->Next Page: Combat Circumstances and Status Effects
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 one or more actions. Turn order is determined by Initiative Order. |
Actions. Characters use Actions on their turn in order to accomplish goals- moving, shooting and diving for cover are all actions. A character may perform either one Full Action or two Half Actions a turn. They also gain a Reaction, which may be used for actions during other characters' turns. |
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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 take no reactions; furthermore, attack actions against them take a +30 bonus. If no one is Surprised, move directly to step three. |
Step Three: Determine Initiative. Every character rolls initiative, which is determined by rolling a 1d10 plus their Agility Bonus. Once everyone's Initiative has been established, they are placed into the Initiative Order, which is a list from highest to lowest. If two characters share the same initiative score, then the character with the higher Agility is placed higher; if they have the same Agility, then roll a 1d10 for each, with whoever scoring higher being placed higher. |
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. |
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Actions
Each character receives one Turn per Round. During their Turn they may perform actions. There are five types of Actions: Full Actions, Half Actions, Reactions, Free Actions and Extended Actions. They may perform their actions in any order they choose.
Full Actions. Representing complex or intensive tasks, a character may perform one Full Action per Turn. A character who performs a Full Action may not perform any Half Actions. |
Half Actions. Representing fairly complex but not so complex as to take all of the character's attention, a character may perform two Half Actions per Turn. |
Reactions. Reactions are special Actions that may be used on other characters' turns. They're most often used for evading incoming attacks. |
Free Actions. Free Actions are for actions which take next to no attention or time to execute. There is no formal limit on Free Actions, but players are warned to keep any Free Action uses reasonable. |
Extended Actions. Extended Reactions are for actions which take more than one round to execute. A character performing an Extended Action may or may not be told how long it will take; it may depend on passing tests or just dedicating actions. A character using an Extended Action may do nothing else that turn. If a character is interrupted during this time (ie. is unable to do nothing but Extended action), depending on the action, they will be forced to start again. |
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Action List
Below is the full list of Actions available to a character. Note that Actions often possess Action Subtypes, which determine how they may be used. For example, an Immobilized character may not make Movement based actions.
A Character may only perform one Concentration Subtype Action per turn and one Attack Subtype Action per turn. Reactions with this subtype may still be undertaken, as Reactions are considered to exist outside of the normal Turn Order.
ACTIONS |
Name |
Type or Subname |
Action |
Description |
AT Field Actions |
AT Field Power |
AT Field |
Varies |
You may use an AT Field Power that you possess. The action varies based on the specific Power used. You may manifest multiple powers per turn, but you may not manifest the same power twice per turn. |
Spread Pattern |
AT Field |
Half or Full Action |
You may spread an AT Field Spread Pattern or, if already possessing one, change to a different Field. As a Half Action you may spread or Change to a Spread Pattern with half the usual ATS; as a Full Action, you may spread or Change to a Spread Pattern with all the usual ATS. The Quick Spread talent makes this a Free and Half respectively. |
ACTIONS |
Name |
Type or Subname |
Action |
Description |
Attack Actions |
Aim |
Concentration |
Half or Full |
Aiming as a Half Action grants a +10 bonus to your next attack test, whilst Aiming as a Full Action grants a +20 bonus. The next action you perform after an Aim action must be an attack action, or else the bonus is lost. If you perform a Reaction (such as a dodge or parry) before making your attack, this bonus is also lost. Aiming may be used with both melee or ranged attacks. |
All-Out Attack |
Attack, Melee |
Full Action |
You make a single melee attack against a target. This attack gains a +20 bonus, but regardless of if you succeed or fail, you take a -20 penalty to Parry or Evasion tests until the start of your next turn. |
Attack of Opportunity |
Attack, Concentration, Melee |
Free Action |
If an enemy is engaged in melee with you and undertakes an Movement-type action in order to leave combat with you, unless the action is the Disengage action you may make a Standard Attack against them as a Free Action. |
Burst: Semi-Auto |
Attack, Ranged |
Full Action |
You must be wielding a ranged weapon with a Semi-auto capacity. You make a BS test with a -10 penalty. If you succeed you score a hit, plus one extra hit per 2 Degrees of Success. Maximum hits may not exceed a weapon's semi-auto capacity. Extra hits may be allocated to the same target, or to another target within 2m/dm/2km of the first target, provided none of the new targets would be harder to hit than the original target. Burst attacks jam on a 94 or higher. If you are wielding two weapons and have the appropriate talents, you may make a secondary attack with this weapon as part of this action. |
Burst: Full-Auto |
Attack, Ranged |
Full Action |
You must be wielding a ranged weapon with a Full-Auto capacity. You make a BS test with a -20 penalty. If you succeed you score a hit, plus one extra hit per Degree of Success. Maximum hits may not exceed a weapon's semi-auto capacity. Extra hits may be allocated to the same target, or to another target within 2m/dm/2km of the first target, provided none of the new targets would be harder to hit than the original target. Burst attacks jam on a 94 or higher. If you are wielding two weapons and have the appropriate talents, you may make a secondary attack with this weapon as part of this action. |
Called Shot |
Attack, Melee or Ranged |
Half Action |
You make a single melee attack against a specific location on an enemy's body. This counts as a Standard Attack against a specific body part, with a -10 penalty to attacks to the body or legs, a -20 penalty to the arms, and a -30 penalty to the head. At the GM's discretion, this action may be used to attack specific locations on creatures or in the environment, such as a weapon or a lock on a door. |
Charge |
Attack, Melee, Movement |
Full Action |
You rush at a foe; this foe must be at least 2km away, but within range of your Charge Move. Once you reach your target, you make a single melee attack by taking a WS test with a +10 bonus; on a success, you score one hit. You may make a Grapple or Knockdown action in place of an attack as part of a Charge action. |
Counter-Attack |
Attack, Melee |
Free Action |
Requires Counter-Attack Talent. Whenever you successfully parry a melee attack, you may, as part of the parry action, instantly make a free melee attack against the attacker. This attack takes a -20 WS penalty to hit. After performing a single Counter-Attack, you may not perform another until the start of your next turn. |
Defensive Stance |
Concentration, Melee |
Full Action |
Until the start of your next turn, you gain an extra Reaction which may only be used to Dodge or Parry, enemies take a -20 penalty to melee attacks against you and you may parry attacks with the Flexible Quality with a -20 penalty. Items with the Shield quality make this a Half Action. |
Disarm |
Melee |
Full Action |
Requires Disarm Talent. You may attempt to disarm an opponent within melee range. You make an Opposed WS Test with the target; on a success, the opponent drops a single held object of your choice to the ground. If you score three or more Degrees of Success, you may instead choose to take the item from the opponent. The Advanced Disarm Talent adds a +20 bonus to your test. |
Feint |
Melee |
Half Action |
You make an opposed WS Test against a single target. On a success, so long as it is the next action you take, your next melee Standard or Called attack against this target may not be parried or dodged. This also applies to the Guardian action, but not to the Protect Ally action. |
Flurry: Swift Attack |
Attack, Melee |
Full Action |
You must possess the Swift Attack talent to use this action. You make a WS test with a -10 penalty; if you succeed you score a hit against an enemy in melee range, plus one extra hit per 2 Degrees of Success. Maximum hits may not exceed your WSB. Extra hits may be allocated to the same target, or to another target in melee range, provided none of the new targets would be harder to hit than the original targets. If you are wielding two weapons and have the appropriate talents, you may make a secondary attack with this weapon as part of this action. |
Flurry: Lightning Attack |
Attack, Melee |
Full Action |
You must possess the Lightning Attack talent to use this action. You make a WS test with a -20 penalty; if you succeed you score a hit against an enemy in melee range, plus one extra hit per Degree of Success. Maximum hits may not exceed your WSB. Extra hits may be allocated to the same target, or to another target in melee range, provided none of the new targets would be harder to hit than the original targets. If you are wielding two weapons and have the appropriate talents, you may make a secondary attack with this weapon as part of this action. |
Grapple (Initiate) |
Attack, Melee |
Full Action |
You make a WS Test against a single target. You must have at least one hand free in order to perform a Grapple attack, and may use a Grapple in place of an attack as part of a Charge. The target may not Parry this attack, but they may Dodge it as normal. On a success, you and your opponent begin to grapple with you in control. Participants in a grapple may perform special actions and must follow certain rules, shown below. If you are the controller of a Grapple, you must take the 'Grapple' Full Action on your turn, or the Grapple ends; once you have taken this action, you may instantly perform one of the special Controller actions below (or one of the 'Either' actions). Anyone may use the 'Either' actions, and the Restrained actions are open only to the Restrained participant. |
- |
Participate in Grapple |
- |
You are grappling with an opponent. Participants in a Grapple may not Parry or Dodge or Sacrifice attacks, although they may Deflect. Participants are counted as being in melee, and furthermore anyone outside of a grapple attacking a participant takes a +20 WS bonus. Participants in a Grapple may only perform Grapple actions. A Grapple may only have two participants (a Controller and a Restrained), but each participant may have up to two allies to assist in certain situations. |
- |
Controller: Damage |
- |
You may attempt to harm your opponent by making an opposed Strength test against your opponent. On a success, you inflict Unarmed (or melee Natural Weapon) damage to your target's Body, and deal a single level of Fatigue. Allies may assist on this action. |
- |
Controller: Push |
- |
You may attempt to force your opponent to move by making an opposed Strength test against your opponent. On a success, you push your opponent 1km in a direction of your choice, plus another km per Degree of Success. This distance may not exceed your Half Move distance. You may move with the target and maintain grapple; if you do not move with the target, then the grapple ends. Allies may assist on this action. |
- |
Controller: Ready Item |
- |
You may ready one of your items. If the GM allows, you may instead use this action to grab an item belonging to your opponent. |
- |
Controller: Release Grapple |
Free Action |
You may release your opponent if you are in control of a grapple. This release may come at the start of your turn, or after you've performed a Grapple action. |
- |
Controller: Stand |
- |
If both participants are on the ground, you can use this to regain your feet. You may also attempt to drag your opponent with you as part of this action; you make an opposed Strength test and, on a success, pull your opponent up with you. Allies may assist on this action. |
- |
Controller: Throw Down |
- |
You may attempt to wrestle your opponent to the ground by making an Opposed Strength test against your opponent. On a success, your target is knocked prone. You gain a +10 bonus to Grapple tests against a Prone opponent; this stacks with the standard +10 bonus gained against prone opponents. Allies may assist on this action. |
- |
Controller: Use Item |
- |
You may use a readied item. |
- |
Either: Activate AT Power or Ability |
Full Action |
You may activate a single AT Power or Ability that you possess. The target of this AT Power does not need to be the other participant in a grapple; however, Powers that would physically move you such as Float may not be used. (Esoteric Powers such as teleports or Jaunts work fine.) |
- |
Either: Angelic/Compact/Natural Weapon Standard Attack |
Full Action |
You may make a Standard Attack against a target, following all the usual rules of a Standard Attack, using either a Natural, Angelic or Compact (knives or pistols) weapon. This target does not need to be the other participant in a grapple. |
- |
Restrained: Break Free |
Half Action |
You may attempt to break free of the grapple by making an opposed Strength test against the controller. On a success, you break free. |
- |
Restrained: Slip Free |
Half Action |
You may attempt to slip free of the grapple by making an opposed Acrobatics test against the controller's Strength. On a success, you slip free. |
- |
Restrained: Take Control |
Half Action |
You may attempt to take control of the grapple by making an opposed Strength test against the controller. If you succeed, you become the Controller and your opponent becomes the Restrained. You may then instantly perform one of the Controller actions (but not one of the Either actions). Allies may assist on this action. |
Guarded Action |
Concentration, Melee (Parry) or Ranged (Dodge) |
Half Action |
You suffer a -10 penalty to any WS or BS tests made this turn, but take a +10 bonus to Parry or Evasion tests until the start of your next turn. If you intend to use this action, it must be the first action used on your turn. If you are in cover, any ranged attacks against you must reroll to-hit rolls and take your preferred result. |
Knock Down |
Attack, Melee |
Half Action |
You make an Opposed Strength test against a single target; if made after a Half Move action you gain a +10 bonus, and may be made in place of an attack with a charge action. If you win, your target is knocked prone. If you surpass your enemy's DoS by two or more, you may choose to deal Unarmed damage to the target and inflict a level of fatigue against them. If the target wins, then they keep their footing; If they surpass yours DoS by two or more, then you are knocked prone instead. |
Maneuver |
Melee, Movement |
Half Action |
You can force a target to move by making an opposed Weapon Skill test; on a success, the target is shifted 1km in a direction of your choice. If desired, you may advance 1km as well. If forced into an obstacle (eg. A wall, another person) then both they and the obstacle (if applicable) take a -10 penalty to any attack or movement action tests made until the start of their next turn. They may also be pushed off ledges. |
Multiple Attack |
Attack, Melee or Ranged |
Full Action |
Requires you to possess a weapon in each hand and the Two Weapon Wielder talents (Melee for melee weapons, Ranged for ranged; if you have a melee and ranged weapon both, then you need both talents). You make an attack with both weapons, rolling separately for each: WS-20 for melee weapons, BS-20 for ranged weapons, with a further -20 penalty on your offhand. If you possess the Ambidextrous talent, these penalties become -10 and the offhand penalty is lost; the Blade Dancer reduces the penalty for balanced melee weapons to 0, and Gunslinger reduces the penalty for pistols and Carbines to 0. The first attack you make with a Multiple Attack may be a Standard, Flurry (melee) or Burst (ranged) attack (as appropriate), so long as you have the requisite talents; the second attack may be a Standard or Burst (ranged) attack. |
Overwatch |
Attack, Concentration, Ranged |
Full Action |
You declare a kill zone around yourself, then specify a Ranged attack action (Standard or Bursts), along with the conditions on which you will perform the attack (for example, "Any enemy performs an action", "Enemy out of reactions," "Specific enemy attacks", "Enemy attacks specific ally"). This attack occurs the moment the conditions are met. If it occurs at the same time as another character's action, you make an opposed Agility test against that character to see who goes first (if the character is an ally, they may voluntarily fail). After the attack is resolved, even if it missed, targets must make a Pinning test or become Pinned on wherever location they were when they triggered the attack's conditions. If you perform any actions, such as dodging, before Overwatch resolves, your Overwatch immediately ends. (Doesn't include Free Actions such as talking.) |
Standard Attack |
Attack, Melee or Ranged |
Half Action |
You make either a single Melee attack by testing WS or a single-shot Ranged attack by testing BS. On a success, you inflict one hit on the target. |
Stun |
Attack, Melee |
Full Action |
You may attempt to stun an opponent by testing WS-20. On a success, they suffer a Stun hit; roll 1d10+SB and compare the result to your target's TB+Head AP; if your roll is equal or higher to this value, then the target is stunned for 1 turn, plus an extra amount equal to the difference between the two values. The target also gains a level of fatigue. |
Suppressive Fire |
Attack, Ranged |
Full Action |
This action requires you to possess a weapon with either Semi or Full Auto capacity. You declare a kill zone, which is a 30 degree arc (if firing semi-auto) or a 60 degree arc (if firing full auto) in the direction you are facing. As part of the action, you fire either a Semi or Full auto burst, with a -20 penalty in place of any bonuses. Any enemies within the arc (regardless of hits) make a Pinning Test with a -10 penalty (for semi-auto) or a -20 penalty (for full-auto); on a failure they are pinned. If you succeed on your BS test, the GM randomly allocates hits with your weapon to targets within the kill zone, with every 2 degrees of success resulting in an extra hit on another random victim to the max of semi/full capacity. Burst attacks jam on a 94 or higher. |
Take Down |
Attack, Melee |
Half Action |
Requires Takedown talent. You make a single Melee attack by testing WS against a target. On a success, roll for damage; if the attack deals at least one point of damage, then the damage is negated and instead your target must take a Toughness test or be stunned for one round. The target takes a -10 penalty if you deal more damage than their TB; this penalty increases by 10 for every multiple of their TB (So TB3 takes a -20 penalty at 6 damage or more). |
ACTIONS |
Name |
Type or Subname |
Action |
Description |
Evasion Actions |
Deflect |
- |
No Action |
If you possess a Deflection rating from either an AT Field or an upgrade such as a Kinetic Barrier, then you may make a Deflection test against any action with the Attack type; if you succeed, the attack and any effects (such as Pinning tests) are negated. This includes multi-hit attacks such as Burst (semi/full) or Flurry (swift/lightning) attacks, unless the attack has the Positron quality, in which case you negate one extra hit per Degree of Success. Deflection takes no actions, but unless otherwise specified, attacks you Deflect may not be dodged or parried. |
Dodge |
Movement |
Reaction |
After you are hit with an attack action but before damage or effects are rolled, then you may make a Dodge test. You must be aware of the attack in order to make the test (and thus cannot be surprised). On a success, you negate the attack. If the attack is a multi-hit attack (eg: bursts, flurries or twin-linked attacks), then a success negates a single hit, and negates an extra hit per degree of success; if the attack has the Storm quality, then it negates two hits per degree of success. If all attacks are negated, the attack is considered a miss. When dodging attacks from Hordes, you take a -5 penalty per squad; on a success, however, you negate the entire attack. |
- |
Dive for Cover |
Reaction |
After you are hit with a Ranged attack but before damage or effects are rolled, then you may make a Dodge+10 test. You must be aware of the attack in order to make the test (and thus cannot be surprised). On a success, you move into a piece of cover within your Half Move distance away and land prone. The attack still hits, but you now benefit from Cover on all locations for the attack. |
- |
Protect Ally |
Reaction |
After an ally within Half Move distance is hit by an attack action, but before damage or effects are rolled, then you may make a Dodge test. You must be aware of the attack in order to make the test (and thus cannot be surprised). On a success, the ally is moved into an adjacent square and you take their place; the attack now hits you instead. If the attack is a multi-hit attack, then all hits strike you. This may not be used on Blast or Spra attacks. |
Parry |
Melee |
Reaction |
After you are hit with a Melee attack but before damage or effects are rolled, then you may make a Parry test. You must be aware of the attack in order to make the test (and thus cannot be surprised). On a success, you negate the attack. If the attack is a multi-hit attack (eg: swift or lightning), then a success negates a single hit, and negates an extra hit per degree of success. When parrying melee attacks from Hordes, you take a -5 penalty per squad; on a success, however, you negate the entire attack. |
- |
Guardian |
Reaction |
Requires Guardian talent. After an adjacent ally is hit by a Melee attack but before damage or effects are rolled, then you may make a Parry test. You must be aware of the attack in order to make the test (and thus cannot be surprised). On a success, you negate the attack. If the attack is a multi-hit attack (eg: swift or lightning), then a success negates a single hit, and negates an extra hit per degree of success. Any attacks that are not negated strike the ally, who may then perform their own reaction. When parrying melee attacks from Hordes, you take a -5 penalty per squad; on a success, however, you negate the entire attack. |
- |
Sacrifice |
Reaction |
Requires Sacrifice talent. After an adjacent ally is hit by an attack but before damage or effects are rolled, then you may designate one of your arms. The attack strikes this arm instead. If the attack is a multi-hit attack (eg. Swift, lightning, Full autos) then you may choose how many attacks you negate. If the chosen limb is destroyed, then there is a 50% chance that the attack strikes the intended target as well; any further attacks also strike the intended target. This may not be used on Blast or Spray attacks. |
- |
Sacrifice on Self |
Free Action |
Requires Sacrifice talent. After you are hit by an attack but before damage or effects are rolled, then you may designate one of your arms. The attack strikes this arm instead. If the attack is a multi-hit attack (eg. Swift, lightning, Full autos) then you may choose how many attacks you negate. If the chosen limb is destroyed, then there is a 50% chance that the attack strikes the intended target as well; any further attacks also strike the intended target. This action may, unlike other forms of Sacrifice or Parry, be used against AoE attacks such as Blast or Spray; however, it cannot be used against attacks which ignore or negate Parry (eg. Feint attacks, Killing Strikes etc) |
ACTIONS |
Name |
Type or Subname |
Action |
Description |
Movement Actions |
Boosted Jump |
Movement |
Half Action |
You may make a Boosted Jump, which is a special movement that requires an upgrade or piece of equipment or a power, such as AT Float, A-Type Frames or Winged Spines. You move a number of km up to your Run distance, ignoring Difficult Terrain in between you and your destination. If you end your movement adjacent to your enemy, then you may engage them in melee at your discretion. Until the start of your next turn, WS and BS tests and ranged attacks against you take a -20 penalty. This movement benefits from Hard Target (which makes it -40 for ranged attacks and -20 for melee attacks) and Sprint. |
Disengage |
Movement |
Full Action |
You may make a Half Move. Opponents that were engaged in melee with you may not make Attacks of Opportunity against you. Before making a Disengage action you may test Acrobatics; on a success, Disengage becomes a Half Action instead. On a failure, you may either make the Full Action disengage, or perform a different action instead. |
Jump: Dropping |
Movement |
Half Action |
You attempt to safely drop a short distance. You make an Agility or Acrobatics test; if you succeed, you may safely drop a number of metres equal to your AB, plus 1 extra per Degree of Success. If you fail, you fall prone and suffer falling damage for the full distance on impact. If you succeed on the test but do not score enough DoS to fall safely, then you fall prone and suffer falling damage equal to the difference between the distance fallen and distance negated. Note: at E-Scale, replace with km. |
Jump: Running |
Movement |
Full Action |
You make a vertical running jump. You move as per a Run, and you must move at least 4m. At the end of your run you make an Agility or Acrobatics test; if you succeed, you add a number of metres equal to your SB, plus 1 half metre per Degree of Success, to your usual jumping distance. You gain a +10 bonus to the test for every 4m beyond the first 4m you run, up to a maximum to +30. If you fail the test, you stumble and must test Agility or fall prone. Note: at E-Scale, replace with km. |
Jump: Standing |
Movement |
Full Action |
You make a vertical standing jump. You may make a roughly half metre high jump; you may reach overhead objects that are as high as twice your height plus a half metre (with the jump). This does not usually require a test. Pulling yourself up onto a grabbed ledge normally requires a Strength or Acrobatics test. Note: at E-Scale, replace with km. |
Leap: Standing |
Movement |
Full Action |
You make a horiztonal standing leap. You make an Agility or Acrobatics test; on a success you leap a number of metres equal to your SB, plus another half metre for every Degree of Success. On a failure you only leap a number of metres equal to half your SB; each degree of failure reduces the distance by a half metre, to a total minimum of 1 half metre. If important, the height attained during a leap is equal to a quarter the distance leapt in metres, rounded up. Note: at E-Scale, replace with km. |
Leap: Running |
Movement |
Full Action |
You make a horiztonal running leap. You move as per a Run, and you must move at least 4m. At the end of your run you make an Agility or Acrobatics test; on a success you leap a number of metres equal to your SB, plus another half metre for every Degree of Success. On a failure you only leap a number of metres equal to half your SB; each degree of failure reduces the distance by a half metre, to a total minimum of 1 half metre. You gain a +10 bonus to the test for every 4m beyond the first 4m you run, up to a maximum to +30. If important, the height attained during a leap is equal to a quarter the distance leapt in metres, rounded up. Note: at E-Scale, replace with km. |
Move: Half |
Movement |
Half Action |
You move a number of km up to your Half Move distance. If you end your movement adjacent to an enemy, then you may engage them in melee at your discretion. |
Move: Full |
Movement |
Full Action |
You move a number of km up to your Full Move distance. If you end your movement adjacent to an enemy, then you may engage them in melee at your discretion. |
Move: Run |
Movement |
Full Action |
You move a number of km up to your Run distance. If you end your movement adjacent to an enemy, then you may engage them in melee at your discretion. Until the start of your next turn, ranged attacks against you take a -20 BS penalty, but melee attacks take a +20 WS bonus. With Hard Target, this becomes -40/+0. |
Stand/Mount/Dismount |
Movement |
Half Action |
If you are lying or sitting on the ground, then you may stand. If you are standing, then you may either lay prone or mount an animal or vehicle. If you are mounted or in a vehicle, then you may leave the vehicle or dismount the animal and end the action standing. This action may also be used to move you around a vehicle as needed. |
Tactical Advance |
Concentration, Movement |
Full Action |
You move from one piece of cover to another. You may move a number of km up to your Half Move distance; for the duration of the movement, you are considered to be in the cover you left. You take a +20 bonus to any Pinning tests incurred during this move due to triggering enemy Overwatch. |
Teleport |
Movement |
Varies |
This action requires a specific ability or power to activate, and exists primarily to catalogue the universal effects of these abilities. When you teleport, you instantly disappear and reappear in another place. The intervening space is treated as not existing for any purpose unless there is a special effect that affects teleportation. Teleports do not trigger attacks of opportunity. They break grapples and neutralisations. Dirac Jaunts count as a type of teleport. |
ACTIONS |
Name |
Type or Subname |
Action |
Description |
Miscellaneous Actions |
Assist |
Miscellaneous |
Varies |
If another character is performing a test, then you may sacrifice the same amount of actions to provide a +10 bonus to their test. There are some restrictions: if providing a bonus to a skill test you must be trained in the skill, and in most circumstances you must be adjacent, although allowances can be made (eg. if talking someone through a procedure). Assistance cannot be given for Free Action or Reaction tests or for most tests to resist fear, mind attack, poison or the like. Finally, someone may only benefit from up to two Assists at once. |
Brace Weapon |
Miscellaneous |
Half Action |
Heavy Weapons must be braced before they can be fired accurately. When firing an unbraced Heavy Weapon, you take a -30 BS penalty. This action secures the weapon in place, and remains braced until it is moved. |
Clear Weapon |
Miscellaneous |
Full Action |
This action clears a Jammed weapon. You make a BS+20 test; on a success, the weapon is unjammed, but any ammo within is lost and it must be reloaded before it can be used again. The 'This Gun Is Mine' Talent makes this a half action that automatically succeeds. |
Delay |
Miscellaneous |
Half Action |
When you take the Delay action, your turn ends immediately. At any time before the start of your next turn, you may perform a Half Action of your choice. This action still counts as being part of your turn, so if you have already made an Attack action, for example, you may not use Delay to attack again. If Delay's Half Action is used to interrupt another character's action, or to act at the same time as someone else's delay, an Opposed Agility test is used to determine who acts first. If the Delay is not used by the start of your next turn, then it is lost. |
Ready |
Miscellaneous |
Half Action |
You draw a weapon or retrieve an item from a holster, pocket, etc. You may also properly stow an item away with this action (although dropping an item is simply a free action). This action is also used to use items, such as inject a syringe or coat a weapon with poison. You may swap an item with another as a Half Action as well. If you possess the Quick Draw talent, this action becomes a Free, and may be used a number of times per turn equal to your AB/2 rounded up, to a minimum of twice. |
Reload |
Miscellaneous |
Varies |
You reload a ranged weapon. The action required varies for each weapon; weapons that require more than a Full Action to reload count as Extended Actions. |
Use a Skill |
Concentration, Miscellaneous |
Varies |
You use a skill, which often involves making a skill test. Difficulty and duration depends on the skill and the situation. |
ACTIONS |
Name |
Type or Subname |
Action |
Description |
Fate Point Actions |
Spend Fate Point |
- |
Free Action |
You spend a Fate Point, reducing your Fate Point pool by 1. Fate Points may be used in various different ways, shown below. Fate Points do not require actions and may be used at any time, unless otherwise specified. |
- |
Boost Test |
Free Action |
Before you have rolled a test, you may add a +20 modifier to the test. A test may not benefit from more than one boost at a time. |
- |
Maximise Initiative |
Free Action |
After you have rolled initiative, you may count as having rolled a 10 for Initiative. |
- |
Modify Damage |
Free Action |
After you have rolled a damage roll, you may add or remove 1 point of damage. |
- |
Modify Degrees |
Free Action |
After you have rolled a test, you may add 1 Degree of Success or remove 1 Degree of Failure. |
- |
Reduce Damage |
Free Action |
After a damage roll against you has been resolved, but before any critical damage effects have been applied, you may reduce the total effective damage by 1d5. |
- |
Remove Fatigue |
Free Action |
You may remove all current levels of fatigue. |
- |
Remove Stun |
Free Action |
You may remove the Stun status. |
- |
Reroll Damage |
Free Action |
After you have rolled a damage roll, you may choose to reroll a single damage die and take the final result. |
- |
Reroll Test |
Free Action |
After you have rolled a test, you may reroll the test with a +10 modifier. Successive rerolls add an extra +10 modifier. |
- |
Restore Wounds |
Free Action |
You may restore 1d5 wounds. This does not reduce Critical Damage. |
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Attacking
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 Maximum Distance of your weapon, which is double your weapon's stated range. |
Step Two: Apply Modifiers. Attack actions often come with many modifiers. Charging, aiming or attacking from higher ground all grants bonuses to a test, whilst shooting through fog or when fatigued apply penalties. |
Step Three: Make the Attack Test. You now make the Attack Test, which is a WS test (for melee and thrown melee weapons) or a BS test (for ranged weapons). If the Test is a pass, then the attack has hit. Certain Attack Actions may incur extra hits depending on the attack type and the number of Degrees of Success generated. Certain attacks may use different characteristics; in this case, they're done in replacement of either WS or BS and receive the same bonuses. |
Step Four: Enemy Attempts Evasion. The enemy now may make an evasion action: they may try to Deflect with an AT Field or, if they have a Reaction, try to dodge or parry. If they pass their test, then they evade the attack. If the Attack Action was one that scored multiple hits per Test, then you evade one hit per Degree of Success. If there are any hits left over after this step, proceed to Step Five. |
Step Five: Roll Damage. You now roll Damage, which is dependent on the weapon you are using. Melee attacks usually add your SB to the damage total. During this step, you may replace a single damage die result with the Degrees of Success you gained from the Attack Test. If your attack was one that generated multiple hits, only one of these attacks may have their damage die result replaced with DoS. |
Step Five-A: Confirm Righteous Fury. If you rolled a natural maximum on a damage die (for example, a 10 on a 1d10 or a 5 on a 1d5), then you have the chance for a Righteous Fury. Make a test with the same characteristic you used for the Attack Test, but without any of the Modifiers. If you pass, the attack deals an extra 1d10 damage (even if the attack only used a 1d5). If this roll is also a 10, then you automatically roll another righteous fury 1d10; this continues until you roll something other than a 1d10. Note that Qualities that modify Righteous Fury thresholds (eg. Vengeful) only modify Fury for the very first attack; the rest require a 10. Note that only characters possessing Fate Points can trigger Righteous Fury. |
Step Six: Determine Soak. The Enemy now determines their Soak Value, which is their TB, plus AP, with the latter reduced by the Penetration of your attack. If their Soak Value is higher than your damage, then the attack is negated; otherwise proceed. |
Step Seven: Deal Damage. The Enemy now loses a number of wounds equal to dealt damage. Most characters perish if they are dropped to 0 wounds; characters with Fate Points instead take Critical Damage when taking damage past 0 wounds. |
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Unarmed Attacks
Sometimes, attacks are settled with fists, knees or a solid shoulder. In this case you are always treated as having an Unarmed weapon available. Unarmed attacks deal 1d5-3+SB impact damage with no penetration, and count as having the Unarmed and Primitive qualities. If the damage dealt is equal to or higher than the target's TB, they suffer a level of fatigue. Unarmed attacks can be modified with the Unarmed Warrior and Master traits. They are not the same as Natural Weapons.
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Ranged Weapon Range Brackets
Ranged Weapons, abilities and attacks fall into one of six Range Brackets, illustrated below. Note: All ranges are given in E-Scale, so for P-Scale treat them as m/dm.
Assault Range. This is within 1km of the attacker. |
Close Range. This is within 3km of the attacker. |
Medium Range. This is within 6km of the attacker. |
Long Range. This is within 10km of the attacker. |
Very Long Range. This is within 15km of the attacker. |
Longshot. This is anywhere within the attacker's line of sight and effect. Longshot attacks always possess the Longshot Quality. |
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Character Types
Independent Characters
Independent Characters (ICs) are the mainstay of the system and the characters around whom most of the mechanics revolve. Unless the rule is written explicitly for a different type of character, it can be assumed that ICs use the rule as normal.
In combat, ICs work off their own individual initiatives, and gain the usual combination of one Full or two Half Actions and a Reaction. They can change equipment freely depending on access, they take wounds and make tests as normal.
In E-Scale combat, ICs are usually pilots riding in Constructs, or 'field ICs', although some may not be. Some minor ICs may 'represent' a pilot in a Construct, but use basic IC rules to simplify things.
ICs with at least one Fate Point use the Critical Damage table, whilst ICs that have no Fate Points instantly die on hitting 0 wounds.
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Directors
Directors are a subtype of ICs. In battles, they represent the highest ranking commanders in charge of the whole battle.
A battle will only have a limited amount of Director Slots per side. A character may not use Director Talents or Director Styles unless they are chosen as a Director. When a Director is chosen, they may choose to be in charge of a particular set of units; these sets are typically divided into 'all field ICs' and 'all Hordes'. A Director can't use their talents or abilities on units they aren't in charge with. In some battles with only one Director Slot, that Director will be in charge of all units.
In every battle, one Director is chosen to be the Supreme Commander (SupCom). SupComs are just like normal Directors, except they are in charge of using any Advantages. SupComs may also, three times per battle, spend a point of Morale to restore any one Fate Point spent by themselves or a subordinate.
In E-Scale combat, a Director may be a pilot riding a Construct, but usually they are permanently attached to a Horde, often one with a Command Centre. This Horde always acts on the Director's initiative even if another Director is in charge of Hordes. Otherwise, Directors may not be assigned their own Horde nor are in a Construct, in which case they are assumed to be with the SupCom, and may use the same resources.
Directors who command ICs will have access to Formations as well, which are a set of special commands which may be activated to change the behaviour or abilities of the ICs under their command.
A basic checklist has been provided for Director turns below.
- Firstly, Directors should study their own forces and see if there's any status effects (fear, stun, etc) that they may mitigate.
- Secondly, Directors should consider ways to augment their own Forces through Formations or Director talents. If the Director is also a SupCom, then review Advantages at this point.
- Thirdly, Directors in charge of Hordes should command their Hordes, moving them and attacking with them.
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Pilots and Constructs
In E-Scale, many ICs are represented on the battlefield as Constructs, which represent the very large and very powerful entities that rule these battlefields. Evangelions (including Dysangelions) and Superheavies are both Constructs, who are controlled by pilots. Angels are also counted as Constructs, albeit ones without any Pilots.
By and large, Constructs act just like ICs, and most of the rules that apply to ICs apply to Constructs. The pilot is considered to be in control, and most of the pilot's talents apply; a few do not, like Sound Constitution. They have a single Initiative, which is based off the Construct's AB. thus mechanically a Construct acts on the battlefield as a sort of merger between the Pilot and the Construct itself.
This is where Constructs are different from usual ICs. Broadly…
- Constructs have their own wound pools. Specifically, Constructs have 'multiple wound pools', where each specific body location has its own pool of wounds- damaging a Construct's arm will reduce its arm wounds, but not affect its head or body or other arm.
- Constructs themselves do not have talents usually (Angels are an exception); instead they often have upgrades of a biological and/or structural nature that augment their abilities.
- Constructs usually use the pilot's WS, BS, Intelligence, Perception, Willpower and Fellowship (augmented by Construct upgrades), but use their own Strength and Toughness. Evangelions use the pilot's Agility (without Unnatural Agility); Superheavies use their own Agility.
Generally speaking, effects that affect the Construct are applied to the Construct unless it specifically mentions the pilot. The exception is with mental effects, which affect the pilot.
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Pilots in Defeat
There will come a time in which a Construct is defeated and its pilot must eject. However, this is not a guaranteed situation and even if the pilot does manage to eject, the results can sometimes be less than pretty. When a Construct is defeated and the pilot ejects, roll on the chart below, modifying it with any situational modifiers.
Ejection Chart |
Roll |
Effect |
1-10 |
The ejection system misfires and becomes jammed. The pilot does not eject; furthermore, the abortive attempt causes damage within the cockpit; increase any Breach damage by +1d5. |
11-40 |
The ejection system fails to register. The pilot does not eject, a potentially fatal situation if the pilot attempted to avoid a breach. |
41-60 |
The ejection system fires, jettisoning the cockpit a short ways away. The cockpit manages a rough landing and falls 1km behind the Construct. The pilot takes 1d10 impact damage from the rough impact, unless their cockpit possesses the Flight or Hoverer trait. |
61-75 |
The ejection system fires and the cockpit is launched a fair distance away. The cockpit manages a somewhat bumpy landing and falls 1d5 behind the Construct. The pilot takes 1d5 impact damage from the rough impact, unless their cockpit possesses the Flight or Hoverer trait. |
76-90 |
The ejection system fires as well as can be hoped in most circumstances. It lands 2d5km behind the Construct. |
91-100 |
The ejection system manages a perfect launch. The cockpit ejects and manages to travel or drift far enough away as to leave the battle entirely, ensuring the pilot is safely recovered by allied forces. |
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Pilots on Foot
Pilots without their Constructs are extremely vulnerable, having gone from gods of war to just another pair of boots on the ground. In this situation, a pilot's best bet is to escape to safety as quickly as possible. The following rules apply when dealing with an ejected pilot.
- First and foremost: a Pilot whose cockpit was Breached must move on foot. Evangelion pilots always have to go on foot as Entry Plugs are unable to move by themselves.
- Pilots on foot count as having a WS and BS of 0 and a Strength and Toughness of 10. Their Agility, Intelligence, Willpower, Perception and Fellowship are as normal.
- However, unless their cockpit allows them to move differently, a Pilot always counts as having an AB of 1 for the purposes of Movement.
- Pilots can't move if they're dead or have burned fate to survive. They also cannot move if they've suffered crippling damage to a leg. Pilots in cockpits capable of self-movement, that are also sporting AI, may instead make movement actions as normal.
- Attacks on Pilots take a -40 Size penalty, and they may dodge as normal, though they may never parry.
- If a Pilot manages to meet with an Allied Horde, they are instantly rescued and removed from the battlefield.
- Allied Constructs can also pick pilots up with a Ready Action and either stow them in a wing dock or hold them in an empty hand. If for whatever reason the one doing the rescuing is an Angel, the pilot promptly takes 1d10 Ego damage for every round in which they are held by the Angel.
- An Enemy Horde can attempt to capture you by moving adjacent to you and testing Awareness, opposed by your Agility or Stealth. If you pass, then you are considered to have escaped from the battle immediately as the enemy loses track of you.
- Enemy Constructs can attempt to capture you by making a Grapple test on you. If they succeed, then you are grabbed and held in their empty hand, or stowed away in a Dock.
- If the mission ends in defeat for the Pilot's side, and the Pilot has not managed to escape, then they are considered Lost; they and any other Lost pilots must be rescued as part of a Field Mission on the next turn, and may not be deployed until the start of the turn after being rescued.
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Hordes
Hordes represent groups of units that act in unison. They can pose a significant threat to ICs. Hordes broadly have rules similar to ICs, but have many exceptions and different mechanics, especially in how they attack or how they interact with talents.
Hordes do not have their own initiative. They act on the initiative of their Director. If they have a team leader (an IC attached to the horde) then they act on the team leader's initiative instead.
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