Combat
121 entries in the Starfinder 2e compendium
- Actions with Triggers
- Activities
- Activities in Encounters
- Ad Hoc Bonuses and Penalties
- Adding Damage Dice
- Adjudicating Actions
- Aerial Combat
- Aerial Combat (Rules) (GM Core)
- Alternative Initiative Skills
- Aquatic Combat
- Aquatic Combat (Rules) (GM Core)
- Basic Actions (Rules) (Player Core)
- Batch Initiative
- Budgeting for Terrain
- Burst
- Bypassed Encounters
- Choosing Adversaries' Actions
- Choosing Creatures
- Combat Threats
- Combining and Separating Encounters
- Commanded Animals
- Complex Rolls
- Conditions Related to Dying
- Cone
- Consequences
- Counting Damage Dice
- Cover (Rules) (GM Core)
- Damage Types
- Death
- Death Effects
- Different Party Sizes (Rules) (GM Core)
- Disrupting Actions
- Doubling and Halving Damage
- Drowning and Suffocating
- Dynamic Encounters
- Emanation
- Encounter Locations
- Ending the Encounter
- Enemy Motivations
- Evolving Battlefields
- Exploration and Downtime Activities (Rules) (Player Core)
- Fast Healing and Regeneration
- Fleeing Enemies
- Gaining and Losing Actions
- Gaining and Losing Actions (37-stunned)
- Gaining and Losing Actions (Player Core)
- Gaining and Losing Actions (Rules)
- Getting Knocked Out
- Grid Variants
- Hazards in Combat
- Hit Points (Rules) (368-hit-points)
- Increasing Die Size
- Inhabitant or Intruder?
- Initiative and Actions
- Initiative with Hidden Enemies
- Instant Death
- Items and Hit Points
- Limitations on Triggers
- Line
- Looking up Rules
- Losing the Dying Condition
- Maps and Miniatures
- Maps and Terrain
- Massive Damage
- Measuring Success and Progress
- Misdirection
- Morale
- Mounted Attacks
- Mounted Combat
- Mounted Defenses
- Non-Combat Level (Rules) (GM Core)
- Nonlethal Attacks
- Opponent Synergy
- Other Actions
- Persistent Damage Rules
- Pitfalls
- Placing Characters on the Map
- Reactions in Encounters
- Recovery Checks
- Rewinding
- Running the Encounter
- Scaled Abilities
- Secondary Objectives
- Setting the Scene
- Social Encounter Examples
- Social Encounters
- Social Encounters (Rules) (GM Core)
- Specialty Basic Actions
- Speed of Play
- Splitting and Combining Movement
- Starting the Encounter
- Step 1: Roll Damage Dice
- Step 1: Roll Initiative
- Step 1: Start Your Turn
- Step 2: Act
- Step 2: Damage Type
- Step 2: Play a Round
- Step 3: Apply Immunities, Weaknesses, and Resistances
- Step 3: Begin the Next Round
- Step 3: End Your Turn
- Step 4: End the Encounter
- Step 4: Reduce Hit Points
- Strike Statistics
- Structure
- Taking Damage
- Temporary Hit Points
- The Summon Trait
- Three-Dimensional Combat
- Time Pressure
- Total Party Kills
- Tracking Initiative
- Treasure by Encounter
- Turns
- Unexpected Difficulty
- Unexpected Infrastructure
- Upgraded Summoning Runes
- Variety
- Vehicular and Mounted Combat
- Wild Weather
- XP Budget
- Zero-Gravity Combat