Changes

Combat mode

314 bytes added, 21 January
/* Combat actions */
In order to escape the current room while in Combat mode, a creature must roll an escape check: '''2d6''' plus their current [[Agility]].
* If the result is 6 or more, the escape check is '''successful'''; that creature may choose successfully escapes through one of the available doors in the room to escape through; they . They leave immediately. Any , and any attacks targeting this creature during the rest of the turn are canceled.** If this happens to a player character, the '''[[UA]] trip length''' is '''automatically increased by 1''', as if they took a Detour. This effect stacks with any Shortcuts or Detours that apply.
* If the result is 5 or less, the escape check is '''failed'''; that creature is treated as having done nothing for the turn, and does not move.
* '''How many shots''' do you want to fire / how many swings, thrusts or attacks you wish to attempt
* '''Which weapon mode''' do you wish to use
** If you're unsure of what your weapon is capable of, refer to this wiki's individual weapon pages, or to your inventory sheet; your weapon's description should have condensed information on all of its important details. More information on using weapons and weapon modes can be found [[Weapons#Using weapons|here]].
* '''Which creature''' do you wish to target
* '''Which body part''' of the targeted creature you want to hit
When combat ends, all survivors gain [[Effect#Stress|Combat Stress]], depending on the number of opponents faced. A creature is considered an opponent if they were hostile to you during the fight.
 
= Battlespace =