Rounds, Actions, and Movement
Combat uses the Structured Scene rules from the Core Rules — Momentum, initiative, and thresholds all apply as written. This page covers how a round flows, what each character can do on their turn, and how distance works.
Round Summary
- Determine initiative. Check the Momentum pool. Players at half or more go first. Less than half, the GM's side goes first. (See Initiative in Core Rules.)
- First side acts. Each character on the active side takes a turn (1 Action + 2 Minor Actions, modified by the Condition Track). Turn order within a side is determined by group choice or handoff.
- Second side acts. Same as above for the other side.
- Round ends. Reactions reset. Check Momentum thresholds. If full or zero Momentum has been reached and every character has acted at least once, the scene may end.
Initiative can shift mid-round. A Seize spend (1 Momentum) at the end of any enemy turn gives the player side control immediately. The GM may also seize initiative as a consequence of a Critical Failure. When initiative shifts, the new leading side acts next — even if the original leading side had characters who haven't acted yet. All characters still get their turn before the round ends.
Repeat until the scene ends via Momentum thresholds, narrative resolution, or one side withdrawing.
Actions and Minor Actions
On their turn, a character gets 1 Action and 2 Minor Actions.
An Action is the meaningful thing you do on your turn. It is the core of your turn. Common Actions include:
- Attack — make a ranged or melee attack.
- Recover — attempt to move up the Condition Track.
- Assist — help an ally. One of the target's Ability dice is upgraded to a Skill die on their next roll, as if they had spent Willpower. The assisted character must be within Close range.
- Defensive Stance — forgo offense to focus on defense. Gain +1 Defense until the start of your next turn. You may spend multiple Actions on Defensive Stance — each adds +1 Defense, to a maximum of +2.
- Activate Feat — use a feat or special ability that requires an Action.
- Skill check — any non-combat skill use that requires focus and effort.
- Stabilize — begin stabilizing a dying character (see Stabilizing a Dying Character).
- Focus ability — use a Focus discipline (TBD).
- Interact — any complex interaction with the environment that requires time and attention.
A Minor Action is the supporting work. Quick, simple, no roll required unless the GM says otherwise. Common Minor Actions include:
- Move — move one range band (see Movement Cost for costs).
- Take cover — establish light cover behind a nearby object.
- Improve cover — upgrade light cover to heavy cover.
- Aim — reduce Risk of your next attack by 1 (see Aiming).
- Reload — replenish ammunition on a weapon that needs it.
- Prepare — ready a Cumbersome weapon for use.
- Drop prone — drop to the ground (see Prone).
- Stand up — stand from a prone position (see Prone).
- Interact — open a door, flip a switch, pick up or drop an item.
These lists are not exhaustive. The GM may allow other uses for Actions and Minor Actions as the fiction demands.
Trading Actions
A character may trade both Minor Actions for a second Action. This is going aggressive — committing everything to impact at the cost of mobility and support.
A character may also trade their Action down into a Minor Action. This gives them 3 Minor Actions and no Action — useful when a character needs to reposition, reload, and set up without doing anything decisive.
Willpower for Actions
This module introduces the one Willpower spend per turn rule. A character may spend Willpower once per turn — either to upgrade dice at Step 4 (as defined in the core rules) or to gain 1 additional Action. Not both. This restriction applies across all uses of Willpower on a given turn, including any introduced by future modules.
The "one Willpower spend per turn" rule is a hard cap that applies across every Willpower-powered option the character has access to — core rules, combat module, and any future module that adds a Willpower trigger. You cannot upgrade dice AND gain an extra Action on the same turn by spending two points of Willpower. Pick one.
This keeps Willpower as a dramatic lever, not a resource to burn through a turn.
Spending Willpower for an extra Action is a dramatic play, not a routine one. Use it when the moment demands it.
Range Bands
Distance in combat is measured in five range bands rather than precise measurements. Range bands are abstract. They represent the tactical relationship between characters, not a grid.
Point Blank — Close — Short — Medium — Long
- Point Blank — touching distance. Melee, grappling, a gun pressed against someone's chest.
- Close — a few steps apart. Same room. Comfortable pistol range.
- Short — down a corridor, across a large room. Standard rifle engagement.
- Medium — across a plaza, between buildings. Long rifle range.
- Long — rooftop to street, across a field. Sniper territory.
Movement Cost
Moving between bands costs Minor Actions. The gaps get larger as you move outward, and the cost reflects that.
| Movement | Cost |
|---|---|
| Point Blank ↔ Close | Free |
| Close ↔ Short | 1 Minor Action |
| Short ↔ Medium | 2 Minor Actions |
| Medium ↔ Long | 2 Minor Actions |
Sprint
A character may declare a sprint at the start of their turn. A sprinting character must spend both Minor Actions on movement. Simply spending both Minor Actions to move does not constitute a sprint. It must be declared. While sprinting:
- Ranged attacks against the sprinting character suffer +1 Risk. They are a harder target to track.
- Any attack the sprinting character makes on the same turn suffers +1 Risk. You cannot aim well at a dead run.
Prone
A character may drop prone as a Minor Action. While prone:
- Ranged attacks against the prone character suffer +1 Risk — smaller target, harder to hit.
- Melee attacks against the prone character gain -1 Risk — vulnerable on the ground.
Standing up from prone costs a Minor Action.
Leaving Melee
A character who moves away from an enemy at Point Blank provokes a Reaction from that enemy. The enemy may use their Reaction to make a free melee attack against the fleeing character. If the enemy has already used their Reaction this round, the character can slip away without consequence.
This means closing to Point Blank with someone is a commitment. Getting out costs you. A skilled melee fighter who still has their Reaction effectively traps their opponent in close combat.