"*War. War never changes.*" - Fallout, 1996
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# Introduction
Most scenes during roleplay occur in either combat or narrative scenes. While narrative scenes promote rule interpretation and are open to wider interpretation, combat encounters are more rule-driven and defined. There are three combat rulesets to tackle various combat scenes, each with very specific functions: Battles, Skirmishes, and Warzones.
# Battles
Battles are the traditional combat encounter. They are uncommon during play and typically require the use of a battle map. During a battle, participating entities take turns taking [[Actions]] to lower their opponent's [[Hitpoints and Willpower]].
## Initiative
Initiative is the process of establishing turn order at the beginning of combat. All participating entities roll d24+[[Abilities and Skills|Intuition]] to determine turn order.
## Battle Rounds
A battle round is the order in which entities take turns during combat. Round order starts with the highest number, and moves down towards 0.
## Battle Turns
At the beginning of a turn, an entity regains all expended [[Actions|Action Points]]. The entity's actions must be determined, and AP is spent on appropriate necessary moves and abilities. When the turn ends, any unspent AP may be spent towards Reactions to other events around them. Only one reaction per entity per turn can be used. Reactions cannot be used until after one has already taken their first turn.
## Advantage
**Advantage** allows a character to roll 2 dice and take the highest.
**Double Advantage** allows a character to roll 3 dice and take the highest.
**Disadvantage** requires the character to roll 2 dice and take the lowest.
**Double Disadvantage** requires the character to roll 3 dice and take the lowest.
Advantage and Disadvantage cannot exceed the range of doubled. When both factors of advantage and disadvantage occur, they cancel each other out, until only side of advantage/disadvantage factors are left, and are calculated accordingly.
# Skirmishes
Skirmishes are the most common battle events. These events are small, simple, and interested in being resolved quickly. The purpose of skirmishes is to handle narrative focused battle sequences with simple rules. Skirmishes are appropriate for random encounters and easily defeated enemies.
## Skirmish Ruleset
- Encounters are entirely theater of the mind and do not use a battle map.
- Initiative is decided by a straight d24 roll. If one side is caught unawares, the advantaged side has +24 added to their initiative roll.
- On their turn, a combatant takes one course of action. These actions can be simple and abstract. Most actions are automatically successful.
- Entities are all assigned Skirmish HP and Skirmish WP at the beginning of the encounter. This Skirmish HP and WP are dismissed at the end of the encounter. Skirmish HP is determined by Constitution score; Skirmish WP is determined by Wisdom score.
- All damage deals 1 Skirmish HP; all casting costs 1 Skirmish WP. Characters are only out of combat after all HP and WP are exhausted.
- When healing occurs, all Skirmish HP is restored. Healing can only occur before a character is out of combat, not after. Once a character is out of skirmish combat, they cannot be restored back into combat.
- Characters out of combat have their turn skipped. The entity is considered exhausted, dismantled, or dead, depending on the circumstance and final outcome of the encounter.
- If the entire party fails the skirmish, the encounter devolves into a battle.
- If the skirmish is a success for the party, all sapient entities are simply incapacitated. Only simple nonsapient entities are considered dead.
- Ammunition functions as it would in traditional combat.
# Warzones
TBD