There are two “golden rules” of ICON tactical combat:

  1. Specific beats general. Armor usually reduces all damage, however the pierce tag, which says it ignores armor, takes precedent, because it’s more specific.
  2. Round up to the nearest whole number.

Characters in tactical combat

Your character has, for tactical combat, one to three jobs, which give you abilities and such. Each job is part of a class, a sort of over-job or category of jobs. You can generally only learn abilities from your jobs. On any given expedition, you’ll have selected one of your jobs to be your current job, and that will determine your basic statistics and your passive traits.

Now a breakdown of statistics, which will mostly be determined by your class and chapter:

Rolls in Tactical Combat

There are three main types of rolls in combat (plus occasional special rolls demanded by your abilities):

Boons and curses are bonuses or penalties applied to some rolls. If you have both, they cancel each other out one-for-one until you have only boons, only curses, or neither. If you have net boons, roll a d6 for each net boon and add the highest result to your attack or save roll. If you have net curses, roll a d6 for each and subtract the highest result from your attack or save roll.

Turn order

At the start of a combat, the start of a round, or whenever they are forced to (such as by the slow status, a character can choose to take a slow turn. Slow turns work the same way (alternating between sides, etc.), but happen after all other characters who aren’t taking a slow turn have acted. Some abilities get bonuses from being used on a slow turn.

Movement

Actions on a turn

Abilities also provide action options, but all characters can make the following basic actions:

Foes can make a standard move, run, dash, interact, or use abilities. They cannot rescue, whack, or make basic attacks.

Attacks

To make any attack:

  1. Choose a hostile character in range and line of sight.
  2. Make a to-hit roll: 1d20 + boon or curse + attack bonus.
  3. If your total equals or exceeds your target’s Defense, you hit. Otherwise you miss. On a 20+ you critically hit. Apply the results specified by the attack.

Height advantage, cover, and ranged attacks

Attack vs. ability vs. effect

Damage

Increasing damage:

Area of effect

AoE patterns

AoE attack pattern diagrams
AoE attack pattern diagrams

The battlefield

The battlefield is abstracted as a grid of notionally 5 ft. by 5 ft. squares. Distances are measured in squares from the edge of the origin space or character.

Each space has a type:

Terrain advantage:

Other bits:

Statuses and other effects

Victory and defeat