exposed to another Ego Fracture.
-- Back to Top --


Fear is a powerful emotion, and one that comes easily in the middle of battle. Being attacked, watching friends fall, or massive attacks can all cause one to panic and flee.

Fear is a condition that causes a character to hesitate, panic or even go catatonic. When a character is faced with Fear, they must pass a Will or Fortitude (Courage) test- if they fail, they suffer the effects of Fear (which worsen based on DoF) until they overcome the effects. There are specific situations which trigger Fear, and once a character has confronted that trigger, pass or fail, they are immune to it until the start of the next Crisis. The triggers are:

  • Witnessing an important ally (ie. One with fate points) be defeated (Directors are immune to this)
  • Suffering an injury
  • Witnessing a catastrophic amount of valuable location-based Collateral damage in a single attack (4+)
  • Accidentally causing location-based Collateral Damage in a single attack (2+)
  • Being the only important Eva pilot left in a battle against an Angel
  • Engaging in or being Engaged in Melee by a target with the Fear trait. Once a character becomes immune to this trigger, it can still be triggered again if they face a different entity with a higher score in their Fear trait.

If the test is passed, then Fear is negated. If it is failed, then the character suffers an effect depending on their DoF, compared to the list below. At the start of each subsequent turn, they as a free action make a shake-off test, testing Will or Fortitude (Courage) again, with a stacking advantage for each time they fail. However, this does not change the effects of the fear, which is determined off the original roll only.

  • 0-1 DoF: Shaken. The character suffers -1 Disadvantage to all actions.
  • 2 DoF: Avoidance. The character tries to avoid the source of the trigger, and won't willingly pursue it into melee nor attack it with ranged attacks, in order to avoid drawing its ire. They will not be forced to flee if attacked by that source, but they suffer a Disadvantage to all tests so long as engaged in combat with it. If the trigger was themselves (ie. they caused collateral damage), they will try and stay at least 10 squares from the location, and can provide no assistance or outnumbering or Director Actions to their allies. Alternatively, if the trigger was caused by an ally, they cannot accept, nor provide, assistance, outnumbering or Director Actions to that one ally.
  • 3 DoF: Panic. The character flees the trigger as fast as they can- they flee melee instead of disengaging. They ditch any equipment that would slow them down. Their movement and actions must be dedicated to fleeing or hiding above all else. They may still evade attacks.
  • 4 DoF: Frozen. The character is frozen in fear. They cannot move, nor take actions, nor oppose attacks.
  • 5+ DoF: Catatonia. The character suffers a break from reality. As above, but they take 1 Trauma, and count as Helpless.

-- Back to Top --

Trauma, Unsettled and Dysfunctional

Trauma represents the character's accumulated mental harm from exposure to danger, horror and nightmarish entities such as the Angels, not to mention the mental contamination from piloting an Eva. If trauma is left untreated, it can develop into serious challenges for the pilot.

  • If accumulated Trauma points exceeds WB, the character becomes 'Unsettled'. They reroll all Will tests and take the worst result.
  • If accumulated Trauma points exceeds WB+2, the character becomes 'Dysfunctional'. They must reduce their Trauma below this threshold by the end of the next Long Downtime. If they do not, all of their Trauma is reset to 0, but instead they gain a permanent 'Disorder' Drawback, reflecting a maladaptation to their situation. The exact nature of this should be discussed with the GM, but a few examples are below:
    • Phobia: You gain a new Fear trigger, unique to you.
    • Anger: You are constantly low-key angry. Outline a few triggers- if these are encountered, you must test Will (Mental Ailments) or become Enraged, pursuing the Trigger
    • Anxiety: You are on edge and unable to rest. Outline a few triggers- the first time you encounter each trigger during a Crisis or Downtime, you suffer 1 Stress.
    • Depression: You suffer from a low mood, reflected in lack of motivation and absense of pleasure. You no longer relieve Stress for free during Downtimes.
    • Addiction: You are addicted to a specific substance, and you start each Crisis and Downtime in a permanent Fatigued state until you take the substance.
    • Dependency: You are extremely dependent on another, to the point that they have a degree of power over you equivalent to you being Dominated by them. Harm to them causes you Stress and Trauma.

Disorder Drawbacks can be managed, and even cured, but such an action should, just like any other Drawback, be the culmination of several Long Downtimes' worth of Investigations.

Trauma reduces by 1 for free during Long Downtimes.
-- Back to Top --

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License