Combat in the Dawn of Darkness system can occur in different forms. Below are the four main types of combat. In each type, the first step will be the declaration of combat, after which is the initiative for each combatant. Initiative determines how quickly a person or group of persons engages the enemy, and in what order combatants perform their intended action. Combat continues until the enemy has been neutralized (destroyed, subdued, or incapacitated). The exception to this definition is spaceship combat, which has it own specific order for resolving combat based on the mass.
In terms of game mechanics, the system is based on a twenty-sided die (1d20) which is rolled against a base difficulty, modified for character advantages and for situational adversities.
Initiative dictates the order in which combatants perform their intended action during the combat round. A character must first declare the action they intend to perform; changing thier mind about what action invalidates their turn, though they can still perform simple actions in lieu of the rejected action. Lower numbers are considered “faster” and her number are considered “slower”. Lower numbers begin the combat round and progress numerically greater until all combatants have executed the action they declare for the round.
Initiative is determined by rolling 1d12 and adding the “speed” of the weapon or action undertaken during the combat round. Characters with bonus for Dexterity need to add or subtracting their Dex modifier accordingly. Thus a character’s initiative can be calculated by:
Initiative for Non-Force Users = 1d12 + Weapon/Action Speed +/- Dex. Modifier
Initiative for Force users is calculated the same way, but incorporates the Reflexes Force Power. This gives Force users an edge, since ranks in Reflexes are subtracted from the total, making for a “faster” response when initiative is rolled. Thus, the calculation for Force-Users is:
Initiative for Force Users = 1d12 + Weapon/Action Speed +/- Prs. Modifier – Ranks in Reflexes
Characters may elect to forego their action in the current round, and be the first to act in the next proceeding round. When two characters or combatants elect to perform the same holding tactic, the character or combatant with the lower initiative goes first, then the second character holding, then the standard initiative sequence begins. Initiative is rolled each round of combat until the combat actions are resolved.
Participation in combat, codified per round by the initiative sequence, occurs when all combatants are aware of the threats around them. When this happens, all combatants are allowed an action in the round. However, there are instances when a character or group of characters are attacked without their knowledge; when this occurs, the individual and/or group are considered surprised.
In order for an opponent to be surprised, the opponent must fail a Presence 15+ roll. Presence Modifiers are added to the 1d20 roll, thus those more aware of their surrounds are more likely to detect schemes about them.
Surprise Roll = Presence 15+=1d20 +/- Prs. Modifier
Characters who are surprised must endure one round of combat without retaliating until the following round and loose the ability to Dodge (or any other Dexterity-based defenses) except for Force-users with ranks in the Reflexes Force Power.
Generally, when characters engage in combat they are not actively defending themselves. Melee weapon combat assumes a degree of defensive positioning in the process of physically over-powering ones opponent. Ranged combat allows for combatants to take cover, and use physical barriers to as a temporary defensive measure. Body armor can be worn, which has various degrees of protection based on the armor type.
In certain combat situations, however, a character can devote all their efforts to defensive maneuvering. This activity is called Dodging. To dodge an attack, a character must be doing nothing else during the combat round but moving to avoid damage. The defending or dodging character rolls a Dodge Roll, consisting of the following:
Dodge Roll = (Dex. Modifier + ranks in Athletic (Coord)) + d20 roll
In the case of Force Users, ranks in the Reflexes Force Power are also added to the Dodge Roll.
All characters have a Discipline rating. This describes their sense of steadfastness, determination, and ability to persevere under adverse conditions. The Discipline rating is an extension of the Discipline skill, and encapsulates a number against which opponents may attempt to unnerve. Discipline Ratings should be considered an organic number, fluctuation from time to time in describing the character, as well as their perception of themselves in differing environments. Morale would be an example, and troops suffering from low morale would have lower Discipline scores (and thus more likely to flee when trouble arises). A character’s Discipline rating is the character’s Prs stat plus the Prs modifier plus any ranks in Discipline, as follows:
Discipline Rating = Prs Stat + Prs Modifier + ranks in Discipline
Discipline Ratings measure psychological endurance from environmental conflicts (i.e. against the character), whereas the Discipline skill measures psychological endurance from internal conflicts (i.e. induced by the character). Being overwhelmed by superior numbers (requiring a Morale Check) and certain Force skills (such as Dun Möch) use the Discipline Rating since they are influences from the characters environment; continuing to levitate a 10 ton block of stone beyond the normal range of a powers uses the Discipline skill since the character draws upon themselves. Another difference is that tasks which require a roll (and have a difficulty target number) are actions the character is initiating, and would be resolved using the Discipline skill.
When a character rolls their Discipline Rating, the value of the outcome has different effects upon different characters. Again, the Discipline Rating is used when outside opponents inflict some type of action that affects the character’s psychological endurance. If the rolled Discipline Rating value is below a character’s listed Rating, the character feels no negative effects. If the rolled Discipline Rating value is above the character’s listed Rating, the character succumbs to the negative effects. Should the rolled Discipline Rating value equal a character’s listed Rating, then the character is considered “spurred” for the round. When a character is spurred, they benefit from an increase in one stat for the duration of the round. This elevation in ability is temporary, and the increase returns to normal once the round has ended.
Melee Combat
Melee combat rules apply to all conflicts involving hand-to-hand combat, and combat involving hand-held weapons. Like Lightsaber Combat (see below), the degree of success in rolling is measured against an opponen’s attribute. In the case of melee combat, the target attribute is Int or Intelligence. The attribute of Intelligence represents the collection of learned moves and experience in combat situations, while Dexterity affects how those moves are executed against an opponent.
So, the initial roll for melee combatants (both unarmed, both armed with hand-held weapons, or one armed and the other unarmed) would be:
PCs Base Attack Number (Dex. Modifier + Ranks in melee) + d20 roll
must be greater than or equal to
Enemy’s Base Attack Number (Dex. Modifier + Ranks in melee) + d20 roll
Whichever combatant has the higher roll compares the degree of difference between the rolls against the loser’s Intelligence attribute. Should the degree of difference be equal to, or exceed, the loser’s Intelligence attribute, the successful combatant scores a hit. The damage incurred depends upon the weapon used, and any Strength modifiers that may be in play.
Ranged Combat
Ranged combat rules apply to all projectile weapons, whether laser or projectile munitions. Each character will have a Combat Modifier for each weapon they use or possess. The Combat Modifier, composed of the character’s Dex Modifier and Ranks in the weapon being used, is added to the d20 roll for a result. The result must be equal to or greater than the Difficulty Number of the intended target. The Difficulty Number is based upon the range of the target from the character, amended to account for Size and Cover. Different weapon types are more (or less) effective at different ranges, and the base difficulty numbers attempt to reflect these capacities.
The idea of the Size Modifier is simply that larger targets are easier to hit, and smaller targets are more difficult. The vast majority of combatants are considered Medium-sized. Examples of Large targets would be buildings, Rancors, or spaceships; examples of small targets would be consoles on distant walls or tiny droids. The Small Size Modifier equals the Partial Cover modifier to reflect the similitude of concept between these categories: the Size Modifier applies to stationary targets, while the Cover Modifier applies to live targets.
The Cover Modifier allows characters engaged in ranged combat to protect themselves by shielding themselves behind objects in the combat arena. If combatants choose to take cover, they must declare what type of cover they are taking for he round. The different type of cover are described below:
Cover Type Mod. No. Attacks Description
No Cover +0 2 Character is completely exposed to incoming fire, all actions unencumbered
Partial Cover +4 1 Character enjoys balance between protection and visibility
Near Total Cover +8 0 Character is highly protected. Able to be aware of combat, but unable to participate
Total Cover * 0 Character is completely protected, but is unaware of combat details
* An opponent may not “hit” an opponent behind total cover, and the target behind cover has the hardness of the material as a shield. Should an attacker use a weapon that exceeds the hardness of the cover material, the cover is destroyed and the target takes whatever damaged in incurred.
When taking cover between rounds, a character remains in the cover type from the previous round until stating otherwise. Unless updated, it will be assumed that a character remains in the same cover type from the previous round. The chart below details the modifiers to the attacker’s Combat Modifier, per cover type. It also details the restriction to free actions during the combat round.
Modern blaster weapons do not exhibit recoil, and no recoil modifier penalties are needed for firing energy based weapons. Ballistic firearms do produce recoil, which disrupts the firing process depending on the firing mode of the weapon. The best recoil modifier would be zero (or no effect), and the recoil penalty can be counteracted by the character’s Str modifier resisting the weapons movement. A character may elect to steady or stabilize a weapon via tripod, bipod, or bracing. Any of these actions stabilizes the weapon, and reduces the effect of recoil. Alternatively, taking a round to aim a weapon readies the character for the physical impact of recoil, and acts as stabilization for the next round only. Subsequent rounds firing a weapon must dedicate a round to aiming or recoil penalties apply.
Below is the equation illustrating these concepts.
Combat Modifier (Dex. Modifier + Ranks in weapon) + d20 roll
must be greater than or equal to
Difficulty Number or DN (Base Difficulty Range) +/- Size + Cover + Recoil (for Firearms)
In addition, characters may elect to dedicate rounds to aiming at a target. If they do so, they may do no other action during the round, and if they are disturbed, they lose the benefit of aiming and must begin anew the following round. If successful, every round spent aiming adds +1 to the Combat Modifier. The number of rounds possibly spent aiming can equal the character’s Dex Modifier; rounds spent beyond this have no effect, and characters may always receive a +1, even without the Discipine skill. Players must declare they are aiming, and at what target; the character cannot switch targets, and if they do so must spend another round aiming on their position.

Base Difficulty Number
Range Blaster Pistol Blaster Rifle Repeating Blaster Rifle Heavy Blaster Rifle
10 m +6 +6 +4 +4
30 m +12 +10 +10 +6
60 m +16 +14 +12 +10
90 m +20 +16 +16 +16
120 m +24 +20 +20 +22
150 m +28 +24 +24 +26
300 m NA +28 +28 +32
400 m NA +32 +32 +36
500 m NA +36 +36 +40
600 m NA +40 +40 +44
800 m NA +44 +44 +48

Size Modifiers
Size Category DN Modifier
Large Target -4 to DN
Medium Target +0 to DN
Small Target +4 to DN

Ballistic Firearm Recoil Chart (1st Shot/2nd Shot)
Weapon Type Untrained Trained Stabilized
Pistol +1, +2 to DN +0, +0 to DN +0, +0 to DN
Rifle +2, +3 to DN +0, +1 to DN +0, +0 to DN
Repeating Semi-Auto +4, +6 to DN +1, +1 to DN +1, +1 to DN
Repeating Full-Auto +6, +8 to DN +2, +2 to DN +2, +2 to DN
The use of grenades and thermal detonators can wreak devastating chaos on enemy positions. There are numerous types of explosives, and the character must have at least Explosive +0 to use a grenade or other explosive device. While in combat, the “speed” of using a grenade (for the purposes of initiative) is four (4). Using grenades require a “Grenade Roll” to determine how close the grenade comes to the intended target location. The Grenade Roll is a pre-calculated difficulty number, shown in the chart below. To successfully place a grenade, the character must roll 1d20 plus Dex. Modifier with a result greater than or equal to the Grenade Roll for accuracy; every number less than the Grenade Roll difficulty number rolled by the character represent the number of meters the grenade swerves errant.
Distance (m) 10 m 20 m 30 m 40 m 50 m 60 m 65 m 70 m 75 m 80 m 85 m 90 m
Grenade Roll 6+ 8+ 10+ 12+ 14+ 16+ 18+ 20+ 22+ 24+ 26+ 28+
The second consideration, apart from placement, is whether the grenade can physically reach the intended location. Below is a chart which correlates a character’s strength with the distance range possible. If a charater throws a grenade less than or equal to the maximum distance allowed with the character’s strength, no strength check is necessary. If the character wishes to throw a grenade beyond the max strength range, then the character needs to pass a Strength check to determine whether the grenade reaches the required distance. A Strength check is determined by rolling 1d20, with a successful result be less than or equal to the sum of the attribute and modifier. For example, a strength check for a character with 8 strength would be 1d20 less than or equal to 9 (Strength attribute of 8 plus 1 Str. Mod.).
Strength 1 2 3 4 5 6 7 8 9 10 11 12
Distance (m) 10 m 20 m 30 m 40 m 50 m 60 m 65 m 70 m 75 m 80 m 85 m 90 m
Lightsaber Combat
Lightsaber combat is defined as combat between two characters using lightsabers, Sith Blades, or any melee combat using the Force. Practitioners of lightsaber combat express their expertise and finesse through learned styles, called Lightsaber Forms. Each Lightsaber Form has specific strengths and weaknesses, and choosing which Form to learn and employ helps define the Force user and allow them to develop uniquely.
Not all Lightsaber Forms are available to all Force users. Monastic restrictions, philosophical aversions, and lack of instruction all can prevent a Force user from learning certain Forms. Some Forms were thought to be too aggressive, or too passive, but ultimately the Form is a vessel within which a Force user channels themselves to create a mode of being during combat. In the Star Wars Universe post-Endor, the Jedi are rebuilding their order and the five core Forms are lost to Luke Skywalker. In their place, the Jedi utilize three “Styles” that exhibit essential characteristics of older lightsaber techniques.
Lightsaber Forms consist of four pre-determined categories: Attack, Defense, Multiple Opponents, and Blaster Deflection:
Attack The “Attack” roll is used to fight a designated “primary” opponent with the purpose of killing or subduing that opponent.
Defense The “Defense” roll is used to counter an opponent’s “Attack” roll.
Multiple Opponents The “Multiple Opponents” Roll is used when attacking, or defending against, non-primary opponents.
Blaster Deflection The “Blaster Deflection” roll is used by Force users to defend themselves against incoming blaster fire during lightsaber combat.
Force Power Certain Lightsaber Forms xxxx.
At the beginning of each round, the Force user must declare what Lightsaber Form is being employed if they intend to wield a lightsaber for the battle. The Force user must utilize the chosen Lightsaber Form for the entire round, and the Force user may choose an alternate Form at the beginning of the next round. Lightsaber Form MCMs are pre-determined modifiers based on the component of the Form (Attack, Defence, ect.). These are known as Base MCMs for Lightsaber Forms, and are listed below:
Form Attack Defense Multiple Opponent Blaster Deflection Force Power
Form I (Shii-Cho) +0 +0 -1 +1 to disarm -
Form II (Makashi) +1 +1 +1 0 -
Form III (Soresu) +0 +3 +2 +3 -
Form IV (Ataru) +2 +1 +0 -1 -
Form V (Shien/Djem So) +2/ +1 +1 +2 +2 -
Form VI (Niman) +1 +2 +1 +1 +0 *
Form VI (Sith Niman) +1 or +1/ +1 t +1 or +1/ +1 t +1 +1 +1 *
Form VII (Juyo) +3 +1 +2 -1 -
Strong Style +3 +0 +1 +0 -
Medium Style +2 +2 +1 +1 -
Fast Style +1 +3 +1 +2 -
* Use of a Force Power may be used in lieu of (never in addition to) Blaster Deflection.
t The extra attacks in Sith Niman are either an extra Attack or and extra Defense, but not both.
Characters take these Base MCMs, and then add their Prs Modifier, plus any ranks in the particular Form, plus ranks in Reflexes. Thus, adding a character’s bonus creates a personalized MCM for each Form, creating a unique MCM based on their stats and dedicated ranks to particular styles. This idea is shown below for clarity:
Base MCM + Prs. Modifier + Ranks in Lightsaber Form + Ranks in Reflexes = Personalized Lightsaber Form MCM
So, a character sheet showing the base MCMs of Form III (Soresu) would look like this:
Form Attack Defense Multiple Opponent Blaster Deflection Force Power
Form III (Soresu) 1d20+0 1d20+3 1d20+2 1d20+3 -
If the character has a Presence stat of 13 (with a Prs Modifier of +4) and two (2) ranks in Form III (Soresu), then the rolls would change to this:
Form Attack Defense Multiple Opponent Blaster Deflection Force Power
Form III (Soresu) 1d20+6 1d20+9 1d20+8 1d20+9 -
As a point of clarity, a player does not choose one of the Form components (Attack, Defense, ect.), but rolls all components for every round of combat where a lightsaber is used. Each Form category is a separate d20 roll, therefore each round a lightsaber is used the player will roll four (4) times to determine their proficiency with the Lightsaber Form for that round. In this way, every combat (offensive and defensive) option has been accommodated for at the beginning of the round. For example, (using the Form III character above) the player rolls 11, 15, 14, 15. The 11 is added to the Attack MCM, the 15 is added to the Defense MCM, … and so on. Writing combat rolls using Lightsaber Forms is written in the following manner: Attack/Defense/Multiple Opponent/Blaster Deflection. The character’s Lightsaber Form rolls for the round would be 17/24/22/24.
Lightsaber Combat can be essentially defined as specialized Melee Combat, and the combat mechanics closely mirror those rules. In Melee Combat, Two opponents clash and pit their attack and defense numbers against one another until the difference in rolls exceeds a combatant’s Intelligence (Int) stat. In Lightsaber Combat, the same concept applies, except the difference in rolls must exceed a combatant’s Presence (Prs) stat. More rigorously, when an attacker rolls an Attack Roll that is higher than (or equal to) the opponent’s Defense Roll, the defender is considered “threatened”. While “threatened,” the difference in the MCM roll is compared against the “threatened” character’s Prs stat. If the roll is lower than the “threatened” player’s Prs stat, no effect occurs and combat continues. If the winner rolls higher than the “threatened” player’s Prs stat, the attacker succeeds in “hitting” the defender. Once an attacker “hits” a defender, damage is inflicted and the effect is rolled on the Lightsaber a Combat Damage Chart to determine the extent and severity of the damage. As a point of clarity, a character is only “threatened” when an attacker’s MCM Attack roll, exceeds the opponent’s Defense roll; should a defender’s MCM Defense roll exceed the attacker’s MCM Attack roll, the defender does not gain an attack capability or a “hit”, but soundly defends themselves until they Attack during their turn in the Initiative.
PC’s MCM (Form Base MCM + Prs. Modifier + Ranks in Lightsaber Combat + Ranks in Reflexes) + d20 roll
must be greater than or equal to
Enemy’s MCM (Form Base MCM + Prs. Modifier + Ranks in Lightsaber Combat + Ranks in Reflexes) + d20 roll
*The character inflicting lightsaber damage may choose the level of damage incurred with the roll being the most severe. Thus, if a Jedi rolled 5 (Decapitation) on the Injury Chart, that Jedi may choose to inflict any lesser damage states up to Decapitation.
Lightsaber Combat Injury Chart
1d6 Physical Injury Attribute Injury
1 -30 HP -1 Dex
2 -50 HP (Grazing Wound/Singed) -2 Dex
3 -100 HP (Extremity Amputation) -4 Dex
4 -200 HP (Limb Amputation) -8 Dex
5 -300 HP (Core Stabbing) Death
6 -400 HP (Decapitation) Death
Force users may also use lightsabers for combat situations against non-lightsaber wielding opponents and incoming blaster fire. Attacking a non-lightsaber wielding opponent begins melee combat between both parties. If the opponent fires a blaster at the Force User, that opponent is engaging in ranged combat and waives any defensive capabilities (such as Dodging, see above). If the lightsaber-wielder is in melee range, they score an automatic hit. The opponent may elect to not perform a ranged attack and perform one of two actions.
They may Dodge the lightsaber attacks, but can only do so if their initiative number precedes the Force User, or was engaged in melee the previous round; otherwise, the opponent is engaged in an offensive activity and cannot react defensively. If the opponent attempts to Dodge the Force User’s lightsaber attack, the Force user’s Lightsaber Combat Roll must equal or exceed the opponent’s Dodge Roll. The Dodge Roll is described in the Dodging section (see above).
The non-lightsaber wielding opponent may also engage the Force user in straight melee combat. In this case, the Force-user would roll as if they were fighting another Force-user, and the non-Force-user would roll as if they were fighting another non-Force-user. The winner of such a combat is determined when the difference in attack rolls are compared against one another. Should the Force user win while attacking, the non-Force user is automatically killed, or maimed, per the Lightsaber Damage Cahrt. Successful defense by a non-Force user simply means they have evades the lightsaber strikes. Should the non-Force user successfully attack, the Force user suffers damage as in melee combat. However, should the non-Force user fail to damage a Force user after one round (and is not wielding a weapon that can repulse a lightsaber) the non-Force user is automatically killed, or maimed as the Force user wishes.
When a Force User defends themselves against incoming blaster fire, it should be noted that lightsabers may absorb, and not deflect, rounds from energy weapons. When an opponent fires on a lightsaber-wielding Force User, the Force User must have an activated lightsaber in order to absorb rounds. The enemy will fire on the Force User, as with any standard target, and roll to hit at the specified range, per their RCM. If the bolt(s) miss, then the Force User does not need to do anything further. However, should the opponent successfully roll a hit within their MCM range, the value of the hit roll is compared against the Force users Blaster Deflection value in their Form roll. If the bolt scores lower than the Blaster Deflection roll, the Force user deflects it. If the bolt scores higher than the Blaster Deflection roll, the bolt hits the Force user and damage is taken.
Zone of Engagement
When lightsaber-wielding opponents square off against one another, certain rules apply regarding how many combatants in a single melee. Such restrictions coincide with the lightsaber forms themselves, and the assignment of primary/non-primary status to opponents. When engaged in lightsaber (or melee combat) a single opponent is designated as the “primary opponent”. Affects and bonuses applicable to the primary opponent via the melee fighting form apply to this opponent. All other opponents are considered “non-primary opponents” and have their bonuses (or penalties) applied as well. The number of non-primary opponents able to attack the player is limited to three; these three in addition to the primary opponents means that only four opponents may simultaneously attack a player in melee combat. The diagram below illustrates these relationships.
Force Powers
Force-using characters may use force powers during combat. These powers need to summoned by the Force-user, and the time spent summoning the Force is considered the “speed” of the activity. Force powers speeds depend on that force powers themselves, and can be found in the Force Powers wiki link.
Force powers activate upon a living target or an object. Certain targets or objects may have protections in play, such as occlumency (previously cast by Force-users on themselves or others) or wards (cast by Force-users on objects or passages); these passive protections are always considered “on” until triggered or deactivated. The total value of the protection is determined at the time of casting, and acts as the difficulty number against Force-based attacks.
Force-users using the Force against living combatants can occur in a variety of situation. All are related, and are based on the attack roll of the Force-user, compared against the opponents ability to resist. Normal being offer no resistance, unless an occlumency sphere has been cast upon them; normal being feel the full effects of Force-based attacks. Force-using opponents always have their ranks in Occlumency passively active, and this value is subtracted from an attacking Force-users combat roll when surprised. In typical combat situations, all Force-based attack rolls are opposed by the opponents Occlumency roll. The difference between these rolls determine if effects occur. Negative differences are considered unsuccessful attacks, with no effect; positive differences are considered successful attacks, with damaged incurred based on the Telekinesis Effects Chart (see Force Powers wiki link).
Force users may not use Force Powers while also engaged in Lightsaber combat, unless the Force user is trained in a Lightsaber Form that contains the option for using a Force Power. If using a Force Power is desired, the character must disengage themselves from Lightsaber Combat at the beginning of the round, and declare they are using a Force Power. Should their Initiative number be higher than the opponent still engaged in lightsaber combat, they would be hit.
Force Skills
Dun Möch is the ability to distract and interrupt an opponent’s connection with the Force using phrases and taunts. Speaking during combat is considered a free action, and the Dun Möch practitioner rolls against the opponent’s Discipline as the target number. If the roll exceeds the target number, the opponent suffers a temporary loss of a Prs point with all the ripple effects to combat and Force ability. The Dun Möch practitioner may continue verbal taunting and gradually erode their opponent’s Prs stat until they unhinge and make a fatal error. However, should the practitioner roll and equal the opponent’s Discipline skill, the opponent gains a temporary +1 to their Prs for the round. In a strategic sense, Dun Möch can be practiced whenever one distracts an opponent with an immediate threat to mask a more severe and sinister danger.
Jar’Kai is the ability to wield two lightsabers at the same time while in combat. Characters may use two lightsabers during combat, but suffer penalties of -4 and -8 respectively. Further, the Force user employing Jar’Kai needs to use a Lightsaber Form that supports two lightsabers.
Tràkata is …
Spaceship Combat


The Darkness of Dawn quercus