Example Combat

Our heroes face off against a group of bandits deep in the woodlands.

Awl, Gnat, Molnvarg, and Tal are all level 1 PCs. They have tracked a group of armed bandits to some nearby woodlands. They have not yet been spotted, and must move in closer before launching their attack.

How Combat Begins

Combat always follows the same fixed sequence — see How Combat Works for the full rule. In brief:

  1. Determine if any combatant is surprised
  2. Roll initiative for those not surprised
  3. Complete the surprise round
  4. Roll initiative for surprised combatants
  5. Begin the first normal round of combat

Approaching Unseen

The PCs begin their approach toward the bandits. Because they have cover (rather than concealment), they may each attempt a Stealth check to Hide, contested by the Perception checks of the nearby bandits.

Since none of the bandits are currently Observing them (no bandit has yet made a successful Perception check with a precise sense), the PCs are unseen — worth a +40 bonus to Stealth if stationary, or +20 while moving. Since they're moving through the trees, the +20 applies:

  • Awl rolls a 30
  • Gnat rolls a 25
  • Molnvarg rolls a 25
  • Tal rolls a 22

Each bandit makes 4 Perception checks:

  • Bandit #1 only spots Tal
  • Bandit #2 spots nobody
  • Bandit #3 spots nobody

Because Bandit #1 spotted Tal with a precise sense (sight), Bandit #1 is now Observing him — but has noticed none of the other PCs, who all remain unseen to him.

The Four States of Awareness

Awareness runs from unaware, through aware of presence and aware of location, up to observing — only the last lets you make a normal attack against a creature with no penalty. Anything less than observing counts as unseen: total concealment against you, and you're Flat-Footed against its attacks.

Full rule: The Four States of Awareness

Rolling Initiative (Surprise Round)

Bandit #1 has spotted a PC and is not surprised — but he's noticed only Tal, so the rest of the party remains unseen to him. Bandit #2 and Bandit #3 are both surprised, with every PC unseen to them; surprised characters are Flat-Footed until they've had a chance to act.

Only characters who aren't surprised roll initiative for the surprise round, adding their Dex modifier as usual:

  • Bandit #1 rolls a 19
  • Tal rolls a 16
  • Gnat rolls a 12
  • Awl rolls a 7
  • Molnvarg rolls a 5

The Surprise Round

During a surprise round, an acting creature can take either a standard or move action, plus a swift action — the full list of named actions lives in the Combat Actions browser.

1. Bandit #1 — Take Cover

Bandit #1 spots Tal and spends a move action getting to cover, then uses his Quick Draw feat to draw his needler pistol as a swift action instead of the usual move action required to Draw or Sheathe a Weapon.

2. Tal — Energy Ray

Tal spends a standard action to cast a spell. For a ranged spell attack like Energy Ray, several things stack up:

First, Tal needs line of effect to the target. Because of his position among the trees, his line of effect reaches only part of the bandit's square, giving the bandit cover from the attack.

Second, Energy Ray has a range of close, and the bandit is at medium range (30 feet) — a cumulative −2 for each full range increment beyond the first.

Finally, Tal is currently unseen by this bandit, so the bandit is Flat-Footed against Tal's first attack (on top of already being flat-footed from being surprised).

Tal's Ranged Attack Roll

  • D20: Base roll
  • Cover bonus: +4 to the bandit's AC
  • Flat-footed: −2 to the bandit's AC
  • Range penalty: −2 to Tal's attack roll
  • Base attack bonus: +0 to Tal's attack roll
  • Ability bonus: +0 to Tal's attack roll (from Dex — ranged attacks use Dex, melee uses Str; some spells allow Int or Wis instead)

Tal rolls a 17 against the bandit's effective EAC of 12 — a hit, dealing 3 (1d3) fire damage and reducing Bandit #2's HP to 10.

3. Gnat — Thrown Spear

Gnat is already holding her tactical spear, so she doesn't need a move action to draw it. She spends a standard action to throw it at Bandit #2, whom Tal just wounded. She's only 10 feet from the bandit, well within her spear's 20-foot maximum thrown range.

Gnat's Ranged Attack Roll

  • D20: Base roll
  • Flat-footed: −2 to the bandit's AC
  • Base attack bonus: +0 to Gnat's attack roll
  • Ability bonus: +3 to Gnat's attack roll (from Str — thrown weapons use Str, not Dex)

Gnat rolls a natural 1 — an automatic miss (see Automatic Misses and Hits). Per the rules for Missing with a Thrown Weapon, she rolls 1d8 to find where it lands: another 1, meaning it falls short in a straight line toward her. A 1d4 roll of 2 means the spear lands 2 squares short of the bandit.

4. Awl — Stickybomb Grenade

Awl has a Mk 1 stickybomb grenade prepped. He throws it at the grid intersection closest to Bandits #2 and #3 — since he doesn't have a clear shot through the trees, the intersection itself gets a cover bonus, same as any other target.

Targeting a Grid Intersection

A weapon with an area effect — a grenade, for instance — targets a grid intersection rather than a creature, and that intersection is treated as a ranged attack against AC 5.

Full rule: Targeting a Grid Intersection

Awl's Grenade Throw

  • D20: Base roll
  • Cover bonus: +4 to the intersection's AC
  • Range penalty: −2 to Awl's attack roll
  • Base attack bonus: +0 to Awl's attack roll
  • Ability bonus: +0 to Awl's attack roll (from Str)

Awl rolls a 12 against the intersection's effective AC of 9 — the grenade lands on target and explodes, forcing both bandits to attempt Reflex saves against its entangle effect (see Grenades). The DC is 10 (base) + 0 (half the item's level, rounded down — see Rounding) + 2 (Awl's Dex modifier) − 2 (his range penalty, which also applies to the save DC) = 10.

Bandit #3 rolls an 11, adding his +2 Reflex save bonus for a total of 13 — he resists. Bandit #2 rolls a natural 1: an automatic failure (see Automatic Failures and Successes). He gains the Entangled condition for 5 rounds, the duration set by a 2d4 roll.

Critical Hits, Misses, and Automatic Results

A natural 1 on an attack roll always misses; a natural 20 always hits regardless of AC, and if the total also meets or beats the target's AC, it's a critical hit, doubling damage. Saving throws follow the same all-or-nothing rule for natural 1s and 20s — but ordinary ability checks don't; there's no auto-fail or auto-success there.

Full rule: Automatic Misses and Hits · Automatic Failures and Successes

5. Molnvarg — Sniper Shot

Molnvarg uses a swift action to change his grip on his shirren-eye rifle from one-handed to two-handed, then spends a standard action to fire at the entangled Bandit #2 — taking a −4 penalty for a nonlethal shot.

Molnvarg's Ranged Attack Roll

  • D20: Base roll
  • Flat-footed: −2 to the bandit's AC
  • Entangled: −2 to the bandit's AC
  • Nonlethal attack: −4 to Molnvarg's attack roll (see Nonlethal Damage)
  • Base attack bonus: +0 to Molnvarg's attack roll
  • Ability bonus: +3 to Molnvarg's attack roll (from Dex)

Molnvarg rolls a natural 20 — an automatic hit — and his total of 19 clears the bandit's effective KAC of 8, scoring a critical hit. The shirren-eye rifle has no critical property, but he still rolls two sets of damage dice: 11 damage, dropping the bandit to 0 HP and unconscious.

Because he's at least 10 feet from his target, still in cover, and made only a single ranged attack, Molnvarg counts as Sniping, letting him attempt a Stealth check to hide again as part of the attack at a −20 penalty. He rolls a 10, successfully hiding from Bandit #3 (who is now only aware of his location, not observing him) — Bandit #1 is still observing him.

Rolling Initiative for the Surprised

With the surprise round over, the remaining surprised combatants roll initiative. Bandit #2 rolls too, despite being unconscious — his Dex bonus is +0 while Helpless.

  • Bandit #1's initiative is 19
  • Tal's initiative is 16
  • Bandit #3 rolls a 13
  • Gnat's initiative is 12
  • Awl's initiative is 7
  • Bandit #2 rolls a 7
  • Molnvarg's initiative is 5

Tied Initiative

Ties go to the higher initiative modifier (Dex mod plus any other bonuses); if it's still tied, both combatants roll 1d20 and the higher result acts first.

Full rule: Initiative

Combat Round 1

1. Bandit #1 — Drop Prone

With the surprise round over, Bandit #1 has his full suite of actions. He drops Prone as a swift action for a +4 bonus to AC against ranged attacks (at the cost of −4 against melee), then uses a move action to draw his survival knife into his off hand.

Having drawn his needler pistol the previous round, he fires it at Gnat with his standard action, hitting for 2 damage and injecting her with turbocurarine, which deals 4 more — first removed from her 6 stamina points before touching her HP.

Poisons and Progression Tracks

Every poison, disease, and curse advances along its own progression track. On exposure, a character loses HP equal to the poison's DC − 10, then must save at the listed frequency or slide one step further along the track.

Full rule: Progression Tracks · Poisons · Dexterity Poison Track

Gnat fails her DC 14 Fortitude save against the poison and becomes sluggish — a −2 penalty to Reflex saves, Dex-based rolls, and ability DCs, plus Flat-Footed. She must save again on her next turn.

2. Tal — Jolting Surge

Tal spends a move action to close 30 feet to the prone Bandit #1, then a standard action to cast Jolting Surge — a melee attack against the bandit's EAC. Casting a spell while threatened would normally provoke an Attack of Opportunity, but Jolting Surge specifically says otherwise.

Because the target is Prone and Tal is attacking in melee, the bandit takes a −4 penalty to AC, offsetting Tal's low Strength. He hits for 10 damage.

3. Bandit #3 — Charge

Bandit #3 spends a full action to Charge, drawing his cestus battleglove, closing the distance, and attacking in one motion. He ends up adjacent to Tal, who is now flanked — both bandits wield melee weapons and threaten his space, granting Bandit #3 a +2 to his attack roll. He hits, and the 7 damage — on top of wounds from earlier that day — knocks Tal unconscious.

Flanking and Threatened Squares

A melee attack gets a +2 bonus when the target is threatened by another creature on the opposite border or corner — the bonus never exceeds +2, and reach-0 creatures can't flank at all. Wielding a melee weapon means you threaten every square you could attack into, even off your own turn.

Full rule: Flanking · Reach and Threatened Squares

4. Gnat — Disarm

Gnat spends a move action to draw her taclash. At 10 feet from Bandit #1, its reach property lets her threaten him from range. She uses a standard action to attempt a disarm combat maneuver — a melee attack roll against the bandit's KAC + 8 (20), with the taclash's disarm property adding +2. She succeeds, plucking the needler pistol from his hand.

She then attempts her pending save against the poison, passing her DC 14 Fortitude check — the poison itself is purged, though she remains sluggish on the progression track; unlike diseases, poisons and drugs need bed rest (or long-term care) to step back toward healthy.

5. Awl — Arc Pistol

Awl spends a move action to draw his arc pistol and a standard action to fire at Bandit #3. He rolls a natural 20, triggering the pistol's arc critical effect and catching Bandit #1 in the arc as well. Bandit #3 takes double damage from the crit; the arc's own damage isn't multiplied by the critical hit, but it lands another painful hit on Bandit #1, already down to a handful of HP from Tal's earlier Jolting Surge.

6. Molnvarg — Reload and Fire

Still hidden from Bandit #3, Molnvarg spends his move action to Reload, then his standard action to fire. The bandit is flat-footed against an attack from hiding (see Attacking from Hiding), and the hit finishes him off — ending the combat.

Recovery

Tal is at 0 HP and unconscious at combat's end, losing 1 Resolve Point at the end of each turn until stable (see Dying). He has a couple of ways to spend Resolve Points:

  • Stabilize — one-quarter his maximum RP (minimum 1, maximum 3) on his turn.
  • Stay In The Fight — if already stable or knocked out by nonlethal damage, 1 RP at the start of his turn to regain 1 HP, become conscious, and act normally; he can't stabilize and stay in the fight in the same round.

After Tal wakes, the party spends 1 RP each and takes 10 minutes of interrupted rest to recover all stamina points, in lieu of a full night's sleep. A full night's rest (Recovering Hit Points Naturally) restores all stamina, daily spell uses, and 1 HP per character level; 24 hours of complete bed rest recovers 2 HP per level. With only one medkit on hand, the party can also attempt a DC 25 Medicine check to Treat Deadly Wounds, recovering 1 HP per level once per 24 hours.

Long-Term Stability

An unconscious, stable character with no Resolve Points left can still recover unassisted — after 1 hour, they attempt a Constitution check that determines whether they wake, remain stable, or die. A nearby Medicine check can grant a bonus to that roll.

Full rule: Long-Term Stability

Aftermath

With the bandits defeated, the PCs collect their gear — sellable for roughly 10% of its base price (see Selling Equipment). In a typical settlement they can spend those credits on items up to their character level + 1; in a major settlement, up to character level + 2 (see Item Level).

As Awl, Molnvarg, Tal, and Gnat move on from this small adventure to the next, we'll see them again — this time in their roles as the heroes (or villains) of We Shall Catch Larks.

Not Covered in This Scenario

Further Reading

This scenario only tags the named actions it actually uses — the full set of standard, move, swift, full, reaction, and other actions lives in the Combat Actions browser, and the complete tactical rulebook is browsable under Tactical Rules.