Combat Checks


A character initiates a combat check when she uses a combat skill to attack a target. Follow these steps to adjudicate combat checks.

DECLARE AN ATTACK AND SELECT TARGETS

The attacking character selects the weapon to use and the target(s) of the attack.

ASSEMBLE DICE POOL

The pool’s [ABILITY DICE] and [PROFICIENCY DICE] will reflect the Skill and Characteristic that match the attacker’s choice of weapon.

The number of difficulty dice is based on the attack’s range:

Attacks with ranged weapons at Short, Medium, Long, or Extreme ranges require 1, 2, 3, or 4 [DIFFICULTY DICE], respectively. Engaged range requires 2 [DIFFICULTY DICE]. This means adjacent to the target, within 1 square. This difficulty rating applies to melee attacks and to Light Ranged attacks made with pistols. Anything larger than a one-handed pistol cannot be fired at an Engaged target.

Each point of a target’s applicable defense (melee or ranged) adds 1 [SETBACK DIE] to the pool.

RESOLVE SUCCESSES

Add any net successes to the weapon’s Damage rating (Strength + 0 in the case of unarmed attacks). If the attack affects multiple targets, divide the successes by the number of targets (rounding up), before adding them to the Damage rating.

Subtract the target’s Soak rating from the attack’s modified Damage rating. The result is inflicted in Wound Levels (or Strain Levels, in the case of unarmed or other non-lethal attacks). A character whose Wound or Strain Threshold has been exceeded is immediately rendered unconscious.

RESOLVE NET ADVANTAGES, IF ANY

Spending advantages is more regimented (less narrative) in combat. Each option in the bullet-pointed paragraphs can only be selected once per attack. The character making the attack roll generally chooses how to spend advantages.

A Critical Injury can be inflicted at an advantage cost equal to the weapon’s Critical Rating, 5 in the case of an unarmed attack. (See the Critical Injury Chart, below.) Paying this cost additional times each adds + 10 to the percentile roll on the Critical Injury Result chart; although a critical roll can be boosted, a single target can only suffer one Critical Injury per attack.

  • For 1 advantage: remove 1 Strain, add 1 [BOOST DIE] to the next allied character’s check, notice a single important point in the ongoing conflict (such as the location of a blast door’s control panel or a weak point on an attack speeder), or activate a weapon quality that requires only 1 success.
  • For 2 advantages: perform an immediate free maneuver that does not exceed the limit of 2 maneuvers per turn, add 1 [SETBACK DIE] to the targeted character’s next check, or add 1 [BOOST DIE] to any allied character’s next check (including that of the acting character).
  • For 3 advantages: negate the targeted enemy’s defensive bonus (such as the defense gained from cover, equipment, or performing the Guarded Stance maneuver) until the end of the current round, ignore penalizing environmental effects (like inclement weather, zero gravity, or similar circumstances) until the end of the active character’s next turn, gain + 1 melee or ranged defense until the end of the character’s next turn, force the target to drop a melee or ranged weapon she is wielding, or do something vital like shooting the controls of a nearby blast door to seal it shut. You can also have a damaging attack disable the opponent or one piece of gear rather than dealing Wounds or Strain, but this must be something that the Game Master agrees on, is only temporary, and has a non-excessive effect. You can also downgrade the target’s next check or upgrade any allied character’s next check, including the acting character’s check. (You can select these two options multiple times).
  • For 6 advantages: when dealing damage to a target, have the attack destroy a vital piece of equipment the target is using, such as a blowing up his blaster or destroying a personal shield generator.

RESOLVE NET THREATS, IF ANY

Spending threats is more regimented (less narrative) in combat. Each option in the bullet-pointed paragraphs can only be selected once per attack. The Game Master generally chooses how to spend threats.

  • For 1 threat: the active character suffers 1 Strain, or the active character loses the benefits of a prior maneuver (such as from taking cover or assuming a Guarded Stance) until he performs the maneuver again.
  • For 2 threats: an opponent may immediately perform one free maneuver in response to the active character’s check, add 1 [BOOST DIE] to the targeted character’s next check, or the active character or an allied character suffers 1 [SETBACK DIE] on his next action.
  • For 3 threats: the active character falls prone, the active character’s weapon runs out of ammunition (unless it has the Limited Ammo property), some piece of important equipment the attacker is using becomes damaged or unusable for the rest of the combat, or the active character grants the enemy a significant advantage in the ongoing encounter (such as accidentally blasting the controls to a bridge the active character was planning to use for his escape). Alternately, downgrade an allied character’s next attack. (You can select downgrades multiple times.)

CRITICAL INJURIES

Unless otherwise stated in its description, a Critical Injury lasts until healed with a successful Medicae check. The difficulty for such a check is determined by the chart.

If a character receives another Critical Injury while already suffering one or more ongoing Critical Injuries, the percentile roll for the new Critical Injury receives a + 10 bonus per ongoing Critical Injury.

Critical Injury Chart

d100 Difficulty Result
01-05 1 Minor Nick: The target suffers 1 Strain.
06-10 1 Slowed Down: The target does not get an action on his turn this round, unless he has already gone in the initiative order.
11-15 1 Sudden Jolt: The target drops what whatever is in its hands.
16-20 1 Distracted: The target cannot perform a free maneuver during his next turn.
21-25 1 Off-Balance: Add 1 [SETBACK DIE] to the target’s next Skill check.
26-30 2 Discouraging Wound: One enemy recovers 1 Strain. (Or one player character recovers 1 Strain if suffered by an NPC.)
31-35 2 Stunned: The target is staggered until the end of his next turn, unable to perform any actions (including downgrading actions to maneuvers).
36-40 2 Stinger: The target adds 1 [DIFFICULTY DIE] to his next check.
41-45 2 Bowled Over: The target is knocked prone and suffers 1 Strain.
46-50 2 Head Ringer: The target adds 1 [DIFFICULTY DIE] to all Intelligence and Perception checks until the end of the encounter.
51-55 3 Fearsome Wound: The target adds 1 [DIFFICULTY DIE] to all Fellowship and Willpower checks until the end of the encounter.
56-60 3 Agonizing Wound: The target adds 1 [DIFFICULTY DIE] to all Strength, Toughness, and Agility checks until the end of the encounter.
61-65 3 Slighlty Dazed: The target is disoriented until the end of the encounter, adding 1 [SETBACK DIE] to all checks he makes.
66-70 3 Scattered Senses: The target removes all [BOOST DICE] from Skill checks until the end of the encounter.
71-75 3 Hamstrung: The target loses his free maneuver until the end of the encounter.
76-80 3 Overpowered: the target leaves himself open, and the attacker may immediately attempt another free attack against him, using the exact same pool as the original attack. Ignore any net advantages this attack generates.
81-85 4 Winded: The target cannot voluntarily suffer Strain to activate any abilities or gain additional maneuvers.
86-90 4 Compromised: Add 1 [DIFFICULTY DIE] to all Skill checks until the end of the encounter.
91-95 4 At the Brink: The target suffers 1 Strain each time he performs an action.
96-100 4 Crippled: One of the target’s limbs (selected by the Game Master) is crippled. All actions add 1 [SETBACK DIE] to pools.
101-105 4 Maimed: One of the target’s limbs (selected by the Game Master) is permanently lost. All actions add 1 [SETBACK DIE] to pools. Healing this injury requires a cybernetic replacement.
106-110 4 Horrific Injury: Roll 1d10 to determine which characteristic is effected: 1–2 for Strength, 3–4 for Toughness, 5-6 for Agility, 7 for Intelligence, 8 for Perception, 9 for Willpower, 10 for Fellowship. That affected Characteristic is reduced by 1, to a minimum of 1.
111-115 4 Temporarily Lame: The target cannot perform more than one maneuver per turn.
116-120 5 Blinded: The target can no longer see. Downgrade all of his checks twice and his Vigilance checks three times.
121-125 5 Knocked Senseless: The target is staggered for the remainder of the encounter, unable to perform actions (including downgrading actions to maneuvers).
126-130 5 Bleeding Out: Every round, the target suffers 1 Wound and 1 Strain at the beginning of his turn. If the character survives, he suffers a Terrible Injury.
131-135 5 Gushing Out: Every round, the target suffers 2 Wounds and 2 Strain at the beginning of his turn. If the character survives, he suffers a Gruesome Injury.
136-140 5 The End is Nigh: The target will suffer 10 Wounds and 10 Strain after the last initiative slot during the next round.
141-145 Terrible Injury: Roll 1d10 to determine which characteristic is effected: 1–2 for Strength, 3–4 for Toughness, 5-6 for Agility, 7 for Intelligence, 8 for Perception, 9 for Willpower, 10 for Fellowship. That affected Characteristic is reduced by 1, to a minimum of 1. This loss cannot be healed.
146-150 Gruesome Injury: Roll 1d10 to determine which characteristic is effected: 1–2 for Strength, 3–4 for Toughness, 5-6 for Agility, 7 for Intelligence, 8 for Perception, 9 for Willpower, 10 for Fellowship. That affected Characteristic is reduced by 2, to a minimum of 1. This loss cannot be healed.
151 + Death-like: The target suffers 10 Wounds and 10 Strain.

Combat Checks

Rites of Battle Randy Randy