Combat Activity

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.

Shoulder Tap


Initiative is treated as normal. The optional Speed Factor in the [contentblock id=dmg-cite1] (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.

Condition Initiative Modifier
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
Tiny +5
Small +2
Medium +0
Large -2
Huge -4
Gargantuan -8

Elbow Jab
Head Bash
Gut shot


Personal Tactics

Group Maneuvers

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.

Combat Group Maneuvers
Maneuver Type Minimum Benefits
Shield Wall Simple 3 (Shields) All behind shields get +1 AC
Spear Wall Advanced 4 (Spears) When attacking massed enemies, spears gain +1 attack

Group Tactics: Unit

This has 3 levels of familiarity, depending on the size.

Maniple: Maniple

Cohort: Cohort

Legion: Legion

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