:add actions
:add successes
:add movement
:add cover
:add rest of stuff
A battle grid consists of a grid of 25mm squares. Each of these squares represents a 1.5m square in the game world.
Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence:
Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act.
Each round’s activity begins with the character with the highest initiative result, and then proceeds in order. When a character’s turn comes up in the initiative sequence, that character performs his entire round’s worth of actions (for exceptions, see Attacks of Opportunity).
When the rules refer to a “full round”, they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of actions end just before the same initiative count they began on.
Each Character can take one full round action or one each of Standard action, Move action, Free action. Standard actions can be instead used as extra move or free action if you wish. Move actions can be instead used as extra free action if you wish.
You can take the different action types in any order if not taking full round action.
Every round, each combatant gets to do something. The combatants’ initiative checks, from highest to lowest, determine the order in which they act.
Initiative Checks: At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll. Initiative is from highest result to lowest, and each character acts in turn.
In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).
If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll again to determine which one of them goes before the other.
Inaction: Even if you can’t take actions (for instance, if you become paralyzed or unconscious), you retain your initiative score for the duration of the encounter.
When a combat starts, if you are not aware of your opponents and they are aware of you, you’re surprised.
Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware. The GM determines who is aware of whom at the start of a battle. He may call for Perception checks, or other checks to see how aware the adventurers are of their opponents.
The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take one standard or move action and one free action during the surprise round.
If no one or everyone is surprised, no surprise round occurs.
Unaware Combatants: Combatants who are unaware at the start of battle don’t get to act in the surprise round. Unaware combatants are flat-footed until the start of regular rounds.
Note that a full round action counts as
| action | Notes |
|---|---|
| Some powers | Some powers define that they are full round actions. |
| Heavy melee | Make a melee attack, +2 damage. If the target is same or smaller size category, roll STR check and they must succeed in a fort check or me knocked back one square |
| action | Notes |
|---|---|
| Move action | You can do any move action as Standard action |
| Free action | You can do any free action as Standard action |
| Activate power | Most powers are a standard action to activate |
| action | Notes |
|---|---|
| Free action | You can do any free action as Move action |
| Draw an item | This is from a ready position. The quick draw feat changes it to a free action. |
| Reload Box fed | insert the new magazine and chamber the next round. Must have a magazine in hand. (requires draw an item). |
| Reload Belt fed* | Requires following move actions: one to remove the current belt end, one to draw the new belt, one to insert it, one to prepare the gun for firing. If you have a loader, you can both do two move actions to do the loading. |
| Reload Revolver/internal magazine | Using a speed loader/clip is as using a box magazine. Single shots: Requires following actions: draw rounds(This is a move action or free with quick draw). The the following in order, you can do two/move action: eject old rounds(open action for non revolvers), load one round(repeat this as many times as you need to do), close and prepare for fire. This is for modern break open revolvers. For loading gate ones the process times are doubled. |
| Reloading a box magazine | Is draw the rounds 2/move action(free with quick draw) and then insert 2 rounds/move action. |
| Do a perception roll | Search, spot, listen and so on |
| Store an item | This is to a ready position. The quick draw feat changes it to a free action. |
| action | Notes |
|---|
These take no time and you can do any reasonable number
| action | Notes |
|---|---|
| Drop held item |
This section summarizes the statistics that determine success in combat, and then details how to use them.
An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll). If your result equals or beats the target’s Defense, you hit and deal damage.
Automatic Misses and Hits: A natural 1 (the d20 comes up 1) on an attack roll is always a miss (“fumble”) and uses special rules. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat – a possible critical hit (see the Critical Hits and Critical Failures chapter).
Your attack bonus with a melee weapon or unarmed attack is: Base attack bonus + Strength modifier + size modifier + other modifiers
With a ranged or thrown weapon, or a ranged touch attack, your attack bonus is: Base attack bonus + Dexterity modifier + size modifier + range penalty + other modifiers
Strength Modifier: Strength helps you swing a weapon harder and faster, so its modifier applies to melee attack rolls.
Dexterity Modifier: Dexterity measures coordination and steadiness, so your Dexterity modifier applies to attacks with ranged weapons and ranged touch attacks.
Other Modifiers: These bonuses are related to attack modifiers gained from other sources, such as feats, powers, weapon enhancements, class features, abilities, etc
Size Modifier: The smaller you are, the bigger other creatures are relative to you. Since this same size modifier applies to Defense, two creatures of the same size strike each other normally, regardless of what size they actually are.
Range Penalty: The range penalty for a ranged weapon depends on the weapon and the distance to the target.
All ranged weapons have a range increment. Any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll.
Thrown weapons, such as grenades, have a maximum range of 5 range increments. A projectile weapon, such as an assault rifle, can shoot up to 20 range increments and snipers up to 30.
| Size | Modifier | Length |
|---|---|---|
| and so on | ||
| Colossal 4 | -12 | 160m to 320m |
| Colossal 3 | -10 | 80m to 160m |
| Colossal 2 | -8 | 40m to 80m |
| Colossal 1 | -6 | 20m to 40m |
| Gargantuan | -4 | 10m to 20m |
| Huge | -2 | 5m to 10m |
| Large | -1 | 2.5m to 5m |
| Medium | +0 | 1.25m to 2.5m |
| Small | +1 | 64cm to 1.25m |
| Tiny | +2 | 32cm to 64cm |
| Diminutive | +4 | 16cm to 32cm |
| Fine 1 | +6 | 8cm to 16cm |
| Fine 2 | +8 | 4 to 8cm |
| Fine 3 | +10 | 2 to 4cm |
| Fine 4 | +12 | 1 to 2cm |
| and so on | ||
Drawing a weapon is a move action. The quick draw feat changes it to a free action.
Reloading a box magazine weapon with a new magazine requires a move action(or free with quick draw) to draw the new magazine and eject the old one, followed by a move action to insert the new magazine and chamber the next round.
Belt fed weapon requires following move actions: one to remove the current belt end, one to draw the new belt, one to insert it, one to prepare the gun for firing. If you have a loader, you can both do two move actions to do the loading.
Revolvers and internal magazine weapons: Using a speed loader as using a box magazine. Single shots: Requires following actions: draw rounds(This is a move action or free with quick draw). The the following in order, you can do two/move action: eject old rounds(open action for non revolvers), load one round(repeat this as many times as you need to do), close and prepare for fire. This is for modern break open revolvers. For loading gate ones the process times are doubled.
Reloading a box magazine is draw the rounds and then insert 2 rounds/move action.
If you roll a natural 1 on an attack roll, roll critical failure below d20:
If you roll a natural 1 on an attack roll, roll critical failure below d20:
Random direction for failures: roll 1d6: