Combat

Combat in UESRPG is resolved in structured time through a sequence of rounds, each representing roughly six seconds. Characters spend Action Points (AP) to perform actions and resolve their effects through the combat roll - an exchange of attack and defense tests.

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Combat sequence

Step 1: Determine Surprise

The GM determines whether any characters are caught unaware. A surprised character cannot act during the first round.

Step 2: Set the Scene

The GM describes the environment, positions all combatants, and sets up the battle map if using one. Each grid square represents one meter.

Step 3: Roll Initiative

All characters roll 1d6 + Initiative Rating. Act from highest to lowest. Break ties by IR, then Luck Bonus (PCs beat NPCs), then contested Luck rolls or GM discretion. Roll once for groups of similar NPCs.

Step 4: Round Start

Starting from highest initiative, each character takes one Turn. All characters replenish their AP at the start of the round. During their Turn, the active character spends AP to perform actions and resolves their effects. Once done, the next character in initiative order takes their Turn.

Step 5: Round End

Once all characters have acted, the round ends. Effects lasting “until the end of the round” expire now.

Step 6: Encounter Ends

Repeat Steps 4-5 until the combat is resolved.


Action economy

Every character has 3 AP per round. All non-free actions cost at least 1 AP.

Action typeWhenNotes
PrimaryOwn Turn onlyDedicated combat actions (attacks, spells, stances)
SecondaryOwn Turn or as reactionsLess demanding actions (dash, aim, hide)
ReactionsAny timeCounter threats; 1 reaction per threat, unlimited per round
SpecialVariesOften triggered by Advantage; type depends on the action
FreeAny timeTalking, dropping items, observing - no AP cost

Multiple actions per Turn: Characters may take multiple actions on their Turn. Each action must be declared and resolved individually - resolve all reactions before declaring the next action.

Attack limit: A character may make no more than 2 attacks per round (melee, ranged, or spell attacks).


The combat roll

Combat is resolved as an exchange of attack and defense tests.

Step 1: Attack

The attacker chooses a target, weapon, and Combat Style, then makes the attack test:

  • Melee: Combat Style test using Str or Ag
  • Ranged: Combat Style test using Ag
  • Magic: Skill test using the spell’s school skill

Weapons not in the character’s Combat Style impose the standard -20 Untrained penalty.

Step 2: Defend

The defender chooses a defense (must be aware of the attack and choose before the attacker rolls):

Step 3: Compare results

OutcomeResult
Both failNothing happens
One failsWinner gains Advantage
Both pass, Attack vs BlockBlock succeeds regardless of DoS
Both pass, Attack vs Parry/EvadeAttacker wins if more DoS
Both pass, Counter-AttackHigher DoS hits the other; tie = nothing

Critical Success beats any normal success and grants Advantage. If one critically succeeds while the other fails (or one succeeds while the other critically fails), the winner gains two Advantages (stackable if applicable). Mutual criticals cancel out.

Step 4: Resolve

Attacker wins: The attack hits. Determine hit location using the ones digit of the attack roll (or d10, count 10 as 0):

RollLocation
1-5Body
6Right Leg
7Left Leg
8Right Arm
9Left Arm
0Head

Roll damage, subtract the AR of the hit location, and reduce HP by the remainder. If damage after AR exceeds the target’s Wound Threshold, the attack causes a wound (see 3.3.0.0 Wound & Conditions).

Defender wins:

  • Evade: Attack negated entirely; move 1 m freely (no AoO)
  • Parry: Attack negated entirely
  • Block: Roll attack damage. If it exceeds the shield’s BR, the defender takes full damage to the shield arm. Otherwise no damage. Magic damage treats BR as half (round up) unless the shield has magic BR

Advantage

When a character gains a significant upper hand in melee, they gain an Advantage - an additional effect on top of their normal result. Ranged attacks and spells cannot gain or use Advantage.

AdvantageTypeEffect
Precision StrikeAttackChoose the hit location
Penetrate ArmorAttackTreat Full Armor as Partial, Partial as unarmored (does not affect AR)
Press AdvantageAttack+10 to next melee attack vs this opponent within 1 round
Forceful ImpactAttackApply Damaged (1) to one piece of the target’s armor or shield
OverwhelmAttack or defenseOpponent cannot take AoOs until your next Turn
OverextendDefense onlyOpponent’s next attack within 1 round is at -10
Special AdvantageAttack or defenseTake a Special Action from your Combat Style for free (ignore AP cost or auto-win opposed roll)

Multiple Advantages can stack if their effects allow it.


Melee combat

Circumstance modifiers

ModifierExamples
Minor Disadvantage (-10)Poor visibility
Disadvantage (-20)Lower ground, prone
Major Disadvantage (-30)Fighting blind

Dual wielding

Characters with two one-handed weapons in their Combat Style may attack, parry, or counter-attack with either weapon.

Multiple opponents

No direct penalty, but AP drains quickly - once all AP are spent, the character automatically fails defense rolls against further attacks.

Mounted combat

  • Use mount’s Speed
  • Can Evade ranged attacks while moving (not melee, unless vs mounted)
  • Can Parry or Counter-Attack attacks against the mount
  • Combat Style limited by Ride rank

Cover

If the target is behind impenetrable cover, the attacker simply cannot hit them. If cover can be penetrated, no penalty to hit but roll damage twice and take the lower result.

Improvised weapons

Suffer -20 untrained penalty unless included in Combat Style.

SizeDamageRange
Tiny1d41 m (gains Small (Weapon Quality))
Small1d61 m
Medium1d82 m
Large1d103 m
Huge1d124 m

Unarmed combat

Characters always have natural weapons (Punches/Kicks: 1d4, 1 m range) unless the Natural Weapons trait overrides the profile. Unarmed parry and counter-attack are only possible if the opponent is within the character’s own engagement range. Natural weapons cannot be disarmed or enchanted.

Grappling: Instead of attacking, a character with unarmed Combat Style can attempt to grapple (opposed Combat Style vs Combat Style/Athletics/Evade). On success, the target is Restrained. The grappler cannot move but may take these Primary Actions (1 AP each):

  • Takedown - render both combatants Prone (grappler ignores prone penalties vs the target)
  • Move - drag both combatants up to SB meters
  • Attack - attack the restrained target (who cannot defend); weapon must have 1 m range or less. If unarmed, drain 1 SP instead. If target is both prone and restrained and attacker is armed, this can be a Coup de Grace

Size penalties: -30 to grapple larger creatures; cannot grapple creatures 2+ sizes larger. Target escapes via Resist (Special Action).


Ranged combat

Ranged attacks cannot be parried or counter-attacked. Ranged attackers cannot gain or use Advantage.

Range bands

Ranged weapons define three range values (close / effective / long):

  • Close range: +10 to attack
  • Effective range: No modifier
  • Long range: -20 to attack

Reload

Some ranged weapons require AP to reload via Ready Weapon.

Circumstance modifiers

ModifierExamples
Minor Disadvantage (-10)Light wind
Disadvantage (-20)Moderate wind, target prone
Major Disadvantage (-30)Heavy wind, low visibility

Firing while mounted

Combat Style limited by the rider’s (or mount controller’s) Ride rank.

Area of effect attacks

Can only be defended by Evade or Block (if aware):

  • Block: Halve incoming damage (round up) before resolving
  • Evade: Move 1 m; if this carries the character outside the AoE, they are unaffected

AoE attacks are resolved against the body.


Unusual combat scenarios

Climbing

Characters fighting while climbing use Athletics as a limiting skill on Combat Style. One hand must remain on the surface.

Slippery surfaces

Characters on slippery ground must test Acrobatics when taking movement actions or risk falling Prone.

Swimming

Characters fighting in water use Athletics as a limiting skill on Combat Style. Attacks deal half damage. Movement is halved unless the character has the Amphibious or Swimmer trait.

Holding your breath

Characters can hold their breath for 2 rounds per EB. This duration is doubled if the character does nothing but hold their breath (no actions or movement). After the duration expires, the character gains one temporary level of fatigue per round until they die or regain access to fresh air. Temporary fatigue is removed at 1 level per round once breathing resumes.

Swinging or jumping

Characters who swing or jump into combat may combine their movement with an attack, gaining +1 damage per 2 m traveled (round down).

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