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Beyond:Tactical Combat

From Crucible Codex


Tactical Combat

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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

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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

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At the start of combat, roll:

2d6 + Initiative

Characters act from highest result to lowest.

Actions

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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

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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

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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

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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

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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

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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

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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

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Shaken clears quickly after a moment to recover.

Wounded requires time, treatment, or safety.

Down requires immediate help or the character may die.

Cover

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Cover makes a character harder to hit. Good cover imposes a Noise Die on attacks against the protected character.

Zero-G Combat

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Characters without Spacer, Boarding Specialist, or other relevant experience may suffer a Noise Die in zero-g combat.

Combat Principle

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If a fight is unnecessary, avoid it. If it begins, end it quickly.