Combat is typically done on a square grid, although it can be abstracted for higher levels and greater scale fights. Each square is 1 square meter in size.
Different Sizes take up different amounts of space on the grid, according to the table below:
Size | Combat Dimensions |
Mini | Less than 1×1 |
Tiny | Less than 1×1 |
Small | Less than 1×1 |
Medium | 1×1 |
Large | 2×2 |
Huge | 4×4 |
Massive | 6×6 |
Gigantic | 10×10 |
Up to 100 Mini creatures, 25 Tiny creatures, or 4 Small creatures can fit into a single square without penalty.
Tiny and Mini creatures are so small that they must be in the same square as their target to hit them with Melee attacks.
These dimensions are guidelines – a Wailord is longer than it is wide, and might be more appropriate as 4×8 instead of 6×6.
- Movement is done with Shift Actions – when using multiple ones, average them out to get the maximum distance you can move in a round.
- Shift Actions may be freely split up – you can move, attack, move, then attack another target if you want. However, making a Ranged Attack immediately ends your Shift Action if you are making one.
- Diagonal movement is still 1, then 2, then 1, etc.
- 2 combatants are Adjacent to each other if any squares they occupy touch each other, including corners.
- There’s still Regular/Earth/Underwater terrain; as well as Slow/Rough/Blocking Terrain.
- Slow terrain Slows you while you move through it, used for things like knee-high water, bushes, and other features.
- Rough terrain is generally waist-high. Most, but not all Rough terrain is also Slow terrain.
- Blocking terrain is always larger than you are and cannot be attacked or seen through, but it can be seen around.
- Foes that are Flanked have lowered Evasion.
- You are Flanked when at least 2 foes are adjacent to you, but not adjacent to each other. For every foe that counts towards Flanking you, you suffer -1 Evasion.
- Creatures larger than Medium occupy multiple squares and count as a # of foes for the purposes of Flanking equal to the # of squares adjacent to the Flanked target that they are occupying. A minimum of 2 combatants is always required to flank someone.
Cover can help prevent ranged attacks from hitting you. You are Covered when:
- There’s Rough Terrain directly in between you and someone else’s line of sight, unless they have a Naturewalk capability that allows them to ignore the terrain.
- There’s a creature directly in between you and someone else (since creatures are also Rough Terrain)
- You are Heavily Covered when there’s Blocking Terrain directly in between you and someone else’s line of sight.
- You gain +2/4 Evasion against attacks you are Covered/Heavily Covered from.
- Creatures take a -3/6 penalty to spotting you when Covered/Heavily Covered.