Shattered Wilds

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Action

Actions are the fundamental building blocks of combat and interaction in Shattered Wilds.

Each character has a limited number of Action Points (AP) per turn that they can spend to perform actions (including reactions).

Traits

Traits are keywords added to actions to describe some specific aspect of their nature.

Traits

Types

For simplicity, actions are categorized into 4 types: Movement, Attack, Defense, Support, Luck and Meta. This is mostly for organization rather than mechanical purposes.

Type: Movement

These are actions associated with movement, and can take several forms. All movement forms can move at least 1 Hex, regardless of the character's Speed. Unused movement from the Stride action can be saved for later.

Difficult Terrain

If a hex has Difficult Terrain, it counts as 2 hexes for the purposes of Movement (except for the Side Step action).

Movement Actions

Type: Attack

These are actions in which the intent is to inflict damage (either to VP, FP or SP) to an opponent. Attack Actions are an active contested check against the target's Defense (which depends on the nature of the Attack).

Attack Actions can be either Basic or Special. Basic Attack actions are always an Attribute Check (STR or DEX for Physical attacks or the Spellcasting Attribute for Spell Attacks) contested by the target's Realm as Defense (for example, a STR check against a target's Body). Basic Attacks typically cause one damage when they succeed, and Shifts cause extra damage points.

Special Attacks are contested against specific Skills, depending on the nature of the attack. Special Attacks might cause other effects, such as Conditions, and also cause damage.

Ranged Attacks

Ranged attacks will typically have to contend with a few categories of CMs, such as:

Range Increments

A ranged (or thrown) weapon will be listed with its base range in hexes (for example, a thrown Dagger has a base range of 3m, while a Bow has a base range of 12m). However it is entirely possible to attempt to hit a target further than the base range. To do so, apply a Range Increment CM based on the number of range increments in excess of the base range. The range increment is equal to min(1, floor([base range] / 2)), and each range increment will incur a -3 CM to the Attack Check.

So for example, attempting to throw a Javelin (range: 6 hexes, increment: 3 hexes) against a target 10 hexes away will incur a -6 penalty.

The Aim action can be used to reduce the range increment by 1 (min 0).

Passive Cover

When there is not a clear line of sight for a ranged attack, there are enemies or allies in the way, or the target is adjacent to a wall, you automatically benefit from Passive Cover against ranged attacks.

Passive Cover will grant you a CM to your Basic Body Defense against Ranged Attacks:

If the line of sight is completely obstructed, obviously the attack cannot be performed at all (regardless of the Disregard Cover feat).

Note that on top of the Passive Cover, a target might want to react with the Take Cover reaction when applicable.

High-Ground Advantage

In situations where the attacker and the target are not at the same elevation, count the elevation increments between them and apply the following formula, with the advantage being to the character on the high ground.

  CM = floor([height increment] / 2)
Attack Actions

Type: Defense

These are actions that are used to defend against attacks. The most basic defense is the Basic_Defense reaction, which costs no AP and thus can be done in response to any applicable attack.

Note that you can only use a single Defense reaction in response to each attack; so for example you cannot both Dodge and Shield Block in response to the same attack - you must choose one way to react.

Defense Actions

Type: Support

These are actions that are used to support you or your allies.

Support Actions

Type: Heroic

As a Hero, there are a few ways to exert your supernatural connection to Luck in Shattered Wilds.

Heroic Actions

Type: Meta

Turns in Shattered Wilds are very reactive due to the higher possibility of Reactions to act as interruptions. However, there are still a few meta-options to change or interact in more direct ways with the turn ordering.

Meta Actions

Action List