Combat Complications (d12)
d12 table of complications that can arise during combat.
Roll to introduce unexpected challenges during combat encounters. Use when the GM wants to spice up a fight or when players roll poorly on initiative.
Rules Reference
| Field | Value |
|---|---|
| Data / 1 / Complication | Environmental Hazard |
| Data / 1 / Effect | 1d4: (1: fire/explosion, 2: collapsing structure, 3: toxic gas leak, 4: electrical surge). Affects random area. |
| Data / 10 / Complication | Third Party Intervention |
| Data / 10 / Effect | Unrelated faction intervenes: 1d4 (1: law enforcement, 2: rival gang, 3: corporate security, 4: mysterious stranger). |
| Data / 11 / Complication | Communication Breakdown |
| Data / 11 / Effect | Comms are jammed. No coordination between allies for 1d4 rounds. Each acts independently. |
| Data / 12 / Complication | Unstable Environment |
| Data / 2 / Complication | Reinforcements Arrive |
| Data / 2 / Effect | 1d4+1 additional enemies join the fight after 1d4 rounds. They're either same faction or rival group. |
| Data / 3 / Complication | Equipment Failure |
| Data / 3 / Effect | Random PC's weapon or cyberware malfunctions (50% chance). Requires action to fix or becomes unusable. |
| Data / 4 / Complication | Innocent Bystanders |
| Data / 4 / Effect | 1d6+2 civilians are caught in the crossfire. Collateral damage may draw unwanted attention. |
| Data / 5 / Complication | Tactical Shift |
| Data / 5 / Effect | Enemies change strategy: 1d4 (1: focus fire, 2: retreat to better position, 3: take hostages, 4: call for backup). |
| Data / 6 / Complication | Terrain Change |
| Data / 6 / Effect | Battlefield shifts: 1d4 (1: lights go out, 2: floor becomes slippery, 3: debris creates cover, 4: gravity fluctuates). |
| Data / 7 / Complication | Friendly Fire Risk |
| Data / 7 / Effect | All ranged attacks have 20% chance to hit random target (ally or enemy) due to chaotic conditions. |
| Data / 8 / Complication | Psychological Warfare |
| Data / 9 / Complication | Equipment Scarcity |
| Data / 9 / Effect | Ammo or power cells become limited. Characters must conserve or scavenge from fallen enemies. |
| Roll Die | d12 |
| Roll Die Sides | 12 |
Notes
Data / 12 / Effect: Area becomes dangerous: 1d4 (1: structural collapse imminent, 2: toxic spill spreading, 3: fire spreading, 4: Fold energy fluctuating).
Data / 8 / Effect: Enemies use intimidation or deception: 1d4 (1: taunts, 2: fake surrender, 3: feigned retreat, 4: psychological projection).
Columns
complication
| Field | Value |
|---|---|
label | Complication |
name | complication |
effect
| Field | Value |
|---|---|
label | Effect |
name | effect |