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Resolving Attacks Combat Actions

Declare attack type Move (Reflexive Action)


Move 1 range band
Withering
Flurry
Decisive for Damage
Cant be two of the same combat action
Decisive for Gambit Penalty while Flurrying Defense -1, Actions -3
Roll attack if rolls fewer successes than targets Defense, attack fails Attack
Withering Dexterity + [relevant combat ability] + accuracy and See Resolving Attacks
modifiers Aim
Decisive Dexterity + [relevant combat ability] + modifiers Cannot be flurried
Cannot change range bands without magic
Determine raw damage
Declared against specific target
Withering typically Strength + Weapon Damage Value + Thresh-
Attack next turn gains +3 dice
old Successes Required to be able to attack from Medium+ range
Decisive your current Initiative value No dice bonus on first Aim action at this range
Check damage resistance and roll damage Defend Other Close range
Withering Subtract targets soak, minimum of Overwhelming Apply your Parry to attacks against an ally
value Attacker chooses if successful attack applies to you, or to continue to try to hit ward
If decisive attack on ward, damage reduced by 1 for each 2 points of your Defense
Roll remainder Double 10s apply!
Draw/Ready Weapon
Decisive Compare to targets hardness, if hardness is equal or
Defense -1
greater then no damage Unless ambushed, assumed to start combat with a ready weapon
Roll Initiative No Doubles apply! Full Defense costs 1 Initiative
Gambit Roll Initiative against Gambit difficulty Defense +2
Apply damage Cannot be used in Crash
Withering Subtract successes from targets Initiative Can only be flurried with Social Influence Actions
Miscellaneous Action
Decisive Subtract success from targets Health Levels
Defense -1
Gambit Apply Gambit results
Delay costs 2 Initiative
Adjust your Initiative Choose to go on a later tick
Withering This can provoke Clash
If you missed, no adjustment Rush Close or Short range
Add 1 Initiative for hitting Can be used after Reflexive movement
Add Initiative equal to the damage successes Dexterity + Athletics versus Dexterity + Athletics
Success, whenever target moves a range band, you move a range band towards them to
Decisive
keep pace
If you missed, subtract Initiative from your total
Disengage costs 2 Initiative, Close range
Current value up to 10, lose 2 Initiative Roll Dexterity + Dodge versus Dexterity + Athletics of all opponents at Close range
Current value over 10, lose 3 Initiative Failure, no movement
For damage Reset to base Initiative (typically 3) Success, move to Short range
If a disengaged opponent moves toward you, reflexively move one further range
band away
This occurs once per successful disengage action
Rise from Prone
Automatic unless opponent at Close range, then roll Dexterity + Dodge, difficulty 2
Penalty while Prone Parry -1, Evasion -2, Attacks -3, no movement, auto fail Rush and
Disengage
Take Cover
Dexterity + Dodge, ST sets difficulty
Light Cover Defense +1 versus all attacks
Heavy Cover Defense +2 versus all attacks
Full Cover Ranged attacks against you are impossible
Withdraw
Extended Dexterity + Athletics roll, difficulty 1, goal 10, interval 1 round
Can only be attempted at Medium+ range from all opponents
Moves you one range band, you lose 10 Initiative
Completing the extended roll moves you an additional range band
If you are at extreme range from all opponents, fair escape
Reestablish Stealth
Dexterity + Stealth versus Perception + Awareness
Cannot be Flurried
Hold at Bay
Permutation of Ambush
Go to Ground
Must succeed at Dexterity + Stealth rolls over three turns versus Perception + Awareness
First roll -3, second roll -4, third roll -5

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