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    Combat

    A reptilian heavy gunner unleashes devastating firepower across a war-torn battlefield

    Action Economy

    On your turn in combat, you have:

    • 3 Actions to spend as you choose
    • 1 Reaction (spent during other creatures' turns)
    • Free Actions (limited, GM discretion)

    Bonus Actions: Some features and abilities are described as "bonus actions." In Ashfall's 3-action economy, a bonus action costs 1 of your 3 actions but can only be used once per turn. You cannot use two different bonus actions on the same turn. Bonus actions are distinct from regular actions only in that they are limited to one per turn.

    Free Actions: Some abilities and activities are described as "free actions." Free actions cost 0 of your 3 actions and can be performed on your turn without expending an action. Common free actions include: drawing or stowing a weapon Free (reduced to by some abilities), dropping a held item, speaking a short phrase, toggling an equipment state (activating a Sealed Environment seal, switching a weapon mode), or activating a passive feature that triggers on your turn. As a guideline, GMs should allow up to 2–3 free actions per turn before requiring an action cost — free actions represent trivially quick activities, not substitutes for meaningful actions. If an ability explicitly states it is a free action, that ability's description overrides this guideline.

    Actions

    Each costs 1 action unless noted otherwise.

    Movement Actions

    • Stride: Move up to your speed (30 ft standard)
    • Step: Move 5 feet without provoking reactions
    • Crawl: Move half speed while prone
    • Stand: Stand up from prone
    • Mount/Dismount: Get on or off a vehicle/mount

    Combat Actions

    • Strike: Make one attack with weapon or unarmed

    Rule: Each additional Strike action in the same turn takes a cumulative -3 penalty: first Strike +0, second -3, third -6. This applies to all attack rolls, including spell attacks.

    Multiple Attack Penalty: When you make more than one Strike on your turn, each attack after the first takes a cumulative -3 penalty. Your second attack is at -3, your third at -6, and so on. Abilities that grant Extra Attack (such as from build features) do NOT apply the penalty to the bonus attack granted by Extra Attack — only to additional Strike actions beyond that. The All-Out Attack activity 3 Actions follows these same penalties.

    • 1 Strike = no penalty

    • Extra Attack feature: 2 attacks from 1 Strike action = 0/0

    • 2 separate Strike actions = 0/-3 (or with Extra Attack: 0/0/-3/-3)

    • All-Out Attack 3 Actions = 0/-3/-6

    • Reload: Reload a weapon 2 Actions (some weapons require)

    • Draw/Stow Weapon: Ready or put away one item

    • Aim 1 Action: Gain +2 to your next ranged attack this turn. You lose this bonus if you take any movement actions (Stride, Step, or Crawl) after aiming. You may move before aiming without penalty.

    • Grapple: Attempt to grab an enemy (Athletics vs Athletics or Acrobatics)

    • Shove: Push enemy 5 feet (Athletics vs Athletics or Acrobatics)

    • Disarm: Knock weapon from enemy's grasp (contested)

    • Overrun: Move through an occupied space (Athletics contest, size advantage)

    • Coup de Grace: Auto-hit/auto-crit an unconscious or helpless adjacent target

    Magic Actions

    • Cast Spell: Most spells cost 1-3 actions (see spell description)
    • Sustain Spell: Maintain a sustained spell 1 Action (per turn; distinct from concentration). Sustained spells are created by applying the Sustain metamagic modifier during spell construction (see Magic: Metamagic Modifiers). You can sustain one spell while concentrating on another — sustaining costs an action, concentration does not.

    Spellcasting and Multiple Attack Penalty: Casting a spell that requires a spell attack roll (ranged or melee) counts as an attack for MAP purposes. If you cast a damage cantrip and then use a Strike action on the same turn, the Strike takes the -3 MAP. Conversely, if you Strike first and then cast an attack cantrip, the cantrip's attack roll takes the -3 penalty. Spells that require saving throws (no attack roll) do NOT trigger or suffer from MAP.

    Skill Actions

    • Use Skill: Make a skill check to achieve an effect
    • Search: Make a Perception check for hidden things
    • Identify: Recall knowledge about creature/object (INT/WIS check)

    Item Actions

    • Use Item: Activate a device, drink a potion, apply a stim
    • Quick Draw: Draw weapon and attack in same action (requires feat)

    Multi-Action Activities

    Some activities require spending 2 or 3 actions.

    2-Action Activities

    • Full Auto Burst: Attack 3 targets within 10 feet at -2 penalty
    • Sweeping Strike: Attack up to 3 adjacent melee targets at -2 penalty
    • Suppressive Fire: Expend 5 ammo, create 15-ft cone/line of area denial until next turn
    • Power Strike: Attack with +4 damage, -2 to hit
    • Emergency Field Medicine: Use Medicine kit to restore 2d6 + WIS modifier HP (Medicine check DC 15, or DC 20 in combat)

    3-Action Activities

    • All-Out Attack: Make 3 attacks at cumulative -3 penalty each (0/-3/-6)
    • Sprint: Move triple your speed in a straight line
    • Major Ritual: Quick-cast some ritual effects

    Reactions

    You have 1 reaction per round, which you regain at the start of each of your turns. Reactions are triggered by specific events during other creatures' turns (or, rarely, during your own). When a trigger occurs, you may choose to spend your reaction — or save it for a different trigger later in the round.

    Ready Action 2 Actions (which costs on your turn) also uses your reaction when triggered. This is intentionally expensive — it converts actions into a conditional reaction, which is powerful but costly.

    Key Rule: You cannot use more than one reaction per triggering event, even if multiple reactions could apply. Choose one.

    Universal Reactions

    These reactions are available to all characters unless a specific requirement is listed.

    Defensive Reactions

    Deflect

    • Trigger: You are hit by a ranged attack.
    • Effect: Reduce the damage by 1d10 + your AGI modifier (minimum 0 damage). If this reduces the damage to 0, the attack is deflected entirely — you knock the projectile aside, catch it, or twist away at the last instant.
    • Requirement: You must have a free hand and proficiency with at least one melee weapon or shields. Deflect represents trained reflexes — untrained characters cannot reliably redirect incoming projectiles.

    Dive for Cover

    • Trigger: You are targeted by an area effect (explosion, breath weapon, spell with an area) and there is partial or full cover within 10 feet.
    • Effect: Move up to 10 feet to reach cover. You must end this movement behind the cover. If the cover would grant you a bonus to your Reflex save, you gain that bonus against the triggering effect. This movement does not provoke attacks of opportunity.
    • Requirement: There must be viable cover within 10 feet. If no cover is available, you cannot use this reaction.

    Brace

    • Trigger: A creature moves 20 feet or more in a straight line toward you and ends its movement within your melee reach.
    • Effect: Make one melee weapon attack against the charging creature. If you hit, the attack deals an additional 1d6 damage of the weapon's type (the creature's momentum works against it). If the attack hits and the creature is your size or smaller, it must make a Fortitude save (DC = 8 + your proficiency + MIG modifier) or have its remaining movement reduced to 0 for this turn.
    • Requirement: You must be wielding a melee weapon with the reach property, a polearm, or a weapon you are bracing against the ground (GM's discretion for improvised bracing).

    Counterspell

    • Trigger: A creature within 60 feet that you can see casts a spell.
    • Effect: See Magic — Counterspell for the full mechanic. In brief: make a spellcasting check against DC 10 + the spell's level; on success, the spell fails.
    • Requirement: You must be a spellcaster (Mystic, Channeler, or have spells through multiclassing or CP spending). You must have at least one hand free or be holding your spellcasting focus.
    • Mystic exception: Mystics of Level 4+ use the Counterspell feature (see Classes: Mystic — Level 4), which does not cost a spell slot and has a 1/Short Rest limit. The feature supersedes the spell for Mystics who have it.

    Offensive Reactions

    Attack of Opportunity

    • Trigger: A creature within your melee reach moves out of your reach, OR makes a ranged attack while within your melee reach.
    • Effect: Make one melee attack against the triggering creature. This attack occurs before the triggering action resolves. If you hit a creature attempting to leave your reach, it can still move (unless you have the Sentinel talent, which reduces its speed to 0).
    • Requirement: You must be wielding a melee weapon or be able to make an unarmed strike.

    Intercept

    • Trigger: A creature you can see targets an ally within 5 feet of you with a melee attack.
    • Effect: You step between the attacker and the targeted ally. The attack targets you instead. You use your own Defense Value against the attack. This movement does not provoke attacks of opportunity.
    • Requirement: You must be within 5 feet of the targeted ally and not incapacitated.

    Return Fire

    • Trigger: A creature you can see hits you or an ally within 30 feet with a ranged attack.
    • Effect: Make one ranged weapon attack against the triggering creature at a -2 penalty to the attack roll. You must have a loaded ranged weapon in hand. This attack uses ammunition normally. Return Fire does not trigger or suffer from the Multiple Attack Penalty (it occurs outside your turn).
    • Requirement: You must be wielding a loaded ranged weapon and have the triggering creature within your weapon's normal range (not long range). You must have proficiency with the weapon.

    Free Actions

    Can be done without spending actions (within reason):

    • Speak a short phrase (1-2 sentences)
    • Drop an item
    • Fall prone (voluntarily)
    • Release a grapple
    • Activate certain instant abilities

    Initiative and Turn Order

    Initiative Formula: 1d20 + AGI modifier + Proficiency bonus + equipment bonuses

    Turn Order: Highest to lowest.

    • Ties: Higher AGI goes first; if still tied, simultaneous or coin flip.

    Surprise

    If one side ambushes the other:

    • Ambushing side rolls Stealth vs targets' Passive Perception
    • Surprised creatures cannot act or react in the first round
    • After the first round, combat proceeds normally

    Delay

    On your turn, choose to delay:

    • Pick a later initiative count (must be lower than current)
    • Your new position is permanent for this combat
    • Can't delay past the last creature in order

    Ready Action

    Prepare an action with a specific trigger:

    • Costs 2 actions on your turn
    • Declare action and trigger ("I shoot anyone who opens the door")
    • When trigger occurs, use your reaction to perform readied action
    • If trigger doesn't occur before your next turn, readied action is lost

    Movement and Positioning

    Base Speed: 30 feet per Stride action (6 squares on grid)

    Terrain Types

    • Normal: No penalty
    • Difficult: Costs double movement (each square = 10 feet)
    • Greater Difficult: Costs triple movement (climbing, swimming)
    • Impassable: Cannot move through

    Positioning Tactics

    • Flanking: When you and an ally are on opposite sides of an enemy (forming a line through the enemy's space), melee attacks against that enemy gain a +2 bonus to hit. Theater of mind: Flanking applies when you and an ally are both engaged in melee with the same enemy from clearly different directions (GM's discretion). A creature does not provide flanking if it is incapacitated or grappled (a grappled creature is too constrained to threaten the enemy's position).
    • High Ground: +2 to ranged attacks
    • Prone: 1 action to stand, disadvantage on attacks, enemies have disadvantage on ranged attacks against you but advantage on melee
    • Cover: Partial (+2 DV), Heavy (+5 DV), Total (can't be targeted)

    Attack Rolls and Defense Values

    Making an Attack

    Melee Attack Roll:

    1d20 + MIG modifier + Proficiency + weapon bonus + misc modifiers
    vs. Target's Defense Value (DV)
    

    Ranged Attack Roll:

    1d20 + AGI modifier + Proficiency + weapon bonus + misc modifiers
    vs. Target's Defense Value (DV)
    

    Spell Attack Roll:

    1d20 + spellcasting modifier (INT/WIS) + Proficiency
    vs. Target's Defense Value (DV)
    

    Psionic Attacks

    Psionic abilities are not spells. They are internal phenomena powered by neural architecture, not external arcane energy. Psionic attacks follow the same general rules as other attacks but have distinct properties.

    Psionic Attack Roll:

    1d20 + WIS modifier + Proficiency
    vs. Target's Defense Value (DV)
    

    Psionic Save DC:

    8 + WIS modifier + Proficiency
    

    At Strained Focus (7+), psionic save DCs increase by +1. See Classes: Psion for full Focus threshold effects.

    Key Differences from Spells:

    • Psionic attacks cannot be Counterspelled — they are not arcane in nature
    • Psionics function normally in antimagic fields
    • Psionic abilities are not affected by Humanity loss from augmentations — Humanity reduces spell capacity, and psionic abilities are not spells
    • Psionic damage is typically force or psychic type

    Psychic Damage: Psychic damage targets the mind, not the body. Creatures with DR against physical damage types (bludgeoning, piercing, slashing) do not apply that DR to psychic damage. Psychic damage can be resisted by psychic resistance or immunity. Creatures immune to psychic damage are immune to the damage component of psionic abilities that deal psychic damage, but may still be affected by other effects (forced movement, conditions) unless they are also immune to those effects.

    The Focus System in Combat: Psions track a resource called Focus that starts at 0 each encounter and increases with each psionic action used. As Focus rises, psionic abilities deal more damage and have higher save DCs — but if Focus exceeds the Psion's Backlash Threshold (10 + MIG modifier), the Psion suffers Psionic Backlash: Focus resets to 0, the Psion takes 3d6 psychic damage, all creatures within 15 feet take 2d6 psychic damage (Reflex save for half), and the Psion is stunned until the end of their next turn. This is a combat event — all affected creatures react normally to the damage.

    For the full Focus system, thresholds, and Centering rules, see Classes: Psion.

    Cross-Reference — Psion: The Psion's Psi Strike (Level 1) is a ranged psionic attack (60 ft, 1d8+WIS force damage, scaling at L5/11/17). Discipline Surges (Level 2) are area-effect psionic abilities. Psionic Overcharge (Level 5 capstone) dramatically increases damage and save DCs for 3 rounds at the cost of exhaustion. Each Psion specialization — Kineticist, Telepath, Warden — introduces additional combat abilities that interact with the Focus system. See Classes: Psion for full details.

    Success: Roll meets or exceeds target's DV — roll damage. Failure: Roll lower than DV — attack misses.

    Attack Modifiers

    • Flanking: +2 to melee attacks when you and an ally are on opposite sides of target (see Positioning Tactics for theater-of-mind rules)
    • High Ground: +2 to ranged attacks
    • Cover: +2 DV (partial) or +5 DV (heavy) against ranged attacks
    • Prone Target: Melee attacks gain advantage; ranged attacks have disadvantage
    • Unseen Attacker: Advantage on attack
    • Blinded Attacker: Disadvantage on attack
    • Ranged Attack in Melee: When you make a ranged attack (weapon or spell) against a target and a hostile creature is within 5 feet of you, you have disadvantage on the attack roll. Class features or abilities may override this penalty.

    Critical Hits (Natural 20)

    • Automatically hits regardless of DV
    • Roll all weapon damage dice twice, add modifiers once
    • Example: Salvaged Sword (1d10+3) crits = 2d10+3 damage

    Critical Misses (Natural 1)

    • Automatically misses regardless of bonus
    • Optional rule: Roll on fumble table for complications

    Contested Checks

    When two creatures directly oppose each other — such as grappling, shoving, resisting a social ability, or countering a spell — both sides roll a d20 and add the relevant modifier.

    • Both roll: 1d20 + attribute modifier + proficiency (if proficient)
    • Higher total wins. On a tie, the situation remains unchanged (the initiator fails to change the status quo).
    • Ability descriptions specify which attributes are used. For example, "contested MIG check" means both sides roll 1d20 + MIG modifier.

    Common contested checks: Athletics vs Athletics (grapple/shove), Stealth vs Perception (hiding), Persuasion/Deception vs Will save DC (social abilities).

    Defense Value (DV)

    DV Formula:

    10 + AGI modifier + armor bonus + shield + misc
    

    Maximum AGI Bonus by Armor:

    • Light Armor: +5 AGI
    • Medium Armor: +3 AGI
    • Heavy Armor: +1 AGI
    • No Armor: Unlimited AGI

    Example DVs:

    • Unarmored (AGI +2): DV 12
    • Light armor +2 (AGI +2): DV 14
    • Medium armor +4 (AGI +2): DV 16
    • Heavy armor +7 (AGI +1, armor limits AGI): DV 18
    • With shield +2: DV 20

    Flat-Footed Condition

    When surprised or unaware of attacker:

    • Lose AGI bonus to DV
    • Cannot use reactions

    See Conditions for the full Flat-Footed definition.

    Cover Bonuses to DV

    • Partial Cover: +2 DV
    • Heavy Cover: +5 DV
    • Total Cover: Cannot be targeted

    Damage and Hit Points

    Dealing Damage

    Damage Formula: Weapon dice + attribute modifier + bonus damage

    • Melee Damage: Weapon dice + MIG modifier
    • Ranged Damage: Weapon dice (no attribute modifier unless special ability)
    • Spell Damage: Spell dice (no modifier unless spell specifies)

    Damage Types

    • Physical: Bludgeoning, Piercing, Slashing
    • Energy: Fire, Cold, Electric, Acid, Sonic
    • Exotic: Force, Psychic, Necrotic, Radiant, Poison

    Resistance, Vulnerability, and Immunity

    • Resistance: Take half damage (round down)
    • Vulnerability: Take double damage
    • Immunity: Take no damage

    Damage Reduction (DR)

    Some armor, features, and abilities provide DR: reduce incoming damage by X points (minimum 0 damage after reduction).

    • Example: Heavy armor might have "DR 5 vs physical"
    • Apply DR before resistance/vulnerability
    • Stacking: DR from different sources stacks unless stated otherwise. For example, Grit (DR 2 from Grit) + Preventive Care (DR 2 from ally) = DR 4 total. However, DR from the same source does not stack with itself.

    Temporary Hit Points

    • Acts as buffer, lost before real HP
    • Doesn't stack — use higher amount only
    • Can't be healed — only refreshed by the ability that grants it
    • Exception: The Mystic's Arcane Ward grants temp HP that stacks with previous Arcane Ward grants (up to the feature's stated maximum). This is the only source of temp HP that stacks with itself. See Classes: Mystic for details.

    Massive Damage

    If a single source of damage reduces you to negative max HP, you die instantly.

    • Example: 30 max HP character takes 60 damage in one hit = instant death (no death saves)

    Healing

    Healing in Ashfall is deliberately slow and resource-intensive.

    In-Combat Healing

    Healing Spells:

    • 1st-level Healing Touch: 1d8 + WIS HP 1 Action (touch range)
    • 2nd-level Bind Wounds: 2d8 + WIS HP 1 Action (touch range)
    • 5th-level Mass Healing: 5d8 + WIS HP to all allies in 30 ft 1 Action

    These healing spells are available to builds with spellcasting that includes healing magic: Medic (half-caster, healing/support), Channeler (half-caster, all schools), and Mystic (full caster, if they choose healing spells). See each build's entry and the Magic chapter for details.

    Stims/Injectors 1 Action (to use):

    • Tier 1 Basic Stim: 1d8+2 HP (25 credits)
    • Tier 2 Combat Stim: 2d8+2 HP (75 credits)
    • Tier 3 Advanced Stim: 3d8+2 HP (200 credits)
    • Can use on self or adjacent ally
    • A character can benefit from a maximum of 2 stims per 24-hour period. A 3rd stim has no healing effect and requires a Fortitude save (DC 15) or gain 1 level of Exhaustion from chemical overload.

    Emergency Field Medicine 2 Actions (requires Medicine kit):

    • Make a Medicine check (DC 15 in safe conditions, DC 20 in combat)
    • Success: Restore 2d6 + WIS modifier HP
    • Failure: No effect; target cannot benefit from this ability again for 8 hours
    • This is a generic action available to anyone with a Medicine kit — the Medic's Field Medic feature is a separate, superior ability.

    Second Wind (available via Martial Combat tree):

    • 1 action
    • Once per short rest
    • Regain 2d10 + character level HP, plus temporary HP equal to character level

    Out-of-Combat Healing

    Field Surgery (10 minutes, requires Medicine kit and stable environment — cannot be performed in combat):

    • Medicine check DC 15
    • Success: Restore 4d8 + WIS modifier HP
    • Failure: No HP restored, 1 use of kit expended
    • A character can benefit from Field Surgery once per 24 hours

    Ritual Healing (30 minutes, magical):

    • Cast healing spell as ritual (no slot cost)
    • Takes 30 minutes + 10 minutes per spell level
    • Requires material components
    • Restores full spell effect

    Medical Bay Treatment (1 hour, settlement facility):

    • Requires access to proper medical facility
    • Attended by trained medic
    • Restore 25% of max HP per hour
    • Cost: 50 credits per hour

    Medical Treatment (Downtime):

    • 1 hour of care, Medicine check DC 15
    • Success: Target regains additional 2d8 HP
    • Can only benefit once per rest period
    • Requires medical supplies

    Natural Healing (No Rest):

    • Regain END modifier HP per day of light activity (minimum 1)
    • Requires adequate food and water

    Rest Recovery

    Short Rest (8 hours, full night of sleep):

    • Recover Hit Dice equal to half your level (minimum 1)
    • Spend Hit Dice to recover HP (roll HD + END modifier per die)
    • Regain limited-use "per short rest" abilities
    • Regain 1 spell slot (3rd level or lower)
    • Maximum 1 short rest per 24-hour period

    Long Rest (7 days of downtime in a safe settlement):

    • Recover all HP
    • Recover all Hit Dice
    • Recover all spell slots
    • Remove all Exhaustion levels (levels 5-6 require an additional week of complete rest to remove)
    • Heal lingering injuries (if medical treatment available)

    Death and Dying

    Dropping to 0 Hit Points

    When reduced to 0 HP:

    1. Fall Unconscious: Drop prone, incapacitated
    2. Begin Death Saves: At start of each turn, roll death saving throw
    3. Stabilize or Die: 3 successes = stabilized; 3 failures = death

    Death Saving Throws

    Roll d20 (no modifiers):

    • 10-19: Success (mark 1 success)
    • 2-9: Failure (mark 1 failure)
    • 20 (Natural): Regain 1 HP, become conscious
    • 1 (Natural): Count as 2 failures

    3 Successes: Stabilized (unconscious but not dying) 3 Failures: Character dies

    Successes and failures reset when you regain any HP or are stabilized.

    Taking Damage While Dying

    • Any Damage: 1 automatic death save failure
    • Critical Hit: 2 automatic death save failures
    • Damage >= Max HP: Instant death (overkill)

    Stabilizing Others

    Medicine Check (DC 10) 1 Action:

    • Success: Target is stabilized (unconscious, 0 HP, no more death saves)
    • Target remains unconscious until they regain HP

    Healing Spell/Item:

    • Any healing immediately stabilizes and restores HP
    • Target becomes conscious if HP > 0

    Stabilized Condition

    • Unconscious at 0 HP
    • No death saves needed
    • After 1d4 hours, regain 1 HP and become conscious
    • Can be awakened early with healing

    Resurrection

    Returning the dead requires powerful magic.

    Resurrection (7th-level spell):

    • Target dead 10 days or fewer
    • 1 hour casting time (ritual only)
    • Expensive components (5,000 credits worth + 10 Essence)
    • Returns to life with 1 HP
    • Penalty: Gain 3 levels of Exhaustion (removed 1 per long rest)

    True Resurrection (9th-level spell, Mythic Tier only):

    • Target dead 200 years or fewer
    • Can restore even disintegrated bodies
    • 1 hour casting time
    • Extremely expensive (25,000 credits)
    • Returns at full HP
    • Penalty: Exhaustion level 3, temporary -4 to all rolls for 1 week

    Restrictions:

    • Soul must be willing to return
    • Some deaths are final (soul destroyed, cursed, etc.)
    • GM may impose additional narrative consequences

    Morale

    Morale rules govern when NPCs lose their nerve and attempt to flee, surrender, or rout. These rules add tactical depth to encounters by rewarding players who target leaders, thin enemy ranks, and leverage fear effects. Morale is a GM tool — it keeps combat dynamic and prevents every fight from being a slog to the last hit point.

    Player Characters are never subject to morale checks. PCs always choose their own actions. Fear conditions (Shaken, Frightened) still apply to PCs normally through their mechanical effects, but PCs are never forced to flee or surrender by the morale system.

    Morale Check

    When a morale trigger occurs, the GM makes a Will save for the affected NPC group (or individual, if the trigger is personal). The NPC rolls 1d20 + Will save modifier against the Morale DC.

    The GM rolls once for the entire group using the group's shared Will save modifier. If individual NPCs have different modifiers (e.g., a bandit leader among bandits), the GM may roll separately for distinct NPC types.

    Morale Score by NPC Type

    An NPC's morale is determined by their Will save modifier, which reflects training, fanaticism, and self-preservation instinct. Use the table below as a baseline; individual stat blocks may override these values.

    NPC Type Will Save Modifier Notes
    Mindless / Undead Immune Never check morale. Automatons, undead, and constructs fight until destroyed.
    Beasts / Animals +0 Flee when injured. Most animals break after taking any significant wound.
    Bandits / Raiders +2 Self-preservation first. Rob, don't die.
    Trained Soldiers +5 Disciplined fighters with unit cohesion. Hold the line under pressure.
    Fanatics / Zealots +8 Ideological commitment overrides survival instinct. Rarely flee.
    Boss / Legendary Immune Legendary Resistance or narrative importance. Never subject to morale.

    Stat Block Integration: When designing NPCs, you can note a specific Will save modifier for morale if it differs from the creature's normal Will save. For example, a bandit might have Will +1 on normal saves but Will +2 for morale (bravado in numbers).

    Morale Triggers

    The GM calls for a morale check when any of the following events occur during an encounter:

    1. First Blood: The first allied NPC is killed (reduced to 0 HP) in the encounter.
    2. Leader Down: The group's leader is killed, incapacitated, or rendered unable to command (e.g., Stunned, Paralyzed).
    3. Half Strength: Half or more of the NPC group has been reduced to 0 HP since the encounter began.
    4. Fear Effect: An NPC is affected by a fear condition (Frightened or Shaken) from any source — spells, abilities, or environmental effects.

    Each trigger causes one morale check for the group (or the affected individual in the case of Trigger 4). A single event cannot trigger multiple morale checks simultaneously, but different triggers can each prompt their own check in the same round.

    Example: The party kills a bandit leader (Trigger 2) who also happens to be the first enemy killed (Trigger 1). The GM rolls one morale check with both circumstance modifiers applied, not two separate checks.

    Morale DC

    The base Morale DC is 12. Apply the following circumstance modifiers cumulatively:

    Circumstance DC Modifier
    Leader killed or incapacitated +4
    Outnumbered (more PCs and PC allies than NPCs remaining; drones, summons, and companions do not count unless acting as independent combatants) +2
    Half or more of the NPC force is down +3
    NPC is currently Frightened Disadvantage on the morale save
    NPC is currently Shaken No additional penalty (Shaken already imposes disadvantage on Will saves; see Conditions)

    These modifiers stack. A group of bandits (+2 Will) whose leader was just killed (DC +4) while they are outnumbered (DC +2) faces a Morale DC of 18, rolling at 1d20+2. That is a tough check — most bandits will break.

    Morale Outcomes

    The result of the morale check determines how the NPC group (or individual) behaves:

    Result Outcome Behavior
    Pass Fight On The NPCs continue fighting normally. No change in behavior.
    Fail by less than 5 Fall Back Fighting retreat. NPCs use Dodge actions (which prevent attacks of opportunity; see Dodge) and move toward the nearest exit or defensible position. They still fight if cornered or pursued, but actively seek to withdraw from the engagement.
    Fail by 5 or more Break Full rout. NPCs flee at maximum speed (Stride actions, no regard for opportunity attacks), drop heavy weapons, or surrender outright. The GM chooses the specific behavior based on NPC personality and circumstances.

    Fall Back Details:

    • NPCs in Fall Back mode spend at least 1 action per turn on movement toward an exit.
    • They can still use remaining actions to attack or defend, but prioritize escape.
    • If all exits are blocked, they may attempt to negotiate surrender or fight desperately (GM discretion).
    • Fall Back persists until the NPCs escape, are cornered, or a leader rallies them (see Rally below).

    Break Details:

    • Broken NPCs drop any two-handed weapons and flee using all 3 actions on movement 3 Actions (use all on Stride).
    • Broken NPCs do not take opportunity attacks or reactions.
    • Broken NPCs who cannot flee may surrender unconditionally, cower, or beg for mercy.
    • The GM determines the specific behavior based on NPC type: bandits surrender or scatter, soldiers may surrender with honor, animals flee in a random direction, zealots may make a final suicidal charge instead of surrendering (use their stat block's Breaking Point if present).

    Rally

    A leader NPC who has not been incapacitated can attempt to rally broken or retreating allies.

    Rally 1 Action: The leader makes a Persuasion or Intimidation check (their choice) against a DC equal to the Morale DC that caused the rout. On success, all allies of the same NPC type within 30 feet who can hear the leader recover from the Fall Back or Break condition and fight normally for the remainder of the encounter. On failure, the rally attempt fails and cannot be attempted again until the next round.

    A group can only be rallied once per encounter. If they fail morale a second time after being rallied, the rout is permanent.

    Optional: Breaking Points

    Some NPCs have specific conditions that cause automatic morale failure, written directly on their stat block. Breaking Points bypass the normal morale check — when the condition is met, the NPC (or group) automatically enters the Break state.

    Example Breaking Points:

    • "Breaks if reduced below 25% HP"
    • "Surrenders if leader is killed"
    • "Flees if outnumbered 2:1 or more"
    • "Breaks if any ally is killed by magic (superstitious)"

    Breaking Points are optional flavor that make encounters more interesting and give players a secondary objective beyond "reduce all HP to 0." Include them on stat blocks where they add narrative value.

    Stat Block Format: Breaking Point: [trigger condition] → automatic Break Example: Breaking Point: Leader killed → automatic Break

    Interaction with Diplomat Abilities

    The Diplomat build — particularly the Demagogue specialization — has powerful synergy with the morale system.

    Intimidation and Manipulation Abilities:

    • The Diplomat's Menacing Presence (Manipulation skill tree) and Terrifying Visage can inflict Frightened, which triggers a morale check (Trigger 4) and imposes disadvantage on the subsequent Will save.
    • Psychological Warfare (Manipulation Tier 2) demoralizes enemies before combat begins. If this ability inflicts Shaken, the condition's disadvantage on Will saves applies to any morale checks made in the first round.
    • The Diplomat's ordered retreat abilities (Command skill tree) allow allied retreat without opportunity attacks — this is the PC-side mirror of the NPC Fall Back behavior.

    Demagogue Specialization:

    • Dread Presence creates a cascading fear aura that directly feeds the morale system. As allies drop, enemies within the aura suffer penalties to fear saves and may become Shaken or Frightened — each of which triggers morale checks with penalties already baked in. A Demagogue in a target-rich environment can trigger multiple morale checks per round as NPCs fall and fear spreads.
    • Incite can force enemies to break formation or redirect aggression, which may separate NPCs from their leader — setting up a Leader Down trigger.
    • Psychic Fracture inflicts Frightened with a contagious fear rider (-1 Will saves to nearby enemies), which directly lowers morale check results for the entire group.
    • Mass Hysteria can cause enemies to flee (roll of 3 on the Demagogue's Mass Hysteria confusion table), which counts as allies "fleeing" for Dread Presence thresholds, creating a devastating feedback loop.

    Design Note: The Demagogue is intended to be the build that most directly exploits the morale system. Their kit is built around cascading fear, and morale checks give that fear mechanical teeth beyond the conditions themselves. A Demagogue who focuses fire on the right targets can end encounters early by breaking enemy morale rather than grinding through hit points.

    GM Guidance: When NOT to Use Morale

    Morale is a tool, not a mandate. The GM should skip morale checks in the following situations:

    Boss Encounters: The big villain of the arc should not flee because of a failed Will save. Boss and Legendary NPCs are immune to morale by default. If a boss has lieutenants, those lieutenants may be subject to morale — but the boss fights to the end (or retreats as a narrative choice, not a mechanical one).

    Narrative Encounters: When the story requires a fight to the finish — a last stand, a cornered animal, a suicide mission — morale checks undermine the dramatic tension. Skip them.

    Mindless and Undead Enemies: Zombies, drones, automated turrets, and similar mindless threats do not check morale. They have no self-preservation instinct.

    When It Would Trivialize the Encounter: If the party is already steamrolling and morale checks would end the fight in round 2, the GM can choose not to roll. The point of morale is to make fights feel realistic and reward smart play, not to make every encounter a cakewalk.

    When NPCs Have Nowhere to Flee: Cornered enemies, defenders of their home, or NPCs protecting something they value more than their own lives may fight to the death regardless of morale. The GM can declare these NPCs immune to morale for the encounter.

    Good Practice: Decide before the encounter begins whether morale applies and what type the NPCs are. Note it in your encounter prep. This avoids mid-combat judgment calls that slow the game down.

    Summary Table

    Step Detail
    1. Trigger First ally killed, leader down, half force down, or fear effect applied
    2. Roll GM rolls 1d20 + NPC Will save modifier vs Morale DC (base 12 + circumstances)
    3. Result Pass = fight on; Fail <5 = Fall Back (fighting retreat); Fail 5+ = Break (flee/surrender)
    4. Rally Leader can attempt rally 1 Action (Persuasion/Intimidation vs Morale DC, once per encounter)

    Cover, Concealment, and Terrain

    Cover (Physical Protection)

    • Partial Cover (50%): +2 DV, +2 to Reflex saves vs area effects
    • Heavy Cover (75%): +5 DV, +5 to Reflex saves, attackers need line of sight
    • Total Cover (100%): Cannot be targeted directly (must ready action for when target emerges; area effects might still reach)

    Shooting Around Cover:

    • Lean out to attack 1 Action (to position)
    • Lose cover benefit until start of your next turn

    Concealment (Visual Obstruction)

    Concealment describes how well a creature can be seen — and directly affects attack rolls, stealth actions, and certain abilities. There are two tiers of concealment, each with distinct effects on combat.

    Lightly Obscured

    Conditions: Dim light, light fog, foliage, heavy rain, dust haze.

    A creature in Lightly Obscured conditions is harder to spot precisely but not invisible.

    Attacks INTO Lightly Obscured (targeting a creature in the zone): Attacks against a creature in a Lightly Obscured area have disadvantage — the attacker is aiming at a partially-visible target.

    Attacks FROM Lightly Obscured (attacker is in the zone): No attack penalty. The attacker can still aim normally — being in dim light doesn't impair their ability to see the enemy clearly enough to fire.

    Stealth: A creature in Lightly Obscured conditions has advantage on Stealth checks as long as they remain in the obscured zone. Moving out of Lightly Obscured ends this advantage.

    Example: An enemy Sharpshooter stands in bright light. Nix moves into a dim alcove (Lightly Obscured). The Sharpshooter now shoots at Nix at disadvantage — the dim light makes him harder to pick out. But Nix can still aim at the brightly-lit Sharpshooter normally and shoot without penalty.

    Darkvision exception: A creature with darkvision sees normally in total darkness within its range — see the Darkvision section below for the full ruling. Darkvision does NOT negate the Lightly Obscured condition from the perspective of other creatures — darkvision is personal; it doesn't illuminate you for others.

    Thermal Optics exception: A creature with Thermal Optics (T2 Ocular augmentation, range 30 ft) or Tactical HUD (T4 Ocular, any range) does not suffer attack disadvantage against targets in Lightly Obscured conditions — they are targeting heat signatures or environmental overlays, not visual outlines.


    Heavily Obscured

    Conditions: Total darkness, thick smoke, magical darkness (Veil of Shadow), dense blizzard, sandstorm, heavily fogged zones.

    A creature in Heavily Obscured conditions cannot be seen with normal vision. For purposes of visual detection, they are effectively hidden — vision blocked as if the Blinded condition applied to sight checks.

    Attacks INTO Heavily Obscured (targeting a creature in the zone): Attacks against a creature in Heavily Obscured conditions have disadvantage.

    Additionally, if you cannot determine the creature's precise location (they haven't moved, spoken, or done anything to give away their position since the area became Heavily Obscured), you may be attacking into a square where you think they are — the GM may ask you to guess a square.

    Attacks FROM Heavily Obscured (attacker is in the zone): No attack penalty. An attacker in darkness can still aim — their eyes may be useless, but their other senses compensate for targeting creatures in clear view (they can hear the target breathing, track their footsteps, etc.).

    Both attacker and target Heavily Obscured: When both the attacker and the target are Heavily Obscured — neither can see the other — the attack has both advantage (unseen attacker) and disadvantage (unseen target). Per standard rules, these cancel out: the attack is made as a normal roll. Exception: if the target has no way of knowing the attacker's location at all (they are silent, haven't moved since entering darkness, and no other clues exist), the GM may rule the attacker still has advantage — this represents a genuine ambush within darkness rather than two blind combatants trading guesses.

    Sneak Attack: Operatives require that they "can see the target" for Sneak Attack eligibility. A target in Heavily Obscured conditions does not meet this requirement. An Operative choosing to attack an unseen target into darkness does so without Sneak Attack (unless another eligibility condition applies, such as an adjacent ally threatening the target and the Operative knowing the target's approximate location through non-visual means — CE discretion). (Note: See Operative — Sneak Attack for the full eligibility conditions.)

    Example: Two combatants are both inside Veil of Shadow (Heavily Obscured). One attacks the other. They have advantage (attacker unseen) and disadvantage (target unseen) — these cancel to a normal roll. Neither is effectively "invisible" in the mechanical Invisible condition sense; they're both stumbling in the same dark.

    Stealth: A creature in Heavily Obscured conditions can attempt to Hide even without cover or physical concealment — the visual obstruction itself provides sufficient concealment for Hide checks. This overrides the normal rule that requires cover or concealment to attempt Hide; Heavily Obscured terrain is inherently sufficient.


    Invisible vs. Heavily Obscured — Key Distinctions

    These two states produce identical effects on attack rolls but differ in important ways:

    Property Invisible (Condition) Heavily Obscured (Terrain)
    Attack rolls against Disadvantage Disadvantage
    Attacker's attack rolls Advantage No penalty
    Source Spell, ability, augment Environmental — darkness, smoke, fog
    Detectable by sound Yes (footsteps, breathing) N/A — creature is in the area, not hidden
    Cloak of Shadows Breaks on hit (outside dim light) Does not break conditions
    Spell targeting ("visible creatures") Invisible = not valid target for sight-based spells In Heavily Obscured area: GM discretion if caster is inside the zone with them
    Umbral Senses Detects invisible creatures by sound N/A

    Why this matters: An Operative using Cloak of Shadows (Invisible condition) has advantage on attack rolls. An Operative in a dark corridor (Heavily Obscured terrain) has no attack penalty. These read identically for defenders (disadvantage to hit both), but the Invisible condition is more powerful for the attacker. Abilities and spells that counter one may not counter the other — read carefully.

    Veil of Shadow (magical darkness): Unlike natural darkness, the Veil's darkness is magical and blocks darkvision as well as normal sight. Creatures entering Veil of Shadow are Heavily Obscured to all creatures without magical sight — including those with darkvision. The Shadow specialization grants its user the ability to see within the Veil as dim light (personal exception, stated in the ability text). Spells that require "a creature you can see" cannot target creatures inside the Veil unless the caster is also inside it and perceives the target there.


    Darkvision

    Darkvision converts total darkness to clear sight within its range.

    • A creature with darkvision sees normally within its darkvision range in total darkness — areas within range are not Lightly Obscured or Heavily Obscured from their perspective.
    • Attacking: No disadvantage on attack rolls in total darkness within darkvision range.
    • Being attacked: Non-darkvision attackers targeting the darkvision creature still see it as Heavily Obscured. Their attacks have disadvantage.
    • Darkvision does not penetrate magical darkness (such as Veil of Shadow). Magical darkness blocks darkvision as well as normal sight — the Shadow specialization grants personal exception (can see within the Veil as dim light, per the ability text).

    Example: Krel (darkvision 60 ft) and a human soldier are in total darkness. Krel attacks the soldier — no disadvantage (Krel sees within 60 ft). The soldier attacks Krel — disadvantage (soldier sees total darkness; Krel is Heavily Obscured to them). Krel has a one-sided advantage in this darkness.

    Low-Light Optics (T1 Ocular augmentation): Functions identically to darkvision for these rules. Attacks in dim light or total darkness (within optics range) impose no disadvantage for the Low-Light Optics user; non-optics attackers targeting the user in darkness are at the standard disadvantage.


    Thermal Optics and Visibility

    Thermal Optics (T2 Ocular augmentation, 30 ft range): The thermal system reads heat signatures rather than reflected light. Within 30 feet:

    • No attack disadvantage against targets in Lightly Obscured conditions (dim light, fog, smoke).
    • No attack disadvantage against targets in Heavily Obscured conditions (darkness, thick smoke, blizzard).
    • The Heavily Obscured condition still blocks precise visual detail — Thermal Optics counters the attack penalty but doesn't negate Stealth checks made by the target (they're still obscured, just visible as a heat bloom).
    • Exception: Creatures with Thermal Shedding Integument (T2 Dermal augmentation) do not appear on thermal sensors. Thermal Optics provides no benefit against them; treat attacks against them normally.

    Tactical HUD (T4 Ocular augmentation): Sees through smoke, fog, and non-magical obscurement at any range. No disadvantage from Lightly Obscured or Heavily Obscured non-magical conditions. Magical darkness (Veil of Shadow, spell effects) is not penetrated.


    Concealment Summary Table

    Situation Attack Roll Effect
    Targeting creature in Lightly Obscured Disadvantage
    Attacking from Lightly Obscured No penalty
    Targeting creature in Heavily Obscured Disadvantage
    Attacking from Heavily Obscured No penalty
    Both attacker and target Heavily Obscured Normal (adv. + disadv. cancel)
    Targeting Invisible creature Disadvantage
    Invisible attacker targeting visible creature Advantage
    Darkvision user in total darkness Sees normally within range — no attack penalty for self; non-darkvision attackers target them at disadvantage
    Thermal Optics targeting obscured creature (within 30 ft) No disadvantage
    Tactical HUD targeting obscured creature No disadvantage (non-magical only)

    Terrain Types

    • Difficult Terrain: Costs 2 ft of movement per 1 ft traveled (rubble, shallow water, dense brush, ice)
    • Greater Difficult Terrain: Costs 3 ft per 1 ft (deep mud, climbing, steep slope)
    • Hazardous Terrain: Damage or condition applied (lava, electrified floor, toxic sludge)

    Environmental Combat

    The Wasteland is not a clean, static arena. Structures crumble, fuel leaks ignite, floors collapse, and the battlefield changes round by round. Smart combatants use the environment as a weapon — or flee when it turns against them.

    Design Principle: Environmental elements follow the same rules as creatures where possible: they have HP, DV, and saves. Destroying something has consequences. The battlefield is a participant, not a backdrop.

    Destructible Objects

    Any object can be attacked. Objects have HP (how much damage they absorb before breaking), DV (how hard they are to hit — most static objects are easy to hit), and Hardness (flat damage reduction applied to every hit — represents material toughness).

    Hardness reduces incoming damage before HP is subtracted. A weapon that deals less damage than an object's Hardness cannot damage it at all. Hardness does not apply to energy damage (fire, electric, force) unless noted.

    Object HP DV Hardness Notes
    Glass window 3 8 0 Shatters on any hit; fragments deal 1d4 piercing to adjacent creatures
    Wooden door 10 10 2 Flammable — fire damage ignores Hardness
    Wooden barricade 15 8 2 Provides partial cover (+2 DV) while intact
    Metal door (standard) 25 12 5 Resistant to most melee weapons
    Brick wall (5 ft section) 30 10 8 Collapse creates difficult terrain in adjacent squares
    Concrete wall (5 ft section) 50 10 10 Only heavy weapons, explosives, or energy deal meaningful damage
    Vehicle (civilian) 40 8 5 Fuel tank may trigger chain reaction (see below)
    Vehicle (armored/military) 80 10 10 Hardness applies to energy damage
    Support column (structural) 35 10 8 Destroying triggers structural collapse (see Chain Reactions)
    Fuel container (barrel/tank) 10 10 2 Destroying triggers explosion (see Chain Reactions)

    Attacking Objects: Objects automatically fail MIG and AGI saves. They are immune to psychic and poison damage. Piercing damage deals half damage to most objects (unless they're fragile like glass). Bludgeoning damage deals full damage. Fire damage ignores Hardness on flammable objects.

    Cross-Reference — Scavenger: The Scavenger's Improvised Cover (Makeshift Solution, Level 2) creates a barricade with 10 HP. The Scavenger's Scrap Bomb (Wasteland Ingenuity, Level 5) "destroys light cover in the blast radius" — this means any object with 15 HP or fewer in the blast area is destroyed.

    Cross-Reference — Infiltrator: The Infiltrator's Assess Target (Level 1) is a combat action that studies an enemy, granting +2 to attack rolls against them for 1 hour. Exploit Weakness (Level 3) adds damage riders on hits against Assessed targets by spending Intel Dice. The Coordinated Exploit skill tree ability grants all allies +1 to attacks against Assessed targets — this is a passive party-wide benefit during combat. The Saboteur specialization's Planted Charge and Disable abilities interact with destructible objects and equipment (see Environmental Combat). See Classes: Infiltrator for full details.

    Cross-Reference — Psion: See Psionic Attacks (under Attack Rolls and Defense Values) for how psionic combat works. The Psion's Focus system creates an escalating combat presence — they grow more dangerous each round but risk catastrophic Backlash. The Kineticist specialization introduces Telekinetic Grip (restrain), Kinetic Barrage (multi-target ranged), and Telekinetic Maelstrom (persistent area damage). The Warden specialization's Psionic Aegis is a reaction that absorbs damage dealt to allies. See Classes: Psion for full details.

    Cross-Reference — Mutant: See Natural Weapons (under Improvised Weapons) for how natural weapon combat works. The Mutant's Mutation Surge (Level 3) adds damage and a rider effect on natural weapon hits by spending Strain Dice. Feral Evolution (Level 5 capstone) enhances natural weapons and grants free Mutation Surges for 1 minute at the cost of exhaustion. The Aberration specialization's Toxic Presence deals automatic damage to adjacent creatures (including allies) and Reactive Biology deals acid damage to melee attackers Reaction. See Classes: Mutant for full details.

    Spreading Hazards

    Some environmental effects expand over time. At the end of each round (after all creatures have acted), spreading hazards grow as described. Track spreading hazards with tokens or zones on the map.

    Fire

    • Initial: Occupies one or more 5-foot squares. Creatures that enter a burning square or start their turn in one take 1d6 fire damage.
    • Spread: At the end of each round, fire spreads to all adjacent squares containing flammable material (wood, cloth, vegetation, fuel). Non-flammable surfaces (stone, metal, water) stop fire spread.
    • Extinguishing: A creature can spend 1 action to extinguish fire in one 5-foot square (stomping, smothering). A large water source or fire suppression system extinguishes all fire in its area. Fire burns out naturally after 1d4+1 rounds in any given square if it has no fresh fuel.
    • Smoke: After 2 rounds of sustained fire, the area within 10 feet above the flames becomes lightly obscured (smoke). After 4 rounds, it becomes heavily obscured in enclosed spaces.

    Toxic Gas

    • Initial: Fills a 10-foot radius from the source (ruptured container, fungal bloom, gas vent). Creatures in the area at the start of their turn must make a Fortitude save (DC 13) or become poisoned and take 1d6 poison damage. On success, half damage and not poisoned.
    • Spread: At the end of each round, the radius expands by 10 feet in enclosed spaces (gas fills the room). In open air, gas disperses after 3 rounds unless the source continues.
    • Clearing: Strong wind (natural or created) disperses gas in 1 round. Sealing the source stops expansion but does not remove existing gas (it lingers for 1d4 rounds).

    Structural Collapse

    • Initial: When a support column, load-bearing wall, or critical structural element is destroyed, the area begins to collapse. Collapse affects a 20-foot radius around the destroyed element.
    • Warning: Collapse does not happen instantly. There is a 1d4 round delay — creatures hear groaning metal, cracking concrete, and falling debris. The GM announces the countdown.
    • Collapse: When the countdown reaches 0, all creatures in the collapse zone must make a Reflex save (DC 15). On failure: 4d10 bludgeoning damage and the creature is buried 1 Action (restrained, cannot breathe, must use to dig out or be dug out by an adjacent ally spending). On success: half damage, not buried, and the creature can move 5 feet to the edge of the zone as part of the save.
    • Aftermath: The collapse zone becomes greater difficult terrain (rubble). Buried creatures take 1d6 bludgeoning damage at the start of each of their turns until freed.

    Flooding

    • Initial: Water enters the area from a burst pipe, underground spring, or breached container. Water fills the lowest point in the area at 5 feet depth per round.
    • Shallow water (1-3 ft): Counts as difficult terrain.
    • Deep water (4+ ft): Creatures must swim (Athletics check DC 12 each round to stay afloat). Failure: the creature begins drowning (see Conditions). Heavy armor imposes disadvantage on the Athletics check.
    • Clearing: Water drains naturally if there's an exit (hole in the floor, open doorway to lower ground). Creatures can create a drain by destroying a floor section or wall.

    Chain Reactions

    Certain environmental elements react violently when damaged or destroyed. GMs should place these elements deliberately in encounter design — they are tactical features, not random dangers.

    Fuel Containers (barrels, tanks, vehicle fuel lines)

    • Trigger: Destroyed by any damage type, or hit by fire damage.
    • Effect: Explodes in a 10-foot radius. All creatures in the area take 3d6 fire damage (Reflex save DC 14 for half). The explosion ignites fire in all squares within the radius (see Spreading Hazards: Fire). Adjacent fuel containers have a 50% chance of also detonating at the end of the round Reaction (chain).

    Electrical Systems (power panels, generators, exposed wiring)

    • Trigger: Destroyed by any damage type, or hit by water.
    • Effect: Discharges in a 15-foot radius. All creatures in the area take 2d6 electric damage (Reflex save DC 13 for half). Creatures wearing metal armor make the save at disadvantage. The discharge also disrupts electronic equipment in the area — augmentations, drones, and electronic devices cease functioning for 1 round.

    Support Columns (load-bearing pillars, bridge supports, mine timbers)

    • Trigger: Reduced to 0 HP.
    • Effect: Triggers Structural Collapse (see Spreading Hazards) in a 20-foot radius. The 1d4 round delay gives combatants time to react — or time to lure enemies into the zone.

    Shooting Through Cover

    In the Wasteland, walls are often thin and weapons are often powerful. Some attacks can penetrate cover:

    Heavy Weapons: For the purposes of cover penetration and other combat rules, a heavy weapon is any weapon with the Heavy property (see Equipment: Weapon Properties). This includes sledgehammers, chainsaws, powered warhammers, light machine guns, and rocket launchers.

    Light Cover (wooden barricade, furniture, thin walls):

    • Heavy weapons (as defined above) ignore light cover entirely — the attack passes through.
    • Standard weapons interact with light cover normally (+2 DV to the target).

    Heavy Cover (brick or concrete walls, armored vehicles, thick metal):

    • Heavy weapons reduce heavy cover to light cover (+2 DV instead of +5 DV).
    • Armor-piercing ammunition (if available) also reduces heavy cover to light cover.
    • Explosives (grenades, Scrap Bomb, demolition charges) ignore cover entirely — the blast goes over, under, and around obstacles.
    • Standard weapons interact with heavy cover normally (+5 DV to the target).

    Total Cover (fully enclosed behind solid barriers):

    • Cannot be targeted directly by any weapon.
    • Explosives on the same side as the target still affect them normally.
    • Structural destruction (destroying the cover) removes it — see Destructible Objects.

    Note: Shooting through cover that is also a destructible object damages the object. If you fire a heavy weapon through a wooden barricade (15 HP, Hardness 2) at a target behind it, the barricade takes the weapon's damage minus Hardness. If it breaks, the target loses their cover.

    Improvised Environmental Actions

    Players will inevitably try creative environmental interactions not covered by the rules above. As a guideline:

    • Kicking over a brazier/lantern: Free action if adjacent. Ignites 5-foot square. Fire rules apply.
    • Pushing a heavy object off a ledge: 1 action, MIG check DC 12-15 depending on weight. Object deals 1d6 per 10 feet fallen (bludgeoning) to creatures below (Reflex save for half, DC 12).
    • Cutting a rope/chain: 1 action, attack roll against DV 10. Rope has 5 HP, chain has 10 HP (Hardness 3).
    • Flipping a table for cover: 1 action. Creates partial cover (+2 DV) in one direction. Table has 10 HP, Hardness 0.
    • Shooting a hanging chandelier/light fixture: Attack roll against DV 12. Falls onto creatures below: 2d6 bludgeoning (Reflex DC 12 for half), area becomes difficult terrain.

    The GM should reward creative environmental thinking. If a player asks "Can I...?" and the answer involves the environment, the default should be "Yes, here's how."


    Worked Encounter Examples

    Example 1: The Collapsing Fuel Depot

    Setting: A ruined fuel depot — 3 fuel barrels (10 HP each), 2 support columns, wooden barricades scattered for cover. The party fights 4 raiders inside.

    Round 1: The Scavenger throws Caltrops & Hazards across the main approach. The Gunslinger uses a barricade for partial cover (+2 DV). Raiders advance, one stepping on caltrops (Reflex DC 12 or 1d6 piercing + half speed).

    Round 2: A raider takes cover behind a fuel barrel. The Mystic casts Firebolt at the barrel — it has 10 HP, and fire damage bypasses Hardness on fuel containers. The barrel explodes: 3d6 fire damage in a 10-foot radius (Reflex DC 14 for half). The raider takes full damage. Fire ignites in a 10-foot radius. An adjacent barrel has a 50% chance of also exploding at end of round — the GM rolls: 68, no chain reaction. Yet.

    Round 3: Fire spreads to adjacent flammable squares (wooden barricades catch fire, Hardness bypassed). The burning barricade now provides cover but also deals 1d6 fire to creatures behind it. The Scavenger uses Wasteland Ingenuity: Scrap Bomb targeting the second fuel barrel and the remaining raiders clustered near it. Scrap Bomb (3d8 fire, 15-ft radius) detonates the second barrel (3d6 fire, 10-ft radius) — overlapping area. Raiders caught in both take both sets of damage.

    Round 4: Smoke from sustained fire lightly obscures the area. The party uses the chaos to reposition. The last support column is damaged from the explosions — if it falls, the ceiling goes with it. The Diplomat uses Extraction Protocol (if present) or the party simply retreats before the structure collapses on the remaining enemies.

    Tactical Takeaway: The fuel barrels transformed a simple 4v4 into a dynamic encounter where positioning, fire management, and environmental destruction mattered as much as attack rolls.

    Example 2: The Flooding Basement

    Setting: A pre-war basement laboratory. The party is searching for tech when a burst pipe begins flooding the room. 2 security drones activate.

    Round 1: Water begins filling the room — 1 foot depth. No mechanical effect yet.

    Round 2: Water at 2 feet — the floor is now difficult terrain (shallow water). The Technician's drone has disadvantage on ground movement. The security drones, hovering above the water, are unaffected.

    Round 3: Water at 3 feet. Still difficult terrain, but small characters may need to swim soon. An exposed electrical panel on the far wall is now partially submerged. The Psion uses Psi Strike (Telekinesis) to shove a security drone into the electrical panel, destroying it. The panel discharges: 2d6 electric damage in a 15-foot radius. Water conducts — all creatures standing in the water within range make the save at disadvantage. The remaining drone, hovering above the water, saves normally.

    Round 4: Water at 4 feet — deep water. All non-swimming creatures must make Athletics DC 12 each round. The Warrior in heavy armor has disadvantage. The party needs to escape — the Operative locates a drain grate in the floor (Perception check) and the Scavenger pries it open (crowbar, MIG check DC 12). Water begins draining. The combat shifts from "kill the drones" to "survive the environment while fighting."

    Tactical Takeaway: The rising water created escalating urgency, and the electrical panel chain reaction turned the environment into both a weapon and a threat. The encounter was dangerous despite only 2 enemies.

    Conditions and Status Effects

    Blinded

    • Auto-fail sight-based checks
    • Attacks have disadvantage
    • Attacks against you have advantage
    • -10 to Passive Perception

    Charmed

    • Cannot attack or target charmer with harmful effects
    • Charmer has advantage on social checks against you
    • Ends if charmer or charmer's allies harm you

    Deafened

    • Auto-fail hearing-based checks
    • -10 to Passive Perception

    Frightened (by specific source)

    • Disadvantage on checks and attacks while source is visible
    • Cannot willingly move closer to source
    • -2 to DV while source is visible

    Grappled

    • Speed becomes 0
    • Cannot benefit from speed bonuses
    • Ends if grappler is incapacitated or moved out of reach
    • Escape: Use 1 action, contested check (Athletics or Acrobatics) vs grappler's Athletics

    Incapacitated

    • Cannot take actions or reactions
    • Lose concentration on spells

    Invisible

    • Impossible to see without special senses
    • Attacks have advantage
    • Attacks against you have disadvantage
    • Leave visual tracks (footprints, disturbed objects)

    Paralyzed

    • Incapacitated, can't move or speak
    • Auto-fail MIG and AGI saves
    • Attacks against you have advantage
    • Melee hits within 5 feet are automatic crits

    Petrified

    • Transformed to stone
    • Incapacitated, can't move or speak
    • Unaware of surroundings
    • Resistance to all damage
    • Immune to poison/disease
    • Weight increases by factor of 10

    Poisoned

    Prone

    • Standing from prone costs 1 action. Can only crawl while prone (half-speed movement).
    • Disadvantage on attack rolls
    • Melee attacks against you have advantage
    • Ranged attacks against you have disadvantage

    Restrained

    • Speed becomes 0
    • Attacks have disadvantage
    • AGI saves have disadvantage
    • Attacks against you have advantage

    Stunned

    • Incapacitated, can't move
    • Can speak falteringly (GM discretion)
    • Auto-fail MIG and AGI saves
    • Attacks against you have advantage

    Unconscious

    • Incapacitated, can't move or speak
    • Unaware of surroundings
    • Drop everything held, fall prone
    • Auto-fail MIG and AGI saves
    • Attacks have advantage
    • Melee hits from within 5 feet are automatic crits

    Special Combat Actions

    Grapple 1 Action

    • Target within reach, one free hand
    • Make a MIG (Athletics) check contested by the target's Athletics or Acrobatics check (target's choice)
    • Success: Target is Grappled (speed 0)
    • Failure: No effect — the target slips free of your attempt
    • Can drag grappled target at half your speed

    Constriction (While Grappling)

    A creature that is grappling another creature can spend 1 action to deal constriction damage — crushing, squeezing, or wrenching the grappled target. The grappling creature deals damage equal to its unarmed strike or natural weapon damage (no attack roll required — the target is already held).

    Constriction uses the same escape DC as the standard grapple: the grappled creature can escape by spending 1 action and succeeding on a contested Athletics or Acrobatics check against the grappler's Athletics.

    Note: The Mutant's Prehensile Limbs surge rider (Constrict) automatically grapples the target on a Mutation Surge hit and deals 1d6 bludgeoning damage at the start of each of the target's turns. This is a specific feature that supersedes the generic constriction rules — the auto-grapple requires no check, and the ongoing damage is automatic rather than costing an action.

    Multiple Grapplers

    When multiple creatures grapple the same target simultaneously:

    • Each grappler must independently succeed on the grapple check to establish their hold
    • The grappled creature must break free from each grappler separately 1 Action (per escape attempt, against one grappler of their choice)
    • While grappled by two or more creatures, the target has disadvantage on escape checks — multiple holds are exponentially harder to break
    • If one grappler is removed (incapacitated, moved out of reach, or the grapple is broken), the remaining grapple(s) continue normally

    Shove 1 Action

    • Target within your natural melee reach (5 ft) — Shove requires physically pushing the target and cannot be performed at extended weapon reach
    • Make a MIG (Athletics) check contested by the target's Athletics or Acrobatics check (target's choice)
    • Success: Push 5 feet away OR knock Prone
    • Failure: No effect — the target holds their ground

    Disarm 1 Action

    • Target within reach, wielding an item
    • Make an attack roll contested by the target's Athletics or Acrobatics check (target's choice)
    • Success: The target drops one held item of your choice. The item lands in a random unoccupied space within 10 feet of the target.
    • Failure: The target can make an attack of opportunity against you Reaction (you overextended)
    • Disarm cannot be used against a creature two or more sizes larger than you

    Trip 1 Action

    You target an enemy's legs, balance, or mobility to bring them down.

    • Target must be within your melee reach and be no more than one size larger than you
    • Make a MIG (Athletics) or AGI (Acrobatics) check (attacker's choice) contested by the target's Athletics or Acrobatics check (target's choice)
    • Success: Target is knocked Prone
    • Failure: No effect
    • Critical Success (win by 10+): Target is Prone and Dazed until the end of their next turn (hard landing)
    • Trip works at weapon reach range — if you wield a polearm with 10-ft reach, you can Trip a target 10 feet away. Unlike Shove, which requires you to physically push the target and only works at your natural melee reach (5 ft), Trip uses leverage or a sweeping motion through your weapon's full reach distance.

    Trip vs. Shove: Shove 1 Action pushes a target 5 feet OR knocks them Prone — the attacker chooses — but only works at natural melee reach (5 ft). Trip only knocks Prone but works at your full weapon reach distance, allows Acrobatics as the attacker's check (giving AGI builds an option), and offers a critical success effect (Prone + Dazed). Use Shove to reposition enemies (push off ledges, into hazards); use Trip to create openings for melee allies (Prone grants advantage to melee attacks within 5 ft).

    Class Interactions:

    • Warrior (Vanguard): Vanguard Warriors built for battlefield control can Trip, then follow up with attacks at advantage against the Prone target — a powerful 2-action combination.
    • Operative: A tripped target grants melee advantage, satisfying Sneak Attack conditions without needing an adjacent ally.

    Feint 1 Action

    You make a deceptive motion — a false swing, a misdirecting glance, a telegraphed opening — to create a genuine one.

    • Target must be within your melee reach and able to see you
    • Make a PRE (Deception) check contested by the target's WIS (Insight) check
    • Success: You have advantage on your next melee attack roll against the target before the end of your current turn
    • Failure: No effect — the target saw through your ruse
    • Critical Failure (lose by 10+): The target reads your real intention. They have advantage on their next attack against you before the end of their next turn.
    • Feint has no effect on creatures that are Blinded, Unconscious, or otherwise unable to perceive your movements (you cannot deceive a creature that cannot see you)
    • Once per turn: You can only attempt one Feint per turn against a given target

    Example: An Infiltrator in melee with a Raider Boss feints with their combat knife (Deception +7 vs. Insight +3). They succeed, gaining advantage on their next attack — which triggers Sneak Attack. The Feint 1 Action + Attack 1 Action leaves them 1 action for Dodge or repositioning.

    Class Interactions:

    Operative: Feint grants advantage, which satisfies Sneak Attack. An Operative can Feint 1 Action → Strike with Sneak Attack 1 Action → Hide or Dodge 1 Action. This gives melee Operatives a solo Sneak Attack enabler without relying on adjacent allies.
  • Diplomat: Diplomats with high Presence and Deception proficiency are natural feinsters. A Diplomat who invests in melee becomes a deceptive combatant — not dealing the most damage, but consistently attacking at advantage.
  • Infiltrator: The Infiltrator's emphasis on deception and misdirection makes Feint a core combat tool. Combined with their stealth abilities, it creates a "vanish and deceive" combat loop.
  • Sweeping Strike 2 Actions

    You swing your weapon in a wide arc, striking multiple enemies in a single motion.

    • Requires a melee weapon (not unarmed strikes)
    • Choose up to 3 targets that are each within your melee reach and within 5 feet of at least one other chosen target
    • Make a single attack roll at a -2 penalty, compared separately against each target's DV
    • Damage: Each target hit takes your normal weapon damage. Apply your ability modifier to damage only once (to the first target hit). Additional targets take weapon dice only.
    • You cannot use Sweeping Strike with a weapon that has the Light property (daggers, knives — too small to sweep effectively)
    • Multiple Attack Penalty: Sweeping Strike counts as two Strikes for the purpose of the multiple attack penalty. The penalty depends on when you use it:
        Sweeping Strike first 2 Actions → Strike 1 Action: The Sweeping Strike attack roll has no MAP (it's your first attack). Your third-action Strike takes -6 MAP (as if it were your third attack).
        Strike first 1 Action → Sweeping Strike 2 Actions: Your first Strike has no MAP. The Sweeping Strike attack roll takes the -2 inherent penalty plus -3 MAP, for a total of -5 to the attack roll. No further actions remain.

    Example: A Warrior with a greataxe (1d12 + 4 MIG) uses Sweeping Strike against 3 raiders in melee. She rolls 1d20-2 = 15. Raider A (DV 13) and Raider B (DV 14) are hit; Raider C (DV 16) is missed. Raider A takes 1d12+4 damage; Raider B takes 1d12 damage (no ability modifier). Her remaining 1 action can be used for movement, Dodge, or another activity.

    Design Note: Sweeping Strike is the melee counterpart to Full Auto Burst 2 Actions (3 targets, -2 penalty). The tradeoff is deliberate: Full Auto Burst can hit targets up to weapon range apart, while Sweeping Strike requires clustered enemies within reach. Melee characters must earn their multi-target by positioning into the thick of combat.

    Class Interactions:

    • Warrior (Cleave): Cleave triggers on kills; Sweeping Strike is a deliberate action. A Warrior who kills a target with Sweeping Strike can trigger Cleave for a free additional attack against a fourth target within reach.
    • Mutant (Prehensile Limbs): A Mutant using a natural weapon with reach can Sweeping Strike at extended range, catching more targets.

    Suppressive Fire 2 Actions

    You lay down a barrage of fire not to hit a specific target, but to make an area dangerous to move through. Bullets, bolts, or energy blasts chew up cover, ricochet off walls, and force anyone in the zone to keep their heads down.

    • Requires a ranged weapon with ammunition (cannot be used with thrown weapons or single-shot weapons that require a 2-action reload)
    • Expend 5 ammunition (this represents sustained fire, not aimed shots)
    • You must have at least 5 rounds of ammunition loaded or available; if you have fewer than 5, you cannot use this maneuver
    • Designate a 15-foot cone originating from you, or a 15-foot line (5 ft wide) originating from you
    • The suppression zone lasts until the start of your next turn
    • Any creature that enters the zone or moves within it (including standing from prone) must make a Reflex save (DC = 8 + your AGI modifier + proficiency bonus) or take your weapon's base damage (weapon dice only --- no ability modifier, no Sneak Attack, no bonus damage). A creature makes this save only once per turn, regardless of how far it moves within the zone.
    • Creatures that are already in the zone when you create it and do not move are not affected --- the fire is keyed to movement, not presence. A creature that stays still and takes no movement on its turn avoids the suppression entirely.
    • Failure: The creature takes damage and must end its movement immediately (it can still take actions from where it stopped).
    • Success: The creature takes no damage and can continue moving normally.

    Example: A Gunslinger with a submachine gun (1d8 damage, AGI +4, proficiency +4) creates a 15-foot cone of Suppressive Fire in a corridor. The DC is 16 (8+4+4). A raider trying to charge through the cone must make a Reflex save. On failure, the raider takes 1d8 damage and stops moving. On success, the raider pushes through unharmed. The Gunslinger's remaining 1 action can be used for movement, Dodge, or another activity.

    Covering Fire Talent Interaction:

      Covering Fire Reaction (talent, , 1 ammo) suppresses one creature with disadvantage on all attacks and a free attack if it moves. It is reactive, efficient, and single-target.
      Suppressive Fire 2 Actions (base maneuver, , 5 ammo) denies an area to all creatures that try to move through it. It is proactive, expensive, and multi-target.
    • A character with the Covering Fire talent can use both in the same round: Suppressive Fire on their turn 2 Actions, then Covering Fire Reaction when a specific enemy acts. This creates a layered defense --- area denial plus single-target suppression.

    Class Interactions:

    • Gunslinger (Demolitionist): A Demolitionist's Suppressive Fire benefits from their explosive expertise thematically, but mechanically uses the same rules.

    Explosive Weapons (Demolitionist only): If you use Suppressive Fire with a weapon that has an explosive projectile (e.g., Grenade Launcher), the cone or line originates from the point of impact rather than from you. This requires the Demolitionist specialization and overrides the base restriction against 2-action reload weapons for this purpose.

    • Warrior (Warlord): A Warlord can combine Tactical Command (directing ally movement) with Suppressive Fire from an allied Gunslinger --- forcing enemies to either stay still or take damage while allies reposition.

    Overrun 1 Action

    You bull through an occupied space, shouldering past or trampling enemies in your path. Where others go around, you go through.

    • Declare Overrun and choose a target creature in your path (you must be moving toward the target's space as part of this action or a separate Stride action on the same turn)
    • Make a MIG (Athletics) check contested by the target's Athletics or Acrobatics check (target's choice)
    • Size Advantage: If you are larger than the target, you have advantage on the check. If the target is larger than you, you have disadvantage. Equal size is a straight contest.
    • Success: You move through the target's space. The target is pushed 5 feet to either side (your choice) and cannot take reactions against you until the end of your current turn (no attacks of opportunity as you pass). Your movement continues normally --- you do not stop in the target's space.
    • Failure: Your movement stops in the space directly before the target. You do not enter the target's space. The remaining movement from your Stride (if any) is lost.
    • Critical Success (win by 10+): You move through the target's space. The target is pushed 5 feet to either side AND knocked Prone. You do not provoke reactions from any creature until the end of your turn.
    • You can attempt Overrun against multiple creatures during the same movement, but each Overrun costs 1 action 3 Actions (a character with could Stride + Overrun + Overrun, or Overrun three separate creatures if they have enough movement to reach each one).
    • Overrun cannot be used against creatures that are two or more sizes larger than you (you cannot barrel through a creature that massive --- go around).

    Example: A Mutant (Medium, Athletics +7) charges down a hallway occupied by two raiders (Medium, Athletics +3). She uses Action 1: Stride (moving toward the first raider). Action 2: Overrun against Raider A --- she rolls Athletics: 18 vs. the raider's 11. Success: she pushes through, shoving Raider A to the left. Her movement continues. Action 3: Overrun against Raider B --- she rolls 14 vs. the raider's 16. Failure: she stops in the space before Raider B, ending her turn face-to-face with a raider who held his ground.

    Class Interactions:

    • Warrior (Berserker): A raging Berserker with advantage on MIG saves and checks becomes a terrifying Overrun threat. Combined with Reckless Strike on the next turn, the "charge through and attack" loop creates the "unstoppable juggernaut" fantasy.
    • Mutant (Feral Evolution): A Mutant in Feral Evolution form with increased size treats most humanoid enemies as smaller --- gaining advantage on Overrun checks.
    • Warrior (Level 16) Interaction: The Warrior's Unstoppable Force feature supersedes the Overrun maneuver entirely --- it allows the Warrior to move through hostile creatures' spaces automatically, dealing 2d6 bludgeoning damage with no contest required.

    Coup de Grace 1 Action

    You deliver a deliberate killing blow to a creature that cannot defend itself. This is not a combat action --- it is an execution.

    • Target must be adjacent (within 5 feet) and must be unconscious, paralyzed, or helpless (defined as both restrained and incapacitated simultaneously). A creature that is merely restrained, stunned, or prone is not eligible --- it can still attempt to defend itself.
    • The attack automatically hits and is an automatic critical hit (double damage dice, as per normal critical hit rules).
    • If the damage reduces the target to 0 HP, the target dies --- no death saving throws. The blow is delivered with precision to ensure lethality.
    • If the damage does not reduce the target to 0 HP (the creature had more HP remaining than the damage dealt), the creature takes the damage normally and is no longer unconscious (the pain jolts it awake). It is now conscious, prone, and aware of you.
    • Creature Immunity (GM Discretion): Some creatures may be immune to Coup de Grace due to anatomy or nature. A creature without a discernible vital point (oozes, swarms, certain constructs) or a creature whose unconsciousness is a tactical ruse (some aberrations, shapeshifters) may be immune. The GM makes this determination.
    • Coup de Grace is a combat action, not a social one. Using it on a surrendered or captured NPC is a narrative choice with consequences --- factions, allies, and party members may react to executions.

    Example: An Operative knocks a guard unconscious with a chokehold (Grapple → Constriction → 0 HP → Stabilized → Unconscious). On her next turn, she uses Coup de Grace with her combat knife (1d6+3). Auto-hit, auto-crit: 2d6+3 = 10 average damage. The unconscious guard at 1 HP (stabilized) takes 10 damage and dies. No death saves. Clean, quiet, and decisive.

    Operative Interaction:

    • The Operative feature Coup de Grace (Assassin specialization) is an enhanced version of this base maneuver. The Operative's version has broader eligibility (unconscious, helpless, or stunned targets) and allows an instant kill on eligible targets regardless of remaining HP (subject to GM immunity rulings). This base maneuver restricts eligibility to unconscious, paralyzed, or helpless targets and requires damage to reduce the target to 0 HP. The Operative's feature should be treated as upgrading the base Coup de Grace in both eligibility and lethality.

    Maneuver Summary

    Maneuver Actions Check Effect Key Distinction
    Grapple 1 Athletics vs. Athletics/Acrobatics Target's speed = 0 Hold and control
    Shove 1 Athletics vs. Athletics/Acrobatics Push 5 ft OR knock Prone Reposition enemies
    Disarm 1 Attack roll vs. Athletics/Acrobatics Target drops held item Remove enemy weapons
    Trip 1 Athletics/Acrobatics vs. Athletics/Acrobatics Knock Prone (at reach) Create melee advantage
    Feint 1 Deception vs. Insight Advantage on next attack Non-physical opening
    Overrun 1 Athletics vs. Athletics/Acrobatics Move through occupied space Break through enemy lines
    Sweeping Strike 2 Attack roll (-2) Hit up to 3 adjacent targets Melee multi-target
    Suppressive Fire 2 --- (targets save) Area movement denial, damage on failed save Ranged area denial
    Coup de Grace 1 Auto-hit Auto-crit on helpless target, death if reduced to 0 HP Execute helpless targets

    Dodge 1 Action

    Until the start of your next turn:

    • Attacks against you have disadvantage
    • You have advantage on AGI saves
    • You do not provoke attacks of opportunity

    Note: Dodge serves as both a defensive stance and a safe withdrawal. While dodging, you can move freely — including moving out of an enemy's melee reach — without triggering attacks of opportunity. There is no separate "Disengage" action in Ashfall; Dodge covers both functions.

    Help 1 Action

    Choose one ally within 5 feet. Grant that ally advantage on their next ability check before the start of your next turn.

    To help with an attack roll instead, you must succeed on a DC 10 skill check (using a skill appropriate to the situation — Athletics to steady their aim, Perception to call out a weak spot, Deception to distract the target, etc.). On success, your ally gains advantage on their next attack roll before the start of your next turn. On failure, no benefit is granted — your help was ineffective.

    Why the skill check for attacks? Helping someone swing a sword or line up a shot is harder than helping them pick a lock. The DC 10 check creates a small risk of failure that makes the Help action a meaningful choice in combat rather than an automatic advantage dispenser. Skill checks (non-combat) don't require this gate because helping someone recall information or navigate terrain has less at stake per action.

    Hide 1 Action

    • Must have cover or concealment
    • Make Stealth check Passive (vs enemies' Perception)
    • Success: You are hidden (enemies don't know location)

    Search 1 Action

    • Make Perception or Investigation check to find hidden things

    Use Object 1 Action (sometimes)

    • Activate device, pull lever, open door, drink potion
    • Simple interactions are free; complex interactions cost 1 action

    Called Shots (Optional Rule) {#called-shots-optional}

    Declare a called shot before rolling. Take a penalty to your attack roll in exchange for a special effect on hit. The target can negate effects with a Fortitude save (DC = damage dealt) unless otherwise noted.

    • Head: -5 to hit. On hit, deal +2d6 damage and the target must make a Fortitude save or be Dazed until the end of their next turn
    • Arm/Weapon: -3 to hit. On hit, target must make a MIG save or drop one held item of your choice
    • Leg: -3 to hit. On hit, target's speed is reduced by 10 feet until the end of their next turn (no save)
    • Weak Point: -5 to hit. On hit, ignore the target's armor bonus to DV and any damage reduction from armor sources
    • Vitals: -4 to hit. On hit, the attack becomes a critical hit (double damage dice) regardless of the die roll

    GM Guidance: Use sparingly. Called shots reward precision but can slow combat if every attack becomes a called shot. Consider limiting to 1 called shot per character per round.

    Note: The Gunslinger's "Called Shot" feature (see Classes: Gunslinger) is a separate ability that supersedes this optional rule. When a Gunslinger uses their feature version, use the Gunslinger's Called Shot rules, not this generic optional rule.

    Two-Weapon Fighting

    Requirements:

    • You must be wielding a weapon in each hand
    • Main-hand weapon attacks as normal 1 Action
    • Off-hand weapon attacks as 1 additional action (in 3-action system)

    Off-Hand Penalties:

    • Light weapon in off-hand: No penalty to attack rolls. Don't add attribute modifier to off-hand damage (unless negative).
    • Non-Light weapon in off-hand: -2 penalty to attack rolls with the off-hand weapon. Don't add attribute modifier to off-hand damage (unless negative).
    • Exception: If you have the Two-Weapon Fighting ability, add your attribute modifier to off-hand damage regardless of weapon type.

    Dual-Wielding the Same Weapon: You may wield two copies of the same weapon. Both follow the standard off-hand rules above. For example, dual-wielding two Combat Knives gives full attacks with the main hand and -0/-2 (Light/non-Light) with the off-hand.

    3-Action System Adaptation:

    • First attack: 1 action, full damage
    • Second attack (off-hand): 1 action, no attribute bonus to damage, -2 to hit if non-Light
    • Third attack (if somehow able): 1 action, additional -3 penalty to hit (stacks with off-hand penalty)

    Improvised Weapons

    When using objects not designed as weapons:

    • Deal 1d4 + MIG damage
    • Attack at disadvantage (unless proficient in improvised weapons)
    • May break after use (GM discretion)

    Environmental Weapons:

    • Throw barrel: 1d6 bludgeoning
    • Swing chandelier into enemy: 1d8 bludgeoning
    • Drop heavy object from height: 1d10 per 10 feet fallen

    Natural Weapons

    Some creatures — and some characters — attack with parts of their own body: claws, fangs, bone spurs, horns, a barbed tail. These are natural weapons.

    Properties:

    • Natural weapons count as simple melee weapons for all purposes (they trigger opportunity attacks, benefit from features that affect weapon attacks, and interact with the Multiple Attack Penalty normally)
    • Natural weapons deal 1d6 + MIG modifier damage (bludgeoning, piercing, or slashing — chosen per attack) unless a feature or mutation specifies otherwise
    • Natural weapons cannot be disarmed, sundered, or taken away — they are part of the wielder's body
    • A creature with natural weapons is always considered armed for purposes of opportunity attacks

    Natural Weapons and Grappling: A creature using natural weapons can attack while grappling without needing a free hand. The natural weapon is part of the body doing the grappling — claws dig in, jaws bite, a tail constricts. This is an exception to the standard grapple rules, which require one free hand (see Grapple under Special Combat Actions).

    Natural Weapon Reach: Most natural weapons have a reach of 5 feet (standard melee). Some features or mutations extend this reach — for example, the Mutant's Prehensile Limbs mutation grants natural weapon reach of 10 feet. A creature with extended natural weapon reach threatens a larger area for opportunity attacks.

    Natural Weapons and Magic: Natural weapons are not inherently magical. They do not bypass damage resistance that requires magical weapons unless a feature explicitly states otherwise (such as the Mutant Apex specialization's Evolved Natural Weapons, which makes natural weapons count as magical at Level 6).

    Cross-Reference — Mutant: The Mutant build's Mutagen Physiology (Level 1) grants proficiency with natural weapons and defines their base damage. The Mutant's mutations (Predator Claws, Prehensile Limbs, Venomous, etc.) modify natural weapon properties. Feral Evolution (Level 5 capstone) increases natural weapon damage die size. See Classes: Mutant for full details on natural weapon scaling and mutation interactions.

    Underwater Combat

    Breath-Holding

    A creature can hold its breath for a number of rounds equal to its END modifier + proficiency bonus (minimum 3 rounds). While holding your breath, you can act normally — there are no dead turns underwater.

    Strenuous activity (taking damage, spending 2+ actions on attacks, or sprinting) reduces remaining breath by 1 additional round at the end of your turn. A creature that runs out of breath gains the Suffocating condition (see Conditions).

    Sealed Equipment: A creature wearing a Rebreather (30 minutes), Sealed Helmet (1 hour), or the Sealed Environment armor modification (8-hour air supply; see Crafting: Armor Modifications) does not need to hold its breath and is immune to the Suffocating and Drowning conditions for the duration of the item's air supply. The Biological Repurposer augmentation grants permanent immunity to drowning and suffocation.

    Swim Speed and Movement

    A creature with a swim speed moves at that speed through water without Athletics checks and does not suffer melee attack penalties underwater.

    A creature without swim speed must spend 2 feet of movement for every 1 foot traveled through water (as difficult terrain). To move vertically (diving or surfacing), the creature must succeed on an Athletics check (DC 10) as part of its movement. Failure means no vertical progress that round.

    Heavy Armor Penalty: Creatures wearing heavy armor have disadvantage on Athletics checks to swim and sink at a rate of 10 feet per round if they stop actively swimming. Medium armor imposes no swim penalty but does not grant buoyancy.

    Melee Attacks

    • Piercing weapons (spears, daggers, tridents, rapiers) function normally underwater
    • Slashing and bludgeoning weapons impose disadvantage on attack rolls due to water resistance
    • Natural weapons function normally (claws, bites, tendrils are adapted to close-range force)
    • Unarmed strikes have disadvantage unless the creature has a swim speed

    Ranged Attacks

    • Ranged weapon attacks automatically miss beyond their normal range (water drag halts projectiles)
    • Within normal range, ranged attacks have disadvantage
    • Thrown weapons follow melee rules instead — piercing thrown weapons (javelins, throwing knives) function normally; others have disadvantage
    • Spell attacks function normally unless the spell specifies otherwise (see elemental interactions below)

    Elemental Interactions

    • Fire damage dealt underwater is halved (water smothers flame)
    • Cold damage in water affects all creatures within 5 feet of the target (water conducts cold)
    • Electric/lightning damage in water affects all creatures within 10 feet of the target. Each affected creature must make a Reflex save against the original DC or take the full electric damage. On success, half damage. The original target is not affected twice.
    • Thunder damage deals an additional 1d6 damage underwater (sound travels more efficiently through water)

    Visibility

    • Clear water: Normal visibility to 60 feet. Beyond 60 feet, creatures are lightly obscured.
    • Murky water (silt, algae, blood): Visibility reduced to 15 feet. Creatures beyond 15 feet are heavily obscured. Passive Perception takes a -5 penalty.
    • Dark water (no light, deep water, ink): Creatures are effectively blinded unless they have darkvision or an equivalent sense. Darkvision range is halved underwater.

    Underwater Speech and Spellcasting

    Creatures cannot speak intelligibly underwater unless they have a way to breathe (Rebreather, swim speed with gills, Biological Repurposer). Without the ability to speak:

    • Spells with verbal components cannot be cast
    • Communication is limited to gestures and signals
    • Telepathy and psionic communication function normally

    Cross-Reference — Flooding: The Flooding environmental hazard (see Spreading Hazards above) describes how water enters combat areas and creates underwater conditions. Shallow water (1-3 ft) is difficult terrain. Deep water (4+ ft) requires Athletics checks to stay afloat — failure triggers the Drowning condition.

    Mounted Combat

    Mounting and Dismounting

    • 1 action (5 ft movement)

    Controlling a Mount

    • Trained Mount: Acts on your initiative, you direct it (movement and actions)
    • Independent Mount: Has own initiative, acts independently

    While Mounted

    • Use mount's movement instead of yours
    • Advantage on melee attacks vs unmounted creatures smaller than mount
    • +1 to melee attacks vs unmounted targets
    • If mount is knocked prone, you fall off (take 1d6 damage, land prone)

    Attacking Mounts

    • Attacker can choose to target rider or mount
    • If mount is reduced to 0 HP, rider must make AGI save DC 15 or fall prone

    Vehicle Combat

    Vehicle combat is a core subsystem in Ashfall, featuring crew roles, system damage tracking, and modular vehicle design. For the full rules, see Vehicles & Operations.

    Quick Summary:

    • Each crew member fills a role: Pilot (Piloting), Gunner (Weapon Systems), Engineer (Engineering), or Commander (Tactics/Persuasion)
    • Crew members act on individual initiative using the standard 3-action economy
    • Vehicles degrade through the System Damage Track as they take HP damage (Operational → Stressed → Damaged → Critical → Disabled)
    • Passengers fire with disadvantage from moving vehicles unless the vehicle has a Stabilization System