Combat Reference
Quick reference for running combat in Stars Without Number.
Initiative Order
At the start of combat:
- Everyone rolls 1d8 + DEX modifier
- Act from highest to lowest
- 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
- Use Cover: Always seek cover when in a firefight
- Coordinate: Focus fire on single targets
- Know When to Run: Retreat before you’re all at 0 HP
- Suppress First: Pin enemies before advancing
- Conserve Ammo: Burst fire is powerful but burns through magazines
- 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.”