Combat
Initiative
| Example | Die |
| Standard encounter | d12 |
| Declared ready for trouble and have evidence of an ambush ahead, but don’t know where or when | d10 |
| Can hear opponents in a concrete direction, but not see them | d8 |
| Going through a doorway, with absolute knowledge that an opponent is on the other side | d6 |
| Leaping around a corner, with absolute knowledge that an opponent is there (or awaiting an opponent’s leap) | d4 |
| At GM's discretion | any |
| Time between awareness checks (to not be surprised) | 5 seconds* |
| Surprise negates | Defense adjustments, shields, can only roll d8 |
* Once combat starts, everyone rolls initiative. Surprise lasts until one's initiative roll or 2sec after a hit or near miss
Missile Weapons
Melee
| Defense Rolls |
| Fleeing* | d10, no shield |
* May only get free attack if less than half-way to next attack, and no enemy allies right there
Notes