Beyond:Tactical Combat
Tactical Combat
[edit]Violence is fast, dangerous, and final.
Combat in Beyond uses the same core roll as the rest of the game, but adds positioning and a simple Wound Track.
Combat should be decisive. A few solid hits can end a fight.
Tactical Scale
[edit]Personal combat may be played on a hex or square map. The exact shape of the grid does not matter.
A character may normally move 3 spaces on their turn. Running allows movement up to 6 spaces, but limits other actions.
Initiative
[edit]At the start of combat, roll:
2d6 + Initiative
Characters act from highest result to lowest.
Actions
[edit]On your turn, you may move and take one meaningful action.
Common actions include attacking, aiming, assisting, taking cover, interacting with the environment, or moving carefully.
Attacking
[edit]To attack, roll:
2d6 + Attribute + Career + Combat Ability
Melee attacks use Melee. Ranged attacks use Ranged.
The attacker must meet or exceed the target’s Defense.
Defense
[edit]A target’s Defense is based on their Defense Combat Ability and the situation. A Defense is a modifier to the attacker's roll to hit.
Cover, movement, surprise, and position may add Bonus or Penalty Dice.
Ranged Combat
[edit]Personal combat uses actual positioning on the map rather than abstract range bands.
For ranged attacks:
- Point Blank: 1 Signal
- Short Range: no modifier
- Medium Range: 1 Noise
- Long Range: 2 Noise
Aiming may grant a Signal and can offset range penalties.
Signal And Noise Dice
[edit]A Signal Die means roll 3d6 and keep the best two dice.
A Noise Die means roll 3d6 and keep the worst two dice.
Use dice shifts instead of long lists of modifiers.
Wound Track
[edit]Characters do not track hit points. They use a simple Wound Track.
Healthy No penalty.
Stunned Minor injury, shock, or disorientation. Take a Noise Die on your next action.
Wounded Serious injury. Take a Noise Die on all actions.
Down Unable to continue fighting. The character may be unconscious, incapacitated, dying, or helpless.
Damage
[edit]Most successful attacks move the target one step down the Wound Track.
Severe attacks, strong successes, heavy weapons, or dramatic circumstances may move the target more than one step.
Recovery
[edit]Shaken clears quickly after a moment to recover.
Wounded requires time, treatment, or safety.
Down requires immediate help or the character may die.
Cover
[edit]Cover makes a character harder to hit. Good cover imposes a Noise Die on attacks against the protected character.
Zero-G Combat
[edit]Characters without Spacer, Boarding Specialist, or other relevant experience may suffer a Noise Die in zero-g combat.
Combat Principle
[edit]If a fight is unnecessary, avoid it. If it begins, end it quickly.
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