GM COMBAT REFERENCE
Game Master Quick Reference • Encounter Building • Enemy Stats • Rulings Guide
ENCOUNTER BUILDING (HP BUDGET SYSTEM)
| Difficulty | HP Budget | Recommended Enemies | Player Death Risk |
|---|---|---|---|
| Easy | 30-40 HP | 3-4 weak enemies (10 HP each) | Low (learning encounter) |
| Medium | 50-70 HP | 2 elites (25 HP) + 2 mooks (10 HP) | Moderate (balanced) |
| Hard | 80-100 HP | 1 boss (40 HP) + 3 elites (20 HP) | High (expect casualties) |
| Deadly | 120+ HP | 2 bosses (50 HP) + 4 elites | Very High (TPK possible) |
⚔️ QUICK ENEMY STAT BLOCKS
AI BEHAVIOR QUICK REFERENCE
| AI Type | Decision Priority |
|---|---|
| Aggressive | 1. Attack if in range → 2. Move toward nearest PC → 3. Use abilities |
| Defensive | 1. Stay in cover → 2. Attack if flanked → 3. Retreat if HP < 50% |
| Flanker | 1. Move to rear arc → 2. Attack from behind → 3. Disengage if spotted |
| Support | 1. Buff allies → 2. Stay at range → 3. Heal if ally HP < 25% |
| Berserker | 1. Charge closest PC → 2. Melee attack → 3. Ignore HP (fight to death) |
⚖️ COMMON RULINGS & EDGE CASES
Simultaneous Destruction
Q: Both Caskets reduced to 0 HP at same time?
A: Active player (whose turn it is) wins ties. If same turn, initiative order decides.
Cover Through Allies
Q: Does ally provide cover?
A: YES. Allies block LOS and provide partial cover (+1 to-hit). You can't shoot through them.
Targeting Destroyed Component
Q: Can I attack destroyed component?
A: NO. Must target intact component. Overflow damage applies to adjacent components.
Reactive Cards on Own Turn
Q: Can I use reactive ([...] Initiative) on my own turn?
A: NO. Reactive cards ONLY usable on opponent's turn as interrupts.
SCRAP As Damage Absorption
Q: Can I discard SCRAP instead of useful cards?
A: YES. You choose which cards to discard for damage. Smart players dump SCRAP first.
Multiple Reshuffles Per Turn
Q: Can I reshuffle multiple times in one turn?
A: YES. Each reshuffle adds 1 DAMAGE card. Late-game death spirals are real.
DIFFICULTY SCALING MODIFIERS
| Modifier | Effect | When to Use |
|---|---|---|
| +10 HP Budget | Increase total enemy HP pool | Players are steamrolling encounters |
| +1 Elite Enemy | Add one 25 HP elite to encounter | Players need tactical challenge |
| Boss Gets 2 Actions | Boss acts twice per round | Solo boss too easy to focus fire |
| Reinforcements Wave 2 | Add 20 HP of enemies on round 3 | Battle ending too fast |
| Environmental Hazards | Lava (1 dmg/turn), poison gas, etc. | Force movement and positioning |
IMPROVISED RULING GUIDELINES
When rules are unclear or edge cases arise, use this framework:
- Check Core Rules First: Does the answer exist in Turn Structure, Combat, or Component Damage rules?
- Apply "Rule of Cool": If a player's idea is creative and thematic, allow it (once). Don't let it break balance.
- Default to Player Advantage: When truly ambiguous, rule in favor of the players (they're fighting the world).
- Ask the Table: If unsure, poll players for consensus. Democratic rulings build trust.
- Record the Ruling: Write it down. Use same ruling for consistency next time.