Core Combat Exchange

Most attacks follow the same basic procedure:

  1. The attacker makes an attack test.
  2. If the attack succeeds, determine the attacker’s total Hits.
  3. The defender resolves any available Active Defense.
  4. Apply Passive Defense, including Toughness, Cover, Shields, and other applicable sources.
  5. Compare the attacker’s Hits to the defender’s total Defense Hits.
  6. If the Defense equals or exceeds the attack, the attack is negated.
  7. If the attack has Hits remaining, those Net Hits increase the attack’s damage.
  8. Determine the Hit Location and resolve damage, Armor, and any resulting Wound.

Making an Attack

An attack is a Major Action that costs 2 AP, unless another rule states otherwise.

Choose a target you can attack, determine the appropriate attack test, and apply any relevant modifiers.

Armed and unarmed melee attacks normally use Melee. Firearms, bows, crossbows, and similar ranged weapons normally use Marksmanship. Thrown weapons, grenades, and improvised projectiles normally use Athletics.

The target must be within the attack’s effective range and the attacker must be able to target them.

Apply any modifiers from range, visibility, positioning, Wounds, weapon traits, and other circumstances before rolling.

Roll the attack’s d100 and the Bonus Dice provided by the weapon’s Damage profile at the same time.

If the d100 fails, the attack misses. Ignore the Bonus Dice and no defense is required unless a rule states otherwise.

If the d100 succeeds, calculate its Hits normally, then add any Bonus Hits generated by the weapon’s Bonus Dice. The result is the attack’s total Hits.

A successful attack may generate 0 total Hits. It still counts as a successful attack and may get through if the defender fails to generate enough Defense Hits.

Once the attacker’s total Hits are determined, resolve the defender’s defenses.

Multiple Attacks

A character may make more than one attack during the same round if they have enough AP.

The first attack made during the round suffers no penalty. Each additional attack suffers a cumulative −10 penalty to its Success Target. The second attack is made at −10, the third at −20, the fourth at −30, and so on.

This penalty counts attacks made across all turns and passes during the round.

Attacks of Opportunity do not count toward this penalty and do not increase it.

The penalty resets at the start of the next round.