COMBAT RESOLUTION FLOWCHART
Single-Page Visual Guide • Printable Reference Sheet • Eliminate Rule Lookups
"Declare. Calculate. Roll. Block. Discard. This is how blood is paid."
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1
DECLARE ATTACK
Play attack card from hand
- Pay SP cost (shown on card)
- Choose target Casket
- Declare target component (Head, Arms, Legs, Chassis)
- Check range and line of sight
2
CALCULATE TO-HIT NUMBER
Base: 5+ (roll 2d6 Attack Dice)
| Cover (partial) | +1 to-hit needed |
| Cover (full) | +2 to-hit needed |
| Flanking (rear arc) | -1 to-hit needed |
| Long range | +1 to-hit needed |
| Point blank | -1 to-hit needed |
3
ROLL ATTACK DICE
Roll 2d6 Attack Dice (or 3d6 if Advantage, take 2 highest)
Add up symbols:
- [HIT] = +1 to result
- [CRITICAL] = +2 to result
- [MISS] = +0 to result
4
CHECK ATTACK RESULT
Compare total to To-Hit Number
MISS (0-4)
No effect. Attack ends. Discard attack card.
HIT (5-6)
Deal card damage. Defender rolls Defense Dice.
STRONG HIT (7-9)
Deal card damage +1. Defender rolls Defense Dice.
EXECUTION (10+)
Target component AUTO-DESTROYED. No Defense Roll.
5
DEFENDER ROLLS DEFENSE DICE
Roll X Defense Dice (X = final damage amount)
Count blocks:
- [SHIELD] = Block 1 damage
- [ABSORB] = Block 1 damage
- [VULNERABLE] = No block
Special symbols:
- [CRITICAL] = Attacker deals +1 damage
- [PIERCE] = Ignore 1 block
- [HEAT] = Attacker gains +1 Heat
6
APPLY FINAL DAMAGE
Final Damage = Original Damage - Blocks
Defender:
- Discard final damage from deck
- If deck empty, reshuffle discard + add 1 DAMAGE card
- Apply component damage to target component
7
CHECK COMPONENT DESTRUCTION
If component HP reaches 0:
- Component is DESTROYED (permanent)
- Add 1 SCRAP card to defender's deck
- Apply component destruction effects (see below)
- Overflow damage applies to adjacent components
HEAD DESTROYED
-1 Draw Phase cards permanently
ARMS DESTROYED
-2 attack damage permanently
LEGS DESTROYED
-2 Move speed permanently
CHASSIS DESTROYED
-1 SP maximum permanently
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QUICK REFERENCE TABLES
Attack Dice Symbols
| [HIT] | +1 to result (2 per die) |
| [CRITICAL] | +2 to result (1 per die) |
| [MISS] | +0 to result (3 per die) |
Defense Dice Symbols
| [SHIELD] | Block 1 damage (2 per die) |
| [ABSORB] | Block 1 damage (1 per die) |
| [VULNERABLE] | No block (2 per die) |
| [CRITICAL] | +1 damage to attacker (1 per die) |
Component HP by Zone
| Head | 8 HP (AP zone) |
| Arms | 12 HP (Structure zone) |
| Legs | 10 HP (Structure zone) |
| Chassis | 6 HP (Exposure zone) |
Hit Result Thresholds
| 0-4 | MISS (no effect) |
| 5-6 | HIT (card damage) |
| 7-9 | STRONG HIT (+1 dmg) |
| 10+ | EXECUTION (auto-destroy) |
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Printing Tips
- Paper: Print on A4/Letter size, portrait orientation
- Laminate: Laminate for table durability
- Reference: Keep one copy per player during games
- Digital: Open this page on tablet during play
"Seven steps. Seven chances to die. Learn them. Master them. Survive them."
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