Darkreach β€” Combat

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Combat β€” Hunters of Darkreach

Initiative

One Hunter makes a Sense (Perception or Intuition) test:

ResultOutcome
Full SuccessHunters act first β€” Hunter Round begins
Mixed SuccessHunters act first, but GM gains +1 tick on Momentum Clock
FailureGM acts first β€” GM Round begins

If one side clearly ambushes the other: no roll, ambushing side goes first.


The Hunter Round

Hunters act freely, in any order they choose. Everyone must take one turn before anyone takes a second. After all hunters have gone once, they continue in passes. The Hunter Round only ends when the Momentum Clock fills.


Action Points (AP)

Each hunter has 3 AP per turn. Unspent AP is lost.

CostAction
1 APMove (up to short range)
1 APInteract with an Item
2 APAttack (Martial)
2 APPin / Knock Prone (Body test)
2 APFortify (brace for Defy Danger)
2 APHide
2 APAid (ally within close range)
2 APTend (heal ally 1 harm, close range)
3 APEnd a Status (on self or close ally)
VariesBloodline or Path Sentence

The Momentum Round & Clock

After every hunter has taken one turn, the Momentum Clock starts filling. Each roll adds ticks:

ResultTicks
Full Success+1
Mixed Success+2
Pushed Mixed Success (upgraded to Full)+3
Failure+3

Clock sizes (GM chooses based on encounter):

  • 4 ticks β€” fast, dangerous; quick enemies or ambush predators
  • 6 ticks β€” standard pace
  • 8 ticks β€” slow-building; cautious, defensive, or lumbering enemies

GM Round

When the Momentum Clock fills:

  1. Current player finishes their turn normally
  2. GM Round begins β€” all NPCs act (each has 3 AP)
  3. Momentum Clock resets to 0
  4. Back to Hunter Round

Special Cases

Duels (1v1): Momentum Clock is ignored. Simple back-and-forth alternating turns.

Mixed Success Attacks (Glancing Blow): If you accept a mixed success on an attack (don’t push), it deals exactly 2 + attacker’s Tier harm. No modifiers apply.


Ranges

RangeDistanceNotes
CloseWithin 5 ftMelee attacks; Ranged/Thrown here suffer βˆ’2
Short10–30 ftThrown weapons; many skirmishes here
Long30–90 ftFirearms and bows; most effective range
Far90 ft+Ranged attacks βˆ’2 penalty; thrown weapons ineffective

Last updated: 2026-04-06