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		<id>http://zoomboingding.com/mediawiki/index.php?feed=atom&amp;namespace=0&amp;title=Special%3ANewPages</id>
		<title>Startroid - New pages [en]</title>
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		<updated>2026-10-24T21:50:50Z</updated>
		<subtitle>From Startroid</subtitle>
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	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Death_and_Killing</id>
		<title>Death and Killing</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Death_and_Killing"/>
				<updated>2014-12-17T17:28:50Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Much could happen to an adventurer; only death is certain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Death&amp;#039;&amp;#039;&lt;br /&gt;
*Exhausted: When your hit points drop to 0, you become exhausted. Further damage you receive goes to your life points. Exhaustion leads to being slowed and dazed, which affects your ability to act in combat. If you receive healing, you are no longer exhausted.&lt;br /&gt;
*Shock: When you take damage to life points, no matter how, if you do not die you make a saving throw. If you fail, you fall unconscious. You may choose to willingly fail this save.&lt;br /&gt;
*Death: When your life points drop to 0, you die.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most enemies focus on combatants that are still standing, though some especially wicked creatures may have other uses for the freshly fallen. Modern medicine has advanced a great deal, and services exist for those who suffer critical wounds on the battlefield. Death is the end of every adventurer: keep death in mind at all times.&lt;br /&gt;
&lt;br /&gt;
==Foregoing Murder==&lt;br /&gt;
&lt;br /&gt;
Most of your opponents on the battlefield deserve no quarter. Should you choose, you can forego slaughter in favor of incapacitating your opponents. It is generally considered polite among mercenaries to capture one another.&lt;br /&gt;
&lt;br /&gt;
In most circumstances when you would kill an enemy, you may choose to incapacitate them instead. Perhaps you need a live specimen for academic interests, or maybe your same mercenary company backed opposing groups without realizing it and would dock your pay if you destroyed company resources.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that all creatures enjoy freedom, and many will engage in extreme behavior if captured.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_9_/_Combat]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Healing</id>
		<title>Healing</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Healing"/>
				<updated>2014-12-17T17:27:14Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;Over the course of a battle, you take damage from attacks. Hit points (hp) measure your ability to stay active and focused in the chaos of a battlefield. Life points (lp) repr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the course of a battle, you take damage from attacks. Hit points (hp) measure your ability to stay active and focused in the chaos of a battlefield. Life points (lp) represent your physical composition and vitality. Hit points are a representation of your skill, luck, and resolve: anything that keeps you standing. Life points measure your bodily wellbeing.&lt;br /&gt;
When you create a character, you determine your maximum hit points. From this number, you derive your fatigue and healing surge values. When you take damage, subtract that number from your current hit points. As long as your current hit point total is higher than 0, you can keep on fighting. Damage that would go beyond this amount rolls over into your life points. When you reach 0 life points, you are dead.&lt;br /&gt;
Powers, abilities, and actions that restore hit points are known as healing. You might regain hit points through rest, heroic resolve, or timely application of modern medical treatment. When you heal, add the number to your current hit points not to exceed your maximum.&lt;br /&gt;
Very few things restore life points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Hit Points: Damage first reduces your hit points.&amp;#039;&amp;#039;&lt;br /&gt;
*Maximum Hit Points: Your class, level, and Constitution score determine your maximum hit points. Your current hit points cannot exceed this number.&lt;br /&gt;
*Fatigue Value: You are fatigued when your current hit points drop to your fatigue value or lower. Your fatigue value is one-half your maximum hit points (rounded down). Certain powers and effects work only against a fatigued enemy or work better (or worse) while fatigued.&lt;br /&gt;
*0 Hit Points: Damage that would reduce your hit point total below 0 is applied to life points instead. While you have 0 hit points, you are exhausted.&lt;br /&gt;
*Number of Healing Surges: Your class and Constitution modifier determine how many healing surges you can use in a day.&lt;br /&gt;
*Healing Surge Value: When you spend a healing surge, you regain one-quarter of your maximum hit points (rounded down). This number is called your healing surge value. You use it often, so note it on your character sheet.&lt;br /&gt;
*Monsters and NPCs: Are not heroes. They use somewhat different rules for healing and usually do not have healing surges.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Life Points: Further damage reduces your life points.&amp;#039;&amp;#039;&lt;br /&gt;
*Maximum Life Points: Your level and Constitution score determine your maximum life points. Your current life points cannot exceed this number.&lt;br /&gt;
*Recovering Life Points: Unless a power explicitly says it recovers life points, it doesn&amp;#039;t. Recovery requires medical care, suturing wounds, and bonding flesh. Typically this takes place over the course of an extended rest, and with an endurance or heal check.&lt;br /&gt;
*No Temporary Life Points: Nothing can grant temporary life points. If an effect would grant temporary life points, it grants that many temporary hit points instead.&lt;br /&gt;
*0 Life Points: A creature with 0 life points is dead.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you take damage to your life points, but then recover hit points, this can let you keep fighting. Critical hits deal damage to life points directly, so watch out!&lt;br /&gt;
&lt;br /&gt;
==Healing in Combat==&lt;br /&gt;
&lt;br /&gt;
Even in a heated battle, you can heal. You can heal yourself by using your second wind once per encounter [pp], an ally can use the Heal skill [pp] on you, and an ally can use a healing power on you.&lt;br /&gt;
&lt;br /&gt;
When a power heals you, you don&amp;#039;t have to take an action to spend a healing surge. Even if you&amp;#039;re unconscious, the power uses your healing surge and restores hit points. And some healing powers restore hit points without requiring you to spend a healing surge.&lt;br /&gt;
&lt;br /&gt;
==Regeneration==&lt;br /&gt;
&lt;br /&gt;
Regeneration is a form of healing that restores a fixed number of hit points every round. Regeneration is independent of healing surges.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Regeneration&amp;#039;&amp;#039;&lt;br /&gt;
*Heal Each Turn: If you have regeneration and at least 1 hit point, you regain a specified number of hit points at the start of your turn. If your current hit point total is 0 or lower, you do not regain hit points through regeneration.&lt;br /&gt;
*Limited by Maximum Hit Points: Like most forms of healing, regeneration can&amp;#039;t cause your current hot points to exceed your maximum hit points.&lt;br /&gt;
*Not Cumulative: If you gain regeneration from more than one source, only the largest amount of regeneration applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Temporary Hit Points==&lt;br /&gt;
&lt;br /&gt;
A variety of sources can grant you temporary hit points—small reservoirs of endurance that insulate you from harm. Think of them like an additional, one-time armor boost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Temporary Hit Points&amp;#039;&amp;#039;&lt;br /&gt;
*Separate from Hit Points: Temporary Hit Points are not connected to another number on your character sheet, and not limited by anything there.&lt;br /&gt;
*Lose Temp Hp First: When you take damage, if you have any temporary hit points, subtract those first, then hp, then lp.&lt;br /&gt;
*Not Cumulative: Temporary Hit Points don&amp;#039;t add up. A new source of temporary hit points replaces the old one if it is greater.&lt;br /&gt;
*End of Battle: When you take a rest, you lose your temporary hit points.&lt;br /&gt;
*0 Hit Points: If you have 0 hit points, you can&amp;#039;t gain temporary hit points.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_9_/_Combat]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/The_Combat_Sequence</id>
		<title>The Combat Sequence</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/The_Combat_Sequence"/>
				<updated>2014-12-17T17:18:52Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;A typical combat encounter is a clash between two sides, a stupefying haze of weapons fire, shouted orders, automated targeting systems, rushes for cover and explosive blasts....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A typical combat encounter is a clash between two sides, a stupefying haze of weapons fire, shouted orders, automated targeting systems, rushes for cover and explosive blasts. The Startroid game organizes the chaos of combat into a cycle of rounds and turns.&lt;br /&gt;
&lt;br /&gt;
*Round: In a round, each side takes a turn. A round represents 6 seconds in the game world.&lt;br /&gt;
*Turn: On your side&amp;#039;s turn, you take actions: a standard action, a move action, a minor action, and any number of free actions, in any order you wish. See &amp;quot;Action Types,&amp;quot; [pp] for what you can do with these different actions.&lt;br /&gt;
&lt;br /&gt;
The actions in a combat encounter happen almost simultaneously in the game world, but to make combat manageable, combatants take turns acting. The order of squad turns is determined at the beginning of a combat encounter, when combatants determine initiative.&lt;br /&gt;
&lt;br /&gt;
A combat encounter follows these steps:&lt;br /&gt;
&lt;br /&gt;
#Determine surprise. The DM determines whether any combatants are surprised. If any combatants notice enemy combatants without being noticed in return, the aware combatants gain a surprise round.&lt;br /&gt;
#Establish positions. The DM decides where the combatants are positioned on the battle grid. For example, if the PCs have just opened a portal into a room, he DM might draw or arrange a depiction of the portal and the room on the battle grid and then ask the players to arrange their pogs near the door. THen the DM places pogs that represent the enemies in the room.&lt;br /&gt;
#Flip for initiative. Which team goes first could make all the difference, or it might become meaningless after an extended battle. Teams take turns together, and simply select an order for themselves every round.&lt;br /&gt;
#Take surprise round actions. If any combatants gained a surprise round, they act. After this round, every combatant enters regular combat.&lt;br /&gt;
#Teams take turns. Teams act together, deciding an order of actions within their team turn at the start of their turn. (Combatants can also take certain actions on one another&amp;#039;s turns)&lt;br /&gt;
#End the encounter. Repeat step 5 until the combatants on all but one side are captured, fleeing, unconscious, or dead. The encounter ends when the remaining side then takes a short rest or extended rest, or begins another encounter.&lt;br /&gt;
&lt;br /&gt;
==Initiative==&lt;br /&gt;
&lt;br /&gt;
The first team to go is decided by a coin toss. There is no way to influence this in your favor. Getting the drop on your enemies will let you maximize your efforts before initiative comes into play, however.&lt;br /&gt;
&lt;br /&gt;
===Combat Awareness===&lt;br /&gt;
&lt;br /&gt;
Not every combatant is instantly aware that their squad has joined in battle. Surprised combatants do not get actions in combat (among other things, see &amp;quot;Conditions&amp;quot; [pp]). When an encounter begins, the DM determines whether any combatants are surprised. These combatants remain surprised until made aware of the combat in one of a few ways:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Combat Awareness: Combatants can act in rounds following those in which any of the following happen to them.&amp;#039;&amp;#039;&lt;br /&gt;
*Being attacked: If you are attacked, you are made aware of combat.&lt;br /&gt;
*Seeing or hearing action: If you notice an enemy make an attack, you are made aware of combat. This sometimes requires a Perception check.&lt;br /&gt;
*Being alerted: An ally may use a free action to make you aware of combat by shouting. You must be able to hear the ally.&lt;br /&gt;
*Leader is aware: If your group leader is aware of combat, you are made aware of combat.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The more of your opponents you can keep in the dark, the more attacks you can get without reprisal. This is a shortcut to victory.&lt;br /&gt;
&lt;br /&gt;
==Action Types==&lt;br /&gt;
&lt;br /&gt;
A combat round is made up of actions. Firing a weapon, activating a device, running across a room, opening a portal—each of these activities, along with many others, is considered an action. You use different action types to do different things. For example, most attack powers are standard actions, and moving from one spot on the battlefield to another is normally a move action. Some powers don&amp;#039;t require any action to use. See &amp;quot;Actions in Combat&amp;quot; [pp] for rules on many specific actions.&lt;br /&gt;
&lt;br /&gt;
A typical combat round includes actions of five types: standard actions, move actions, minor actions, free actions, and opportunity actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;The Main Action Types&amp;#039;&amp;#039;&lt;br /&gt;
*Standard Action: Standard actions are the core of combat. You can normally take one standard action on your turn. Most attack powers, charging an enemy, and using your second wind typically are standard actions.&lt;br /&gt;
*Move Action: Move actions involve movement from one place to another. You can normally take them only on your turn. Walking and shifting are move actions.&lt;br /&gt;
*Minor Action: Minor actions are simple motions, usually for preparation. You can normally take them only on your turn. Pulling an item from a storage pocket, opening a portal or drawer, picking up an item are all minor actions.&lt;br /&gt;
*Free Action: Free actions take almost no time or effort. You can take as many free actions as you want during your or another combatant&amp;#039;s turn. If your free action would involve an attack, you may only make one such attack per turn. The DM may restrict the number of free actions in a turn. Speaking a few sentences, dropping a held item, or letting go of a grabbed enemy are all free actions.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Opportunity Actions===&lt;br /&gt;
&lt;br /&gt;
Like the other action types, you get one opportunity action per round. Unlike the other action types, your opportunity action has a trigger. Certain powers, called reaction abilities, use your opportunity action. Usually, the order of events is as follows: something happens that triggers your reaction ability, you use your reaction ability, combat proceeds as normal. The triggering event is completely resolved before you take your reaction.&lt;br /&gt;
For example, Tanzaj the Shakuran sniper is in combat with his squad, a Zerg Roach unburrows and attacks Nyarlathotep, one of Tanzaj&amp;#039;s allies. The attack happens and damage is calculated on Nyarlathotep. Then Tanzaj uses his Surprise Attack reaction ability because the attacking Roach triggered it. Tanzaj attacks that Roach.&lt;br /&gt;
Keep track of what is going on in combat while it isn&amp;#039;t your turn to look for moments you can use your reaction ability.&lt;br /&gt;
In some circumstances, your power may let you interrupt an action rather than wait for it to complete. In all cases, abide the language of the power or reaction ability to resolve the action.&lt;br /&gt;
&lt;br /&gt;
==Taking Your Turn==&lt;br /&gt;
&lt;br /&gt;
When your turn comes up, it&amp;#039;s time for you to act. Your turn has three parts: the start of your turn, your actions, and the end of your turn.&lt;br /&gt;
&lt;br /&gt;
===The Start of Your Turn===&lt;br /&gt;
&lt;br /&gt;
Before you act, you keep track of certain effects. The start of your turn always takes place, even if you&amp;#039;re unconscious, and it represents no time in the game world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;The Start of Your Turn&amp;#039;&amp;#039;&lt;br /&gt;
*Ongoing Damage: If you&amp;#039;re suffering ongoing damage [pp], you take the damage now.&lt;br /&gt;
*Regeneration: If you have regeneration [pp] you regain hit points now.&lt;br /&gt;
*Other Effects: Deal with any other effects that occur at the start of your turn (they&amp;#039;ll say so in the effect description).&lt;br /&gt;
*End Effects: Some effects end automatically at the start of your turn.&lt;br /&gt;
*No Actions: You can&amp;#039;t take any actions at the start of your turn.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Actions on Your Turn===&lt;br /&gt;
&lt;br /&gt;
During your turn, you can take a few actions. You decide what to do with each, considering how your actions can help you and your allies achieve victory. See &amp;quot;Action Types,&amp;quot; above, for definitions of the different actions you can take.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Actions on Your Turn&amp;#039;&amp;#039;&lt;br /&gt;
*Your Actions: You get the following three actions on your turn:&lt;br /&gt;
**Standard action&lt;br /&gt;
**Move action&lt;br /&gt;
**Minor action&lt;br /&gt;
*Free Actions: You can take any number of free actions on your turn.&lt;br /&gt;
*Any Order: You can take your actions in any order you wish, and you can skip any of them.&lt;br /&gt;
*Substitute Actions: You can take a move action or a minor action instead of a standard action, and you can take a minor action instead of a move action.&lt;br /&gt;
*Extra Action: You can take an extra action by spending an action point [pp].&lt;br /&gt;
*Other Combatants&amp;#039; Actions: Other combatants can take free actions on your turn, and you might take opportunity actions on other combatants&amp;#039; turns.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The End of Your Turn===&lt;br /&gt;
&lt;br /&gt;
After you act, you keep track of any effects that stop at the end of your turn or that continue. The end of your turn always takes place, even if you&amp;#039;re unconscious, and it represents no time in the game world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;The End of Your Turn&amp;#039;&amp;#039;&lt;br /&gt;
*Saving Throws: You now make a saving throw [pp] against any effect on you that a save can end.&lt;br /&gt;
*Check Actions Spent: Some powers and effects can be sustained for multiple turns (see &amp;quot;Durations&amp;quot; [pp]). Check that you spent the action required to sustain a power or an effect during your turn. If you didn&amp;#039;t spend the action, the power or effect ends now.&lt;br /&gt;
*End Effects: Some effects end automatically at the end of your turn.&lt;br /&gt;
*No Actions: You can&amp;#039;t take any actions at the end of your turn.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Actions on Other Turns===&lt;br /&gt;
&lt;br /&gt;
Most of your actions take place on your turn. But you can take free actions on anyone&amp;#039;s turn, and an event or another combatant&amp;#039;s actions might provide an opportunity for you to take an opportunity action on someone else&amp;#039;s turn. See &amp;quot;Action Types,&amp;quot; above, for definitions of the different actions you can take.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Actions Out of Turn&amp;#039;&amp;#039;&lt;br /&gt;
*Opportunity Actions: You can take one opportunity action per round.&lt;br /&gt;
*Reaction Abilities: Each reaction ability specifies the type of action it uses, most commonly your opportunity action.&lt;br /&gt;
*Free Actions: You can take any number of free actions on other combatants&amp;#039; turns (but only one of them per round may be an attack).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_9_/_Combat]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Attacks_and_Defenses</id>
		<title>Attacks and Defenses</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Attacks_and_Defenses"/>
				<updated>2014-12-17T15:54:22Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;Battles in Startroid are won through cleverly chosen attacks, able defenses, and grit. On a typical turn, you&amp;#039;ll use your standard action to make an attack, whether you&amp;#039;re a s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Battles in Startroid are won through cleverly chosen attacks, able defenses, and grit. On a typical turn, you&amp;#039;ll use your standard action to make an attack, whether you&amp;#039;re a stalwart soldier, a wily recon, or a dutiful medic. And your defenses will be frequently tested by your foes&amp;#039; attacks.&lt;br /&gt;
&lt;br /&gt;
When you attack, you ensure line of sight on your target, calculate your damage using the Combat Multiplier, and announce the damage and type.&lt;br /&gt;
&lt;br /&gt;
Each character has a number of attacks to choose from, including a basic attack [pp]. The exact attacks you have available depend on which powers you select for your character (see [[:Category:Chapter_4_/_Character_Class|Chapter 4]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Making An Attack&amp;#039;&amp;#039;&lt;br /&gt;
All attacks follow the same basic process:&lt;br /&gt;
#Choose the attack you&amp;#039;ll use. Each attack has an attack type. The most common attack type is ranged.&lt;br /&gt;
#Choose targets for the attack [pp]. Each target must be within range [pp]. Check whether you can target your enemies [pp].&lt;br /&gt;
#Determine your Combat Multiplier [pp] from maneuvers, power bonuses, and other factors.&lt;br /&gt;
#Deal damage and apply other effects [pp].&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attack Types==&lt;br /&gt;
&lt;br /&gt;
Attacks in Startroid take many forms. A spoiler slices with his psi blades, a sniper fires a slug at a distant target, a space pirate raider suffuses the battlefield with his flamethrower, a demo sets off an explosive blast. These examples illustrate the four attack types: melee, ranged, close, and area.&lt;br /&gt;
&lt;br /&gt;
===Melee Attack===&lt;br /&gt;
A melee attack usually uses a weapon and targets one enemy within your reach (usually an adjacent enemy). Attacking with psi blades or an impact hammer is a melee attack. Some powers allow you to make multiple melee attacks, against either multiple enemies or a single enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Melee Attack&amp;#039;&amp;#039;&lt;br /&gt;
*Targeted: Melee attacks target creatures. A melee attack against multiple creatures consists of separate attacks, each with its own damage roll. Melee attacks usually don&amp;#039;t create areas of effect [pp].&lt;br /&gt;
*Range: A melee attack&amp;#039;s range usually equals your melee reach.&lt;br /&gt;
*Reach: Most characters have a reach of 1 square. Certain powers, feats and weapons can increase your reach.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Simply wielding a weapon in each hand doesn&amp;#039;t allow you to make two attacks in a round. If you hold two melee weapons, you can use either one to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
===Ranged Attack===&lt;br /&gt;
&lt;br /&gt;
A ranged attack is a strike against a distant target. A ranged attack usually targets one creature within its range. Shooting a gun or launching a slug is a ranged attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Ranged Attack&amp;#039;&amp;#039;&lt;br /&gt;
*Targeted: Ranged attacks target creatures. A ranged attack against multiple creatures consists of separate attacks, each with its own damage roll. Ranged attacks usually don&amp;#039;t create areas of effect [pp].&lt;br /&gt;
*Range: Some powers set a specific range or allow you to attack any target you can see. If you&amp;#039;re using a weapon, the attack&amp;#039;s range is the range of your weapon, as shown in the weapons table in Chapter 7.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Close Attack===&lt;br /&gt;
&lt;br /&gt;
A close attack is an area of effect that comes directly from you; its origin square is within your space. Spewing fire, swinging your warp blade in an arc, or causing radiant energy to burst from your armor—these are all examples of close attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Close Attack&amp;#039;&amp;#039;&lt;br /&gt;
*Area of Effect: A close attack creates an area of effect, usually a blast or burst. A close attack affects certain targets within its area of effect, which has a certain size. A close attack&amp;#039;s area of effect and targets are specified in its weapon entry or power description (see Chapters 4 and 7).&lt;br /&gt;
*Origin Square: Close attacks use your square as the origin square.&lt;br /&gt;
*Multiple Damage Rolls: You make a different damage roll for each target affected by your attack, as you may have a different CM for each.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Area Attack===&lt;br /&gt;
&lt;br /&gt;
An area attack is like a close attack, except the origin square can be some distance away from you. A grenade you launch over a wall is one example of an area attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Area Attack&amp;#039;&amp;#039;&lt;br /&gt;
*Area of Effect: An area attack creates an area of effect, usually a burst, within range. An area attack affects certain targets within its area of effect, which has a certain size. An area attack&amp;#039;s area of effect, range, and targets are specified in its weapon entry or power description (see Chapters 4 and 7).&lt;br /&gt;
*Origin Square: You choose a square within an area attack&amp;#039;s range as the attack&amp;#039;s origin square, which is where you center the effect. You need line of effect from your square to the origin square (see &amp;quot;Seeing and Targeting&amp;quot; [pp]). For a target to be affected by an area attack, there needs to be line of effect from the origin square to the target.&lt;br /&gt;
*Multiple Damage Rolls: You make a different damage roll for each target affected by your attack, as you may have a different CM for each.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Areas of Effect==&lt;br /&gt;
&lt;br /&gt;
An area of effect can be a blast, burst or line.&lt;br /&gt;
&lt;br /&gt;
Blast: A blast fills an area adjacent to you that is a specified number of squares on a side. For example, a blast 3 power would mean the power affects a 3-square-by-3-square area adjacent to you. The blast must be adjacent to its origin square.&lt;br /&gt;
&lt;br /&gt;
Burst: A burst starts in an origin square and extends in all directions to a specified number of squares from the origin square. Unless a power says otherwise, a close burst you create doesn&amp;#039;t affect you. An area burst does unless the power says otherwise.&lt;br /&gt;
&lt;br /&gt;
Line: A line affects all creatures between the origin square and another square in range, out to a number of specified squares wide. Line attacks are almost always close, meaning the origin square is your square. For example, a Perdition flamethrower with range 5 and line 1 would create a 5-square-by-1-square area starting from you and extending outward in any direction from you.&lt;br /&gt;
&lt;br /&gt;
==Choosing Targets==&lt;br /&gt;
&lt;br /&gt;
If you want to use a power against an enemy, the enemy must be within the range of your power, and you have to be able to target the enemy. Many powers allow you to target multiple enemies. Each of these enemies must be an eligible target.&lt;br /&gt;
You may sometimes also attack squares rather than enemies if you have to guess where one might be.&lt;br /&gt;
&lt;br /&gt;
===Range===&lt;br /&gt;
&lt;br /&gt;
The first step in choosing targets for an attack is to check the attack&amp;#039;s range. Range is the distance from you to a target (or to the attack&amp;#039;s origin square). The range of each power is noted in its description. Most of the time, the range for a power will be that of the weapon you are using.&lt;br /&gt;
&lt;br /&gt;
Use the measurement tool to determine the number of squares between you and at least one square the target occupies.&lt;br /&gt;
If an effect asks for the nearest creature or square that satisfies a condition and multiple such creatures or squares are the same nearest distance, choose one.&lt;br /&gt;
&lt;br /&gt;
Powers with a range of Personal only affect you.&lt;br /&gt;
&lt;br /&gt;
===Seeing and Targeting===&lt;br /&gt;
&lt;br /&gt;
Cluttered storage bays, dense flora, or brooding ruins offer plenty of places for your enemies to hide. Figuring out whether you can see and target a particular enemy from where you&amp;#039;re standing is often important.&lt;br /&gt;
&lt;br /&gt;
Line of Sight: The first question is what you can see in an encounter area—that is, what is in your line of sight.&lt;br /&gt;
&lt;br /&gt;
To determine whether you can see a target, pick a corner of your space and trace a line from that corner to any part of the target&amp;#039;s space. You can see the target if at least one line doesn&amp;#039;t pass through or touch an object that blocks your vision. If at least one line passes through an obstruction, the target has cover or concealment from you [pp]. Cover and concealment reduce the amount of damage you can do to a target.&lt;br /&gt;
&lt;br /&gt;
Line of Effect: Same as line of sight, except does not count vision obscuring effects, but only physical barriers.&lt;br /&gt;
&lt;br /&gt;
You do not have line of sight through smoke, but you do have line of effect through smoke. You do have line of sight through a forcefield, but you do not have line of effect through a forcefield.&lt;br /&gt;
&lt;br /&gt;
You need line of effect to create an effect (an explosion, say) in an origin square, and that effect needs to have line of effect from its origin to the target in order to affect that target.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
&lt;br /&gt;
These rules use the terms &amp;quot;defense&amp;quot; and &amp;quot;resistance&amp;quot; interchangeably. Your defense values mitigate the damage you take by flatly reducing it. Attacks at a CM higher than 0 have a minimum damage of 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Resistance Scores&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You determine your defenses as follows.&lt;br /&gt;
*Attribute Scores: Each of your attributes adds directly to a defense:&amp;lt;br /&amp;gt;&lt;br /&gt;
str &amp;gt; pie&amp;lt;br /&amp;gt;&lt;br /&gt;
dex &amp;gt; exp&amp;lt;br /&amp;gt;&lt;br /&gt;
con &amp;gt; voi&amp;lt;br /&amp;gt;&lt;br /&gt;
wis &amp;gt; psi&amp;lt;br /&amp;gt;&lt;br /&gt;
int &amp;gt; ani&amp;lt;br /&amp;gt;&lt;br /&gt;
*Level: Add 1/2 your level, rounded down, to each of these values.&lt;br /&gt;
*Armor: Your armor has a profile that adds to some or all of your defenses.&lt;br /&gt;
&lt;br /&gt;
Also add any of the following that apply:&lt;br /&gt;
*Racial or feat bonuses&lt;br /&gt;
*An item bonus&lt;br /&gt;
*A power bonus&lt;br /&gt;
*Untyped bonuses&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if multiple bonuses share a type, only the highest applies (do not stack). Untyped bonuses always apply (stack).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your resistances can change temporarily in certain circumstances. If you&amp;#039;re affected by a power, for instance, or a condition that increases or lowers your resistances or your ability scores. Even some actions you take in combat may have a side effect of changing your resistance values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Bonuses and Penalties&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s one important rule for bonuses: don&amp;#039;t add together bonuses of the same type to the same roll or score. If two such bonuses would apply, use only the higher one instead. These are some of the bonus types you may come across:&lt;br /&gt;
*Armor: Granted by your armor. The bonus applies as long as you wear the armor.&lt;br /&gt;
*Enhancement: Some special gear will give you an enhancement bonus. You usually need to activate the gear to receive the bonus.&lt;br /&gt;
*Feat: Granted by a feat.&lt;br /&gt;
*Power: Granted by a power. Usually is active only while using the power, but some powers create lasting effects as well.&lt;br /&gt;
*Species: A bonus you have for being your chosen species. You are never without this bonus.&lt;br /&gt;
*Untyped: Not technically a type. If a bonus does not list a type, it is untyped and always applies. Multiple untyped bonuses do add together.&lt;br /&gt;
&lt;br /&gt;
Penalties: Unlike bonuses, penalties do not have types and usually add together. Penalties caused by a condition do not add together, rather, you take the worst of them. For example, if two Zerg Infestors use their Fungal Growth power on you, you take the worse of the two penalties to your defense values rather than both penalties together.&lt;br /&gt;
&lt;br /&gt;
Bonuses and penalties that affect the same thing apply independently and therefore subtract from one another.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&lt;br /&gt;
The damage you deal depends on your weapon, the power you use, and the situation you&amp;#039;re in. Most powers list a damage amount that includes your weapon. Any place a [W] appears in a power description, substitute in your weapon damage. If you are wielding two weapons, you choose one of them (unless an effect says otherwise). This roll is a combination of fixed damage (a number) and random damage (a die roll). If you&amp;#039;re using a light weapon, add your Dexterity to the damage; if you&amp;#039;re using a heavy weapon, instead add your Strength. If the power specifies an ability score to use, you use that instead regardless of the weight class of your weapon.&lt;br /&gt;
&lt;br /&gt;
Add in also any bonuses you might have to damage in a similar manner to what you do with your resistances. Those bonuses apply at this step (before the multiplier) unless they say otherwise.&lt;br /&gt;
&lt;br /&gt;
Once you have this number, multiply it by your [[Combat Multiplier]] (CM) [pp]. This number starts at 1 and various things can increase or decrease it.&lt;br /&gt;
&lt;br /&gt;
Finally, report this damage to the DM. The DM will subtract the target&amp;#039;s resistance value from your damage and record the damage to the target. Your DM will tell you if an attack seems very effective (not resisted much), effective (resisted), or ineffective (you dealt 1 damage).&lt;br /&gt;
&lt;br /&gt;
Damage Types: There are five damage types and you&amp;#039;ll always deal damage opposed by one of the five resistances, pierce, explosive, void, psionic, and anima.&lt;br /&gt;
&lt;br /&gt;
Critical Hits: Rarely, some powers or weapons will support an additional random roll for a critical hit. Critical hits deal damage to life points directly, bypassing hit points. The target still gets its full defense value against a critical hit, and critical hits do not modify the damage roll in any way. But even 1 damage to life points is a permanent injury: one that will make your enemies think twice about continuing the battle.&lt;br /&gt;
&lt;br /&gt;
Every attack does a minimum of 1 damage.&lt;br /&gt;
&lt;br /&gt;
==Vulnerability==&lt;br /&gt;
&lt;br /&gt;
In some cases, a creature&amp;#039;s (or your) resistance may fall below 0. In this case, the creature has vulnerability to a damage type, and actually takes additional damage from that type. This applies after the multiplier, at the same time resistance would ordinarily subtract an amount from incoming damage.&lt;br /&gt;
&lt;br /&gt;
Vulnerabilities can also be more specialized. For example, a Zerg Whelp has -5 anima to resist fire attacks, and resists other anima damage normally. A Byunei Strider has -5 void to resist warp weapons, and resists other void damage normally.&lt;br /&gt;
&lt;br /&gt;
==Ongoing Damage==&lt;br /&gt;
&lt;br /&gt;
Some powers deal extra damage on consecutive turns after the initial attack. You might catch fire, which deals ongoing anima damage. A Hydralisk&amp;#039;s acidic spines deal ongoing acid damage as they eat away at your armor. A metroid&amp;#039;s unfathomable claw deals ongoing void damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Ongoing Damage&amp;#039;&amp;#039;&lt;br /&gt;
*Start of Your Turn: You take the specified damage at the start of your turn. If the damage involves a die roll, it happens now.&lt;br /&gt;
*Saving Throw: Each round at the end of your turn, make a saving throw [pp] against ongoing damage. If you succeed, you stop taking the ongoing damage.&lt;br /&gt;
*Different Types of Ongoing Damage: If effects deal ongoing damage of different types, you take damage from each effect every round. You make a separate saving throw against each.&lt;br /&gt;
*The Same Type of Ongoing Damage: If effects deal ongoing damage of the same type, only the higher number applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_9_/_Combat]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Durations_and_Saving_Throws</id>
		<title>Durations and Saving Throws</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Durations_and_Saving_Throws"/>
				<updated>2014-12-17T15:35:47Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: /* Durations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Durations==&lt;br /&gt;
&lt;br /&gt;
Many powers take effect and then end; their effects are instantaneous, perhaps as brief as the flight of a hypersonic slug. Some powers last beyond your turn, however.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, a power is instantaneous and has no lasting effect. The two types of durations are conditional and sustained.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Durations&amp;#039;&amp;#039;&lt;br /&gt;
*Conditional Durations: These effects last until a specified event occurs.&lt;br /&gt;
**Until the Start of Your Next Turn.&lt;br /&gt;
**Until the End of Your Next Turn.&lt;br /&gt;
**Until the End of the Encounter: The effect ends when you take a rest (short or extended) or after 5 minutes.&lt;br /&gt;
**Save Ends: The effect ends when the target makes a successful saving throw against it.&lt;br /&gt;
*Sustained Durations: An effect that has a &amp;quot;sustain&amp;quot; duration lasts as long as you sustain it. Starting on the turn after you create an effect, you sustain the effect by spending the indicated action. You can sustain an effect once per turn. Some effects do something, such as attack, when you sustain them. Read the power description for details about what sustaining an effect does. At the end of your turn, if you haven&amp;#039;t spent the required action to sustain the effect, it ends.&lt;br /&gt;
*Overlapping Durations: When you are subjected to identical effects that end at different times, you ignore all the effects but the one that has the most time remaining. Keep track of effects that a save could end separately. You make a save against each.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a description says otherwise, you can sustain a power with a sustained duration for as long as 300 seconds. However, you can&amp;#039;t rest while sustaining a power, so you can&amp;#039;t regain the use of your encounter powers or second wind until you stop sustaining a power.&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&lt;br /&gt;
When you&amp;#039;re under a persistent effect or condition that can be ended by a save (&amp;quot;save ends&amp;quot;), you have a chance to escape the effect each round at the end of your turn. You do that by making a saving throw, which is a d20 roll. A successful saving throw is called a save.&lt;br /&gt;
&lt;br /&gt;
A saving throw gives you slightly better than even odds to shake off an effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Saving Throws&amp;#039;&amp;#039;&lt;br /&gt;
*End of Turn: At the end of your turn, you make a saving throw against each effect on you that a save can end. Roll a d20, with one of the following results:&lt;br /&gt;
**Lower than 10: Failure. The effect continues.&lt;br /&gt;
**10 or higher: Success. The effect ends.&lt;br /&gt;
*Choose Order: Whenever you make a saving throw, you choose which effect to roll against first, which to roll against next and so on.&lt;br /&gt;
*Modifiers: Some powers, feats, or species traits might modify a saving throw.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_9_/_Combat]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Maneuvers</id>
		<title>Maneuvers</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Maneuvers"/>
				<updated>2014-12-17T15:27:35Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;Maneuvers give you a way to fight effectively even if you don&amp;#039;t have any powers to help you, and a reason to keep moving on the battlefield to find a good position.  ==Crossfi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maneuvers give you a way to fight effectively even if you don&amp;#039;t have any powers to help you, and a reason to keep moving on the battlefield to find a good position.&lt;br /&gt;
&lt;br /&gt;
==Crossfire==&lt;br /&gt;
If you attack an enemy who is threatened by one of your allies with a ranged weapon from a 90 degree angle to your line of fire, this is called crossfire and gives you a +1 bonus to CM.&lt;br /&gt;
==High Ground==&lt;br /&gt;
If you attack an enemy from an elevated position, you get a +1 bonus to CM.&lt;br /&gt;
==Exposed Attacker==&lt;br /&gt;
If you attack an enemy who is above you but exposed (because they are flying or hovering, for example), you get a +1 bonus to CM.&lt;br /&gt;
==Mixup==&lt;br /&gt;
If you attack an enemy who is threatened by one of your allies with a melee weapon, this is called mixup and gives you a +1 bonus to CM.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_9_/_Combat]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Cover_and_Concealment</id>
		<title>Cover and Concealment</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Cover_and_Concealment"/>
				<updated>2014-12-17T15:25:08Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;Hiding behind a rock outcropping or activating a cloaking field are beneficial to your survival in combat, providing cover and concealment. Objects that physically block attac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hiding behind a rock outcropping or activating a cloaking field are beneficial to your survival in combat, providing cover and concealment. Objects that physically block attacks provide cover. Effects that obscure you from perception provide concealment. You can get bonuses from both cover and concealment, which apply independently and therefore stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Cover: Different terrain features provide cover from attacks, giving you increased defenses.&amp;#039;&amp;#039;&lt;br /&gt;
*Some Cover: +2 to all defenses.&lt;br /&gt;
*Moderate Cover: +4 to all defenses.&lt;br /&gt;
*Good Cover: +8 to all defenses.&lt;br /&gt;
*Near Total Cover: +16 to all defenses.&lt;br /&gt;
*Total Cover: If you have total cover, you cannot be attacked.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you can&amp;#039;t get a good look at your target, it has concealment from you, which means it has increased defenses from your attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Concealment&amp;#039;&amp;#039;&lt;br /&gt;
*Concealment: +3 to all defenses, you are in a lightly obscured square.&lt;br /&gt;
*Total Concealment: +6 to all defenses, you can&amp;#039;t be seen, are invisible, or are in total darkness.&lt;br /&gt;
*Area Attacks: You don&amp;#039;t get a concealment bonus to defense against attacks that damage an area.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In some cases, being invisible offers more than a few points of defense. If you are both hidden and invisible (Skulduggery [pp]), you can neither be seen nor heard, and your enemies have to guess what space you occupy. If you aren&amp;#039;t hidden, you simply have total concealment.&lt;br /&gt;
On your turn, you can make a Perception check as a minor action [pp] to try to determine the location of an invisible creature that is hidden from you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_9_/_Combat]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Movement_and_Position</id>
		<title>Movement and Position</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Movement_and_Position"/>
				<updated>2014-12-17T15:18:55Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;During a pitched battle, heroes and monsters are in constant—almost nauseating—motion. The recon darts through the blinds, looking for a setup for cross. The sniper keeps...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During a pitched battle, heroes and monsters are in constant—almost nauseating—motion. The recon darts through the blinds, looking for a setup for cross. The sniper keeps a distance and looks for high value targets, while zerglings rush in to swarm and overwhelm them all. You can increase your effectiveness in battle by learning how to use movement and position to your advantage.&lt;br /&gt;
&lt;br /&gt;
==Creature Size and Space==&lt;br /&gt;
&lt;br /&gt;
Each creature falls into one of six size categories, which correspond to the number of squares a creature occupies on the battle grid. A creature&amp;#039;s space is an expression of the number of squares it occupies. Creatures smaller than Small or larger than Medium have special rules relating to position and attacking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Special Rules for Size&amp;#039;&amp;#039;&lt;br /&gt;
*Tiny: Only rarely will you find Tiny creatures in battle. Four individual tiny creatures can fit in a square, but a swarm of tiny creatures might consist of hundreds, or even thousands of them in a square. Most Tiny creatures can&amp;#039;t attack, and if they can, they attack melee targets in the square they occupy rather than adjacent squares. They can occupy a square with a larger creature.&lt;br /&gt;
*Small: Some player characters can be the Small size category, and many swarming monsters are this size. Small creatures occupy the same amount of space as Medium creatures. However, Small creatures cannot use heavy weapons.&lt;br /&gt;
*Large, Huge and Gargantuan: All too often, the most enormous monsters of battle grow to enormous size. Very large creatures take up more than 1 square. For example, a Zerg Roach takes up 2 squares by 2 squares. Most Large and larger creatures have melee reach—that is, they can make melee attacks against creatures that aren&amp;#039;t adjacent to them. Creatures with such reach have a listed value for it.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Speed==&lt;br /&gt;
&lt;br /&gt;
Your speed is measured in squares on the battle grid, with each square representing a 1.5m square in the game world. A character who has a speed of 6 can move up to 6 squares (or 9 meters) on the battle grid by using a move action. Your speed is determined by your species and occasional other factors.&lt;br /&gt;
&lt;br /&gt;
==Tactical Movement==&lt;br /&gt;
&lt;br /&gt;
During your turn, you can use a move action to move some distance across the battlefield and still use a standard action to launch an attack. See &amp;quot;Actions in Combat&amp;quot; [pp] for various move actions you can use in combat. All move actions are governed by the following rules.&lt;br /&gt;
&lt;br /&gt;
==Diagonal Movement==&lt;br /&gt;
&lt;br /&gt;
Moving diagonally works the same as other movement, except you can&amp;#039;t cross the corner of a wall or another obstacle that fills the corner between the square you&amp;#039;re in and the square you want to move to. You can move diagonally past most creatures, since they don&amp;#039;t completely fill their squares.&lt;br /&gt;
&lt;br /&gt;
==Occupied Squares==&lt;br /&gt;
&lt;br /&gt;
A creature is considered to occupy the square or squares within its space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Moving through occupied squares&amp;#039;&amp;#039;&lt;br /&gt;
*Ally: You can move through a square occupied by an ally.&lt;br /&gt;
*Enemy: You normally can&amp;#039;t move through an enemy&amp;#039;s space unless that enemy is helpless or two size categories larger or smaller than you. Moving into a non helpless enemy&amp;#039;s space provokes an opportunity attack from that enemy. Some powers let you do this without provoking an opportunity attack.&lt;br /&gt;
*Ending Movement: You can end your movement in an ally&amp;#039;s square only if the ally is prone. You can end your movement in an enemy&amp;#039;s square only if the enemy is helpless. However, Tiny creatures can end their movement in a larger creature&amp;#039;s square. If you don&amp;#039;t have enough movement remaining to reach a square you are allowed to be in, your move ends in the last square you could occupy.&lt;br /&gt;
*Standing Up: If you&amp;#039;re prone and in the same square as another creature, see &amp;quot;Stand Up&amp;quot; [pp] for how to stand up.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain and Obstacles==&lt;br /&gt;
&lt;br /&gt;
Battle will find you anywhere, with all of life&amp;#039;s little objects strewn about it. Each battleground offers its own combination of cover, concealment, and poor footing.&lt;br /&gt;
&lt;br /&gt;
This section explains how terrain affects movement. For information about how it affects vision and defense, see &amp;quot;Cover and Concealment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Difficult Terrain: Rubble, undergrowth, shallow moors, steep stairs, and all sorts of other impediments are difficult terrain that hampers movement.&amp;#039;&amp;#039;&lt;br /&gt;
*Costs 1 Extra Square: Each square of difficult terrain you enter costs 1 extra square of movement.&lt;br /&gt;
*Large, Huge and Gargantuan Creatures: If such a creature enters two or more squares with different types of terrain, count that square of movement according to the most difficult terrain. Count only squares it it entering for the first time, not squares it already occupies.&lt;br /&gt;
*Ending Movement: If you don&amp;#039;t have enough movement remaining to enter a square of difficult terrain, you can&amp;#039;t enter it.&lt;br /&gt;
*Terrain Walk: Some creatures have a special ability to ignore difficult terrain in specific kinds of environments. Most powers that let you create difficult terrain allow you to walk it freely.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because difficult terrain costs 1 extra square of movement to enter, you can&amp;#039;t normally shift into a square of difficult terrain. On the other hand, if a power lets you shift 2, you can shift into a square of difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Blocking Terrain: Walls of steel or stone, pylons, vats, permanent or semi-permanent obstacles that obscure vision and bar the way.&amp;#039;&amp;#039;&lt;br /&gt;
*Can’t be entered: You cannot normally enter a square that contains blocking terrain.&lt;br /&gt;
*Terrain Walk: Some creatures have a special ability to ignore blocking terrain in specific kinds of environments.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blockades==&lt;br /&gt;
&lt;br /&gt;
Many demo powers can create blockades. A blockade is a temporary construct made from the demo&amp;#039;s ammunition and the damaged environment that occupies a square. Blockades are blocking terrain. A creature adjacent to a blockade can spend a standard action to clear it, at which point it is no longer blocking terrain and becomes difficult terrain. A second clear makes it normal terrain. Any creature occupying a blockade square when it is created is pushed until it no longer occupies a blockade square. This push amount cannot be reduced.&lt;br /&gt;
&lt;br /&gt;
==Double Move==&lt;br /&gt;
&lt;br /&gt;
On your turn, you can move twice if you take a move action instead of a standard action. If you take the same move action twice in a row—two walks, two runs, two shifts, two crawls—you&amp;#039;re taking a double move.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Double Move&amp;#039;&amp;#039;&lt;br /&gt;
*Same Move Action: To double move, you have to take the same move action twice in a row on the same turn.&lt;br /&gt;
*One Speed: When you double move, add the speeds of the two move actions together and then move.&lt;br /&gt;
*Occupied Squares: When you double move, your first move action can end in an ally&amp;#039;s space, because you&amp;#039;re not stopping. Your second move action can&amp;#039;t end in an ally&amp;#039;s space, as normal.&lt;br /&gt;
*Difficult Terrain: When you double move, you can sometimes move over more squares of difficult terrain than normal, because you add the speeds of the two move actions together and then move. For example, if your speed is 5, you can enter only 2 squares of difficult terrain when you walk. If you double move by walking twice in a row, you can enter 5 squares of difficult terrain, not 4.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Inertia==&lt;br /&gt;
&lt;br /&gt;
From a precipitous drop, sudden acceleration, or otherwise basic kinetic force, you might find yourself suddenly stopping.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Sudden Stops at Speed&amp;#039;&amp;#039;&lt;br /&gt;
*Inertia Damage: You take 1d10 damage for each 200kgm/s of your momentum before the impact with a rigid surface.&lt;br /&gt;
*Velocity at Impact: Generally speaking, your mass is well known and not greatly variable. For constant acceleration due to gravity and starting from rest, use v=(2ad)^.5 or v=(19.6Gd)^.5 to determine your velocity.&lt;br /&gt;
*Prone: You fall prone unless you took 1 or less damage.&lt;br /&gt;
*Acrobatics: You can use an Acrobatics check to reduce the damage you take.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Forced Movement==&lt;br /&gt;
&lt;br /&gt;
Certain powers and effects allow you to pull, push, or slide an enemy or shift an ally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Pull, Push and Slide&amp;#039;&amp;#039;&lt;br /&gt;
*Pull: When you pull a creature, each square you move it must bring it nearer to you.&lt;br /&gt;
*Push: When you push a creature, each square you move it must place it further away from you.&lt;br /&gt;
*Slide: When you slide an enemy, there&amp;#039;s no restriction on the direction you can move it.&lt;br /&gt;
*Shift: When you shift an ally, there&amp;#039;s no restriction on the direction of the shirt, but the ally chooses where to go (if anywhere).&lt;br /&gt;
*Two-dimensional: Forced movement is normally two-dimensional; all the squares of the movement must be on the same horizontal plane. Forced movement can become three-dimensional when the target is flying, is moved through a substance such as water, or is on a non-horizontal surface, such as an incline, that supports it. This means an earthbound target cannot normally be pushed to a square in the air, but a hovering target can be. Similarly, a target can be pulled down a flight of stairs, and it can be slid in any direction underwater.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whether you&amp;#039;re pulling, pushing, sliding or shifting a target, certain rules govern all forced movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Forced Movement&amp;#039;&amp;#039;&lt;br /&gt;
*Line of Effect: You must have line of effect to any square you pull, push, or slide a creature into. You must have line of effect to your ally to shift that ally.&lt;br /&gt;
*Distance in Squares: The power you&amp;#039;re using specifies how many squares you can move a target. You can choose to move the target fewer squares or not to move it at all. You (generally) can&amp;#039;t move the target along the z axis.&lt;br /&gt;
*Specific Destination: Some powers don&amp;#039;t specify a distance in squares but instead specify a destination, such as &amp;quot;adjacent.&amp;quot;&lt;br /&gt;
*No Opportunity Attacks: Forced movement does not provoke opportunity attacks, but may trigger reaction abilities.&lt;br /&gt;
*Difficult Terrain: Some powers ignore terrain, but most don&amp;#039;t.&lt;br /&gt;
*Not a Move: Forced movement doesn&amp;#039;t count against a target&amp;#039;s ability to move on its turn. A target&amp;#039;s speed is (usually) irrelevant to the distance you move it.&lt;br /&gt;
*Clear Path: Forced movement can&amp;#039;t move a target into a space it couldn&amp;#039;t enter by walking. The target can&amp;#039;t be forced into an obstacle or made to squeeze into a space.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Teleportation==&lt;br /&gt;
&lt;br /&gt;
Some powers allow you to teleport—to move instantly from one point to another. Unless a power or a ritual specifies otherwise, teleportation follows these rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Teleportation&amp;#039;&amp;#039;&lt;br /&gt;
*Line of Sight: You have to be able to see your destination.&lt;br /&gt;
*No Line of Effect: You can teleport to a place you can see even if you don&amp;#039;t have line of effect to it.&lt;br /&gt;
*No Opportunity Attacks: Your movement doesn&amp;#039;t provoke opportunity attacks, but may trigger reaction abilities.&lt;br /&gt;
*Destination: Your destination must be a space you can occupy without squeezing.&lt;br /&gt;
*Immobilized or Restrained: Being immobilized or restrained doesn&amp;#039;t prevent a target from teleporting. If a target teleports away from a physical restraint, a monster&amp;#039;s grasp, or some other immobilizing effect that is located in a specific space, the target is no longer immobilized or restrained. Otherwise, the target teleports and is still immobilized or restrained in the new space.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Phasing==&lt;br /&gt;
&lt;br /&gt;
Some creatures can travel short distances through the Archonosphere. Movement of this kind is often called phasing, and some powers allow you to phase. When you are phasing, you ignore terrain, and you can move through obstacles and other creatures, but you must end your movement in an unoccupied space.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_9_/_Combat]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Actions_in_Combat</id>
		<title>Actions in Combat</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Actions_in_Combat"/>
				<updated>2014-12-17T14:52:33Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;During your turn, you can choose from a wide variety of actions. Usually, the most important decision you make in combat is what to do with your standard action each turn. Do...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During your turn, you can choose from a wide variety of actions. Usually, the most important decision you make in combat is what to do with your standard action each turn. Do you use one of your powers? If so, which one? Or does the situation demand a different approach, such as using your standard action to move, try to call a parley and talk to your foes, or perform a skill check of some complexity? This section describes how to perform the most common actions that are available to you on your turn.&lt;br /&gt;
&lt;br /&gt;
The list isn&amp;#039;t exhaustive—you can try to do anything you can imagine your character doing in the game world. The rules in this section cover the most common actions, and they can serve as a guide for figuring out what happens when you try something not in the rules.&lt;br /&gt;
&lt;br /&gt;
==Action Points==&lt;br /&gt;
&lt;br /&gt;
Once per encounter, you can spend an action point. When you spend an action point, it&amp;#039;s gone, [[Rewards#Action_Points|but you can earn more]]. You start over with 1 action point after an extended rest.&lt;br /&gt;
&lt;br /&gt;
Most often, you spend an action point to take an extra action during your turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Spend an Action Point: Additional Action&amp;#039;&amp;#039;&lt;br /&gt;
*During Your Turn: You can spend an action point only during your turn, but never during a surprise round.&lt;br /&gt;
*Gain an Extra Action: You gain an extra action this turn. You decide if the action is a standard action, a move action or a minor action.&lt;br /&gt;
*Once per Encounter: After you spend an action point, you must take a short rest [pp] before you can spend another.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some abilities may let you make other uses of your action point. No matter how you spend it, you can only spend 1 per encounter.&lt;br /&gt;
&lt;br /&gt;
==Aid Another==&lt;br /&gt;
&lt;br /&gt;
In some situations, you can work together to use a skill or an ability. You can help an ally make a skill check or an ability check by taking the aid another action. Given a choice, your squad should have the character who has the highest skill or ability check modifier take the lead, while the other characters cooperate to provide assistance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Aid an Ally&amp;#039;s Skill or Ability Check&amp;#039;&amp;#039;&lt;br /&gt;
*Action: Same as the skill check.&lt;br /&gt;
*DC: Make a skill check or ability check with a DC equal to 10 + one-half your level.&lt;br /&gt;
*Success: The target gains a +2 bonus to the next check using the same skill or ability before the end of your next turn.&lt;br /&gt;
*Failure: The target takes a -1 penalty to the next check using the same skill or ability before the end of your next turn. This penalty represents the distraction or interference caused by the failed assistance.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can affect a particular check only once using the aid another action. However, up to four creatures can use aid another to affect a single check, for a maximum bonus of +8 or a maximum penalty of -4. The DM may allow more or fewer to aid, depending on circumstances. Several dozen staff members at a hospital ward might lend a hand in a heal check for a warrior convalescing from wounds. Only one character might lend a hand in adjusting a subspace coil.&lt;br /&gt;
&lt;br /&gt;
==Aid Attack==&lt;br /&gt;
&lt;br /&gt;
Sometimes, the most you can do to help is make the way clear for the heavy hitters. You can help them hit heavier by using the aid attack action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Aid an Ally&amp;#039;s Attack&amp;#039;&amp;#039;&lt;br /&gt;
*Action: Standard action.&lt;br /&gt;
*Grant Bonus Damage: Choose an ally. That ally gains a +2 aid bonus to its next damage roll. This bonus ends if not used by the end of your next turn. Only one such bonus is effective.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aid Defense==&lt;br /&gt;
&lt;br /&gt;
Even without specialized powers for it, you can run interference on your allies to grant them additional defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
Aid an Ally&amp;#039;s Defenses&lt;br /&gt;
*Action: Standard Action.&lt;br /&gt;
*Grant Bonus to Defenses: Choose an ally. That ally gains a +2 bonus to all defenses against the next attack against it. This bonus ends if not used by the end of your next turn.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Basic Attack==&lt;br /&gt;
&lt;br /&gt;
Sometimes, there&amp;#039;s nothing left for the situation you&amp;#039;re in but a timely smash. Every character has two basic attacks available, and some powers let you use a basic attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Melee Basic Attack, Basic Attack&amp;#039;&amp;#039;&lt;br /&gt;
*At-will . Weapon&lt;br /&gt;
*Standard Action Melee weapon&lt;br /&gt;
*Target: One creature&lt;br /&gt;
*Damage: 1[W] + Strength damage&lt;br /&gt;
*Special: This attack has the weapon&amp;#039;s damage type. If the weapon doesn&amp;#039;t list a damage type, it deals pierce damage.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Ranged Basic Attack, Basic Attack&amp;#039;&amp;#039;&lt;br /&gt;
*At-will . Weapon&lt;br /&gt;
*Standard Action Ranged weapon&lt;br /&gt;
*Target: One creature&lt;br /&gt;
*Damage: 1[W] + Dexterity damage&lt;br /&gt;
*Special: Heavy weapons use Strength instead of Dexterity.&lt;br /&gt;
*Special: Recons may use R1as1 as a basic attack. Snipers may use S1as1 as a basic attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bull Rush==&lt;br /&gt;
&lt;br /&gt;
You try to shove an enemy away. This tactic is useful for forcing an enemy out of a defensive position or into a dangerous one, such as a pool of acid or over a chasm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Bull Rush: Standard Action&amp;#039;&amp;#039;&lt;br /&gt;
*Target: You can bull rush a target adjacent to you that is smaller than you, the same size category as you, or one category larger than you.&lt;br /&gt;
*Melee Basic Attack: This counts as a melee basic attack against the target that deals no damage. In addition, you push the target one square and shift into the vacated space.&lt;br /&gt;
*Impossible Push: If there is no square available for the target to be pushed to, the target is not pushed and you do not shift.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Charge==&lt;br /&gt;
&lt;br /&gt;
Rushing to close the distance is the nearest path to safety in the line of enemy fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Charge: Standard Action&amp;#039;&amp;#039;&lt;br /&gt;
*Move and Attack: Move your speed as part of the charge and make a melee basic attack or a bull rush at the end of your move.&lt;br /&gt;
*Additional Damage: You gain a +1 bonus to the damage roll of the attack.&lt;br /&gt;
*Movement Requirements: you must move at least 2 squares from your starting position, and you must move directly to the nearest square from which you can attack the enemy. You can&amp;#039;t charge if the nearest square is occupied. Moving over difficult terrain costs extra squares of movement as normal.&lt;br /&gt;
*Provoke Opportunity Attacks: If you leave a threatened square, the threatening enemy can make an opportunity attack against you.&lt;br /&gt;
*End Your Turn: Completing a charge ends your turn. Resolve any end of turn effects and make any saving throws.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crawl==&lt;br /&gt;
&lt;br /&gt;
When you are prone, you can crawl.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Crawl: Move Action&amp;#039;&amp;#039;&lt;br /&gt;
*Prone: You must be prone to crawl.&lt;br /&gt;
*Movement: Move up to half your speed. If you have a climb speed, move up to your speed instead.&lt;br /&gt;
*Provoke Opportunity Attacks: If you enter a threatened square, the threatening enemy can make an opportunity attack against you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Escape==&lt;br /&gt;
&lt;br /&gt;
You attempt to escape from an enemy that has grabbed you. Other immobilizing effects might let you make escape attempts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Escape: Move Action&amp;#039;&amp;#039;&lt;br /&gt;
*Acrobatics or Athletics: make the chosen skill check against the creature or effect that immobilized you. The creature will make a check of some kind or the effect will have a DC.&lt;br /&gt;
*Check: Resolve your check.&lt;br /&gt;
**Success: You end the grab and can shift as part of this move action.&lt;br /&gt;
**Failure: You&amp;#039;re still grabbed.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grab==&lt;br /&gt;
&lt;br /&gt;
You seize a creature bodily and keep it from moving. The creature you grab can attempt to escape on its turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Grab: Standard Action&amp;#039;&amp;#039;&lt;br /&gt;
*Target: You can attempt to grab a creature that is smaller than you, the same size category as you, or one category larger than you. The creature must be within your melee reach.&lt;br /&gt;
*Athletics Check: Make an athletics skill check opposed by the creature&amp;#039;s choice of Athletics or Acrobatics.&lt;br /&gt;
**Success: You grab the creature.&lt;br /&gt;
**Failure: You do not grab the creature.&lt;br /&gt;
*Sustaining a Grab: You sustain the grab as a minor action. You can end your grab as a free action.&lt;br /&gt;
*Effects that End a Grab: If you are affected by a condition that prevents you from taking opportunity actions, you let go of a grabbed creature. If you move away from the creature you&amp;#039;re grabbing, you let go and the grab ends. If a pull, push, or a slide moves you or the creature you&amp;#039;re grabbing out of your reach, the grab ends.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To move a grabbed target, you must spend a standard action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Move a Grabbed Target: Standard Action&amp;#039;&amp;#039;&lt;br /&gt;
*Movement: Move up to half your speed and pull the grabbed target with you.&lt;br /&gt;
*Opportunity Attacks: If you pull the target, you and the target do not provoke opportunity attacks from each other, and the target doesn&amp;#039;t provoke opportunity attacks from enemies. Other opportunities are as normal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Opportunity Attack==&lt;br /&gt;
&lt;br /&gt;
Combatants constantly watch for their enemies to drop their guard. When you&amp;#039;re threatening an enemy, that enemy can&amp;#039;t move past your threatened area without putting itself in danger by allowing you to take an opportunity attack against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Opportunity Attack: Opportunity Action&amp;#039;&amp;#039;&lt;br /&gt;
*Basic Attack: An opportunity attack is a basic attack.&lt;br /&gt;
*Moving Provokes: If an enemy enters a square you threaten, you can make an opportunity attack against that enemy. However, you can&amp;#039;t make one if the enemy shifts or teleports or is forced to move.&lt;br /&gt;
*One per Round: You can normally use only one opportunity action per round. Some features allow you to use more.&lt;br /&gt;
*Able to Attack: You only threaten squares if you could attack them.&lt;br /&gt;
*Follows Target&amp;#039;s Action: An opportunity action waits for the triggering event to complete, inserts itself after the action that triggered it, then normal turn sequence resumes. If you or the target are no longer combatants by this step in the sequence, you can&amp;#039;t make an opportunity attack (for example, if you or the triggering creature are dead).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Run==&lt;br /&gt;
&lt;br /&gt;
You can abandon posture and run all-out when you need to cover ground fast. However, this is a dangerous tactic—you have to lower your guard to make your best speed, and you can&amp;#039;t attack very well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Run: Move Action&amp;#039;&amp;#039;&lt;br /&gt;
*Speed +2: Move up to your speed + 2. For example, if your speed is normally 6, you can move up to 8 squares when you run.&lt;br /&gt;
*-5 Penalty to Attacks: Your attacks take a -5 penalty to damage, added in before the combat multiplier.&lt;br /&gt;
*Helpless: While running, you are helpless.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Second Wind==&lt;br /&gt;
&lt;br /&gt;
You can dig into your reserve of endurance to find an extra burst of vitality. In game terms, you spend a healing surge to regain some of your lost hit points, and you focus on defending yourself.&lt;br /&gt;
This action is only available to player characters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Second Wind: Standard Action&amp;#039;&amp;#039;&lt;br /&gt;
*Spend a Healing Surge: Spend a healing surge to regain hit points (see &amp;quot;Healing,&amp;quot; [pp]).&lt;br /&gt;
*+2 Bonus to All Resistances: You gain a +2 bonus to all resistances until the start of your next turn.&lt;br /&gt;
*Once per Encounter: You can use your second wind once per encounter and can use it again after you take a short rest or an extended rest. Some powers allow you to spend healing surges without using your second wind.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shift==&lt;br /&gt;
&lt;br /&gt;
Moving through a fierce battle is dangerous; you must be careful to avoid a misstep that gives your foe a chance to strike a telling blow. The way you move safely when enemies are nearby is to shift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Shift: Move Action&amp;#039;&amp;#039;&lt;br /&gt;
*Movement: Move 1 square.&lt;br /&gt;
*Doesn&amp;#039;t Provoke: If you shift into a threatened square, you don&amp;#039;t provoke an opportunity attack.&lt;br /&gt;
*Difficult Terrain: You can&amp;#039;t normally shift into difficult terrain, unless you&amp;#039;re able to shift multiple squares or use a double move or ignore the terrain.&lt;br /&gt;
*Special Movement Modes: You can&amp;#039;t shift when using a movement method that requires a skill check. For example if you&amp;#039;re using Athletics to climb, you can&amp;#039;t shift with that movement.&lt;br /&gt;
*Special: Recons using R1p01 shift 2 squares instead of 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might find it useful to shift away and then make other movements.&lt;br /&gt;
&lt;br /&gt;
==Squeeze==&lt;br /&gt;
&lt;br /&gt;
You can squeeze through an area that isn&amp;#039;t as wide as the space you normally take up. Big creatures usually use this move action to fit into narrow corridors, but a Medium or Small creature can use it to fit into a constrained space, such as a locker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Squeeze: Move Action&amp;#039;&amp;#039;&lt;br /&gt;
*Smaller Space: A Large, Huge, or Gargantuan creature reduces its space by 1. When a Medium or smaller creature squeezes, the DM decides how narrow a space the creature can occupy. If an effect prevents a creature from leaving a square in order to squeeze, the creature cannot squeeze.&lt;br /&gt;
*Half Speed: As part of the same move action, move up to half your speed.&lt;br /&gt;
*-5 Penalty to Attacks: Your attacks take a -5 penalty to damage, added in before the combat multiplier.&lt;br /&gt;
*Helpless: While squeezing, you are helpless.&lt;br /&gt;
*Provoke Opportunity Attacks: If you enter a threatened square, the threatening enemy can make an opportunity attack against you.&lt;br /&gt;
*Special: If you have a climb speed, you may squeeze as a normal move action and suffer none of the above effects.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stand Up==&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;ve been knocked prone, you need to take a move action to get back on your feet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Stand Up: Move Action&amp;#039;&amp;#039;&lt;br /&gt;
*Unoccupied Space: If your space is not occupied by another creature, you stand up where you are.&lt;br /&gt;
*Occupied Space: If your space is occupied by another creature, you can shift 1 square as part of this move action to stand up in an adjacent unoccupied space. If your space and all adjacent squares are occupied, you can&amp;#039;t stand up.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Threatening Squares==&lt;br /&gt;
&lt;br /&gt;
Opportunity actions always mention threatening squares: spaces which trigger your opportunity action when entered by an enemy. Melee attackers threaten squares within their reach. Ranged attackers threaten squares within their range by their facing.&lt;br /&gt;
&lt;br /&gt;
If you make an attack during your turn, your facing is the nearest semicardinal direction of the attack you made. If you did not make an attack during your turn, you choose your facing at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Your threatening squares extend from you to your weapon range in a line three squares wide starting from the square in front of you and using two squares adjacent to it on either side.&lt;br /&gt;
&lt;br /&gt;
[diagram of threat]&lt;br /&gt;
&lt;br /&gt;
==Total Defense==&lt;br /&gt;
&lt;br /&gt;
Sometimes it&amp;#039;s more important to stay alive than attack your foes, so you focus your attention on defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Total Defense: Standard Action&amp;#039;&amp;#039;&lt;br /&gt;
*+2 Bonus to All Resistances: You gain a +2 bonus to all defenses until the start of your next turn.&lt;br /&gt;
*Special: Soldiers using O1p01 gain a +5 bonus instead of +2.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Use a Power==&lt;br /&gt;
&lt;br /&gt;
The powers you know are among your most important tools in the game. Because of your at-will powers, you can potentially use a power every round.&lt;br /&gt;
&lt;br /&gt;
==Walk==&lt;br /&gt;
&lt;br /&gt;
Walking is safe only when there are no enemies nearby. It&amp;#039;s dangerous to walk through the middle of a pitched battle, since any enemy can take an opportunity attack as you pass by. The way you move safely when enemies are threatening is to shift instead of walk.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Walk: Move Action&amp;#039;&amp;#039;&lt;br /&gt;
*Movement: Move a number of squares up to your speed.&lt;br /&gt;
*Provoke Opportunity Attacks: If you enter a square threatened by an enemy, that enemy can make an opportunity attack against you.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_9_/_Combat]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Rest_and_Recovery</id>
		<title>Rest and Recovery</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Rest_and_Recovery"/>
				<updated>2014-12-16T22:50:17Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;All that swimming through the stars will tire out even the hardiest adventurer sooner or later. When you&amp;#039;re not in an encounter, you can take one of two types of rest: a short...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All that swimming through the stars will tire out even the hardiest adventurer sooner or later. When you&amp;#039;re not in an encounter, you can take one of two types of rest: a short rest or an extended rest.&lt;br /&gt;
About 300 seconds long, a short rest consists of catching your breath and reloading your armaments after an encounter. At least 21600 seconds long, an extended rest includes relaxation, sometimes a meal, and usually sleep.&lt;br /&gt;
&lt;br /&gt;
==Short Rest==&lt;br /&gt;
&lt;br /&gt;
A short rest allows you to renew your encounter powers and spend healing surges to regain hit points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Short Rest&amp;#039;&amp;#039;&lt;br /&gt;
*Duration: A short rest is about 300 seconds long.&lt;br /&gt;
*No Limit per Day: You can take as many short rests per day as you want.&lt;br /&gt;
*No Strenuous Activity: You have to rest during a short rest. You can stand guard, sit in place, ride in a vehicle, or do other tasks that don&amp;#039;t require much exertion.&lt;br /&gt;
*Renew Powers: After a short rest, you restock your weaponry which renews your encounter powers (for this reason we rarely keep track of ammo).&lt;br /&gt;
*Spend Healing Surges: After a short rest, you can spend as many healing surges as you want (see &amp;quot;Healing,&amp;quot;). If you run out of healing surges, you must take an extended rest to regain them.&lt;br /&gt;
*Interruptions: If your short rest is interrupted, you need to rest another 300 seconds to get the benefits of a short rest.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extended Rest==&lt;br /&gt;
&lt;br /&gt;
Once per day, you can gain the benefits of an extended rest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;border:solid 1px #a7d7f9;padding-left:4px;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Extended Rest&amp;#039;&amp;#039;&lt;br /&gt;
*Duration: An extended rest is at least 21600 seconds long.&lt;br /&gt;
*Once per Day: After you finish an extended rest, you have to wait 43200 seconds before you can begin another one.&lt;br /&gt;
*No Strenuous Activity: You normally sleep during an extended rest, though you don&amp;#039;t have to. You can engage in light activity that doesn&amp;#039;t require much exertion.&lt;br /&gt;
*Regain Hit Points and Healing Surges: At the end of an extended rest, you regain any hit points you have lost and any healing surges you have spent. You make an Endurance check or Heal check for life point recovery.&lt;br /&gt;
*Powers: At the end of an extended rest, you lose any unspent action points, but you start fresh with 1 action point.&lt;br /&gt;
*Interruptions: If anything interrupts your extended rest, such as an attack, add the time spent dealing with the interruption to the total time you need to spend in the extended rest.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleeping and Waking Up==&lt;br /&gt;
&lt;br /&gt;
By a profound cosmic coincidence, all sapient races require regular sleep to maintain psychic functionality. It is one of the great unsolved puzzles of cognition. You need around 20000 seconds of sleep every day to keep functioning your best. If, at the end of an extended rest, you haven&amp;#039;t slept that much, you gain no benefit from that extended rest.&lt;br /&gt;
&lt;br /&gt;
When you&amp;#039;re asleep, you&amp;#039;re unconscious (see &amp;quot;Conditions,&amp;quot;). You wake up if you take damage or if you make a successful Perception check (with a -5 penalty) to hear sounds of danger. An ally can wake you up by silently shaking you (a standard action) or by shouting (a free action).&lt;br /&gt;
&lt;br /&gt;
==Keeping Watch==&lt;br /&gt;
&lt;br /&gt;
Adventurers typically take turns keeping watch while their companions sleep. If five characters are in your squad, each of you can take a turn on watch duty for 5400 seconds and sleep for 21600 seconds, so that you spend a total of 27000 seconds resting.&lt;br /&gt;
&lt;br /&gt;
When it&amp;#039;s your turn on watch, you actively look for signs of danger. WHen you start your shift on watch, make a Perception check. If something occurs during your watch, the DM uses the result of your Perception check to determine whether you notice.&lt;br /&gt;
&lt;br /&gt;
If your entire squad sleeps at the same time without setting a watch, the DM uses your individual passive Perception scores, counting the -5 penalty for being asleep, to determine whether you hear approaching danger and wake up.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_8_/_Adventuring]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Exploration</id>
		<title>Exploration</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Exploration"/>
				<updated>2014-12-16T22:38:50Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;A part of Startroid adventures is exploration, which takes place between encounters. You may be given a great deal of information about where you&amp;#039;re going and what might be th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A part of Startroid adventures is exploration, which takes place between encounters. You may be given a great deal of information about where you&amp;#039;re going and what might be there, but the rest is up to you to forge a path. Exploration includes making your way through unmapped corridors, uncharted (or lapse-charted) space, or a sprawling city and exploring the environment&amp;#039;s dangers and wonders.&lt;br /&gt;
&lt;br /&gt;
Exploration usually involves movement, so this section covers the rules for moving when you&amp;#039;re not in an encounter. During exploration, you interact with your environment in various ways: pushing objects around, fiddling with control systems, searching rooms, forcing security measures, and breaking other people&amp;#039;s things. The last part of this section includes rules for that.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
Movement is what gets you from encounter to encounter and from one place to another within an encounter. This section provides rules for movement between encounters, whereas &amp;quot;Movement and Position&amp;quot; [pp] explains movement during a combat encounter.&lt;br /&gt;
&lt;br /&gt;
Often a DM can summarize your movement, without figuring out exact distances or travel times: &amp;quot;You travel your charted course for three days at subspace speed and reach the orbital platform.&amp;quot; Even in a station, particularly a large colony or cavern system, your DM can summarize movement between encounters: &amp;quot;After forcing entry to the rear hangar bay and normalizing pressure, you wander through miles of abandoned station hallway and catwalk before you arrive at a deep declivity, the remnants of severe hull damage to the platform, the site you were sent to investigate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Your DM might evocatively describe the terrain you pass over, but the encounters along the way are the focus of your adventures. Sometimes it&amp;#039;s important however, to know how long it takes to get from one encounter to another, whether the answer is days, hours, or minutes. &lt;br /&gt;
&lt;br /&gt;
===Surface Travel===&lt;br /&gt;
The rules to figure out travel time depend on two factors: your speed and the terrain you&amp;#039;re moving over.&lt;br /&gt;
There is usually a means of insertion that will take you to your drop point at decent speed and without hassle, but sometimes there&amp;#039;s just no getting around hoofing it. The Base Overland Speed table shows how much distance a character who has a given speed covers in 36000 seconds and in 60 seconds. A group of travelers moves at the slowest traveler&amp;#039;s pace, so most groups use the table&amp;#039;s first row to accommodate the slowest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;36000s&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;60s&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4||32km||61m&lt;br /&gt;
|-&lt;br /&gt;
| 5||40km||76m&lt;br /&gt;
|-&lt;br /&gt;
| 6||48km||91m&lt;br /&gt;
|-&lt;br /&gt;
| 7||56km||106m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*36000s: This is marching pace for roughly 10 hours of straight travel. Further marching may tire you out, reducing your additional pace. The added benefits of your powered armor are about counterbalanced by its mass. You can push yourself to roughly twice this speed, but suffer penalties and fatigue for doing so.&lt;br /&gt;
*60s: Your speed per minute on the above table assumes a walking pace and is intended for travel that takes less than an hour. If you&amp;#039;re in a hurry, you can move at twice this speed.&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
The distances on the above table assume clear to moderately busy terrain. Other terrain does slow your progress. For great distances through dense terrain, your DM will assign a fractional amount for how much distance you can cover—for example 70% or 90% terrain—and refigure your speed accordingly.&lt;br /&gt;
&lt;br /&gt;
Usually, flying characters can ignore these fractions and terrain.&lt;br /&gt;
&lt;br /&gt;
===Land Vehicles===&lt;br /&gt;
When traveling long distances outdoors, you can use vehicles to increase your speed. These vary greatly in capacity, range, fuel, and cost. As a ballpark, you can expect to move at 40 times your own speed using a vehicle.&lt;br /&gt;
&lt;br /&gt;
[vehicle speeds]&lt;br /&gt;
&lt;br /&gt;
===Common Planetary Travel===&lt;br /&gt;
Many colonized planets and stations have their own systems of travel: high speed trains, mass transfer stations, atmospheric craft, with timetables and routes and security systems of their own. Once you are on a planet, it is usually not difficult to comply with local laws and customs for simple movement from place to place, for a cost usually comped by your commander.&lt;br /&gt;
&lt;br /&gt;
As a baseline, common travel systems are able to move you a distance of 6000km in 1200 seconds, or roughly 5km/s of mid-travel time.&lt;br /&gt;
&lt;br /&gt;
Delays usually account for an average of 3600s of flat additional transit time. Your DM may assign a percentage to this as well based on any number of factors.&lt;br /&gt;
&lt;br /&gt;
Entering a colonized planet usually involves going through the port authority and bringing a local pilot aboard to perform final navigation to the surface.&lt;br /&gt;
&lt;br /&gt;
===Intra-sector Travel===&lt;br /&gt;
The galaxy is subdivided into chunks of space that are easy to travel through called sectors. Within sectors, the technology to move ships at subspace speed has been miniaturized to the size of frigate class vessels: ships about the size of a small building. Consequently there are many ships that can take you between planets in a sector, and interplanetary travel is not difficult to find. Automated systems manage routes through the gradient of space using least-mass-lines called simply &amp;quot;lines&amp;quot; by navigators. Travel times are much faster with LCS than RCS.&lt;br /&gt;
&lt;br /&gt;
[[Local Coordinate Systems|LCS]] stands for local coordinate systems, and uses markers, cues, and readings charted by vessels going through the same place based on heavenly bodies within the galaxy, relatively nearby stuff.&lt;br /&gt;
&lt;br /&gt;
[[Remote Coordinate Systems|RCS]] stands for remote coordinate systems, and uses other galaxies as reference points for charting a course. Because routes of this kind cannot account for the gradient you will travel through, it is infinitesimally unlikely you will hit a least-mass-line, and on average journeys charted this way take twice as long.&lt;br /&gt;
&lt;br /&gt;
Regardless, the various planets you might visit each have known travel distances, and you will use these to travel within a sector.&lt;br /&gt;
&lt;br /&gt;
===Inter-sector Travel===&lt;br /&gt;
The strata between sectors is akin to an ocean between land masses. Only specialized platforms are able to establish fields that can traverse the distance, and the technology for which requires massive structures called Wheels. Only the most wealthy and orderly planets possess Wheels, and each is a fantastic structure of legendary status. Consequently, one must travel first to a Wheel before spanning a sector, and even then the journey is lengthy and costly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_8_/_Adventuring]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Rewards</id>
		<title>Rewards</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Rewards"/>
				<updated>2014-12-16T22:13:41Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;Although encounters involve risk, they also hold the promise of rewards. Every successful encounter (combat or noncombat) brings experience, measured in experience points (XP)...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although encounters involve risk, they also hold the promise of rewards. Every successful encounter (combat or noncombat) brings experience, measured in experience points (XP). As you adventure, you also earn your pay, treasure, and perhaps rewards of reputation, status, or other intangibles.&lt;br /&gt;
&lt;br /&gt;
Experience is your constant reward. You get this for accomplishing most anything. It&amp;#039;s a way to give the campaign a constant motion. As you survive battle after battle, your own abilities improve and you rise to ever greater challenges.&lt;br /&gt;
&lt;br /&gt;
You can get action points as well as a reward for good behavior in playing: helping everyone have fun.&lt;br /&gt;
&lt;br /&gt;
Your wage is a less frequent reward. You get this for fulfilling missions and satisfying clients.  You can expect to earn some pay just for embarking on a mission. As you accumulate wealth, you might become interested in building your own orbital platform, mercenary group, or doomsday device.&lt;br /&gt;
&lt;br /&gt;
Stipends, kickbacks, prizes and treasures are a rare reward. You obtain these by your cunning and dumb luck, and serve much the same purpose as your wages, only generally are much greater and more tempting.&lt;br /&gt;
&lt;br /&gt;
You may find even greater rewards. The galaxy is a big place.&lt;br /&gt;
&lt;br /&gt;
==Experience Points==&lt;br /&gt;
&lt;br /&gt;
Experience points are a measure of your learning and growth. When you complete an encounter or a mission, the DM awards you experience points (XP). The amount of XP depends on the difficulty of the encounter or mission, your level, and how much assistance you had in the completing.&lt;br /&gt;
&lt;br /&gt;
A 1st-level character starts with 0 XP. You accumulate XP from each encounter, mission, and adventure, always adding to your XP total. You never lose XP, and your total never resets to 0. I hear they print your XP total on your tombstone, but they don&amp;#039;t have those in the future, so it&amp;#039;s a wash.&lt;br /&gt;
&lt;br /&gt;
As you accumulate XP, you gain levels. The amount of XP you need for each level varies. See the [[Level Advancement Table]] for all you need to know about level advancement in a stylish table.&lt;br /&gt;
&lt;br /&gt;
==Action Points==&lt;br /&gt;
&lt;br /&gt;
Your character starts with 1 action point. No more than once per encounter, you can spend an action point to take an extra action [[:Category:Chapter_9_/_Combat|(See Combat, Chapter 9)]].&lt;br /&gt;
&lt;br /&gt;
You may receive action points for various reasons, as small side rewards, but after you take an extended rest, you lose any action points you had accumulated and start over with 1.&lt;br /&gt;
&lt;br /&gt;
==Wages==&lt;br /&gt;
&lt;br /&gt;
At the beginning, you will not be terribly sought-after as a troubleshooter. Eventually you will be able to take on more dangerous or difficult jobs and earn more pay. Generally, your commander gets some commissioned at the onset of a job, and uses this to cover your expenses. You don&amp;#039;t get paid until the completion of a job, and then (usually) only from your commander. Other payment falls under a different heading.&lt;br /&gt;
&lt;br /&gt;
==Other Payments==&lt;br /&gt;
&lt;br /&gt;
Money can be exchanged for most anything. Sometimes a client will see paying you directly in some way as a means to get a deal on the job. Sometimes employers will have built-in incentives for good work, or pay by-the-head for accomplishments. No matter the reason or source, you might find other sources of income than your regular wages will find their way to you.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
&lt;br /&gt;
The galaxy is full of nooks and crannies where unfathomably precious arts or technologies have been lost to disuse, decay, or faded memory and might come bubbling to the planet surface or tinkle their way through fate and into your grubby mitts. What you do with these is up to you, and you may have to have an eye for value in the first place to even recognize a treasure as precious. Maybe you&amp;#039;re a collector. Maybe the voices in your head insist you must hoard twine. There&amp;#039;s nothing like looking if you want to find something.&lt;br /&gt;
&lt;br /&gt;
==Intangible Rewards==&lt;br /&gt;
&lt;br /&gt;
Intangible rewards include noble titles, social or government honors, favors, and reputation. Such rewards appear most often as mission accomplishments; recognition for a job well done or a favor given. If you save the cask of Selan Kur the Immortal from being lost in an enemy raid, the Brotherhood of the Khalai will accord you special honor, and most any Protoss would regard you more warmly.&lt;br /&gt;
&lt;br /&gt;
Most of the time, your intangible reward is more work from the same employer, or better work through your commander.&lt;br /&gt;
&lt;br /&gt;
You can&amp;#039;t buy anything with intangible rewards, but there are some things money can&amp;#039;t buy. Your reputation is of crucial importance to the story.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_8_/_Adventuring]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Encounters</id>
		<title>Encounters</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Encounters"/>
				<updated>2014-12-16T22:03:48Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;Encounters are where the action of the Startroid game takes place, whether the encounter is a life-or-death battle against horrors from beyond the stars, a high-stakes negotia...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Encounters are where the action of the Startroid game takes place, whether the encounter is a life-or-death battle against horrors from beyond the stars, a high-stakes negotiation with two competing employers, or an extended EVA walk along the outside of Arc-Ultimaterra, the last physical object before The Arc.&lt;br /&gt;
&lt;br /&gt;
Encounters serve many purposes. They are the times when Startroid is most like a board game, rather than an exercise in cooperative storytelling. They are when you most often bring your numbers to bear. Even so, they should advance the story of an adventure; just look at what happens to Michael Bay movies when action does no such thing.&lt;br /&gt;
&lt;br /&gt;
In an encounter, either you succeed in overcoming a challenge or you fail and have to face the consequences. When an encounter begins, everyone has something to do, and it&amp;#039;s important for the whole group to work together to achieve success (and if you don&amp;#039;t have something to do, then the thing you have to do is find something to do!).&lt;br /&gt;
&lt;br /&gt;
Two kinds of encounters occur in most Startroid adventures: combat and noncombat encounters.&lt;br /&gt;
&lt;br /&gt;
==Combat Encounters==&lt;br /&gt;
&lt;br /&gt;
Combat encounters rely on your attack powers, movement abilities, some feats—just about every bit of rules material that appears on your character sheet. A combat encounter might include elements of a noncombat encounter. [[:Category:Chapter_9_/_Combat|Chapter 9]] provides the rules for combat encounters.&lt;br /&gt;
&lt;br /&gt;
==Noncombat Encounters==&lt;br /&gt;
&lt;br /&gt;
Noncombat encounters focus on skills, utilities, and your own wits, although sometimes attack powers can come in handy as well. Such encounters include dealing with traps and hazards, solving puzzles, and a broad category of situations called skill challenges.&lt;br /&gt;
&lt;br /&gt;
A skill challenge occurs when exploration or social interaction becomes an encounter, with serious consequences for success or failure (your DM will not consider situations without serious consequences to be encounters and usually will not require any dice rolling). When you&amp;#039;re making your way through an orbital platform or across nebulous strata, you typically don&amp;#039;t take turns or make checks. But when you spring a trap or face a serious obstacle or hazard, you&amp;#039;re in a skill challenge.&lt;br /&gt;
&lt;br /&gt;
In a skill challenge, your goal is to accumulate a certain number of successful skill checks before rolling too many failures. Choices you make might give you bonuses on your checks, make some checks unnecessary, or otherwise help you through the challenge. Your DM sets the stage for a skill challenge by describing the obstacle you face and giving you some idea of the options you have in the encounter. Then you describe your actions and make checks until you either successfully complete the challenge or fail.&lt;br /&gt;
&lt;br /&gt;
[[:Category:Chapter_5_/_Skills|Chapter 5]] describes the sorts of things you can attempt with your skills in a skill challenge. You can use a wide variety of skills, from Acrobatics and Athletics to Biology and Skulduggery. You might also use ability checks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_8_/_Adventuring]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Missions_and_Employers</id>
		<title>Missions and Employers</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Missions_and_Employers"/>
				<updated>2014-12-16T20:59:34Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;The fundamental unit of the structure of your adventures is the mission. You are part of a mercenary group, sworn protectorate, or agent of a governing body or shadow cabal. F...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The fundamental unit of the structure of your adventures is the mission. You are part of a mercenary group, sworn protectorate, or agent of a governing body or shadow cabal. For one reason or another you have decided to risk your life on a daily basis to do somebody&amp;#039;s fighting for them. That reason is up to you, but no matter the reason, you&amp;#039;ll satisfy it only by completing missions.&lt;br /&gt;
&lt;br /&gt;
Most employers do little to no mercenary work in-house. Rather, merc companies provide rapid staffing solutions that involve shipping you off to the hands of employers, who call the shots on any given mission.&lt;br /&gt;
&lt;br /&gt;
Most missions are simple. Your employer will outline your task, provide you transportation, materiel for any fighting you&amp;#039;ll need to do, and documentation for clearing your action with other units.&lt;br /&gt;
&lt;br /&gt;
The Grandsons of Korhol might hire you to reclaim any valuables left behind in one of their outposts abandoned in a zerg raid. They give you blueprints of the outpost, a map of the surrounding area, telemetry for insertion, and a best guess for hostile activity. What you find inside might change the parameters of the mission: the presence of an overwhelming and unknown organized military force using the base would be cause to abort, or at least to ask for more pay.&lt;br /&gt;
&lt;br /&gt;
You will always have a briefing to setup the parameters of the mission, but even the brightest and most knowledgeable employer probably has higher priorities than whatever cleanup job falls to your hands, and so it is rare that you missions will be outlined in full.&lt;br /&gt;
&lt;br /&gt;
You can also seek out specific jobs if you find they suit your fancy. Your mercenary commander has many jobs at any given time that you may be asked to take part in, or actively seek out. Success at certain jobs will also go on your record and employers will look to that to decide whom to hire.&lt;br /&gt;
&lt;br /&gt;
To seek out a job, work with your DM to create a mission. Such a mission might tie into your character&amp;#039;s background. For example, perhaps your father is one of the Grandsons of Korhol and left a family memento behind in the outpost. Perhaps the military force that occupies the base is a known slave trading company that once had you in their employ. Missions can also relate to individual goals. Maybe you have secret information that the outpost architect stashed a treasure beneath that will make you all fabulously rich. Individual missions give you a stake in a campaign&amp;#039;s unfolding story and give your DM ingredients to help develop that story.&lt;br /&gt;
&lt;br /&gt;
A campaign is a collection of missions that tie together. Even if the only common thread is your own involvement, together you form an overarching story. Perhaps there&amp;#039;s a rival squad in your same company who keeps crossing your path. Maybe the same employer keeps using your squad for jobs as a twisted grooming exercise for some ultimate goal. A hidden hand could be at the center of all the horrors you&amp;#039;ve witnessed. Your missions may parallel the progress of a deadly disease. Any of these would involve a series of missions and tie in to a campaign.&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
&lt;br /&gt;
There are various levels of authority and deciding between whose orders to follow can become involved. This section provides some guidelines for the kinds of decisions you&amp;#039;ll have to make, and provides examples of archetypical decision-makers.&lt;br /&gt;
&lt;br /&gt;
The deepest level of boss is your secret thrall. Even the other members of your squad perhaps only suspect what your private motivations are. Your thrall is a blackmailer, mindslaver, personal friend or family member, voice in your head from mental illness, mole handler, or other powerful, personal authority that by its nature needs to remain in the shadows. Your thrall is a deep-set feature of your character, and helps make your missions more interesting: putting an additional layer on any tactics check to divine what an authority would think.&lt;br /&gt;
&lt;br /&gt;
You are a mercenary working for a company that rents out your services. Your commander provides you with jobs by handing you off to an employer. Each member of your squad is part of the same company of mercenaries, and your commander will remind you that ultimately, all your pay comes from them and you work for them.&lt;br /&gt;
&lt;br /&gt;
Your mercenary company has clients, one of which at any time will be your employer. Your employer will usually work you into a command structure of their own. After being handed off from your commander, you&amp;#039;ll be instructed to follow employer&amp;#039;s orders (up to a point).&lt;br /&gt;
&lt;br /&gt;
Consider a situation where your thrall demands you collect the missing uraj crystals whenever you can for reasons they refuse to tell you. Your commander insists that you never accept money or other payment directly from a client: only the company pays you. Your employer sends you to clean out a base, and without telling your commander offers to pay you under the table to bring them the uraj crystals without telling anyone. And there they are in your hands, no one sees you with them.&lt;br /&gt;
&lt;br /&gt;
Duin the Sniper is attuned to individual rights, a selfish person, or simply beloved of his thrall, and is inclined to secret away the uraj crystals and present them to the council at a later time. If possible, he would keep his discovery a secret even from his squad until such time as he can report the find and make the delivery.&lt;br /&gt;
&lt;br /&gt;
Rakkor the Demo looks out for number one, supports individual rights when it helps him, and doesn&amp;#039;t mind getting into trouble. Rakkor would keep his discovery a secret until he could arrange a trade with his employer or some other, higher bidder to maximize his take.&lt;br /&gt;
&lt;br /&gt;
O-hij the Medic is honest to a fault, believes in collective rights, and dislikes his thrall for their shadowiness and secret hold on him. He keeps the crystals a secret from his employer but not his squad because his explicit orders did not make mention of them.&lt;br /&gt;
&lt;br /&gt;
How would you react in this situation? If you cross your employer, they might not hire you again or may send someone else after you to kill you and collect the loot. Bite your commander and you face known sanctions and punishments, which vary from company to company. Fail to satisfy your thrall and who knows what they&amp;#039;ll do. Hide too much from your squad and they will grow to distrust you.&lt;br /&gt;
&lt;br /&gt;
You might even come up with an alternative that would satisfy everyone. Or no one. The fun of a shared adventure is seeing how your decisions affect things later, thinking through tough calls and exploring alternatives. All of the above scenario involved no dice rolling and—after the setup—took no in-game time. Your decisions in scenarios like this one will lead to encounters, and during the encounter you will know what hand you had in leading to it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_8_/_Adventuring]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Weapon_Table</id>
		<title>Weapon Table</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Weapon_Table"/>
				<updated>2014-12-16T20:02:26Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;A weapon entry consists of the following information, organized in columns on the weapon tables. *Weapon: The weapon&amp;#039;s name. *Type: The type of damage the weapon does (the dam...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A weapon entry consists of the following information, organized in columns on the weapon tables.&lt;br /&gt;
*Weapon: The weapon&amp;#039;s name.&lt;br /&gt;
*Type: The type of damage the weapon does (the damage types are pierce, explosive, psionic, void, and anima)&lt;br /&gt;
*Damage: The amount of damage the weapon deals in fixed numbers and dice.&lt;br /&gt;
*Range: The effective range in squares for the weapon. An entry of &amp;quot;melee&amp;quot; means the weapon is only effective on targets adjacent to you.&lt;br /&gt;
*Spread: A listed area of effect for the weapon. Weapons without areas listed here are considered to have an area of &amp;quot;target creature.&amp;quot;&lt;br /&gt;
*Weight: An entry of light or heavy for the weapon. Light weapons use Dexterity in damage calculation. Heavy weapons use Strength in damage calculation (other feats, features, powers, abilities, or effects may also refer to weapon weight).&lt;br /&gt;
*Min, Max, and Average: A listing of the weapon&amp;#039;s damage in another form. This is simply to give you more relevant information for choosing a weapon and is not meant to supercede or replace the other damage entry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Weapon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;type&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;damage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;range&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;spread&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;weight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;min&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;max&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;avg&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Psi blades||pierce||8+1d4||melee||-||light||9||12||10.5&lt;br /&gt;
|-&lt;br /&gt;
| Perdition flame thrower||anima||2+1d2||5||line 1||light||3||4||3.5&lt;br /&gt;
|-&lt;br /&gt;
| Quad k12 Punisher||explosive||6+1d2||5||area 1||heavy||7||8||7.5&lt;br /&gt;
|-&lt;br /&gt;
| C10 Canister Rifle||explosive||4+1d2||6||area 1||light||5||6||5.5&lt;br /&gt;
|-&lt;br /&gt;
| Impaler Gauss Rifle||pierce||6+1d2||6||-||heavy||7||8||7.5&lt;br /&gt;
|-&lt;br /&gt;
| Coherent Fusion Blade||anima||6+1d4||melee||-||light||7||10||8.5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Impact Hammer||pierce||7+1d8||melee||-||heavy||8||15||11.5&lt;br /&gt;
|-&lt;br /&gt;
| Linear Slug Accelerator||pierce||5+1d4||10||-||heavy||6||9||7.5&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Gaussian Projector||pierce||5+1d2||10||-||light||6||7||6.5&lt;br /&gt;
|-&lt;br /&gt;
| LRR||explosive||3+1d2||10||area 1||heavy||4||5||4.5&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Grenade Repeater||explosive||2+1d2||4||area 2||heavy||3||4||3.5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Acid Projector||anima||3+1d2||4||line 1||heavy||4||5||4.5&lt;br /&gt;
|-&lt;br /&gt;
| untrained* melee weapon||x||1d10||melee||-||x||1||10||5.5&lt;br /&gt;
|-&lt;br /&gt;
| untrained* pierce weapon||pierce||1d8||x||-||x||1||8||4.5&lt;br /&gt;
|-&lt;br /&gt;
| untrained* explosive weapon||explosive||1d4||x||area 1||x||1||4||2.5&lt;br /&gt;
|-&lt;br /&gt;
| untrained* anima weapon||anima||1d6||x||x||x||1||6||3.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Use the untrained entry whenever you use a weapon of the matching type without training in that type. Use the weapon&amp;#039;s entry for any x values in the table.&lt;br /&gt;
[[Category:Chapter_7_/_Armaments]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Tier_1_Armor</id>
		<title>Tier 1 Armor</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Tier_1_Armor"/>
				<updated>2014-12-15T17:47:15Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==2100 Hearthworn==&lt;br /&gt;
&amp;#039;&amp;#039;They say the age of heroes has passed. Lost to the modern age between the venal and the banal. It was then a company of soldiers each wearing a custom-tailored 2100 showed them how wrong they all were.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;You too can live like a hero, or at least tog out like one in the 2100 Hearthworn. Featuring billeted nanosheathed filament controls, interior midweight flexsteel batting, and rime pockets for easy access.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 15&lt;br /&gt;
*exp 15&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 0&lt;br /&gt;
*ani 5&lt;br /&gt;
&lt;br /&gt;
==Adjudicator-Stalker==&lt;br /&gt;
&amp;#039;&amp;#039;Cold is the void, and foolish the fighter who takes no steps to guard against it. The sons of Shakuras plumbed the depths of the cosmos for millenia, and these ropey banded fields and premium test chomluminum pipings were what the cosmos whispered back to them.&lt;br /&gt;
With wrappings such as these, they&amp;#039;ll say instead: cool is the void.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 10&lt;br /&gt;
*exp 10&lt;br /&gt;
*voi 10&lt;br /&gt;
*psi 0&lt;br /&gt;
*ani 0&lt;br /&gt;
&lt;br /&gt;
==BBX Monarch==&lt;br /&gt;
&amp;#039;&amp;#039;I went to take a second snifter of hypermalt when the sky darkened, and overhead could be seen a flight of men and women, commuting to work as though instinctively migrating in tandem to form a scintillating blanket across the whole sky. I asked the valet where I could get a suit like that?&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;The Monarch is the ultimate in low-mass, high-hardness protection. Sharp reflective malachite facets corner in transparent piping that carries the suit&amp;#039;s optics, which can be programmed with &amp;quot;style data&amp;quot; that supplements regular commands with hashes designed to make the piping pulse with light patterns you program.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 10&lt;br /&gt;
*exp 10&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 5&lt;br /&gt;
*ani 10&lt;br /&gt;
&lt;br /&gt;
==Centrulus by Toroid==&lt;br /&gt;
&amp;#039;&amp;#039;The greatest work by renowned emergent design intelligence orbiting the Morian sun, in Centrulus, Toroid has comprised every brash fiction ever told by a blowhard in the physical universe. Surround yourself with the greatest game ever talked become the greatest protection ever devised. Available in nightshade, deep abyss, nothingness, and noir.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 18&lt;br /&gt;
*exp 17&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 0&lt;br /&gt;
*ani 0&lt;br /&gt;
&lt;br /&gt;
==CONEVA NBC Adventurer==&lt;br /&gt;
&amp;#039;&amp;#039;The upper limit of what can be accomplished in the galaxy of activewear already exists. The time is now.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Featuring complete spectrum Nuclear, Biological, Chemical (NBC) shielding in an alternating matte-satin mesh, with variable interface tines and reversible pinked lapaulettes.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Adventure will find you anywhere you go with CONEVA.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 15&lt;br /&gt;
*exp 15&lt;br /&gt;
*voi 1&lt;br /&gt;
*psi 2&lt;br /&gt;
*ani 2&lt;br /&gt;
&lt;br /&gt;
==Hitest Certitude==&lt;br /&gt;
&amp;#039;&amp;#039;Bravery is for those with any doubt left in their minds as to the outcome. Put this on, and you can technically no longer be brave, though you don&amp;#039;t have to let your allies know that.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For all the technology that went into this suit that we&amp;#039;ve either patented or defended, we stopped short of filing for a patent on fighting spirit, though our lawyers and engineers assure us we could make the case.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Find your own fighting spirit within the plush microtex lining of Certitude.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 15&lt;br /&gt;
*exp 20&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 0&lt;br /&gt;
*ani 0&lt;br /&gt;
&lt;br /&gt;
==Impcorp Caldera==&lt;br /&gt;
&amp;#039;&amp;#039;The hottest activewear suit on the market, often literally. Bust and collar plates absorb and reradiate heat energy in excess of 43 Megajoules before an noticeable change in environment for the wearer. Originally designed for near solar EVA and deep core mining, Impcorp adapted the design for mobility and dash. Bateau hardseal triple-line, with customizable hand-acid etching in Impcorp Font™ up to 21500 characters fits custom Impcorp head shields. You&amp;#039;ll have space for a novel and time to spare on the battlefield under fire to read it.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 11&lt;br /&gt;
*exp 11&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 0&lt;br /&gt;
*ani 13&lt;br /&gt;
&lt;br /&gt;
==Khalai Mercurial Plate==&lt;br /&gt;
&amp;#039;&amp;#039;Woe unto any who dare against reason to stand opposing the brethren of Aiur adorned in thrice-beloved robes of the khala. It is said an ancient brother of battle was injured beyond repair, and lived on as only a head so he could make his vision of the perfect suit of armor real.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His brethren erected a statue in his honor, and so was made the first of this suit&amp;#039;s pattern. And so too was the order of the Dragoon established.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 8&lt;br /&gt;
*exp 8&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 19&lt;br /&gt;
*ani 0&lt;br /&gt;
&lt;br /&gt;
==Khalai Paragon Plate==&lt;br /&gt;
&amp;#039;&amp;#039;It is not strictly true that this armor is the meaning of the way of battle. Adun himself would weep tears of pride at the sight of this piece. Poets from beyond the stars may rightly invent languages only to write verses of its virtues.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;So that these thrice-blessed bands of the khala sweep and loop like music unheard by sapient minds is only mean description of its full glory.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 11&lt;br /&gt;
*exp 11&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 13&lt;br /&gt;
*ani 0&lt;br /&gt;
&lt;br /&gt;
==Stryxic Barrier==&lt;br /&gt;
&amp;#039;&amp;#039;You lean against a station bulkhead, being sultry and reloading rockets at the same time, holding your helmet.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;You shouldn&amp;#039;t be dressed that way,&amp;quot; he says.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;What way? It&amp;#039;s just a suit.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;You refuse fakery. Refuse the second rate. Refuse untimelessness. Confuse geothermal cascade reactions and love every minute. When you wear this, with the sussurating thermal piping, your pace slows and nuanced gestures emerge.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Tri-toned pearlescent tectons, promoted shoulders and archonic opal piping throughout. Comes in jubilation, ecstasy, verve, precocity, and empathy.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 7&lt;br /&gt;
*exp 7&lt;br /&gt;
*voi 7&lt;br /&gt;
*psi 7&lt;br /&gt;
*ani 7&lt;br /&gt;
&lt;br /&gt;
==Styrxic Umbra==&lt;br /&gt;
&amp;#039;&amp;#039;The essence of little black dress married to practical fighter, even if she keeps lovers on the side of liquid excitement, versatility ester, and natted roguishness.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Your hips will naturally swagger and your arms kimbo; we promise it isn&amp;#039;t built into the suit. Tip-to-toe textile-tecton composition gives it a perfect fit every time, embodying the attitude of the wearer, as long as that attitude remains sassy. Available in vermiculite, chrysoberyl, cymophane, ametrine, and moissanite.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;She&amp;#039;s always faithful.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 5&lt;br /&gt;
*exp 5&lt;br /&gt;
*voi 10&lt;br /&gt;
*psi 5&lt;br /&gt;
*ani 5&lt;br /&gt;
&lt;br /&gt;
==UniteX Violate==&lt;br /&gt;
&amp;#039;&amp;#039;Moments before you collapse in a heap, overcome from a constellation of injuries, you notice the man who bested you was wearing a waled suit. When the medics who selected you as most likely to survive triage dose you with adrenal fluid, your sudden hyperperception fixates on their suits which, no doubt, also feature a wale.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;It wasn&amp;#039;t easy solving for the ideal width of microstud that dimple our finest armor, but lucky for you we&amp;#039;re very good at math. The wales are of crystal chromate steel studs suspended in a micro polymer mesh&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Only available in blue, but once you see it in blue, you&amp;#039;ll never want anything else.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 20&lt;br /&gt;
*exp 15&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 0&lt;br /&gt;
*ani 0&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_7_/_Armaments]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Tier_2_Armor</id>
		<title>Tier 2 Armor</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Tier_2_Armor"/>
				<updated>2014-12-15T17:42:53Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CONEVA NBC Heavy Duty==&lt;br /&gt;
&amp;#039;&amp;#039;Some sacrifice style for function in their complete EVA environment outerwear. Others prefer the Heavy Duty by CONEVA.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Featuring complete spectrum Nuclear, Biological, Chemical (NBC) shielding in an alternating matte-satin mesh, with top plugs and helmet interface lines that can be worn up, down, or out.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;No heavy duty will ever feel as light as when it&amp;#039;s done in a CONEVA.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 10&lt;br /&gt;
*exp 10&lt;br /&gt;
*voi 1&lt;br /&gt;
*psi 2&lt;br /&gt;
*ani 2&lt;br /&gt;
&lt;br /&gt;
==Hitest Discretion==&lt;br /&gt;
&amp;#039;&amp;#039;The first suit to ever meet the rigorous Hitest defended battery of safety standards and measures with a score above &amp;quot;adequate.&amp;quot; Discretion has been the better part of the loadout of mercenaries the galaxy over for more than 40 years.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Includes defended &amp;quot;phantom pockets&amp;quot; within the half-contrasting color mesh microtex internal lining capable of transferring small items across seal, false-grommeted runner hooks, welt blazer hip patch button pockets, inverted yoke pleat plug heads and a litany of other patented or defended designs.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 10&lt;br /&gt;
*exp 15&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 0&lt;br /&gt;
*ani 0&lt;br /&gt;
&lt;br /&gt;
==Impcorp Kilnwal==&lt;br /&gt;
&amp;#039;&amp;#039;Named for the battle of Kilnwal orbital platform, where marines wearing prototypes of these suits survived both enemy action and solar anomaly with a better than 30% rate. A more rugged and handsome battle-tested suit you will not find in its weight class.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Princess hardseal double-line, with customizable hand-acid etching in Impcorp Font™ up to 7500 characters fits both above- and below-line Impcorp head shields. With the above-, special reflective microfilm makes the line etching of the covered half-line visible on the outside.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 8&lt;br /&gt;
*exp 8&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 0&lt;br /&gt;
*ani 9&lt;br /&gt;
&lt;br /&gt;
==Khalai Noble Plate==&lt;br /&gt;
&amp;#039;&amp;#039;Let battle be joined with blade and mind, and cloaked in the Noble plate of the khala. When the protectors of Auir sing of heroes, any child worth his imagination pictures bands of warriors wearing these banded looping criss-crossing plates.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Carrying the thrice-blessing of the khala caste and bringing terror to your enemies is as easy as wading into the battlefield enrobed in these free-moving, sweeping bands.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 8&lt;br /&gt;
*exp 8&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 9&lt;br /&gt;
*ani 0&lt;br /&gt;
&lt;br /&gt;
==Modulus by Toroid==&lt;br /&gt;
&amp;#039;&amp;#039;Put it on; the last suit you&amp;#039;ll ever wear. Boldness made real.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Centuries of warrior tradition rest encapsulated in the handiwork of the emergent fashion design intelligence orbiting the Morian sun. Available in black, onyx, jet, coal, pitch and midnight with off-black trim.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 13&lt;br /&gt;
*exp 12&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 0&lt;br /&gt;
*ani 0&lt;br /&gt;
&lt;br /&gt;
==Styrxic Mono==&lt;br /&gt;
&amp;#039;&amp;#039;She broke through the curtain wall and onto the promontory of Ij, engaging all onlookers at once including yours truly with her hawkish posture and raven eyes.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;She spoke eloquently later, the topic being the greatest pirate ever, a woman named R-Ayr who commanded an armada of 50000 ships (the largest armada in our sector had been less than 1/50th that), and who eventually called a truce with the entire galaxy at once because they couldn&amp;#039;t beat her. The raven struck me as like this woman, beautiful, bold, and wise, and when you put on this suit, I think you&amp;#039;ll know why.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Two-toned pearlescent tectons, pronounced shoulders and brightest edelweiss piping throughout. Comes in kiwi, watermelon, ocean, and peppermint.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 5&lt;br /&gt;
*exp 5&lt;br /&gt;
*voi 5&lt;br /&gt;
*psi 5&lt;br /&gt;
*ani 5&lt;br /&gt;
&lt;br /&gt;
==UniteX Insertion==&lt;br /&gt;
&amp;#039;&amp;#039;Putting the &amp;quot;tech&amp;quot; in &amp;quot;UniteX&amp;quot; wasn&amp;#039;t easy, but it was done in the ample cloche of mottled studs we call Insertion. Combining microdimples of four different wales, available light is apt to catch at different angles, giving the suit a sheen unlike anything ever seen in the galaxy either before or since. The sheen you&amp;#039;ll see comes in marjoram, gloaming dusk, mother of sage, and blue.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 15&lt;br /&gt;
*exp 10&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 0&lt;br /&gt;
*ani 0&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_7_/_Armaments]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Tier_3_Armor</id>
		<title>Tier 3 Armor</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Tier_3_Armor"/>
				<updated>2014-12-15T17:39:21Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: /* Hitest Valorous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CONEVA NBC Explorer==&lt;br /&gt;
&amp;#039;&amp;#039;That nearby radiological event will be just another ray of sunshine cascading stylishly off your outer layers when you suit up in the latest and lightest complete EVA environment from CONEVA.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Featuring complete spectrum Nuclear, Biological, Chemical (NBC) shielding in an alternating matte-satin mesh, with off-color piping about sealing plugs and energy-transfer facets available in navy, umber, gold and ecru.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;The harsh reality of outer space has sent you a warning message. This suit is your stamp of &amp;quot;return to sender.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
*pie 5&lt;br /&gt;
*exp 5&lt;br /&gt;
*voi 1&lt;br /&gt;
*psi 2&lt;br /&gt;
*ani 2&lt;br /&gt;
&lt;br /&gt;
==Hitest Valorous==&lt;br /&gt;
&amp;#039;&amp;#039;The lightest suit to ever pass the rigorous Hitest defended battery of safety standards and measures, and named for the surviving test associates, who wearing a lesser suit would never have earned the epithet!&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Rugged on the outside to weather the chaff of everyday explosions. Soft microtex comfort on the inside to endure the rigors of duty. Valor takes many shapes, and this suit covers them all.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 5&lt;br /&gt;
*exp 10&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 0&lt;br /&gt;
*ani 0&lt;br /&gt;
&lt;br /&gt;
==Impcorp Crucible==&lt;br /&gt;
&amp;#039;&amp;#039;The crucible is a masterpiece. The ideal meeting point of protection and style, it is one of the five things in which a man looks his best (and one of three things for a woman).&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Available in left- or right-side sealing plugs, tailored to perfect fit for up to eight arms and legs.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;The sweetheart hardseal is hand-acid-etched with a customizable message up to 3000 characters in Impcorp Font™.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 5&lt;br /&gt;
*exp 5&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 0&lt;br /&gt;
*ani 5&lt;br /&gt;
&lt;br /&gt;
==Khalai Honorable Plate==&lt;br /&gt;
&amp;#039;&amp;#039;Honor the memory of Aiur with every sweeping line of the looping plates of this armor&amp;#039;s main composition. Thrice-blessed by the warrior-priests of the ancient khala, you join with the first and foremost of Aiur&amp;#039;s brethren when you join battle wearing this suit. Hard web shielding provides free range of movement while still offering a complete seal. Just be sure to wear your best traveling clothes underneath.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 5&lt;br /&gt;
*exp 5&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 5&lt;br /&gt;
*ani 0&lt;br /&gt;
&lt;br /&gt;
==Stryxic Zero==&lt;br /&gt;
&amp;#039;&amp;#039;With less than 200 seconds to find an escape pod before the entire station self-destructed, I flung open the storage locker and knew right then my luck had turned around. Today was a great day.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Supple elastomeric composition and full contour support, elegantly wrapped in textile-tectons—the greatest gift the Chozo ever offered the galaxy—hurtling on my way to the harsh planet surface below, the pod display delightfully informed me how the wide, flat, interlocking plates gave the suit its pearlescent sheen, and how they slid atop one another to find the perfect fit for the wearer.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Available in periwinkle, baby-lilac, edelweiss, and heliotrope.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 3&lt;br /&gt;
*exp 3&lt;br /&gt;
*voi 3&lt;br /&gt;
*psi 3&lt;br /&gt;
*ani 3&lt;br /&gt;
&lt;br /&gt;
==UniteX Raidlogic==&lt;br /&gt;
&amp;#039;&amp;#039;The unique microdimples that mottle the full surface of UniteX&amp;#039;s premier personnel deportment solution are actually crystal chromate steel studs suspended in a micro polymer mesh, and sweeter dimples never adorned the most cherubic etecoon wain. Your enemies&amp;#039; flechettes will feel like the spring rain on Chau Sara. Though the studs themselves are malachite in finish, they catch the light of the ecru, mango, persimmon, or sakura mesh to take on that color at all but the closest observation angles.&amp;#039;&amp;#039;&lt;br /&gt;
*pie 10&lt;br /&gt;
*exp 5&lt;br /&gt;
*voi 0&lt;br /&gt;
*psi 0&lt;br /&gt;
*ani 0&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_7_/_Armaments]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Armor_Table</id>
		<title>Armor Table</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Armor_Table"/>
				<updated>2014-12-15T17:33:10Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Armor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Tier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;pie&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;exp&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;voi&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;psi&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;ani&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| CONEVA NBC Explorer||3||5||5||1||2||2&lt;br /&gt;
|-&lt;br /&gt;
| UniteX Raidlogic||3||10||5||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
| Hitest Valorous||3||5||10||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
| Impcorp Crucible||3||5||5||0||0||5&lt;br /&gt;
|-&lt;br /&gt;
| Stryxic Zero||3||3||3||3||3||3&lt;br /&gt;
|-&lt;br /&gt;
| Khalai Honorable Plate||3||5||5||0||5||0&lt;br /&gt;
|-&lt;br /&gt;
| CONEVA NBC Heavy Duty||2||10||10||1||2||2&lt;br /&gt;
|-&lt;br /&gt;
| UniteX Insertion||2||15||10||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
| Hitest Discretion||2||10||15||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
| Impcorp Kilnwal||2||8||8||0||0||9&lt;br /&gt;
|-&lt;br /&gt;
| Stryxic Mono||2||5||5||5||5||5&lt;br /&gt;
|-&lt;br /&gt;
| Khalai Noble Plate||2||8||8||0||9||0&lt;br /&gt;
|-&lt;br /&gt;
| Modulus by Toroid||2||13||12||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
| CONEVA NBC Adventurer||1||15||15||1||2||2&lt;br /&gt;
|-&lt;br /&gt;
| UniteX Violate||1||20||15||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
| Hitest Certitude||1||15||20||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
| Impcorp Caldera||1||11||11||0||0||13&lt;br /&gt;
|-&lt;br /&gt;
| Stryxic Barrier||1||7||7||7||7||7&lt;br /&gt;
|-&lt;br /&gt;
| Khalai Paragon Plate||1||11||11||0||13||0&lt;br /&gt;
|-&lt;br /&gt;
| Centrulus by Toroid||1||18||17||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
| BBX Monarch||1||10||10||0||5||10&lt;br /&gt;
|-&lt;br /&gt;
| Adjudicator-Stalker||1||10||10||10||0||0&lt;br /&gt;
|-&lt;br /&gt;
| 2100 Hearthworn||1||15||15||0||0||5&lt;br /&gt;
|-&lt;br /&gt;
| Khalai Mercurial Plate||1||8||8||0||19||0&lt;br /&gt;
|-&lt;br /&gt;
| Stryxic Umbra||1||5||5||10||5||5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_7_/_Armaments]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Yours_and_Mine</id>
		<title>Yours and Mine</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Yours_and_Mine"/>
				<updated>2014-12-15T17:23:55Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Tactician *Benefit: Whenever an ally makes an attack with one of your order powers, you may change the damage type of the attack to that of your weapon.  Cate...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Tactician&lt;br /&gt;
*Benefit: Whenever an ally makes an attack with one of your order powers, you may change the damage type of the attack to that of your weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Weaponer</id>
		<title>Weaponer</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Weaponer"/>
				<updated>2014-12-15T17:23:11Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Strength 2 *Benefit: Increase the die size of the damage amount on pierce weapons you wield by one step (d2 - d4 - d6 - d8 - d10 - 2d6 - 2d8 - 2d10). *Special:...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Strength 2&lt;br /&gt;
*Benefit: Increase the die size of the damage amount on pierce weapons you wield by one step (d2 - d4 - d6 - d8 - d10 - 2d6 - 2d8 - 2d10).&lt;br /&gt;
*Special: You may take this feat multiple times, incrementing an additional step each time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Weapon_Training</id>
		<title>Weapon Training</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Weapon_Training"/>
				<updated>2014-12-15T17:22:23Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Benefit: Get training in pierce, explosive, melee, anima, light, or heavy weapons. *Prerequisite: You do not already have weapon training in the chosen type. *Special: You ma...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Benefit: Get training in pierce, explosive, melee, anima, light, or heavy weapons.&lt;br /&gt;
*Prerequisite: You do not already have weapon training in the chosen type.&lt;br /&gt;
*Special: You may select this feat multiple times. Each time you do, select another weapon type.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Way_of_Adun</id>
		<title>Way of Adun</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Way_of_Adun"/>
				<updated>2014-12-15T17:21:17Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Protoss or Shakuran *Benefit: You gain a +1 feat bonus psionic damage and to void damage you deal.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Protoss or Shakuran&lt;br /&gt;
*Benefit: You gain a +1 feat bonus psionic damage and to void damage you deal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Two_Gun</id>
		<title>Two Gun</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Two_Gun"/>
				<updated>2014-12-15T17:20:40Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Combat Reflexes feat *Benefit: You may wield a light weapon in each hand. Your weapon damage becomes the combined weapon damage. Use the smallest area of effect...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Combat Reflexes feat&lt;br /&gt;
*Benefit: You may wield a light weapon in each hand. Your weapon damage becomes the combined weapon damage. Use the smallest area of effect and the shortest range if they are different. The damage type is whichever type of the two comes last in the following list: void, psionic, anima, explosive, pierce. Make a new weapon entry that is the combined attack in your weapons list to keep track of these numbers.&lt;br /&gt;
*Special: You can still choose to use only one of the weapons for your attacks. Despite the name, if you have more than two hands you may still calculate your weapon damage for the combination of as many light weapons as you can wield.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Toughness</id>
		<title>Toughness</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Toughness"/>
				<updated>2014-12-15T17:17:49Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Benefit: Gain an additional 5 hit points and life points. *Special: You may take this feat multiple times; its effects stack.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Benefit: Gain an additional 5 hit points and life points.&lt;br /&gt;
*Special: You may take this feat multiple times; its effects stack.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Surge_Happy</id>
		<title>Surge Happy</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Surge_Happy"/>
				<updated>2014-12-15T17:17:23Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Terran or Pathomorph *Benefit: Increase your number of healing surges by 3.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Terran or Pathomorph&lt;br /&gt;
*Benefit: Increase your number of healing surges by 3.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Super_Science</id>
		<title>Super Science</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Super_Science"/>
				<updated>2014-12-15T17:16:48Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Trained in Biology and Engineering *Benefit: You gain a +3 feat bonus to Biology checks and to Engineering checks.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Trained in Biology and Engineering&lt;br /&gt;
*Benefit: You gain a +3 feat bonus to Biology checks and to Engineering checks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Subtlety</id>
		<title>Subtlety</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Subtlety"/>
				<updated>2014-12-15T17:16:19Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Trained in both Persuasion and Skulduggery *Benefit: You gain a +3 feat bonus to Persuasion checks and to Skulduggery checks.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Trained in both Persuasion and Skulduggery&lt;br /&gt;
*Benefit: You gain a +3 feat bonus to Persuasion checks and to Skulduggery checks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Studied</id>
		<title>Studied</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Studied"/>
				<updated>2014-12-15T17:15:35Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Trained in both chosen skills *Benefit: You gain a +2 feat bonus to any two skills of your choice. *Special: You may select this feat multiple times, each time...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Trained in both chosen skills&lt;br /&gt;
*Benefit: You gain a +2 feat bonus to any two skills of your choice.&lt;br /&gt;
*Special: You may select this feat multiple times, each time choosing two different skills.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Steel_Will</id>
		<title>Steel Will</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Steel_Will"/>
				<updated>2014-12-15T17:10:44Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*You do not become slowed and dazed from acting while exhausted. *This feat has no prerequisites.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*You do not become slowed and dazed from acting while exhausted.&lt;br /&gt;
*This feat has no prerequisites.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Spread</id>
		<title>Spread</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Spread"/>
				<updated>2014-12-15T17:09:48Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Striker Role (Recon, Sniper, Tactician, Demo) *Benefit: Once per encounter, you may change the area for a power to &amp;quot;Burst 2.&amp;quot; (See Chapter 9)  Category:Chapte...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Striker Role (Recon, Sniper, Tactician, Demo)&lt;br /&gt;
*Benefit: Once per encounter, you may change the area for a power to &amp;quot;Burst 2.&amp;quot; (See Chapter 9)&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Skill_Training</id>
		<title>Skill Training</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Skill_Training"/>
				<updated>2014-12-15T17:09:17Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;Benefit: You gain training in one skill. Special: You can take this feat more than once. Each time you select this feat, choose a skill in which you are not trained.  Catego...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Benefit: You gain training in one skill.&lt;br /&gt;
Special: You can take this feat more than once. Each time you select this feat, choose a skill in which you are not trained.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Shamanic</id>
		<title>Shamanic</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Shamanic"/>
				<updated>2014-12-15T17:08:48Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Trained in both Heal and Lore *Benefit: You gain a +3 feat bonus to Heal checks and to Lore checks.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Trained in both Heal and Lore&lt;br /&gt;
*Benefit: You gain a +3 feat bonus to Heal checks and to Lore checks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Scion_of_Wisdom</id>
		<title>Scion of Wisdom</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Scion_of_Wisdom"/>
				<updated>2014-12-15T16:54:33Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Medic, Trapper, Tactician *Benefit: Your indicated powers use your Wisdom score in place of other numbers in their effect.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Medic, Trapper, Tactician&lt;br /&gt;
*Benefit: Your indicated powers use your Wisdom score in place of other numbers in their effect.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Scion_of_Strength</id>
		<title>Scion of Strength</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Scion_of_Strength"/>
				<updated>2014-12-15T16:53:39Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Soldier, Demo, Trapper, Sniper *Benefit: Your indicated powers use your Strength score in place of other numbers in their effect.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Soldier, Demo, Trapper, Sniper&lt;br /&gt;
*Benefit: Your indicated powers use your Strength score in place of other numbers in their effect.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Scion_of_Intelligence</id>
		<title>Scion of Intelligence</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Scion_of_Intelligence"/>
				<updated>2014-12-15T16:52:59Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Spoiler, Medic, Recon, or Sniper *Benefit: Your indicated powers use your Intelligence score in place of other numbers in their effect.  Category:Chapter_6_/_...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Spoiler, Medic, Recon, or Sniper&lt;br /&gt;
*Benefit: Your indicated powers use your Intelligence score in place of other numbers in their effect.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Scion_of_Dexterity</id>
		<title>Scion of Dexterity</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Scion_of_Dexterity"/>
				<updated>2014-12-15T16:52:20Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Sniper, Demo, Recon, or Tactician *Benefit: Your indicated powers use your Dexterity score in place of other numbers in their effect.  Category:Chapter_6_/_Fe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Sniper, Demo, Recon, or Tactician&lt;br /&gt;
*Benefit: Your indicated powers use your Dexterity score in place of other numbers in their effect.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Randomize_Damage</id>
		<title>Randomize Damage</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Randomize_Damage"/>
				<updated>2014-12-15T16:49:05Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Demo *Benefit: On your turn, before you attack, you may subtract 1 from your Combat Multiplier to add 2 damage dice to your next attack. This can make your CM 0...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Demo&lt;br /&gt;
*Benefit: On your turn, before you attack, you may subtract 1 from your Combat Multiplier to add 2 damage dice to your next attack. This can make your CM 0, but not less; you may do this any number of times (like Power Attack from D&amp;amp;D3.0).&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Quick_Reaction</id>
		<title>Quick Reaction</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Quick_Reaction"/>
				<updated>2014-12-15T16:48:19Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Combat Reflexes feat *Benefit: You may slot an additional reaction ability (Normally you can only slot one, even though you might use it multiple times in a rou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Combat Reflexes feat&lt;br /&gt;
*Benefit: You may slot an additional reaction ability (Normally you can only slot one, even though you might use it multiple times in a round).&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Powerful_Charge</id>
		<title>Powerful Charge</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Powerful_Charge"/>
				<updated>2014-12-11T21:58:39Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Melee proficiency&lt;br /&gt;
*Benefit: When you charge, you gain a +2 bonus to damage. When you bull rush, you get a +2 bonus to squares pushed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Paroxysician</id>
		<title>Paroxysician</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Paroxysician"/>
				<updated>2014-12-11T21:58:02Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Benefit: Enemies subject to effects you cause who would make saving throws against them must beat 12 instead of 10 as a base.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Benefit: Enemies subject to effects you cause who would make saving throws against them must beat 12 instead of 10 as a base.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Opportunist</id>
		<title>Opportunist</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Opportunist"/>
				<updated>2014-12-11T21:57:04Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Pierce proficiency *Benefit: You gain a +2 feat bonus to damage from attacks you make at CM 3 or higher (this modifies the base damage by 2 and does get multipl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Pierce proficiency&lt;br /&gt;
*Benefit: You gain a +2 feat bonus to damage from attacks you make at CM 3 or higher (this modifies the base damage by 2 and does get multiplied as normal).&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Mitigator</id>
		<title>Mitigator</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Mitigator"/>
				<updated>2014-12-11T21:56:22Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Benefit: You gain a +2 feat bonus to damage from attacks you make at CM 1.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Benefit: You gain a +2 feat bonus to damage from attacks you make at CM 1.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Jock</id>
		<title>Jock</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Jock"/>
				<updated>2014-12-11T21:55:41Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Trained in both Athletics and Endurance *Benefit: You gain a +3 feat bonus to Athletics checks and to Endurance checks.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Trained in both Athletics and Endurance&lt;br /&gt;
*Benefit: You gain a +3 feat bonus to Athletics checks and to Endurance checks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/I_Never_Die!</id>
		<title>I Never Die!</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/I_Never_Die!"/>
				<updated>2014-12-11T21:54:38Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Defender Role (Soldier, Spoiler, Medic, Trapper) *Benefit: When you reach 0 hp for the first time in a combat encounter, you may use your second wind as an oppo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Defender Role (Soldier, Spoiler, Medic, Trapper)&lt;br /&gt;
*Benefit: When you reach 0 hp for the first time in a combat encounter, you may use your second wind as an opportunity action. (See &amp;quot;Second Wind&amp;quot; [[:Category:Chapter_9_/_Combat|Chapter 9]])&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Heavy_Grasp</id>
		<title>Heavy Grasp</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Heavy_Grasp"/>
				<updated>2014-12-11T21:53:09Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Strength 2 *Benefit: Attacks you make with pierce weapons gain a +5 feat bonus to range.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Strength 2&lt;br /&gt;
*Benefit: Attacks you make with pierce weapons gain a +5 feat bonus to range.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Grenadier</id>
		<title>Grenadier</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Grenadier"/>
				<updated>2014-12-11T21:52:14Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Dexterity 2 *Benefit: Attacks you make with explosive weapons gain a +1 feat bonus to blast radius. *Special: The weapon must already have a blast radius to mak...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Dexterity 2&lt;br /&gt;
*Benefit: Attacks you make with explosive weapons gain a +1 feat bonus to blast radius.&lt;br /&gt;
*Special: The weapon must already have a blast radius to make use of this feat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Gentle_Touch</id>
		<title>Gentle Touch</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Gentle_Touch"/>
				<updated>2014-12-11T21:51:08Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Dexterity 2 *Benefit: Attacks you make with explosive weapons gain a +2 feat bonus to range.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Dexterity 2&lt;br /&gt;
*Benefit: Attacks you make with explosive weapons gain a +2 feat bonus to range.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/First,_Do_No_Harm</id>
		<title>First, Do No Harm</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/First,_Do_No_Harm"/>
				<updated>2014-12-11T21:50:32Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Trained in Heal *Benefit: Whenever you would spend a healing surge to heal yourself, you may allow an adjacent ally to spend a healing surge to heal herself ins...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Trained in Heal&lt;br /&gt;
*Benefit: Whenever you would spend a healing surge to heal yourself, you may allow an adjacent ally to spend a healing surge to heal herself instead. This uses your action, not your ally&amp;#039;s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Fast_Runner</id>
		<title>Fast Runner</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Fast_Runner"/>
				<updated>2014-12-11T21:43:44Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Constitution 2 *Benefit: You gain a +2 bonus to speed when you charge or run.  Category:Chapter_6_/_Feats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Constitution 2&lt;br /&gt;
*Benefit: You gain a +2 bonus to speed when you charge or run.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	<entry>
		<id>http://zoomboingding.com/mediawiki/index.php/Eye_for_Exploits</id>
		<title>Eye for Exploits</title>
		<link rel="alternate" type="text/html" href="http://zoomboingding.com/mediawiki/index.php/Eye_for_Exploits"/>
				<updated>2014-12-11T21:42:38Z</updated>
		
		<summary type="html">&lt;p&gt;Kaz: Created page with &amp;quot;*Prerequisite: Controller Role (Sniper, Spoiler, Demo, Trapper) *Benefit: As a minor action, you may make a Tactics check against the target&amp;#039;s Biology (if the target is using...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Prerequisite: Controller Role (Sniper, Spoiler, Demo, Trapper)&lt;br /&gt;
*Benefit: As a minor action, you may make a Tactics check against the target&amp;#039;s Biology (if the target is using natural armor) or Engineering (otherwise). On a success, you learn the target&amp;#039;s resistance values. This accomplishes some of what you can also do with the appropriate Enemy Knowledge check.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chapter_6_/_Feats]]&lt;/div&gt;</summary>
		<author><name>Kaz</name></author>	</entry>

	</feed>