ACTION SEQUENCES
COMBAT
This page contains all the necessary information for running a combat encounter in DEADSTAR. If there are any additional questions that are not addressed here, please refer to the GLOSSARY section.
Combat is the most common action sequence in DEADSTAR and takes place in rounds lasting roughly six (6) in-game seconds.
During each round, combatants may take ACTIONS to influence the outcome of the scene. Combat may be called whenever a crew becomes aware of an immediate, time-sensitive threat such as an enemy drawing a weapon or a high-pressure situation in which all spacers are attempting to take actions at the same time.
Combat begins with each participant rolling an Initiative Test (typically a reflex Test) to decide turn order. Once turn order is determined, combat proceeds from highest Initiative score to the lowest.
On a combatant’s turn they may take one major action and two minor actions. The description of these actions are listed below:
MAJOR ACTION: An action requiring substantial focus. A combatant may take one (1) major action per turn.
MINOR ACTION: An action that can be performed somewhat subconsciously. A combatant may take two (2) minor actions per turn.
REACTION: A snap decision made by a combatant in response to a specific trigger. Often occurs on another combatant’s turn. A combatant may take only one (1) reaction per round of combat, replenishing their use at the beginning of their turn.
FREE ACTION: An action performed without any thought or planning. A combatant has no limit to the number of free actions they may take per turn. Speaking is a free action in combat (Star Guide’s [SG] discretion).
ACTIONS
The following are ACTIONS that can be taken by any combatant. For more details, see the GLOSSARY.
ATTACK: As a major action, a combatant may make an attack against an individual or object. To hit, the combatant takes a perception Test (if attacking with a gun) or a reflex Test (if attacking with a martial weapon).
An attack hits a target outside of COVER on a result greater than or equal the current Threat Level Threshold [TL] and hits a target within COVER on a result greater than or equal to the current Threat Level Threshold [TL] plus five (5).
On a hit, the target loses Health Points [HP] (if it is an individual) or Condition [CD] (if it is an object) equal to the weapon’s damage total minus the target’s Damage Threshold [DT] and Shield Threshold [ST] (in that order).
COUNTERATTACK: An attack made outside of an attack action. Most often performed as part of an opportunity attack reaction.
DISENGAGE: As a major action, an individual may Disengage, allowing them to exit an enemy’s melee range without provoking an Opportunity Attack.
DEPLOY: As a minor action, an individual may use a free hand to prime an object within melee range for use. This can include equipping weapons, using items, and interfacing with objects. When the Deploy action is used, the target receives the Deployed status.
FX: An item’s special attribute. FX can include inherent properties as well as optional weapon attacks. FX weapon attacks are declared before an attack is made and require either half of a weapon’s base capacity [CAP] (rounded down, minimum of 1) be consumed if it is a gun or a minor action if it is any other item. For a complete list of FX and their definitions, please see the GLOSSARY.
GRAB: An individual may GRAB a target within melee range as a major action. If the target is a willing individual, they are Deployed. If the target is unwilling or is inanimate, the individual attempting to GRAB must take a strength Test. This Test is contested if the target is an individual or is being Deployed by another individual. On a success, the target is Deployed.
HIDE: An individual within cover or obscured from line of sight may take a major action to take a reflex Test. On a success, they receive the HIDDEN status.
HOLD: As a major action, a individual may HOLD a Zone. When an enemy enters or exits the Zone, the individual HOLDING the Zone may use their reaction to make a counterattack against the enemy.
MOVEMENT: As a minor action, an individual may move a number of units equal to their movement speed. An individual may not move through units occupied by enemies unless the enemy is a size category smaller than the individual.
OPPORTUNITY ATTACK: When an enemy exits their melee range, an individual may use their reaction to make a counterattack.
RALLY: Once per Breather, a spacer may use a free action during their turn to RALLY, allowing them to take an additional major action on their turn.
REPLENISH SHIELDS: An individual may take a minor action to restore their Shield Threshold [ST] to full. In a vehicle, this takes a major action.
SPRINT: As a major action, an individual may move their movement speed an additional time this turn.
TAKE COVER: As a major action, an individual may find COVER in the unit they occupy. This action may only be performed with proper obscurity from line of sight (Star Guide’s [SG] discretion). Attacks hit an individual within COVER on a result greater than or equal to the current Threat Level Threshold [TL] plus five (5).
TAKEDOWN: An individual may take a major action to take a strength Test against a target’s reflex Resist. On a success, the target is rendered UNCONSCIOUS. TAKEDOWNS can only be performed when HIDDEN from the target and only while within melee range.
THROW: As a major action, an individual may throw any object they are Deploying. To do so, the individual takes a strength Test, throwing the object a number of units equal to half (0.5x) their strength statistic on a success (rounded down). On a failure, the object is thrown one (1) unit. If the object is a being, the target may only throw it a number of units equal to one fourth (0.25x) their strength statistic (rounded down).
The following are ACTIONS that can be taken by any combatant. For more details, see the GLOSSARY.
CHASES
A CHASE is an action sequence called when an individual is attempting to escape a pursuer. CHASES resolve via a tug-of-war between two sides: individuals that are FLEEING and ones who are PURSUING. During a CHASE, participants may take unique actions based on whether they are FLEEING or PURSUING.
As with combat, a CHASE turn order is determined by each participant rolling an Initiative Test (typically a reflex Test).
The Star Guide [SG] decides a baseline Threat Level Threshold [TL] based on the circumstances leading to the CHASE. For example, navigating through a busy starport will be more difficult than a CHASE through a ghost town. During a CHASE, the Threat Level Threshold [TL] may change depending on the actions chosen by CHASE participants.
All pursuers have a status corresponding to their proximity to their target. A pursuer may move between being GAINING, TRAILING, FALLING BEHIND, and LOST depending on the results of actions taken during each round of the CHASE. When an action results in a pursuer getting CLOSER, their status changes to the next closest proximity (i.e. from TRAILING to GAINING). When an action results in a pursuer getting FURTHER, their status changes to the next further proximity (i.e from TRAILING to FALLING BEHIND). When a pursuer’s status becomes LOST they cannot continue the CHASE.
When a pursuer has the GAINING status and moves CLOSER, they may attempt to stop their target. To do so, the pursuer takes a strength or reflex Test against the target’s reflex Resist. On a success, the target is stopped and the CHASE ends.
FLEEING
DODGE: A FLEEING individual may attempt to dodge their pursuers by taking an alternate route, potentially losing them in the process. The FLEEING individual takes a reflex Test. On a success, all pursuers must succeed on a perception Resist or get FURTHER.
BARREL: A FLEEING individual may attempt to push their way through obstacles in their path that may hinder pursuers. The FLEEING individual takes a strength Test. On a success, all pursuers must succeed on a reflex Resist or get FURTHER.
DISTRACT: A FLEEING individual may attempt to create a disturbance to throw their pursuers off their trail. The FLEEING individual takes a cool Test. On a success, all pursuers must succeed on an aptitude Resist or get FURTHER.
CHASING
SHORTCUT: A pursuer may attempt to outsmart their target, using their navigation skills to find a quicker path. The pursuer takes a costested aptitude Test against the target. On a success, the pursuer moves CLOSER.
RUSH: A pursuer may attempt to focus all their efforts into making a dash towards their target. The pursuer takes a contested endurance Test against the target. On a success, the pursuer moves CLOSER.
INTERRUPT: A pursuer may attempt to limit their target’s potential to escape using a well placed attack. The pursuer takes a contested perception or reflex Test against the target. On a success, the pursuer moves CLOSER.
SHOWDOWNS
A SHOWDOWN is a style of combat sequence that alters the pace of combat. Each round of a SHOWDOWN is roughly ten (10) in-game seconds, nearly double the length of a regular round of combat. In a SHOWDOWN, all participants have a brief period of downtime to plan out their next moves, then all actions resolve at once.
SHOWDOWN rounds begin with a READY step. During this step, each participant selects two major action and two minor actions they will perform on their turn. These actions can be written down to prevent spacers from altering them mid-round. Then, all combatants roll an Initiative Test (typically a reflex Test) to determine the order which actions will resolve in the DRAW step.
During the DRAW step of a SHOWDOWN, combatants resolve their planned actions in Initiative order. Because of the unique way in which actions are planned before knowing what order they will be performed in, some actions may no longer be valid by the time they resolve. For example, a combatant may plan to target an enemy within line of sight with an attack, but the enemy moves to become fully obscured from the attack. In this situation, the attack is still made but automatically misses. Any capacity that would be spent on the attack is expended and special reactions like the GRAZE FX cannot be performed.