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Academy Handbook

Game Rules Console

Table-facing rule references for Foundry, Roll20, and live play. This console covers the current core combat loop: CTB turns, HP/AR durability, BRK attacks, attack math, and effectiveness rolls.

Recall Beacon Rule: Recall Beacons delay permanent death for cadets. If a downed cadet is recalled, they suffer 10% Kennel Damage.

CTB — Countdown Battle

Combat uses a Countdown Battle initiative system. All units have an AP Total stat. Each tick, every unit gains AP. When a unit reaches 100 AP, that unit can take their turn. After acting, they lose 100 AP. A higher AP Total means the unit gains turns more frequently.

HP vs AR

Units have two durability pools: HP and AR. HP is Health Points. AR is Armor Rating. AR acts as a damage shield. While AR is above 0, incoming HP attacks deal normal damage. When AR reaches 0, the target is Armor Broken and HP attacks deal double damage.

Break — BRK

BRK is used specifically for Armor damage attacks. BRK attacks reduce the target's AR value. BRK attacks do not deal HP damage directly. When AR reaches 0, the target becomes Armor Broken and takes double HP damage from attacks.

Effectiveness Roll

After calculating attack damage, roll a d20. On 1–6, the attack is a Glancing Blow and deals 50% damage. On 7–19, it is a Regular Hit and deals full damage. On 20, it is a Critical Hit and deals double damage.

Precision lowers the critical threshold. Proficiency and Assist can lower the glancing threshold.

Attack Damage Formula

Attack Total equals the attack stat plus weapon DAM plus proficiency. Defense Total equals AR plus PR or MR. Physical attacks use PR. Magical attacks use MR.

Raw Damage = Attack Total − Defense Total, with a minimum of 1 damage before effectiveness is applied.

Kennel

Kennel is a 0–200 value that scales a unit's maximum HP, AR, and KI. It represents a unit's spiritual capacity and connection to planet energy.

Recall Beacons

Recall Beacons are neck-linked emergency extraction devices used to delay permanent death. If a character is Downed and Recalled, they suffer 10% Kennel Damage.

PR / MR

PR is Physical Resistance. MR is Magical Resistance. Physical attacks compare against AR + PR. Magical attacks compare against AR + MR.

Quick Reference

Core Procedure Table

RuleUse WhenResolution Notes
CTB Turn CheckAdvancing combat ticks and determining turn order.Each tick grants AP to all units. At 100 AP, a unit acts. After acting, that unit loses 100 AP.
Attack DamageResolving physical or magical HP attacks.(Attack stat + weapon DAM + proficiency) − (AR + PR/MR) = raw damage, minimum 1. Physical uses PR. Magical uses MR.
BRK AttackResolving attacks that target Armor Rating.BRK attacks reduce AR only. They do not damage HP directly. At AR 0, the target is Armor Broken.
Armor BrokenA unit's AR has been reduced to 0.While Armor Broken, the unit takes double HP damage from attacks.
Effectiveness RollAfter attack damage has been calculated.d20: 1–6 Glancing Blow, 50% damage; 7–19 Regular Hit, full damage; 20 Critical Hit, double damage.
PrecisionDetermining critical threat range.Precision lowers the crit floor, allowing critical hits on lower d20 results than 20.
Proficiency / AssistImproving attack reliability.Proficiency and Assist may lower the glancing ceiling, reducing the range of Glancing Blow results.
Kennel ScalingCalculating a unit's derived maximum values.Kennel ranges from 0–200 and scales maximum HP, AR, and KI.
Recall BeaconEmergency extraction and campaign safety systems.Recall delays permanent death. If a character is Downed and Recalled, they suffer 10% Kennel Damage.
Fog of WarExploration maps, unknown threats, stealth segments, scouting.Reveal only what cadets can perceive through line of sight, sensors, magic, or scout actions.
Map ChipsPlayers discover route data, dungeon sectors, or city access records.Use as collectible navigation intel for hidden zones, locked doors, or fast travel points.