Combat Tables

A list of numbers that the persona takes into combat.

The combat table is the centrepiece of the tactical combat system. The tactical combat system allows for players to carry out detailed combat shenanigans using miniatures on a tabletop. The Combat Table combines all of the persona’s bonuses in one place. The matrix lists all the bonuses that the player adds to her attack and damage rolls. The combat table combines attributes, vocation, levels, weapon familiarity and tactics to pretend that these elements matter.

Each persona has its own combat table. The amount of time spent calculating the data depends on the importance of the persona. Player personas have the most detailed combat tables. Cannon fodder have the least detailed combat tables.

Example Combat Table
If this table does not make sense please read this section.

Type

BP

BNP

MR

DA

A

100

35

790

6

B

175

65

825

3

C

230

75

905

0

The tactical combat system is not simple, and the combat table requires an understanding of many acronyms. You need to read this section if the following acronyms do not make sense: BP, BNP, MR, DA, AR, Type A, Type B, Type C etc. If you know what you are looking for, jump to the combat table you need. Below is a list is of player persona combat tables. Referee persona combat tables are detailed in their referee persona sections

Deconstruction of a Combat Table

The example combat table from above is broken down row by row with links to more detailed explanations.

Deconstructing the Combat Table
An example combat table.

ROW

Labelled rows are for explanation, and are not part of combat table.

1

Attack Type

BP

BNP

MR

DA

2

A

100

50

725

6

3

B

125

65

775

3

4

C

150

75

825

0

ROW 1 lists the combat table headings.

Attack Type

Type of attack being used. Striking vs projectile vs powered.

BP

Bonus Proficient. Player adds this number to attack roll for familiar weapons.

BNP

Bonus Non Proficient. Player adds this number to attack roll for unfamiliar weapons.

MR

Maximum Roll. This is the highest attack roll the player can make.

DA

Damage Adjustment. The player adds this number to the damage roll.

ROW 2 lists data for persona powered thrusting and striking attacks like swords.

A

Type A attacks are thrusting and striking weapons.

100

Player adds this number to attack roll when using her familiar sword.

50

Player adds this number to attack roll when using an unfamiliar mace.

725

If the player rolls higher than 725 her roll becomes 725.

6

The player add 6 hit points of damage when using this weapon type.

ROW 3 lists data for persona powered projectile attacks like bows.

B

Type B attacks are non-powered projectile weapons.

125

Player adds this number to attack roll when using her familiar bow.

65

Player adds this number to attack roll when using an unfamiliar throwing spear.

775

If the player rolls higher than 775 her roll becomes 775.

3

The player adds 3 hit points of damage when using this weapon type.

ROW 4 lists data for powered projectile attacks like guns.

C

Type C attacks are powered projectile weapons.

150

Player adds this number to attack roll when using her familiar lazer pistol.

75

Player adds this number to attack roll when using an unfamiliar rifle.

825

If the player rolls higher than 825 her roll becomes 825.

0

There is no damage adjustment when using this weapon type.

Attack Types

EXP has an enormous variety of weapons. A review of attack types is needed to understand combat tables and attack rolls. For a more detailed explanation jump to Attack Types.

Type A

Non-powered thrusting and striking attack. Type A attacks depend on the user’s muscle power to inflict damage. The personas must be in adjacent hexes to be able to damage each other. Examples are clubs, fists, swords, pincers, claws and axes.

Type B

Non-powered projectile attack. Type B attacks depend on the user’s muscle power to inflict damage. The personas may be several hexes apart and still be able to damage each other. Examples are arrows, bolts, rocks, quills and spit.

Type C

Powered projectile attack. Type C attacks do not require the user’s muscle power to inflict damage. The attack supplies its energy to inflict damage. The personas can be many hexes apart and still be able to damage each other. Type C attacks are limited to once per combat unit. Examples are bullets, laser bolts, energy beams, and crossbow bolts.

Type D and E

Powered projectile attacks. Type D and E attacks do not require the user’s muscle power to inflict damage. These attacks supply their energy to inflict damage. The personas can be many hexes apart and still be able to damage each other. Type D and E attacks function the same as type C attacks. Type D weapons get two attacks per turn. Type E weapons get three attacks per turn. Examples are semi-automatic rifles, quill shooting aliens and hair-trigger energy weapons.

Type F

Powered full auto projectile attacks. These attacks are fully automated (F stands for fully automatic). Type F attacks do not require the user’s muscle power to inflict damage, and one action results in multiple attacks. The attack supplies its energy to inflict damage and make multiple attacks. The personas can be many hexes apart and still be able to damage each other. Type F weapons attack as type C weapons. Type F weapons spray projectiles delivering lots or no damage at all. A typical type F weapon will disgorge 15 rounds per trigger pull. Examples are machine guns, Gatling laser rifles, or a multi-mouthed alien vomit attack.

Type AOE

Area of effect attack. Type AOE attack blanket an area with damage, and require no effort by the persona. Area of effect attacks are unique in that they only need to land near a target to inflict damage. The AOE attack roll is against a target hex and not a target’s defences. Examples are frag grenade, napalm aerosol, skunk spray, or a fusion grenade.

Type AOE attacks as type A, B or C depending on its delivery method. The persona throws Type B AOE attacks at the target hex (hand grenade). The persona shoots Type C AOE attacks at the target hex (grenade launcher). Type A AOE would be a suicide vest.

Bonus Proficient

This number is added to the attack rolls when the persona is using familiar weapons. Being familiar and skilled with a weapon indicates that the persona is proficient with that weapon. Using a proficient weapon allows the persona to bring all her aptitude and skills to bear. The higher the bonus proficient (BP), the more likely the player will win her attack roll and damage the target. When the player throws her kilodie attack roll, she adds the BP to the die roll.

If the persona is using an unfamiliar weapon, she uses her Bonus Non Proficient (BNP).

The bonus proficient has two main components: attribute bonuses and level bonuses.

Attribute Component

Most of the calculations done on the combat table involve the persona’s attributes. Each attack type has its own attribute calculation. Strong personas have better attack bonuses with thrusting and striking attacks. Dextrous personas excel with powered missile attacks.

Drawing of humanoid feline walking away from destroyed carnival game.

PSTR helps Type A attacks.

Level Component

The level component refers to the bonuses the persona gets from her vocation and experience level. The higher the experience level, the better the persona is at combat. In general, the persona with the higher level will be better in combat. Sometimes exceptional attributes can overshadow experience levels. However, if two personas have the same attributes more experienced persona will have an advantage.

Bonus Non Proficient

The bonus non proficient is added to an attack roll when the persona is using unfamiliar weapons. The bonus non proficient (BNP) is a fraction of the persona’s BP. The BNP still benefits the player’s attack roll but less so than her BP. Personas will prefer to use familiar weapons in which they are proficient.

The persona’s vocation determines the persona’s BNP. All anthros have vocations and therefore use the Vocation BNP Table to determine their BNP. The more combat-oriented the vocation is, the better their bonus non proficient. The less combat-oriented the vocation is, the lower their BNP is relative to their BP. A nothing only can use 10% of her bonus proficient with type C attacks. A mercenary can use 100% of her BP for all attacks.

Drawing of a humanoid horse throwing away a pin and holding a grenade.

You must know your tool.

Maximum Roll

The maximum roll is the best attack roll that the player can make for her persona. If a player’s total attack roll is 1042 and her maximum roll (MR) is 884, her attack roll becomes 884. As the persona increases in experience levels, her maximum roll increases as well. Combat vocations increase their BP and MR faster than non-combat vocations. Without the MR, low-level personas are as dangerous as high-level personas.

Critical Checks allow any persona to damage any other persona with pure chance.

Occasionally a player will be unable to win an attack roll on a target with a high armour rating. This limitation of the maximum roll will leave some players feeling helpless and frustrated. These emotions indicate that it’s a good time for their persona to run away.

Drawing of dart in center of dartboard.

Just can’t get better.

Damage Adjustment

The player adds the damage adjustment when she wins an attack roll. The damage adjustment (DA) represents the impact of physical strength on persona-powered attacks. Physical strength increases the amount of damage that the persona delivers with a striking weapon. Powered attacks (type C) do not have a damage adjustment.

Damage Adjustment is a legacy term from the last millennium. Damage Bonus seems more appropriate.

Proficiencies

Proficient indicates that the persona is familiar with the attack type. If the persona is familiar with the attack type, the player uses the bonus proficient when attacking. If the persona is not proficient with the attack type, she uses her BNP when attacking. In all cases, excepting the vocation mercenary, a persona’s BNP is much lower than her BP.

In most cases, proficiency is referring to artifact weapon skill and familiarity. An anthro, or a tool-using alien, can be proficient in a technological weapon. Proficiency does not apply to an alien’s evolved biological attacks. Proficiency does not apply to a robot’s baked in offensive systems.

The player chooses the weapon proficiencies for her persona. Players should choose their persona’s weapon proficiencies carefully. For example, being proficient with a laser will be fun until its batteries run out. In a leather and dust milieu, a crossbow proficiency may have been a better choice. Players are encouraged to reserve weapon proficiencies for when the best weapon comes along.

Combat vocations start with more proficiencies and learn new ones faster. The player can add new proficiencies as her persona increases in experience levels. The number of initial proficiencies and the intervals for new ones are listed below.

Weapon Proficiencies Tables
Levels personas add new weapon proficiencies.

Persona

Attack Type A

Attack Type B

Attack Type C

Vocation

Levels

Levels

Levels

Biologist

1, 3, 6, 9, 12

1, 5, 8, 11, 14

1, 4, 7, 10, 13

Knite

1, 2, 4, 6, 8

1, 3, 6, 9, 12

1, 2, 4, 6, 8

Mechanic

1, 3, 6, 9, 12

1, 4, 7, 10, 13

1, 2, 4, 6, 8

Mercenary

Global proficiency. Add weapon skills.

Nomad

1, 3, 6, 9, 12

1+1, 4, 7, 10, 12

1, 5, 8, 11, 14

Nothing

Single proficiency only.

Spie

1, 2, 4, 6, 8

1, 2, 4, 6, 8

1, 2, 4, 6, 8

Veterinarian

1, 3, 6, 9, 12

1, 5, 8, 11, 14

1, 4, 7, 10, 13

Alien

Natural attacks only.

Robot

Baked in attacks only.

Aliens

Aliens are automatically proficient with their natural attacks. Aliens that are not tool users can only use their natural attack types in combat. So aliens do not have BNPs for their natural attacks. Tool using aliens following vocations use the Vocation BNP Table to determine their BNP.

Robots

A robot is only proficient with attacks baked-in during fabrication. Robots use their BNP for attacks that are malfunctioning peripherals. Robotic BNP is zero.

Knites

Knites are always proficient with their energy sword. A knite’s energy sword does not count as proficiency.

Mercenaries

Mercenaries are efficient with anything that is a weapon. A merc must first identify the artifact as a weapon. Mercs also get skills bonuses that can increase their attack rolls even further.

Nothings

Nothings are only proficient with one weapon and one weapon only.