| layout | default |
|---|---|
| title | Attacks |
| parent | Combat |
| nav_order | 2 |
| grand_parent | How To Play |
Usually, in combat, you will be trying to harm your opponents with the goal of killing or disabling them. Attacks will use the skill specified in their traits:
- Thrown attacks using [[Physique]]
- Ranged attacks using [[Coordination]]
- Melee attacks using [[Physique]]
- Magic attacks using [[Spirit]]
When you attack something, your range is how far you can engage them from.
- If a weapon doesn't specify a range it is assumed you need to be within [[Movement#Reach]].
- If you aren't within a weapons range you can either [[Movement|Move]], or suffer a [[Attack-Bonuses#Distance Penalty]], or perhaps, both.
- Magic generally has a range of [[Movement#Close]].
- Items can be thrown [[Movement#Close]].
- Ranged attacks will be defined in the weapons [[Weapon-Traits]].
- Declare what weapon you are using
- Make sure you are within range (or figure out what your total penalty will be)
- Determine any bonuses or negatives you have on the attack.
- Declare any modifiers you are applying to the attack.
- Roll a skill test. If you fail this test, this is a [[Terminology#Mitigated Attack]].
- Your [[Terminology#Opponent]] [[#Taking Damage|Takes Damage]]
If an [[Terminology#Attack]] is a [[Skills#Critical Success]] it deals +1 [[Terminology#Damage]].
These are modifiers you can apply to attacks and manoeuvres which will put you at a negative to the skill test but will make the attack or manoeuvre do additional things. Several other powerful modifiers can be learned by taking specific combat training.
Action modifier varies
Your [[Terminology#Attack]] does additional [[Terminology#Damage]]. Every weapon wielded by a character will have a different [[Weapons#Extra Damage Modifier]].
Action modifier (-2) but may vary Your [[Terminology#Attack]] strikes a specific point of interest on an enemy.
- An [[Terminology#Attack]] that rolls [[Skills#Doubles]], is always considered a called attack.
- Called attacks consider [[Armour#Critical Weakness]].
- Called attacks cause 2 additional [[Injury#Injury Damage]], if they cause any.
- Any other narrative effects based on the details of the attack.
- A called attack cannot be used to circumvent [[Armour#Armour Integrity]].
If you fail to mitigate an incoming attack, you will take damage. [[Armour]] is your first line of defense against attacks. Your armour provides you with a small amount of [[Armour#Armour Integrity]] which can absorb incoming damage.
- Adjust incoming damage based on if you have [[Armour#Weakness and Resistance]] to the attack.
- Deduct incoming damage from your [[Armour#Armour Integrity]].
- Any remaining damage is converted to [[Injury]].
Example, if your character takes 3 damage from a piercing attack while wearing armour weak to piercing with 2 [[Armour#Armour Integrity]]. Your character's Armour Integrity is reduced to 0, with 3 damage still left unaccounted for, you suffer 3 [[Injury#Injury Damage]].