Attack rules

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When a creature or creatures attack, they first choose their attack options and determine their the minimum value they must roll, then roll one d10 per attack. After rolling a set of attacks, distribute the hits among the targets.

An attack hits if the die value plus the Accuracy is equal to or greater than the target's appropriate Defense (AD or GD). The target's Defenses are common knowledge, as are the attack modifiers that would apply when attacking them. A die roll of 10 counts as 15 (and risks a Critical), and a die roll of 1 always fails.

Area of effect attacks don't get redistributed among targets after rolling hits.

Attacks with different damage types, values, or attack options must be rolled separately.

Critical Hits

On a roll of 10, if that roll would normally hit, the attacker must roll another attack. Roll damage for all such hits (which may be multiple, if a 10 is rolled on that second roll) together.

Automatic Hits

Some effects cause automatic hits that are guaranteed to deal damage, and conscious creatures can choose to be hit. For such things, a d10 is still rolled to determine if the hit is a critical; if it is, the additional attack rolls granted have the capacity to miss in the normal manner.

Choosing To Be Hit

Conscious creatures can choose to be hit by an attack, so long as the total modifier on the attack, after penalties, is 0 or greater. If the modifier is less than 0, the creature can only reduce its AD and GD against that attack to 3.

Attack Options

Time Lapse Attack.jpg

Attacks normally target AD, unless otherwise specified. Damage values are added together, after reductions and vulnerabilities alter the individual types. When a bonus to damage without a type is listed, use whatever type the damage die has.

When you make an attack, you may choose from one of the following applicable options:

Normal Attack: The target is a creature or unattended object, and the attack is versus AD. Each hit deals damage equal to the weapon's total calculated damage roll.

Incapacitate: The target is a creature, and the attack is versus GD. The attack does not inflict wounds, but if it deals damage equal to or greater than the target's current HP plus their Toughness, they skip a minor action on their next turn. If they were already going to skip a minor action due to an Incapacitate attack, they skip a move action instead, if they were already going to skip a move action due to an Incapacitate attack, they skip a standard action instead, and if they were already going to skip a standard action due to an Incapacitate attack, further Incapacitates have no additional effect.

Grapple (unarmed only): Make an unarmed attack against a creature versus GD. If you would wound the target (ignoring armor), no wounds are inflicted, but both you and the target are grappled.

Disarm: You suffer a -1 penalty to accuracy if ranged. The attack targets GD. Don't damage the targeted creature, but if you rolled damage equal to or greater than half of its Toughness, it drops what it's holding. If you used an unarmed attack to Disarm, you may now be holding what they dropped.

Shove: You suffer a -2 penalty to accuracy if ranged, or -1 if melee but not unarmed. The attack targets GD. Instead of inflicting wounds, you fling the target a number of meters away from you equal to the number of wounds you would have inflicted (ignoring armor). If flung, they break free of any grapple they were in.

Sunder: As a normal attack, but against a held or worn item instead of its holder, with a -1 penalty if melee or a -2 penalty if ranged. Use the holder or wearer's AD. Nonmagical items of wieldable size generally have 5 Toughness and 1 HP, while magical or psychic items typically have 8 Toughness and 2 HP.

Trip: Make an attack against a creature versus GD. If you would wound the target (ignoring armor), no wounds are inflicted, but the target is knocked prone.

Strangle: Make an unarmed attack against a creature you are grappling versus GD. The first wound that would be inflicted by this attack instead prevents the target from breathing or vocalizing for one round or until they break out of the grapple.

Pickpocket: You suffer a -1 penalty to accuracy if ranged. The attack targets GD. Don't damage the targeted creature, but if you rolled damage equal to or greater than half of its Toughness, a non-clothing, non-armor, non-implanted item of your choice falls off that creature. If you used an unarmed attack to Pickpocket, you may now be holding the item that fell off.

Reverse Pickpocket (unarmed only): Make an unarmed attack against a creature at a -1 penalty, versus GD. Don't damage the targeted creature, but if you rolled damage equal to or greater than half of its Toughness, an item you were holding is now attached to that creature, in a pocket or slid under a strap. If the creature has no non-held, non-implanted equipment, it cannot be Reverse Pickpocketed.

Ride (unarmed only): Make an unarmed attack against a creature you are grappling versus GD. If you hit, you may have one of you be riding the other.

Attack Modifiers

When you make an attack, the accuracy for the attack may be adjusted by various modifiers.

Melee-Only Modifiers

High Ground (Accuracy +1): The place you're standing is at least one-quarter the target's height farther up than the place they're standing.

Ranged-Only Modifiers

Far (Accuracy -1 per increment beyond the first): Target is beyond some number of range increments (those numbers separated by slashes).

In Melee (Accuracy -1): Aiming is difficult when you're within a hostile creature's reach.

Wind (Accuracy -1): The path of the shot contains at least 6 meters of Light Wind or 2 meters of Strong Wind.

Lots of Wind (Accuracy -2): The path of the shot contains at least 20 meters of Light Wind or 6 meters of Strong Wind.

Common Modifiers

Cover (Accuracy -1): Stone walls and trees in the path of the shot need to be avoided, unless you choose to attack through those obstacles.

Total Cover (Accuracy -2): Characters directly hiding behind a particular tree or arrow slit take careful timing to hit, as they may not even be in view some of the time. Targets with total cover also have cover. As with cover, choosing to attack through an obstacle means that it does not count for total cover.

Spatial Reasoning (Accuracy -1): If attacking the target requires you to figure out where the target is in relation to you in a more complicated way than direct line of sight along the path of attack, it is more difficult to hit them.

Uncertain Location (Accuracy -1): Trying to attack a target when you only know where they are from someone else's description is difficult, as is trying to attack someone when you have determined their correct location by wild guessing.

Through Multiple Creatures (Accuracy -1 per additional creature): You can fire through creatures like you would fire through objects. An attack goes through one creature to the next if the damage was enough to wound it at least once, and wounds it to 0 or less HP. For the Demolition step, rather than subtracting from remaining damage on a per-wound basis, subtract on a per-creature basis. A 15 damage attack would only inflict 3 wounds on a Toughness 5 creature, for example.

Flat-Footed (Accuracy +1): Characters who have not taken a turn in the time since they discovered they were in combat are flat-footed.

Stationary (Sets AD/GD to 3): Unconscious or immobilized people, and objects, are Stationary. Targets who are stationary do not count the flat-footed modifier.

Dual-Wielding (Accuracy -2): People who attempt to use multiple weapons during the same round have difficulty aiming. The penalty increases by 2 for every additional weapon beyond the second. However, each additional weapon gives +1 to their number of attacks for that round. In order to get the penalty and the bonus attack, the wielder must actually attack with each such weapon at least once. It's not possible to use the same hand to wield multiple handed weapons in a single round, even if the character is fast enough to drop one and pick up another.

Leaving Range (Accuracy -2, optional): If a target becomes untargetable, or acquires additional targeting modifiers in the time after the attack is declared, you may choose to take a -2 penalty in order to attack the target as though they were still in their original situation.

Weapon Attributes

Each weapon can only be used to make attacks by one attacker per round.

Heavy: Heavy attacks can also cause a critical hit on a roll of a 9. As specified elsewhere, many types of methods for attacking do not allow you to use Heavy attacks. A Heavy weapon is one that can only be used to make Heavy attacks.

Piercing: Piercing attacks are better at firing through objects and armor than non-Piercing attacks, but are less effective at destroying large structures.

Grenade: When thrown, target a place on the ground and attack against AD 8. If you miss, the grenade lands 1 meter away from the target place for every point by which you miss, in a random direction. On a natural 1, you always miss by at least 5 meters. If you would miss by 8 meters or more, the grenade lands at your feet instead. Like with throwing melee weapons, for characters with high Strongman, the throwing range is doubled for every 2 points of Strongman the thrower has; however, the number of meters you miss by is also doubled in the same way.

Automatic: An automatic weapon can be wielded up to 5 times. If used to perform a Ranged Guard or Melee Guard, you may accept a -2 penalty to all attacks during the Ranged Guard or Melee Guard in exchange for being able to take as many attacks as there are opportunities for them.

Semiautomatic: A semiautomatic weapon can be wielded up to 2 times. If used to perform a Ranged Guard or Melee Guard, you may accept a -4 penalty to all attacks during the Ranged Guard or Melee Guard in exchange for being able to take as many attacks as there are opportunities for them.

Rope: The weapon's attacks attach to the target, for potentially being used for movement.

If the rope is attached to an unsecured unattended object, held object, or creature that's lighter than the roping creature, the target is pulled instead. Treat this as an unarmed disarm (with the object being flung up to 4 meters towards you if it weighs less than your carrying capacity), trip, or shove (but towards you instead).

Self-Retracting Rope X meters: This works as a rope, but it pulls itself and whoever's holding it automatically X meters per round. This distance may be divided between multiple hooking attacks. The distance is halved for vertical travel. By detaching the hook at the last moment, one may hurtle past the grappled target and travel as much as the full possible distance.

When used to pull a target like a disarm or shove, the distance pulled is X meters.

Thrown: A Thrown melee weapon has no penalty for throwing it.

Muscle-Damage: A Muscle-Damage weapon adds your Strongman to the damage.

Muscle-Area: For every three points of Strongman you have, a Muscle-Area weapon doubles the radii and lengths of its area of effect.