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Beyond:Tactical Combat
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= Tactical Combat = ''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 == 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 == At the start of combat, roll: '''2d6 + Initiative''' Characters act from highest result to lowest. == Actions == 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 == 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 == 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 == 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 == 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 == 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 == 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 == Shaken clears quickly after a moment to recover. Wounded requires time, treatment, or safety. Down requires immediate help or the character may die. == Cover == Cover makes a character harder to hit. Good cover imposes a Noise Die on attacks against the protected character. == Zero-G Combat == Characters without Spacer, Boarding Specialist, or other relevant experience may suffer a Noise Die in zero-g combat. == Combat Principle == If a fight is unnecessary, avoid it. If it begins, end it quickly. {{BeyondNav}} [[Category:Beyond]] </div>
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