Table of Contents

Combat Cheatsheet

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Combat Round

Join Battle

Withering Attack, Page 191

Decisive Attack, Page 191

Initiative Crash

When your initiative is 0 or lower, you are in a state of Initiative Crash, Page 193-194.

Initiative Break

When you force an opponent into Initiative Crash, you gain an Initiative Break bonus. This is awarded to the person who pushed him over the threshold into crash. You gain +5 to your initiative. Page 194.

If an enemy uses an ability that puts himself into Initiative Crash, the character most responsible for causing him to use that charm gains the Initiative Break bonus, at the ST's discretion.

Initiative Shift

While in Initiative Crash, you enter Initiative Shift when you Crash the enemy that Crashed you. You instantly return to base initiative (unless this would cause you to lose initiative). Immediately roll a Join Battle roll, adding the result to your initiative. Your turn is refreshed; you can make any combat or movement actions immediately. However if you take an attack action, you can only do this against the enemy that you Shifted against. Page 194.

If you Crash yourself by your own actions, you cannot gain Initiative Shift.

Defense

Page 194-195.

Soak

Page 194-195.

Combat Actions

You can typically only take 1 combat action on your turn per round. Exception: Flurry. If you declare a flurry as your action, you take two different types of actions, at a -3 to both action, and your Defense takes a -1 penalty until your next turn. Page 195-196.

Clash Attack

This occurs when two characters attack one another on the same tick. Defense values are ignored for both; victory goes to the person whose strike is superior. Page 202.

Range

Page 197.

Movement

Page 197-198.

Cover

Characters and their opponents at close range enjoy the same cover bonus acquired from a Seek Cover action. Page 198-199.

Gambits

When doing a decisive attack, instead of dealing damage, you can choose to do a Gambit. Page 199-200.

Grapple

Characters can only grapple opponents that make sense. Grappling MoW's corpse-fortress Juggernaut or an 8-ton Tyrant lizard would not make sense. A toddler grappling an adult would not make sense. Page 200-201.

Crippling Injury

Once per story, instead of taking physical damage from a decisive attack, a character may choose to wave the damage in favor of a crippling injury. Page 201-202.

Ambush

Can occur generally only in the first round of combat. Page 203.

Surprise Attack

An attack launched from hiding versus an opponent who generally knows he's on combat. Page 203.

Hold At Bay

Related to ambush, hold at bay is to succeed at an ambush without attacking, choosing instead to hold the target hostage for a number of rounds. Page 204.

Go To Ground

Try to escape the battlefield by attempting to hide and avoid detection until the fight is over. Page 204-205.