Genesys Combat Summary

RogerBW

Determine initiative

Each PC/NPC makes a Simple check on Cool (aware and ready for combat) or Vigilance (not expecting immediate trouble). These are PC and NPC initiative slots. Sort them into order by [Success], tiebreak by [Advantage], tiebreak by PC over NPC.

Each Round

Run through the slots. When a PC slot comes up, any one PC who hasn’t acted yet this Round may take their Turn. Similarly with NPCs. Then do end-of-Round effects and continue as needed, with the same initiative slot order as before.

Each turn

In your turn you may in any order do:

Some Manoeuvres

Aim gain a [Boost] to your next attack (Melee or Ranged), unless you change position or perform other Manoeuvres or Actions first. You may take two Aims in succession for two [Boost]. Or, aim at a location (weapon hand, etc.); for one Aim, two [Setback], for two Aims just one.
Assist give an allied character a [Boost] to their next Action. Several characters may Assist a single target.
Change Posture drop or stand. While prone, [Setback] to ranged attacks against you, [Boost] to melee.
Guarded Stance add [Setback] to any combat checks you make until your next turn, but gain Melee Defence 1.
Move change range increment between Short and Medium. Two Moves get you between Medium and Long, or Long and Extreme. Or Engage/Disengage with someone in Short range.
Ready a weapon, open a door, etc.

Attacking

Roll your Brawl, Melee or Ranged Combat skill vs [Difficulty] 1 for short, 2 medium or melee/brawl, 3 long, etc.; [Setback] per point of applicable Defence.
Do damage equal to weapon Damage (melee weapons’ “+” indicates that you add your Brawn) +1 per [Success]; subtract target’s Soak; result is Wounds to target.
If you do at least one Wound, you may spend [Advantage] equal to the Crit rating to get a Critical Injury.
[Triumph] may be spent to cause a crit, or activate an item quality of any [Advantage] cost.
In general, net [Advantage], [Triumph], [Threat] or [Despair] may be spent as on p. 104 or as players/GM invent.

Damage

Wounds are accumulated; when you exceed your Wound Threshold you’re unconscious, and suffer a Critical Injury.
Strain works similarly (though there’s no Soak for Strain); when you exceed your Strain Threshold you’re probably unconscious, or perhaps severely dazed and staggered.
If you take a Critical Injury, roll d% on the chart on p. 114: +10 for each un-healed Critical Injury you’ve already suffered, even if the other effects have worn off, and other things may modify this roll.

At the end of the Encounter

Make a Simple Discipline or Cool check; each [Success] removes one Strain.