In Incarna, the flow of combat is streamlined through minimal checks/dice rolling, and the general lethality of combat is increased through additional options and an easily scaled outcome. If the active armoring system is used, it offsets some of the lethality and increases some of the realism at the price of pace.
Initiative is treated as normal. The optional Speed Factor in the ©Dungeon Master Guide (p. 271) rules will be used.
Swift: Any “natural 20”, or an adjusted initiative over 20; The character’s penalty for Initiative Factors is reduced to zero OR they may take an extra Reaction.
|Spellcasting||Subtract the spell’s level|
|Melee, heavy weapon||-2|
|Melee, light or finesse weapon||+2|
|Melee, 2 handed weapon||-2|
|Ranged, loading weapon||-5|
Simple group maneuvers can be employed by any small team or squad with little or no training, providing a minor adjustment to attack, initiative, or armor class. Various skills, feats, and military type lore can enhance the impact of these for individuals employing them.
Simple maneuvers mean proficiency is required, Proficient means the character must possess proficiency in related skill/lore/etc.
|Shield Wall||Simple||3 (Shields)||All behind shields get +1 AC|
|Spear Wall||Advanced||4 (Spears)||When attacking massed enemies, spears gain +1 attack|
This has 3 levels of familiarity, depending on the size.