Combat in Nowhere Land is dangerous, tactical, and consequential. It uses a hex-grid system where positioning matters, and wounds are serious injuries that degrade your ability to fight. Violence is rarely the first option — but when it happens, it is decisive.
“Before rolling initiative, the Trickster should ask: ‘Are you sure you want to fight?’ This gives players a chance to reconsider. Once initiative is rolled, retreat becomes difficult.”
Initiative & Turn Order
Initiative Formula
Initiative = Forma + Anima
Roll that many d6s. Highest total acts first. Ties go to highest Anima.
| Condition | Effect |
|---|---|
| Surprised | Half dice on initiative. Cannot act in the first round. |
| Prepared (Ambush) | +2 dice to initiative |
| Scout active | Party cannot be surprised |
The Combat Round
Each round represents 6–10 seconds. On your turn, you may take:
Action Economy
| Type | Options |
|---|---|
| One Major Action | Attack, Cast Potential, Use Item, Dash, Help, Ready, Defend |
| Movement | Move up to your Speed (base 6 hexes) |
| One Minor Action | Draw/sheath weapon, shout, open door |
| Reaction (1/round) | Parry, Dodge, Riposte |
| Free Actions | Drop item, speak briefly |
Movement & Positioning
Each hex represents approximately 5 feet (1.5 meters). Base Movement Speed is 6 hexes per turn, modified by Forma.
Adjacent (Melee Range)
Characters on hexes sharing a border can engage in melee combat
Same Hex (Close Quarters)
Multiple creatures may occupy the same hex (grappling, tight spaces). Ranged attacks suffer disadvantage. Leaving requires a Flee check.
Difficult Terrain
Halves movement. Examples: rubble, swamp, deep sand, domain distortions.
Theater of the Mind
Optional: Adjacent (melee), Same Space (close), Near (1–2 moves), Far (3+ moves).
Making Attacks
Attack Resolution
Ranged Attack Target Numbers
| Range Band | Distance | TN |
|---|---|---|
| Close | 0–6 hexes | 4 |
| Medium | 7–12 hexes | 6 |
| Long | 13–24 hexes | 8 |
| Partial Cover | — | +2 |
| Total Cover | — | +4 |
Critical Hits
If you roll 3+ successes beyond what’s needed, choose one effect:
Defensive Reactions
When attacked, you may spend your reaction to defend yourself. Each reaction can be used once per round.
Parry (Reaction)
- Roll Martial Prowess against the attack roll
- Exceed the attack: Block completely, take no damage. May immediately Riposte — a free counter-attack at TN +4 that cannot be parried (but can be dodged)
- Match or fail: Reduce incoming Wounds by 1. Your weapon/shield takes 1 Wear
- Cannot parry: Ranged attacks or attacks from behind
Dodge (Reaction)
- Roll Athletics against the attack roll
- Success: The attack misses completely. You may disengage freely, moving 1 hex without provoking opportunity attacks
- Heavy armor: −2 dice penalty to dodge
- Cannot dodge: While prone or restrained
Defend / Brace (Reaction or Major Action)
- Enter defensive stance until your next turn
- Reduce all incoming wound damage by 2 (stacks with armor)
- All attacks against you suffer +4 to TN
- Cannot: Attack, move more than 1 hex, or take other major actions
- Breach: While Defending, if allies are adjacent to your attacker, each ally gets a free unblockable attack
Weapons
Melee Weapons
| Weapon | Damage | Range | Load | Notes |
|---|---|---|---|---|
| Knife/Dagger | 1 | Close | 0.5 | Concealable, throwable |
| Short Sword | 2 | Close | 1 | Versatile, one-handed |
| Long Sword | 3 | Close | 1.5 | Two-handed for +1 damage |
| Great Weapon | 4 | Close | 2 | Two-handed, unwieldy |
| Staff/Spear | 2 | Reach | 1.5 | Defensive (+1 parry). Breaks on critical fail |
| Improvised | 1 | Close | Varies | Breaks on critical failure |
Ranged Weapons
| Weapon | Damage | Range | Load | Notes |
|---|---|---|---|---|
| Throwing Knife | 1 | Short | 0.5 | Single use until retrieved |
| Shortbow | 2 | Medium | 1 | Requires arrows (20 = 0.5 Load) |
| Longbow | 3 | Long | 1.5 | Cannot use in confined spaces |
| Crossbow | 3 | Medium | 2 | Requires action to reload |
| Pistol | 3 | Short | 1 | Loud, ammo scarce in domains |
| Rifle | 4 | Long | 2 | Bolt action: −1 attack per round |
Armor & Shields
Armor reduces incoming Wounds — it absorbs damage rather than preventing hits. Armor Value subtracts from damage taken.
Armor Table
| Type | AV | Penalty | Load |
|---|---|---|---|
| Clothing/None | 0 | None | 0 |
| Padded/Leather | 1 | None | 1 |
| Chain/Mail | 2 | −1 Stealth | 2 |
| Plate/Heavy | 3 | −2 Stealth, −1 Athletics | 3 |
| Domain-Forged | 2+ | Varies | 1–2 |
Wear (Armor Degradation)
- Armor takes 1 Wear from Critical Hits (Armor Damage effect) or failed Parries
- At 3 Wear: Armor Value drops by 1
- At 6 Wear: Armor is destroyed
Shield Table
| Shield | Parry | vs Ranged | Load | Notes |
|---|---|---|---|---|
| Buckler | +1 | — | 0.5 | Can still use two-handed weapons |
| Medium Shield | +2 | +1 | 1 | One hand occupied |
| Tower Shield | +3 | +2 | 2 | −1 Attack, provides cover |
Combat Maneuvers & Tactics
Common Tactics
| Tactic | Effect |
|---|---|
| Flanking | +2 dice when attacking from opposite sides of an enemy |
| Aimed Shot | Spend full round aiming for +3 dice on next attack |
| Fighting Defensively | −2 dice to attack, +4 TN to be hit |
| Tactical Retreat | Forma check (TN = enemy Forma × 4) to disengage without free attack |
| Shove | Contested Forma to knock prone or push 10 ft |
| Disarm | Attack vs Forma × 4 + 4. Target drops weapon. |
| Called Shot | Attack at TN +8. Inflict narrative consequence (blind, cripple). |
Grapple
- Initiation: Contested Brawl check
- While grappling: Target cannot move, suffers −2 dice to all attacks. Must win contested Brawl to escape.
- Grappler movement: Half speed, dragging target
- Opportunity Grapple: May attempt as an opportunity attack when enemy enters/leaves your reach
Trip / Trample
- Contested Forma check against target’s Forma
- Success: Target falls prone, loses next minor action standing up
- Critical (3+ beyond TN): Target stunned for 1 round + prone
- Failure: You overextend; target may make a free shove
Hinder (Minor Action)
- Designate an adjacent creature — it suffers −2 dice on its next action
- Must maintain adjacency. Stacks up to −4 dice (2 hinderers).
- Does not provoke opportunity attacks.
Group Combat & Flanking
Numerical Advantage
- Breach: When 3+ combatants engage a single target, each attacker beyond 2 grants +2 dice
- Allied Strikes: When an ally hits, you gain +1 die on your next attack
- Combined Action: Two characters may combine actions for amplified effect (Coordination TN 8)
Flanking Rules
- When you and an ally are on opposite sides (180° apart), both gain +2 dice on attacks
- Multiple flanking pairs don’t stack — +2 max from flanking
- Flanked enemies cannot use Parry against attacks from their flank direction
Defensive Breach
- When you Defend against an attack while allies are adjacent to your attacker, you create a breach
- Each ally adjacent to the attacker gets a free attack that cannot be parried or dodged
- Only the Defend action creates breaches — Parry and Dodge do not
- One breach per enemy per round
Advantage & Disadvantage Stacking
Modifier Stacking
| Modifier | Effect |
|---|---|
| Single Advantage | +2 extra dice |
| Double Advantage | +4 extra dice (max) |
| Single Disadvantage | −2 dice |
| Double Disadvantage | −4 dice (max) |
| Max stacked advantages | +6 dice total |
| Max stacked disadvantages | −6 dice total |
Advantages and disadvantages cancel 1-for-1. Example: +2 and −4 = net −2 dice.
Opportunity Attacks & Fleeing
Opportunity Attacks
- When a creature leaves your melee range, make a free attack
- You may choose grapple or trip instead of an attack
- Action on Movement: When an enemy moves from non-adjacent to adjacent, you may interrupt and take your full turn immediately (consumes your action for the round)
Fleeing Combat
Leaving a hex with enemies requires a Flee Check: Forma + Athletics.
TN = 12 + (enemies on tile × 2)
| Result | Effect |
|---|---|
| Success | Move to adjacent hex. Can still act this turn. |
| Failure | Stay in tile. Enemies get a free attack. |
| Allies fleeing with you | Each grants +1 die. |
Prone Combat
Prone Penalties & Advantages
Penalties
- Disadvantage (−2) on melee attacks
- Disadvantage (−2) on Parry and Dodge
- Standing costs half your movement
- Can only crawl 1 hex while prone
Advantages
- Can Defend normally while prone
- Ranged attacks at >6 hexes suffer +2 TN
- +2 dice to grapple a smaller prone creature
- Enemies can disengage freely from prone targets
Damage, Death & Recovery
Three Types of Harm
Wounds
Essence: Forma
Cause: Combat, environmental hazards, Reached Forma dice rolling 1
Capacity: Forma + 5
Fractures
Essence: Anima
Cause: Stress, fear, madness, Reached Anima dice rolling 1
Capacity: Anima + 5
Scars
Essence: Umbra
Cause: Social defeat, betrayal, Reached Umbra dice rolling 1
Capacity: Umbra + 5
Death & Dying
When you reach Wound Capacity, you are Dying. Roll 1d6 each turn:
| Roll | Result |
|---|---|
| 6 | Stabilized — unconscious but alive |
| 2–5 | Continue dying — roll again next turn |
| 1 | Dead |
Emergency Care (Doctor career boon): Stabilize a dying character automatically, no roll needed.
Recovery & Healing
| Rest Type | Duration | Effect |
|---|---|---|
| Breather | 10 min | Catch breath. No benefit without medical attention. |
| Short Rest | 1 hour | Recover 1 Wound if safe shelter. Roll 1d6 for resources. |
| Long Rest | 8 hours | Recover all Wounds, 1 Fracture if safe. Requires shelter, food, water. |
| Full Recovery | Extended | Full recovery. Must dream (gain insight or nightmare). +1 Drift. |
Encumbrance
Maximum Load = Forma + 3
Exceeding maximum causes −1 die per excess Load on all physical actions.
Mounted & Aerial Combat
Mounted Combat
| Rule | Detail |
|---|---|
| Movement | Use mount's speed (typically +2 hexes/round) |
| Charge | +2 damage on first attack but −1 to hit |
| Mount targeted | Typically Forma 3, 5 Wounds |
| Mount killed | Rider tests Athletics TN 12 or falls prone |
| Lance weapons | Double damage on charge, can't be used unmounted |
Aerial Combat
| Rule | Detail |
|---|---|
| 3D Movement | Altitude matters, free vertical movement |
| Ground → Air ranged | −2 penalty beyond Close range |
| Falling damage | 1 Wound per 10 feet, max 10 Wounds |
| Diving attack | +3 damage, must spend next round regaining altitude |
Mass Combat (Abstracted)
Unit-Scale Warfare
When armies clash, use abstracted unit rules:
- Strength: Number of effective combatants (10 soldiers = 1 Strength)
- Morale: Will to fight (0–10). Drops to 0 = rout.
- Training: Discipline and skill (1–5). Adds to attack/defense rolls.
Resolution: Each round, opposing units roll d20 + Training + Leader’s Tactics. Winner deals (margin) damage to loser’s Strength. Loser’s Morale drops by 1.
Hero Actions: PCs take individual actions (assassination, rally, sabotage). Success grants +2 to unit rolls or −2 to enemy.
“In Nowhere Land, the blade you draw is the conversation you ended. Choose wisely — some swords cut deeper than flesh.”
— A Sentinel’s Warning