GM COMBAT REFERENCE

Game Master Quick Reference • Encounter Building • Enemy Stats • Rulings Guide

"The GM is the Engine's voice. You set the difficulty. You adjudicate the chaos. You are the iron law."

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)
Multiply HP budget by 1.5× if players are veterans (10+ games). Reduce by 0.75× for first-timers.

⚔️ QUICK ENEMY STAT BLOCKS

MOOK (Weak Infantry)
HP:
10 HP (deck size 10)
SP:
4 SP (Medium mobility)
Attacks:
1d6 damage, +4 to-hit
AI:
Move toward closest PC, attack if in range
Tactics:
Swarm tactics, cannon fodder
ELITE (Veteran Soldier)
HP:
25 HP (deck size 25)
SP:
5 SP (Good mobility)
Attacks:
2d6 damage, +5 to-hit
AI:
Prioritize wounded PCs, use cover
Tactics:
Flanking, focus fire
BOSS (Commander/Champion)
HP:
40-50 HP (deck size 40-50)
SP:
6 SP (High mobility)
Attacks:
3d6 damage, +6 to-hit, special abilities
AI:
Tactical positioning, buff allies, focus threats
Tactics:
2 actions/turn, command aura (+1 to ally attacks)
For custom enemies: HP = difficulty × 10. SP = 3-6 depending on role. Damage = HP ÷ 5 (roughly).

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)
If AI behavior is ambiguous, roll 1d6: 1-3 = Priority 1, 4-5 = Priority 2, 6 = Priority 3.

⚖️ 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
If players win with >60% HP remaining: increase difficulty next battle. If <20% HP remaining: reduce difficulty.

IMPROVISED RULING GUIDELINES

When rules are unclear or edge cases arise, use this framework:

  1. Check Core Rules First: Does the answer exist in Turn Structure, Combat, or Component Damage rules?
  2. Apply "Rule of Cool": If a player's idea is creative and thematic, allow it (once). Don't let it break balance.
  3. Default to Player Advantage: When truly ambiguous, rule in favor of the players (they're fighting the world).
  4. Ask the Table: If unsure, poll players for consensus. Democratic rulings build trust.
  5. Record the Ruling: Write it down. Use same ruling for consistency next time.
When in doubt: "Make a roll. High = good for players, low = bad. Let the dice decide."
"The rules are iron. Your judgment is steel. Together, you forge the story."

See Also

Core Bestiary

Complete enemy stat blocks (26 enemies)

→ Read Bestiary

Mission Generation

Procedural mission creation system

→ Read Mission Gen

Player Reference Card

One-page player quick reference

→ View Player Aid

Combat Flowchart

Visual guide for attack resolution

→ View Flowchart

Return to Codex Home