Welcome to the foundational mechanics of Actions in Cybercore.
Here, combat is streamlined yet strategic, designed to keep the action fast-paced and engaging. Understanding how Rounds, Turns, and Actions work together is essential for navigating conflicts effectively and leading your squad through the dangers of the galaxy.
Combat unfolds in Rounds, representing a cycle of activity where every participant, from players to GMs, takes their turn. Each round is a snapshot of the battlefield, where decisions are made, strategies are executed, and actions are taken.
Within each round, individuals have their Turn—a slice of time in the spotlight to stamp there mark on the world.
The concept of a Turn forms the backbone of combat. During your Tern you are going to use one or more Actions.
Actions are what you use to attack, defend, or engage with your environment.
On your turn you get one Action for free. This can be an Attack, a Reload or the beginning of a Maneuver
Cybercore expands on traditional combat mechanics with Heroic Actions and Maneuvers, adding layers of tactical depth and allowing for cinematic moments of heroism and strategy.
Heroic Actions provide opportunities for significant impact, allowing players to change the course of battle in critical moments. Maneuvers introduce sustained actions, where strategies unfold over time.
As we explore Cybercore's combat system, remember that the goal is not just to defeat your adversaries but to do so with strategic insight, while looking amazing.
In the heart of Cybercore's combat system, Rounds and Turns structure the flow of battle.
A round is the complete cycle through which every participant, from the stealthiest scout to the most formidable NPC adversary, takes their turn. Each round represents a brief but intense period of activity, encapsulating the Actions and Heroic Actions that define the rhythm of combat.
It begins with the players going first unless there is an Ambush. If the players miss, or fail a skill check in some way, the GM can then step in an take an action for one of the combatants, this is especially encouraged if it makes thematic sense.
Otherwise the GM goes once all the players have acted.
During your turn, you step into the spotlight, with the opportunity to execute your planned actions. Your turn is your slice of the combat round, where you make decisions, perform actions, and influence the battlefield's state.
It starts when you initiate your first action and concludes after your final action or the end of your Maneuver
This structure emphasizes the importance of strategic planning and the judicious use of actions. Whether it's moving to a more advantageous position, attacking an enemy, or executing a complex Maneuver, your actions during your turn can turn the tide of battle.
Additionally, the concept of Heroic Actions adds a layer of strategic depth to your turn. These special actions, reserved for moments of critical impact, can be used to extend a maneuver or to act at a pivotal moment, offering a way to achieve victory against the odds.
Understanding when to strike, when to maneuver, and when to deploy your Heroic Actions will set you apart as a tactician and a force to be reckoned with.
Diving into the adrenaline-fueled skirmishes of Cybercore, every player must grasp the essentials of combat actions. These fundamental components form the backbone of your strategic options on the battlefield.
Each round, you're allocated a set number of actions, starting with one free action at Tier 1.
Some examples of Action one of...
Actions are closely tied to Energy, when you have the Energy to burn, you can perform additional actions beyond your free action.
You can gain Extra energy though Skill Tricks, Corp Talents and Origin Feats as well as though the use of Energy Drinks and Pharmaceuticals and R&R Actions.
Among the Actions at your disposal, you have a single Heroic Action per encounter. This special action accumulates it own Heroic Energy, A separate pool from your regular Energy.
You gain one Heroic Energy at the start of your turn, and it can accumulate up to a maximum equal to your level.
A Heroic Action embody the moments of bravery, sacrifice, and ingenuity that define Cybercore's epic and cinematic narrative.
A Heroic Action can be used at any time before the last creature in the round begins its turn, you can interrupt any others Turn, at which time that Turn is suspended while you complete your Heroic action, it then resumes again afterward.
Essentially, Heroic Actions are your chance to seize the moment.
Every time your Turn comes up again and you have not used your Heroic Action, your Heroic Energy Pool gains one Energy, up to a maximum equal to your level.
Certain abilities, skills, or circumstances may grant you additional abilities that can only be used as part of a Heroic Action.
Heroic Actions are your chance to change the course of battle, rescue an ally from certain death, or execute a daring strategy that turns defeat into victory. If not used, they accumulate Energy, up to a maximum equal to your level, offering you the flexibility to unleash a flurry of heroism when most needed.
If you do not use your Heroic Action in an Encounter, the Heroic Energy remains and you can use it during next encounter, even before your first turn.
You can use this Heroic action to do anything you would normally be able to do on your turn, or negotiate with your GM. Some examples of Heroic actions. Note: In some of the following example the interpretation of Heroic, is left to the reader...
Mastering the intricacies of Cybercore's combat system offers a plethora of strategic options,as each skirmish is a pretty high-stakes game.
Utilizing maneuvers and understanding the nuances of readying actions strategies, can turn the tide of any encounter.
Maneuvers are the cornerstone of advanced combat strategies in Cybercore, representing a suite of ongoing actions that can significantly alter the battlefield's dynamics. Every character starts with the ability to initiate maneuvers using their actions, including the unique Heroic Action. These maneuvers can range from suppressing fire to hacking enemy defenses or performing complex team-based actions.
What sets maneuvers apart is their ongoing nature; many require more than a single action to execute, and their effects can accumulate, intensifying with each subsequent action dedicated to them. For example, a heavy weapon might deal more damage or become more accurate the longer it fires, creating a balance between sustained offense and the tactical use of actions.
Integrating maneuvers into your combat strategy demands a deep understanding of your and your team's capabilities. Recognizing when to initiate a maneuver, sustain it, or transition to another tactic is crucial, making maneuvers a powerful tool in the hands of a strategic player.
Or you can just point the Chaingun at the bad guy and jam your fat finger on the trigger, I find the outcomes often the same.
-- Jock Stargazer.
Jock Stargazer runs clear of the launch pad...
The setting sun over the tropical jungle at his back. He levels his M134 Minigun at the approaching hordes of Zod and opens fire, purchasing, he hopes, enough time for his team to strap themselves into the low orbit escape vehicle and finish the launch sequence. Jock sheds no tears; he’s had a good run; this time, the beer salutes at the end of the mission will be for him. He just has to hold the Zod back from overwhelming the ship.
He squeezes the trigger and says a prayer to the Gun god of Ammo and Belt Jams. Betsy roars into life. Ahh, Betsy, you have always been a reliable old girl; if a little temperamental when you get knocked up, Jock laughs to himself, glad Conner gave her one last oil and repair before they broke for the ship. The more ammo he spays into the swarm, the harder it becomes for them to approach; as the bullets rip from his now red hot smoking barrels, the amber overheat warning flashes on his HUD. He Ignores it. Betsy screams her anger and defiance at the approaching Zod. Their endless swarm undiminished. A Zod Elder Warrior scuttles from the throng; its armor is thick enough to withstand the toughest barrages, melts before the white-hot tungsten carbide rounds. It joins the building mound of its dead brethren.
In a normal situation, standing out in the open like this would be foolhardy; however, Jock didn’t see any spitters on this planet; perhaps these Zod were a different breed. Meh Alien Bio was never his thing anyway. He rotates right, raining ammo, the weight and balance feeling just right. His shots are landing more and more accurately as time races by. What’s taking them so long?, A Second warning joins the first on his Hud, this one more serious, Ammo Low. He doesn’t ease up. Instead, he screams a challenge to the Zod, taunting them into a new rush of death, and his pleas to whoever watches over a man’s last stand are answered.
With a deafening roar, the escape boosters ignite, and dusk turns pitch black as years of accrued jungle dirt is thrown from the launch pad obscuring everything in a one-click radius, including Jock’s smile. Ahh, to the safety of the space mother’s cradle, sound journey, my friends. There is a high pitch whine in the darkness as the warrior god of ammunition seems to turn his back on him just as his thoughts turn to the space mother. The spent ammo belt blasts clear of the clip chamber,
Three Zod warriors loom from the dust, and Jock’s smile turns to a grin as he raises the near molten Betsy in a salute at the descending horde. In his final maneuver, he grimaces as they smash into his combat armor, knocking him onto his back. He grinned past their looming heads and fanged chitinous maws at the blazing booster trail, watching it turn the purple sky turquoise in a streaking arc of fiery blue.
It’s beautiful. He jams his thumb down on Betsy’s overload button...
Readiness is not just an advantage—it's survival. Readying or holding actions allows combatants to set triggers for their moves, adding a layer of tactical depth and anticipation to confrontations.
When you ready an action, you're essentially holding your response until a specific trigger occurs, such as an enemy entering your line of sight or an ally falling into danger. This preparedness can be categorized into Aggressive or Defensive stances, each with its implications.
Preparing to Strike: Ready-ing is a strategic Maneuver that consumes two Actions. The first Action is invested in surveying the battlefield, gaining situational awareness to pinpoint the moment for your decisive move. The second Action is reserved for executing your response based on the trigger you've set, which can be an offensive strike, a defensive move, or the commencement of another maneuver.
Declaring Intent: When readying an action, clarity of intent is crucial. You must specify whether your readied action is Aggressive—like charging at an enemy or throwing a grenade—or Defensive, such as diving for cover or activating a shield unit. This decision shapes your available responses when the trigger occurs.
Aggressive Stance: Moving to confront an enemy, launching an attack, grappling, or hurling a grenade are actions that exemplify an Aggressive Stance.
Defensive Stance: Opting to retreat, seeking cover, ducking under an incoming blow, tending to an ally's wounds, or deploying a shield are Defensive Stances.
Choosing Your Moment: An example of readiness in action could be declaring, "If an enemy breaches the door, I'll shoot." However, the situation dictates your response. If instead of a foe, a civilian emerges, your aggressive readiness might pivot to incapacitating them non-lethally. You must however take an Aggressive Action. Conversely, if a heavily armed chaingun wielding bute appears, well you're committed to the aggressive course you've readied—not a defensive reaction.
It takes one action per item to draw a weapon, unsheathe a knife and reload a weapon. Although this generally does not require a skill roll, the Game Master may require for particularly stressful situations such as a quick draw gun duel. The Game Master may add further modifiers for attempting to get an item from a restrictive location. Certain unwieldy weapons may require more actions to ready, these are noted with the item.
Carrying a readied weapon takes stamina and focus, based on the size and type of the weapon. This is noted in the weapon description and is consumed in Phases.
Holding actions allows you to adapt and adjust your place in the combat order, re-engaging at the moment of your choosing. It demands one action to maintain a keen awareness of the evolving battlefield, enabling you to intervene with your remaining actions—heroic or otherwise—at a critical juncture when you reassert yourself into the combat Round.
If you want (or need) every action you can get, you can forgo gaining situational awareness, This is called Focused Holding. Focused Holding will no longer cost you an Action however doing so grants you Disadvantage on all Defensive Checks and Saving throws until you reenter the Combat Order and your are considered Focusing on completing your objective. You are essentially ignoring everything around you to get this thing done at a later time which will be signaled by one of your Allies. When Holding your actions in this way you can only re-enter the combat order after an Allies turn.
For instance you are crouched down behind a wall waiting for an ally to yell or signal that it's clear to run.
Being prepared can mean the difference between victory and defeat. Readying actions allows you to anticipate enemy moves and respond with precision, either by setting up an ambush or by preparing to counter an imminent threat.
The value of an ambush or holding an action extends beyond the mere act of waiting to strike. It's a calculated decision that plays into the dynamics of initiative, where scouts typically lead. If not scouting, the element of surprise or preparedness can still give you an upper edge, ensuring you're not outmaneuvered by an enemy vanguard.
One might ask, if the cost of an Ambush and Readying is one of my Actions. Why don't I just get down behind these barrels and wait, then shoot?
To answer that you need to take a look at the Initiative, There you will see that Scouts go first. So there is a good chance if you are not considered a scout, that the Enemy Scout who comes though that door, will get the drop on your team if you are not Ambushing.
Beyond Actions and Heroic Actions, Cybercore introduces special actions that impact the flow of combat. These actions, often tied to specific abilities, Talents, Feats, Equipment, or situations, provide unique advantages or allow for unconventional tactics.
Special Actions are most often picked up by investing in Techglomerate Talents.
Examples of special actions include:
There are no standard opportunity attacks in or reactions Cybercore triggered by movement or otherwise.
You may gain a Feature that gives you a Heroic Reaction, this is a Heroic Action that can only be used in reaction to a situation or event.
Triggered by specific events, Heroic Reactions allow for immediate responses, such as counterattacking when an enemy misses you or activating a shield to block incoming fire. A Heroic Reaction triggers in response to an someone elses Action and, just like Heroic Actions can interrupt the triggering Action, in some cases nullifying or applying a penalty to the Action.
Granted by abilities, Skill Tricks or Equipment, these actions offer additional flexibility, allowing for extra movement or an extra Action that can only be applied to a specific Maneuver.
There is no Move Action in cybercore. Every unrestricted Action can be used for movement, and certain Talents and Feats grant movement as a specific actions.
You only gain Wounded Actions when your are dying which is when your Hit Points reach 0. At that point you...
Four Wounded Actions can be converted into a single Heroic Action (Which you can use when you see fit, including immediately at the start of the round the forth Wounded Action was acquired.)
Here is a list of the things you can do with your Wounded Action...
Most importantly you can...
If things have gone horribly wrong for your team it may be that there is only the single Mission Iconic Death (TODO:) Roll available, It is likely to come down to who tells the best story, especially if multiple Squad members have met an untimely end.
Remember this Game is about telling a good epic, cinematic story and sharing it with others, if you tell a good Story at the end, and your group feels that your Actions were Iconic/Heroic enough, then GM's can invite the group to a private vote to grant a single Iconic Death Roll (TODO:) to a single player each Mission (Not Session).
This Vote is private and the result are only tallied by the GM, to gauge the tables feeling of the level of Heroics. The GM can advise that this should not be done if the Character simply got unlucky with a string or rolls, for instance if they slipped and fell, unless he was risking his life to save another or at the time acting selflessly in a way that is seen as 'Heroic' or 'Iconic' by the group.
The Bar for Heroics should be set and remain high, this is only a game after all. At some tables the vote may not even be necessary. The Heroics will be obvious. In the end the GM is the final arbiter if a Heroic Death Roll is allowed.
If you receive the Help you gain a Boost +2 to add to your Roll. If more than one person is able to assist the boost stacks.
If the GM thinks it's appropriate and more help can be applied, just keep adding boosts. See Boost for details.
It is at the GM desecration how many people can provide the Help Action in any given situation. Many people can Row a boat but only one person can steer.
When providing the help action your are Focusing on helping until the start of your next turn. This means you cannot take any other actions until then.
In order to be considered Scouting, any creature you come across has to be unable to detect the group you are scouting for, this could be a single isolated sound proof room away, or 5 clicks on an open plain. Essentially your group has to be out of the perception range of your target.
When this situation arises you are Scouting and Scouts go first in Combat Order.
If you also avoid the perception of your target then your Target is Off Guard. How much Off Guard is determined by the skill difference
When exploring, you measure time in Phases. A Phase is long enough for everyone in the group to do one thing that involves a Check. Not all Checks involve a dice roll, though most do. To look over a completely bare empty room probably won't require a check unless the GM has a Lizard in there with a chameleon cloak on. Once all the players have moved a bit, explored, searched, picked a lock, forced open a door, or taken some other actions, the GM moves the Phase counter forward.
A Phase should occur about every 5 minutes on a table, depending on the current game tempo.
Equipment Resources (ER) are also consumed in Phases. ER includes air in Vac Suits, Torch, or Shield unit E-Cells, through to Players Stamina when holding their breath or carrying weapons at the ready. Even Hitpoints can be consumed in Phases in hostile environments without the correct equipment.