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Aquatic Combat

Combat

Also Underwater Combat

Part of Special Combat

Aquatic Combat is Special CombatSpecial Combat CombatSpecial Combat is the set of rules for situations that change how fights work, such as fighting in the air, underwater, or while mounted. that occurs while submerged.

Core Rule—Aquatic Combat

Without MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic. assistance or a biological adaptation:

  • Gain Off GuardOff Guard ConditionOff Guard is a Condition that leaves gaps in your defenses..
  • Treat aquatic terrain as Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..

In all Aquatic Combat:

  • You’re ResistantResistant SusceptibilityResistant is a Susceptibility that reduces Damage. to DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).) and can’t use FireFire EnergyFire is an Element Energy that deals Damage (Fire). EffectsEffect TargetEffects are Targets produced by actions, whether yours, someone else’s, or the environment’s..
  • Your AttacksAttack ActionAttack is the Action you use to strike at a foe. gain MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. unless they deal DamageDamage HealthDamage is harm that reduces your Hit Points. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).).
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance. AttacksAttack ActionAttack is the Action you use to strike at a foe. reduce their RangeRange RangeRange is the distance an Effect can Originate from you. by 1 band.
  • You FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. up to Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. per RoundRound CombatRounds are the units of time that divide play into 6-second intervals. if you gain ImmobilizedImmobilized ConditionImmobilized is a Condition that holds you in place. or ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..

Source Player Codex