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Combat

· 5 min read
Richard Miller
Game Designer and Engineer

Combat is often the most detailed part of a tabletop RPG, as games try to balance realism with fast, engaging gameplay. Today, we’re diving into how combat works in Sentius: Last Enclave.

I believe combat should fall between abstraction and realism—detailed enough to feel dangerous but not so lethal that a single bad roll ruins a player's experience.

You may notice some elements that extend survivability, like armor soaking a missile blast, but also realistic mechanics, such as armor degradation over time. Combat should feel deadly but not unfair, and to achieve this, enemies and players follow the same rules.


Rounds of Combat

Initiative: A Dynamic Battlefield

Combat begins with rolling initiative, but unlike static turn orders, initiative is rolled every round. This keeps combat unpredictable and dynamic, preventing characters from always acting in the same order.

Example:

  • One round, the enemy reacts first, catching the swordsman off guard.
  • The next round, the psychic finishes channeling their power first, turning the tide of battle.

Since slow characters can sometimes act back-to-back (if they roll low and then high between rounds), this system adds a layer of tactical uncertainty.


Actions: What You Can Do in a Round

Each character gets two actions per round, which can be spent on a variety of tasks.

Some actions can be repeated, such as attacking in combat.
Other actions can only be performed once per round, such as reloading or bolstering morale.

Common actions include:

  • Movement (Stride or Running)
  • Attacks (Melee or Ranged)
  • Reloading a Weapon
  • Bolstering Morale with Leadership

This system ensures that combat is fast-paced and tactical, allowing players to make meaningful choices each round.


The Basics of Combat

Combat involves both an attacker and a defender in a simple, structured resolution process:

1. The Attack Roll

  • The attacker rolls their combat skill against the defender’s defense score (either Melee or Ranged).
  • If the attack roll meets or exceeds the defense, the attack hits.

2. Calculating Wounds

  • Each weapon has a base wound value (e.g., 3 for a laser, 5 for a particle rifle).
  • The defender’s armor rating then reduces the number of wounds received.

3. Armor and Health Checks

  • If wounds are fully absorbed by armor (reduced to 0 or less), the defender makes an armor check to see if the armor degrades.
  • If wounds exceed the armor rating, the defender must:
    • Roll two armor checks to see if the armor degrades.
    • Roll a health check to avoid serious injury.
  • If any of these rolls fail, the associated armor or health die decreases, making the character more vulnerable in future rounds.

This system makes armor valuable but not invincible, ensuring that long battles wear down defenses while keeping fights engaging and strategic.


Advanced Combat Considerations

Certain weapons and situations come with special rules that add depth to combat:

Heavy Weapons & Special Effects

  • Some weapons set targets on fire (plasma).
  • Some weapons weaken armor over time (ion weapons).
  • Some weapons can outright disintegrate targets (particle weapons).

Vehicles & Crashes

  • Vehicles require maintenance using the Drive skill.
  • Damaged vehicles can lose control, causing crashes that injure or kill passengers.

Underwater & Maritime Combat

  • Underwater combat is highly restrictive, limiting weapon effectiveness.
  • Maritime combat introduces wave penalties and movement constraints.

These mechanics ensure that combat varies based on the environment, keeping each encounter fresh and challenging.


Morale: Why Most Foes Don’t Fight to the Death

Combat in Sentius: Last Enclave is fast-paced because most NPCs won’t fight to the last breath.

Starting in round 3, enemies make a morale check using their Grit Die.
✔ If they fail, they flee the battlefield instead of fighting to the death.
✔ Players can use Leadership skills to bolster allies' morale and keep them in the fight.

This system makes battles more realistic, preventing every fight from being a grind to the last hit point.


Combat Influencers

Combat is influenced by various factors, including lighting conditions and visibility.
Not all battles take place in bright daylight—dark environments affect how far you can see and attack.

Additionally, combat involves injuries, healing, and repairs:

  • Restoring health through Medicine.
  • Repairing cybernetics and armor.
  • Handling character death when their Health Pool reaches zero.

Then there are hazards, which can effect the character in unique ways in and out of combat.

  • Falling Damage
  • Fear and Intimidation
  • Traps
  • Watery Hazards

Final Thoughts

Combat in Sentius: Last Enclave is designed to be deadly, strategic, and fast-moving.

Morale checks prevent drawn-out battles.
Armor provides protection but gradually weakens.
Heavy weapons and vehicle combat introduce new tactical layers.

Most player characters can survive a fight, but multiple battles per day will gradually wear them down—especially without access to healing magic, which is limited by resource pools.

In future posts, we’ll dive deeper into weapon types and encounter design.


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