Surprise Attacks & Initiative
Total Surprise
Characters with Combat Reflexes do not freeze up.
The GM rolls 1d: until that time is up, those who were surprised are mentally stunned and do Nothing on their turn.
After the Freeze ends, everyone who was frozen must roll against their IQ at the start of their turn.
On a success, they still must do Nothing until next turn, but are no longer mentally stunned.
Partial Surprise
When the defenders were expecting or looking out for trouble, or when both sides surprised the other.
Each side then rolls for Initiative:
The Leader rolls 1d.
- If the Leader has Combat Reflexes they get +2
- If the Leader does not have Combat Reflexes but someone else on their side does, they get +1
- The Leader with the higher IQ gets +1
- Having at least one point in Tactics gives +1
- Tactics at level 20+ gives +2
The GM can apply other modifiers as the situation demands.
If one side is Leaderless the GM rolls for them with a -2
- This does not apply to animals or groups with IQ 5 or less.
The side that wins Initiative moves and acts normally, while the other side is mentally stunned and must make IQ rolls as in Total Surprise to snap out of it.
- However, with each progressive round of combat they gain a +1 to their IQ roll.
- Also note that most animals have Combat Reflexes
If Initiative is a tie, no one was surprised.
Total and Partial Surprise