How it resolves
Ruleset v0.4.1. Look a rule up here mid-fight. For what you can do on your own turn, see What you can do on your turn; every term is defined in the glossary.
How an attack resolves
1 · Defense — Tech/sonic resolve vs E-Defense; everything else vs Evasion. Stunned caps Evasion at 5.
2 · Range + Engagement — Out of range = no hit. Ordnance with Min Range N is disarmed inside N spaces and reports TOO CLOSE. A ranged attack while adjacent to a hostile takes +1 Difficulty (Disengage removes it).
3 · Accuracy vs Difficulty — Net the accuracy dice against the difficulty dice; roll that many d6 and KEEP THE HIGHEST (never the sum). Add Grit; Impaired is −2. The full list of what feeds each side is the next card.
4 · Hit — Total ≥ defense hits. An Invisible target has a 50% miss first.
5 · Damage — Roll the weapon dice — full damage out to optimal range, which is half the weapon's max Range, rounded up. Past that the shot loses damage: Kinetic −2, Energy/Sonic −1, melee never, never below 1, and a Reliable minimum is untouched. Then Exposed doubles it; subtract Armor flat (AP/Shredded skip it); Brace halves what's left, front arc only. A clean hit always applies at least 1 after every reduction — the one exception is a pure-control grapple, which deals none. Reliable N lands on a miss, but Armor still eats it and the min-1 floor does not apply: Reliable 1 into Armor 3 does nothing.
6 · Apply — Overshield absorbs first, then HP. Burn is added. Knockback/Ram shoves (forced movement ignores Slowed). Shoved into a rock is a collision: 2d6 raw, Armor does not apply.
7 · At 0 HP — A Cantor loses 1 Structure, refills HP, rolls 1d6 (1 Stunned / 2–4 Impaired / 5–6 nothing); destroyed at Structure 0. Enemies are simply defeated at 0 HP.
What adds accuracy
Lock On — +1 die for the next attacker on that target, whoever it is. Consumed by an in-range attack.
Bolster — +1 die on your own next attack. Consumed.
Prone target — +1 die.
High ground — +1 die on a ranged shot fired from inside an elevated zone at a target outside it. This is the whole reason to take the ridge.
Flanking — +1 die into the target's side arc. Into its rear arc, +1 die and its defense drops by 2.
Swarm — +1 die per other friendly unit already adjacent to the target, capped at +3. Swarm-tagged weapons only.
Friendly aura — An allied field you are standing in (a Manta's green ring, for instance) hands its hit bonus to every ally shooting out of it.
What adds difficulty
Cover — +1 soft, +2 hard. See the conditions table for what physical cover does differently.
Engagement — +1 on a ranged attack made while adjacent to a hostile. Disengage clears it.
Your own facing — Firing out your side arc is +1; out your rear, +2. Broadside weapons invert this: clean off either flank, +3 through the bow or the stern, which in practice means blocked.
Facing lock — Firing locks your facing until your next activation. Turn & Brace (a Quick) is how you re-orient and raise a front shield in the same beat.
Capital vs. fighter — +2 when a Line or Broadside capital gun shoots something Size 1 or smaller. It is why a battle whale is eaten by a fighter screen.
Taunt — +2 on an enemy that shoots anyone other than the Taunting anchor, out to the greater of 5 spaces and the shooter's own weapon range. Against a capital in ship mode there is no reach limit at all.
All of it nets to one number and is rolled as that many d6, keep the highest. Five sources of accuracy is still one die, not five.
Damage, in detail
Blast N — On a hit, everything adjacent to the target takes half the raw damage minus its own Armor, friend or foe alike. The attacker and scenery objects are exempt, and the min-1 floor does not apply here.
Collisions — Knockback or a tractor reel into a rock costs 2d6 raw with no Armor, and you stop one space short. Ramming solid terrain deals 2d6 to yourself and 1d6 to the terrain.
Shatter — A destroyed rock of Size 2 or larger breaks into two or three 12-HP splinters. They are shootable, and they give cover in the meantime.
Aim — A Full action. Your next shot with an Aimable weapon (line-shaped weapons qualify) rolls a whole extra instance of its damage dice. It survives to your next activation and breaks the moment you move, fire, or take a hit.
Sniper's mark — A weapon tagged "+Nd6 vs a Locked target" rolls those extra damage dice whenever the target carries a Lock On. That is on top of Lock On's accuracy die, not instead of it.
On-hit riders — A weapon that lists a status on hit applies it automatically: Impaired, Exposed, Slowed, Shredded, Stunned, Immobilized, Jammed, Lock On, Off-Balance, Prone.
Conditions
| Slowed | Move ring halved (round up, min 1, even through difficult terrain); no Boost or special movement. Forced movement is unaffected. |
| Immobilized | No voluntary movement. |
| Stunned | No move, actions, or reactions; Evasion capped at 5. |
| Jammed | No attacks of any kind (the Ram is blocked too), no tech, no reactions. |
| Impaired | −2 to your attacks (and saves/checks). |
| Exposed | Takes double damage, before reductions. |
| Lock On | The next attacker against this target gets +1 accuracy die — then it's used up. |
| Hidden | Can't be targeted; only an approximate location. |
| Invisible | Attacks against it have a 50% chance to miss before the roll. |
| Prone | Attacks against it gain +1 accuracy die. Moving while Prone halves your movement (round down, min 1) — the first move stands you up. |
| Shredded | Ignores Armor and resistance. |
| Soft / Hard Cover | +1 / +2 Difficulty on ranged attacks. The cover status itself is kinetic-only: a tech or sonic attack resolving vs E-Defense ignores it. Physical cover does not care what you fire — a rock, a boulder, a parked hauler or a bank of smoke gives +2 if it is Size 2 or larger, +1 if it is small, and only while it sits adjacent to the target and on your firing line. Melee never takes cover. |
| Bolster | +1 accuracy die on your next attack — then used up. |
| Braced | Halves the next hit's damage (after Armor), but only a hit arriving in your front arc. A flank or rear shot bypasses the brace entirely and leaves it standing for the next front attack. If nothing spends it, it expires at the start of your next activation. |
| Disengaged | Ignores Engagement and Overwatch this turn; clears on a New Round. |
| Overwatch | You are holding your Reaction for a runner. What it can actually swing is the Graze (see reactions, below). |
| Held | Caught in a grapple or a tractor beam: no movement and no rotating. Break grip costs a Quick and all your movement, then rolls 1d20 + Grit vs 10. |
| Freed | You just broke a grip. For one round the thing that held you cannot re-lock you. |
| Captured | Stowed inside an enemy prison hull: no actions, cannot be targeted, and your own side cannot move you. You come out when the prison is cracked open (you redeploy beside your rescuer, Freed) or when the relief fleet pulls you out at half HP. |
| Named | Marked by an enemy support field: +1 damage from every incoming source. |
| Screened | Covered by a friendly support field: +2 Evasion and +2 E-Defense. |
| Taunting | You have called the enemy out. Any enemy that shoots someone other than you takes +2 Difficulty, out to the greater of 5 spaces and its own weapon range (no limit at all against a capital in ship mode). Lasts until your next turn. |
| Off-Balance | Knocked out of your stance by a rider tag. The board flags it; what it costs you is the GM's call. |
| Orienting | Just warped in. It can move, but it cannot fire until the next round. |
| Escalated | A boss that has crossed its damage threshold and switched to its harder pattern: new weapons, no more warning shots. |
| Stressed Out | A Cantor at 0 Stress — out of the fight. |
The seven Stone Fractures (manifest at Overcharge, cleared by a Bond Move): Granite Lock, Carnelian Drag, Pyrite Sputter, Malachite Closed Air, Lapis Distortion, Obsidian Glamour, Quartz Silence.
Your turn
1 Move + (2 Quick or 1 Full) + unlimited Free + 1 Reaction. One-click on the board:
Quick — Boost, Bolster, Lock On, Grapple, Ram, Turn & Brace, Save, Cooldown.
Full — Stabilize, Disengage, Aim, the Bond Move, and the two Stone-gated calls (Umbral Veil and the Orbital Lance).
Reaction — Brace, Overwatch, Graze. The Graze is the only reaction that actually swings: you need Speed 4 or better, the runner has to be in your front arc within 3 spaces and not Disengaged, and it lands half damage.
Situational buttons appear when they apply: Stealth (Lapis and Obsidian only), Search (ship mode), Break grip (while Held). Stress (Cantors only) is spent by Cooldown (1st free per scene, then 1, then 2); at 0 Stress you are Stressed Out. A forced move off a lethal edge always allows the save.
Ground, hazards, and the clocks
Difficult terrain — every cell of it costs 1 extra to enter. The board meters this in the movement ring as you drag, and the server charges it too, so you cannot spend your way past it by clicking carefully.
Hazard regions — marked zones that hurt whatever stands in them. The board shows the shape; the GM calls the effect.
The Vespertide — on a Vespertide map the wave runs a three-round cycle. It gathers visibly on the round before, then breaks on rounds 3, 6, 9: everything in the low band takes 2 Energy and is Slowed until its next turn. Diving low is allowed. It is not free.
A tow clock — when a hauler is hooked, its captor drags it 6 spaces toward the exit at every round advance. Three tows and the cargo is off the map. Ram is the answer: a Quick, no roll, it knocks the tug Prone and the clock holds while it is down.
Rate of fire — every weapon line says how many times it may fire per turn, and that is enforced on the ground as well as in space. On the Cantor sheets it is 1 shot per turn across the board.
Sandbox mode — a board the GM has opened up for practice: no action pips, no rate of fire, no movement budget. Nothing on this page is enforced there.
How to say it
Old words for old things. Tap 🔊 to hear one — or just say it your way; the Stones answer anyway. Full definitions: the glossary.
- AntiphonAN-tih-fon— call-and-response chant — your voice, then its voicedictionary audio ↗
- the Caesurasih-ZHUR-uh— the three generations of silence — a break in the music, not the end of itdictionary audio ↗
- CantorKAN-ter— you — the one who leads the call; the Colossus answers
- Colossikuh-LOSS-eye— the war-giants (one Colossus, many Colossi)
- the Precentorsprih-SEN-ters— the See's ruling council of seven
- the TacetTAH-set— Vael's cathedral-engine
- Carneliankar-NEEL-yun— the Stone of water and motion — Guilt into Flowdictionary audio ↗
- MalachiteMAL-uh-kite— the Stone of air and the heart — Grief into Vulnerabilitydictionary audio ↗
- MenhirMEN-heer— a standing stone; Granite's Song-Move takes its namedictionary audio ↗
- MonodyMON-uh-dee— the empire that would have one voice only — a single line, no harmonydictionary audio ↗
- SarnSARN— the world you stand on (rhymes with barn)
- VaelVAYL— the Oath ossified — the antagonist who held a virtue past its verse (rhymes with veil)
- VespertideVES-per-tide— the evening bell, and the tide that comes with it
The loop
Act to build your band → it Overcharges when it tops your reach (early on that is 4; it climbs as you unlock higher Oaths) → next turn your Fracture manifests → clear it with a Bond Move (your whole activation, Move included: the band drops to 0, you swear your Oath rung, you gain a Bond Token) or dodge with Cooldown (no Oath). Several Oaths together = the Choir Moment. Damage and Resonance are separate tracks: your Fracture fires from Overcharge, never from taking hits.