STEP 1: DECLARE ATTACK
The attacker initiates by taking a Complex Action to attack on their turn during an Action Phase. The skill employed depends on the method used to attack. If the character lacks the appropriate Combat skill, they must default to the appropriate linked aptitude.
STEP 2: DECLARE DEFENSE
Once the attack is declared, the defender chooses how to respond. Defense is always considered an Automatic Action unless the defender is surprised (see Surprise,p. 204) or somehow incapacitated and incapable of defending themselves
Melee: A character defending against melee attacks uses Fray skill, representing dodging (if the character lacks this skill, they may default to Reflexes). Alternately, the character may use a melee combat skill to defend, representing blocks and parries rather than dodging.
Ranged: Against ranged attacks, a defending character may only use half their Fray skill (round down).Full Defense: Characters who have taken a Complex Action to go on full defense (p. 198) receive a +30 modifier to their defensive roll.
Psi: A character defending against a psi attack rolls WIL x 2. A mental sort of full defense may also be rallied against psi attacks.
STEP 3: APPLY MODIFIERS
Any appropriate modifiers are now applied to the attacker and defender’s skills.
STEP 4: MAKE THE OPPOSED TEST
The attacker and defender both roll d100 and compare the results to their modified skill target numbers.
STEP 5: DETERMINE OUTCOME
If the attacker succeeds and the defender fails, the attack hits. If the attacker fails, the attack misses completely.
If both attacker and defender succeed in their tests, compare their dice rolls. If the attacker’s dice roll is higher, the attack hits despite a spirited defense; otherwise, the attack fails to connect.Excellent Success: If the attacker rolled an Excellent Success (MoS of 30+), a solid hit is struck. Increase the Damage Value (DV) inflicted by 5. If the MoS is 60 or greater, increase the DV by 10.
Criticals: If the attacker rolls a critical success, the attack is armor-defeating, meaning that the defender’s armor is bypassed completely — some kink or flaw was exploited, allowing the attack to get through completely.
If the defender rolls a critical success, they dodge with flair, reach cover that protects from follow-up attacks, maneuver to a superior position, or otherwise benefit.
STEP 6: MODIFY ARMOR
If the target is hit, their armor will help to protect them against the attack (unless the attacker rolled a critical, see above). Determine which type of armor is appropriate to defending against that particular attack. The attack’s Armor Penetration (AP) value reduces the armor’s rating, however, representing the weapon’s ability to pierce through protective measures.
STEP 7: DETERMINE DAMAGE
Every weapon and type of attack has a Damage Value. This amount is reduced by the target’s AP-modified armor rating. If the damage is reduced to 0 or less, the armor is effective and the attack fails to injure the target. Otherwise, any remaining damage is applied to the defender. If the accumulated damage exceeds the defender’s Durability, they are incapacitated and may die. Note that some psi attacks inflict mental stress rather than physical damage. In this case, the Stress Value (SV) is handled the same as DV.
STEP 8: DETERMINE WOUNDS
The damage inflicted from a single attack is then compared to the victim’s Wound Threshold. If the armor-modified DV equals or exceeds the Wound Threshold, the character suffers a wound. Multiple wounds may be applied with a single attack if the modified DV is two or more factors beyond the Wound Threshold. Wounds represent more serious injuries and apply modifiers and other effects to the character.