Abstract Combat
While tactical combat is an option for tables that prefer a more detailed experience, the default combat resolution is abstract combat—a streamlined system that resolves battles through skill checks and dice rolls, allowing for quick and narrative-driven combat.
Abstract combat is flexible enough to handle both small skirmishes against a handful of enemies and large-scale warfare. Though mass battles are rare in the wasteland, the rules support them when they occur.
How Abstract Combat Works
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Determine Strength:
- Each side calculates its Survival Rating to determine its Strength Die.
- The stronger side starts with a d12 Strength Die.
- If the weaker side is within 20% of the stronger side’s power, it starts with a d10.
- If the weaker side is below 20%, it starts with a d8.
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Player & Enemy Contributions:
- Player characters support their side by making skill checks that boost their faction’s Strength Die.
- Enemy leaders (if present) do the same for their side.
- Using a new skill grants a +1 bonus, while repeating a skill applies a -1 penalty.
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Rolling for Battle:
- Once all contributions are resolved, both sides roll their Strength Die with the applied bonuses.
- The losing side reduces its Strength Die by one step (d12 → d10 → d8 → d6 → d4 → d2).
- If the rolls are tied, both sides reduce their Strength Die.
- If a side’s Strength Die reaches d2, they are routed and lose the battle.
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Consequences for Player Characters:
- If the players are on the losing side, they make Health Pool checks based on the difference in Strength Dice.
- If a character loses Health, their side loses another Strength Die step.
- Any unconscious characters are removed from the fight, but they are stable (not dying).
- Falling unconscious adds 1 Fatigue, which requires a full night’s rest to recover.
End of Combat
Once a side is routed, combat immediately ends.
- Victory: The players sweep the battlefield, looting supplies and assessing the aftermath.
- Defeat: The players must flee, hide, or surrender, as the enemy takes control of the area.
This system ensures combat remains fast-paced, engaging, and narrative-driven, avoiding the extended time commitment of tactical combat while still offering strategic choices.