SF2E COMBAT QUICK REFERENCE
Source: SF2E Chapter 8: Playing the Game
Last Updated: 2026-01-17
| Resource | Amount | Notes |
|---|
| Actions | 3 per turn | Single actions or activities |
| Reaction | 1 per round | Regains at start of your turn |
| Free actions | Unlimited | Some have triggers |
- 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
| Attack | Standard | Agile |
|---|
| First | +0 | +0 |
| Second | -5 | -4 |
| Third+ | -10 | -8 |
Resets at start of your turn. Does not apply to reactions.
| Increment | Penalty |
|---|
| 1st | +0 |
| 2nd | -2 |
| 3rd | -4 |
| 4th | -6 |
| 5th | -8 |
| 6th (max) | -10 |
| Result | Condition |
|---|
| Critical Success | Meet/exceed DC by 10+ |
| Success | Meet/exceed DC |
| Failure | Below DC |
| Critical Failure | Below DC by 10+ |
Natural 20: Improve by one degree. Natural 1: Worsen by one degree.
AC = 10 + Dex (capped by armor) + proficiency + armor bonus + modifiers
| Save | Attribute | Resists |
|---|
| Fortitude | CON | Poison, disease, physical trauma |
| Reflex | DEX | Explosions, traps, area effects |
| Will | WIS | Fear, charm, mental effects |
| Result | Damage |
|---|
| Crit Success | None |
| Success | Half |
| Failure | Full |
| Crit Failure | Double |
- 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: Complete negation
- Weakness: Increase damage by value (use highest if multiple)
- Resistance: Reduce damage by value (use highest if multiple, minimum 0)
- NPCs: Typically die immediately
- PCs: Gain dying 1 (or dying 2 from crit/crit fail save). Nonlethal: unconscious without dying.
DC = 10 + current dying value
| Result | Effect |
|---|
| Crit Success | Dying -2 |
| Success | Dying -1 |
| Failure | Dying +1 |
| Crit Failure | Dying +2 |
- Dying 4 = Death
- Taking damage while dying: +1 dying (+2 from crit)
- Losing dying: gain wounded 1 (or increase 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
- Max dying reduced by doomed value (doomed 1 = die at dying 3)
- Removal: -1 per full night's rest
- Dying reaches 4
- Death effect reduces to 0 HP
- Massive damage (>= 2x max HP in single blow)
- Doomed reduces max dying to 0
- 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
- 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
| Action | Cost | Effect |
|---|
| Strike | 1 | Attack roll vs AC |
| Stride | 1 | Move up to Speed; triggers reactions |
| Step | 1 | Move 5 ft without triggering reactions |
| Crawl | 1 | Move 5 ft while prone |
| Drop Prone | 1 | Fall to ground |
| Stand | 1 | Rise from prone |
| Interact | 1 | Draw weapon, open door, pick up object |
| Leap | 1 | Jump up to 10 ft horizontal or 3 ft vertical |
| Seek | 1 | Perception check to find hidden creatures/objects |
| Ready | 2 | Prepare action with trigger |
- 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
- Lesser Cover: +1 AC
- Standard Cover: +2 AC
- Flanking: Two allies on opposite sides; target is off-guard (-2 AC)
| Condition | Effect |
|---|
| Blinded | -4 Perception & attacks; auto-fail sight checks |
| Concealed | DC 5 flat check to hit |
| Frightened X | -X to all checks/DCs; decreases by 1/turn |
| Hidden | Can't be targeted directly |
| Invisible | Treated as undetected |
| Off-Guard | -2 AC |
| Persistent Damage | Recurs each turn; DC 15 flat check to end |
| Prone | -2 attacks, +2 AC vs ranged, -2 AC vs melee |
| Quickened | Extra action (specified use) |
| Slowed X | Lose X actions/turn |
| Unconscious | Can't act, prone, -4 AC/Perception/Reflex, blinded, off-guard |
| Rank | Bonus |
|---|
| Untrained | +0 |
| Trained | Level + 2 |
| Expert | Level + 4 |
| Master | Level + 6 |
| Legendary | Level + 8 |
- Bonus Types (use highest of each): Circumstance, Status, Item
- Typed Penalties: Use worst of each type
- Untyped Penalties: All stack
- 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
- Attack: d20 + spellcasting attribute + proficiency
- DC: 10 + spellcasting attribute + proficiency
- Innate spells: Use Charisma unless stated otherwise
- Specific overrides general
- Round down (minimum 1 when halving)
- Multiple multipliers combine: x2 and x2 = x3
- Duplicate effects: only highest level/rank applies
| Mode | Timing | Use |
|---|
| Encounter | 6-second rounds | Combat, stressful situations |
| Exploration | Minutes to hours | Travel, investigation |
| Downtime | Days or longer | Crafting, research, recovery |