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Rules

Rules references pulled into one section for quick lookup during play.

Core Mechanics

  • Attributes - the six ability scores (STR, DEX, CON, INT, WIS, CHA) and what they cover in this universe.
  • Proficiency - Proficiency Bonus, what counts as trained, and Expertise.
  • Ability Checks - rolling a check, the DC ladder, contested and passive checks.
  • Saving Throws - what a save is, the six save types, and Save DCs.
  • Advantage and Disadvantage - 2d20 take higher / take lower, stacking rule, common sources.
  • Movement - speed, difficult terrain, prone and crouched, dash, disengage, climb and jump.
  • Encumbrance - carry capacity by Strength, light / encumbered / heavily encumbered bands.
  • Hit Points - HP, Triage Code, going down at 0 HP, death saves, and stabilization.
  • Rest - short and long rests, Hit Dice spending, and feature recovery.

Combat and Equipment

  • Combat Turn - initiative, surprise, the action / bonus action / reaction economy.
  • Combat Actions - firing modes, aim, opportunity attacks, suppression.
  • Cover - half / three-quarters / full cover, concealment, and how cover is granted or defeated.
  • Vision and Light - bright / dim / darkness, obscurement, NVG, thermal, smoke.
  • Stealth and Hiding - the Hide action, when you can hide, and what hidden gets you.
  • Critical Hits - per-weapon Crit range, double dice, head-shot crits, and auto-crit features.
  • Conditions - standard 5E conditions plus homebrew additions (Bleed, Crouched, Shaken, etc.).
  • Damage Types - damage types, damage reduction, stress damage, subdual, and target zones.
  • Weapon Properties - property keywords used by weapons.
  • Weapon Modifications - mod options and per-category availability.
  • Ammunition - magazine tracking, weights, starting loadout, and resupply.