Quick reference for running combat in Stars Without Number.

Initiative Order

At the start of combat:

  1. Everyone rolls 1d8 + DEX modifier
  2. Act from highest to lowest
  3. Reroll ties

On Your Turn

You can take:

  • One Main Action (attack, skill check, use item)
  • One Move Action (move up to 10 meters)
  • Any number of Instant Actions (shout, drop item, go prone)

Main Actions

  • Attack: Roll to hit with weapon
  • Total Defense: +2 AC until your next turn
  • Skill Check: Use a skill (hacking, first aid, piloting)
  • Ready Action: Set a trigger to act out of turn
  • Use Device: Activate equipment or system

Movement Actions

  • Normal Move: 10 meters
  • Run: 20 meters (double movement, -2 AC until next turn)
  • Stand Up: From prone (uses move action)
  • Draw/Stow Weapon: Ready or put away a weapon

Instant Actions (Free)

  • Shout: Yell a warning or command
  • Drop Item: Let go of something
  • Go Prone: Drop to the ground (+2 AC vs ranged, -2 AC vs melee)

Attack Roll

d20 + Attack Bonus + Skill Level + Attribute Modifier vs. AC

Attack Bonus by Class

  • Warrior: Full character level
  • Expert/Psychic: Half character level (round down)

Hit or Miss

  • Hit: Roll weapon damage
  • Miss: No damage, no effect

Armor Class (AC)

Base AC = 10 + DEX modifier + armor bonus

Armor Type AC Bonus Example
No Armor 10 + DEX Street clothes
Light Armor 13 Armored clothing
Medium Armor 15 Woven body armor
Heavy Armor 16-18 Combat field armor, assault suit

Cover Bonuses

  • Light Cover: +2 AC (corner, crate)
  • Heavy Cover: +4 AC (wall, vehicle)
  • Total Cover: Cannot be targeted

Damage

Roll weapon damage on a hit. Subtract from target’s HP.

Common Weapons

Weapon Damage Range Notes
Laser Pistol 1d6 100m Magazine-fed
Shotgun 1d8 / 1d4 50m / 100m Close/Far range
Rifle 1d10 300m Two-handed
Grenade 2d6 Thrown 5m blast radius
Knife 1d4 Melee Concealable
Unarmed 1d2+STR Melee Non-lethal option

Damage Types

Most weapons deal standard damage. Energy weapons (lasers) and projectile weapons (guns) function identically in SWN.

Combat Modifiers

Attack Modifiers

Situation Modifier
Aiming (main action) +1 to next attack
Firing into melee -4 to hit
Target has cover (light) -2 to hit
Target has cover (heavy) -4 to hit
Target is running +2 to hit
Target is prone (ranged) -2 to hit
Target is prone (melee) +2 to hit
Burst fire Multiple targets, more ammo
Suppressing fire -2 to enemy actions

Situational Modifiers

  • Point Blank (< 3m): +1 to hit with ranged
  • Extreme Range: -2 to hit beyond listed range
  • Blind/Darkness: -4 to hit or impossible
  • Wounded (< half HP): No penalty (adrenaline keeps you going)

Special Combat Actions

Burst Fire

  • Effect: Attack primary target + all adjacent enemies
  • Cost: Uses 3x normal ammo
  • Roll: Single attack roll applies to all targets

Suppressing Fire

  • Effect: Pin enemies in area, give them -2 to actions
  • Cost: Uses 10 rounds of ammo
  • Duration: Until your next turn

Called Shot

  • Effect: Target specific body part or object
  • Modifier: -4 to hit
  • GM Decision: May cause special effects (disarm, blind, etc.)

Execution Attack

  • Requirements: Helpless or unaware target
  • Effect: Automatic hit, roll damage twice and take higher result
  • Limitation: Target must be unable to defend

Taking Damage

At Positive HP

You’re still fighting effectively. No penalties.

At 0 HP

  • Mortally Wounded: Unconscious and dying
  • Stabilization: Nearby ally makes Int/Medicine or Wisdom/Medicine check (difficulty 6)
  • Without Help: Make Physical save each round or die

Note: Characters don’t go below 0 HP in SWN. You’re either at 1+ HP (fighting) or 0 HP (dying).

Healing

During Combat

  • Medkit: Main action, 1d6+skill HP healed, 1/person/day
  • Lazarus Patch: Instant action, stabilize dying person immediately

After Combat

  • Natural Rest: Regain level + CON modifier HP per night
  • Medical Care: Int/Medicine check heals 1d6+skill HP
  • Stasis Pod: Freeze condition until proper treatment available

Morale & Retreat

NPC Morale

GM may roll morale for NPCs when:

  • Leader is killed
  • Half the group is down
  • Surprising turn of events

PC Retreat

  • When losing: Retreating is smart, not cowardly
  • How to retreat: Fighting withdrawal (half movement while defending)
  • Full run: Double movement but -2 AC and can’t attack

Tactical Tips

  1. Use Cover: Always seek cover when in a firefight
  2. Coordinate: Focus fire on single targets
  3. Know When to Run: Retreat before you’re all at 0 HP
  4. Suppress First: Pin enemies before advancing
  5. Conserve Ammo: Burst fire is powerful but burns through magazines
  6. Aim When Safe: +1 to hit is valuable if you have time

“Combat in SWN is quick and deadly. Make every shot count, and know when to run.”