A grid-based ground combat system for infantry, vehicles, walkers, solo deployments, and special actions. It uses d20 attacks against DCs and mastery-based bonuses.
| Best For | Large ground battles, faction deployments, vehicle actions, and mixed infantry scenes. |
|---|---|
| Players Needed | Event groups. |
| Dice Used | d20. |
| Typical Stakes | Unit defeat, forced retreat, objective progress, and event success or failure. |
| Needs DM/QM | Yes. |
| Consent Required | Required for PvP or lasting PC consequences. |
Attack: d20 + applicable modifier vs DC 8
Special Action: d20 + full relevant mastery ranks vs declared DC
| Unit | Movement | HP | Attack | Rules |
|---|---|---|---|---|
| Infantry | 0-2 squares | 4 | Range 0-1; may target own square. | Unlimited turning. Max movement 2 regardless of mastery. One designated combat mastery may count instead of Piloting for infantry only. Smithery or Leadership may count instead of Engineering for infantry only. Piloting and Engineering masteries have no effect for infantry. Infantry block hostile ground movement through their grid. Opposing units in the same grid may attack or retreat. |
| Heavy Weapons Infantry | 0-2 squares | 4 | Base 1 attack range 0. May make 2 attacks range 1-2 if no hostile infantry are in the same grid, or 2 attacks when counter-boarding. | Cannot attack if moving by foot in the same turn. Makes only 1 attack if boarding. Otherwise uses infantry rules. |
| Ejected Pilot / Driver / Solo Deployment | 0-2 squares | 1 | Range 0-1; may target own square. | Uses infantry mastery rules. If defeated, the character is out of action for one full turn or forced to retreat a DM/QM-set distance. |
For infantry, the 4 HP includes the PC's personal HP. If the last HP is lost, the PC is out of action for one full turn or forced to retreat a DM/QM-set distance.
| Vehicle | Movement | HP | Attack | Rules |
|---|---|---|---|---|
| Groundspeeder | 0-3 | 1 | Range 0-1 | Unlimited turning. |
| Walker | 0-2 | 2 | Range 0-2 | Unlimited turning. |
| Tank | 0-2 | 3 | Range 0-2 | Unlimited turning. |
| Armored APC | 0-2 | 3 | Range 0-2 | Can carry one infantry unit. |
| Heavy Tank | 0-2 | 4 | Range 1-2 | Cannot attack own square. |
| Heavy Walker | 0-1 | 4 | Range 1-3, two attacks | Cannot attack own square. Can carry one infantry unit. Can move through infantry but provokes a counterattack from any unengaged hostile infantry unit. More vulnerable to speeder attacks from its own grid. |
| Artillery Walker | 0-2 | 3 | Range 1-unlimited | May attack any grid within 4 or fewer movement from a friendly unit that is not in melee. Indirect Fire and AOE: one attack against all ground units, friendly and hostile, in the target grid. Cannot target air units smaller than frigates or its own grid. |
| Speeder Bike Unit | 0-3 | 2; 1 if solo | Range 0-1 | Hybrid unit. Counts as infantry or vehicle. Piloting mastery can add bonus movement. Combat or Piloting mastery can add attack. Leadership or Smithery mastery can add defense. |
| Mastery | Effect |
|---|---|
| Piloting | For subcapital units, may increase turn rate to 180 degrees in one moved-into square once per turn at Mastery 1. Add half ranks, rounded up, to max movement, attack, and defense. Max movement bonus is +2. Does not apply to corvettes or capital ships. |
| Leadership | May substitute for Piloting in capital ships only. Add half ranks, rounded up, to max movement, attack, and defense. Max movement bonus is +2. Corvettes may make one 90-degree turn in a moved-into square once per turn at Mastery 1. No 180-degree flips. |
| Engineering | Add half ranks, rounded up, to defense. |
If a single PC has multiple applicable masteries, use the best applicable mastery for movement, attack, and defense. They do not stack.
Force powers, devices, and DM-issued gear may be used in place of an attack to attempt buffs, debuffs, area control, healing, repair, or similar effects. The DM/QM determines whether an action is possible and what it does. Masteries are not always required, but may be required for specific actions.
At 0 HP, a unit is out for the rest of the event unless the DM/QM declares a different consequence. PC personal consequences must be declared before rolling if they extend beyond temporary scene defeat.
Hostile units and player factions may have special rules or special units, whether known in advance or revealed during play. The artillery walker rules were noted as subject to possible future nerfs; use the listed values unless the DM/QM declares an event variant before play starts.
We are using Intrepid Ground Grid. Declare unit type, applicable masteries, HP, objectives, and consequences before round one.