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SF2E COMBAT QUICK REFERENCE

SF2E COMBAT QUICK REFERENCE

Source: SF2E Chapter 8: Playing the Game Last Updated: 2026-01-17


ACTION ECONOMY

ResourceAmountNotes
Actions3 per turnSingle actions or activities
Reaction1 per roundRegains at start of your turn
Free actionsUnlimitedSome have triggers

ATTACK ROLLS

  • Melee: d20 + Str (or Dex for finesse) + proficiency + modifiers vs AC
  • Ranged: d20 + Dex + proficiency + modifiers vs AC
  • Spell: d20 + spellcasting attribute + proficiency + modifiers vs AC

Multiple Attack Penalty (MAP)

AttackStandardAgile
First+0+0
Second-5-4
Third+-10-8

Resets at start of your turn. Does not apply to reactions.

Range Penalty

IncrementPenalty
1st+0
2nd-2
3rd-4
4th-6
5th-8
6th (max)-10

DEGREES OF SUCCESS

ResultCondition
Critical SuccessMeet/exceed DC by 10+
SuccessMeet/exceed DC
FailureBelow DC
Critical FailureBelow DC by 10+

Natural 20: Improve by one degree. Natural 1: Worsen by one degree.


DEFENSES

AC = 10 + Dex (capped by armor) + proficiency + armor bonus + modifiers

SaveAttributeResists
FortitudeCONPoison, disease, physical trauma
ReflexDEXExplosions, traps, area effects
WillWISFear, charm, mental effects

Basic Save Results

ResultDamage
Crit SuccessNone
SuccessHalf
FailureFull
Crit FailureDouble

DAMAGE

  • Melee: Damage die + Str + bonuses
  • Ranged: Damage die + bonuses
  • Thrown: Damage die + full Str
  • Propulsive: Damage die + half Str
  • Spell/Grenade: Damage die + bonuses (no attribute unless noted)

Types: Physical (B/P/S) | Energy (Acid, Cold, Electricity, Fire, Sonic, Vitality, Void) | Other (Force, Spirit, Mental, Poison, Bleed, Precision)

Process: Roll dice → Add modifiers → Determine type → Apply immunity → weakness → resistance → Reduce HP

  • Critical hits double all damage
  • Round down when halving (minimum 1)

Immunity, Weakness, Resistance

  • Immunity: Complete negation
  • Weakness: Increase damage by value (use highest if multiple)
  • Resistance: Reduce damage by value (use highest if multiple, minimum 0)

DEATH AND DYING

Reaching 0 HP

  • NPCs: Typically die immediately
  • PCs: Gain dying 1 (or dying 2 from crit/crit fail save). Nonlethal: unconscious without dying.

Recovery Check (each turn while dying)

DC = 10 + current dying value

ResultEffect
Crit SuccessDying -2
SuccessDying -1
FailureDying +1
Crit FailureDying +2
  • Dying 4 = Death
  • Taking damage while dying: +1 dying (+2 from crit)
  • Losing dying: gain wounded 1 (or increase wounded)

Wounded

  • When gaining dying while wounded: add wounded value to dying
  • Removal: Treat Wounds, full HP + 10 min rest, or -1 per full night's rest

Doomed

  • Max dying reduced by doomed value (doomed 1 = die at dying 3)
  • Removal: -1 per full night's rest

Instant Death

  • Dying reaches 4
  • Death effect reduces to 0 HP
  • Massive damage (>= 2x max HP in single blow)
  • Doomed reduces max dying to 0

HERO POINTS

  • Start with 1 per session; max 3
  • Reroll (1 HP): Reroll check, use second result
  • Heroic Recovery (all HP): Lose dying, stabilize at 0 HP, no wounded gain

HIT POINTS

  • Temporary HP: Separate from current/max; damage reduces temp first; only one source; can't be healed
  • Fast Healing: Regain HP each round at start of turn
  • Regeneration: Like fast healing; prevents dying; deactivates from specified damage type

COMMON COMBAT ACTIONS

ActionCostEffect
Strike1Attack roll vs AC
Stride1Move up to Speed; triggers reactions
Step1Move 5 ft without triggering reactions
Crawl1Move 5 ft while prone
Drop Prone1Fall to ground
Stand1Rise from prone
Interact1Draw weapon, open door, pick up object
Leap1Jump up to 10 ft horizontal or 3 ft vertical
Seek1Perception check to find hidden creatures/objects
Ready2Prepare action with trigger

MOVEMENT

  • Stride: Move up to Speed (triggers reactions)
  • Step: Move 5 ft (no reactions)
  • Modes: Burrow, Climb, Fly, Swim
  • Difficult Terrain: Double movement cost
  • Forced Movement: Involuntary; doesn't trigger most reactions

COVER AND FLANKING

  • Lesser Cover: +1 AC
  • Standard Cover: +2 AC
  • Flanking: Two allies on opposite sides; target is off-guard (-2 AC)

KEY CONDITIONS (COMBAT)

ConditionEffect
Blinded-4 Perception & attacks; auto-fail sight checks
ConcealedDC 5 flat check to hit
Frightened X-X to all checks/DCs; decreases by 1/turn
HiddenCan't be targeted directly
InvisibleTreated as undetected
Off-Guard-2 AC
Persistent DamageRecurs each turn; DC 15 flat check to end
Prone-2 attacks, +2 AC vs ranged, -2 AC vs melee
QuickenedExtra action (specified use)
Slowed XLose X actions/turn
UnconsciousCan't act, prone, -4 AC/Perception/Reflex, blinded, off-guard

PROFICIENCY RANKS

RankBonus
Untrained+0
TrainedLevel + 2
ExpertLevel + 4
MasterLevel + 6
LegendaryLevel + 8

BONUSES AND PENALTIES

  • Bonus Types (use highest of each): Circumstance, Status, Item
  • Typed Penalties: Use worst of each type
  • Untyped Penalties: All stack

SPECIAL CHECKS

  • Flat Check: d20 only, no modifiers. Auto-succeed DC <= 1; auto-fail DC >= 21
  • Secret Check: GM rolls for player
  • DC from Modifier: 10 + total modifier

SPELL SYSTEM

  • Attack: d20 + spellcasting attribute + proficiency
  • DC: 10 + spellcasting attribute + proficiency
  • Innate spells: Use Charisma unless stated otherwise

GENERAL CONVENTIONS

  • Specific overrides general
  • Round down (minimum 1 when halving)
  • Multiple multipliers combine: x2 and x2 = x3
  • Duplicate effects: only highest level/rank applies

THREE MODES OF PLAY

ModeTimingUse
Encounter6-second roundsCombat, stressful situations
ExplorationMinutes to hoursTravel, investigation
DowntimeDays or longerCrafting, research, recovery