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reference_combat

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DEFENSE TOTAL
Quickness + Combat Ability + Weapon Defense Modifier + Stress Die

DAMAGE TOTAL
Strength + Weapon Damage Modifier + Attack Advantage

SOAK TOTAL
Stamina + Armor Soak Bonus

ATTACK ADVANTAGE
Attacker’s Attack Total – Defender's Defense Total

RECOVERY TOTAL
Stamina + Medic's Chirurgy or Medicine score+ Magical Aid + Stress Die

NON-COMBAT DAMAGE TOTAL
Damage Bonus + Stress Die

NON-COMBAT SOAK TOTAL
Soak Total + Stress Die

COMBAT SEQUENCE

I. Roll initiative and calculate initiative order.
II. Party with highest initiative attacks.
  a. Attacker rolls and generates an Attack Total.
  b. Defender rolls and generates a Defense Total.
  c. Calculate Attack Advantage: Attack Total – Defense Total.
  d. If Attack Advantage is 0 or less, the attack missed. Move on to step 3.
     If it is 1 or greater, calculate Damage Total.
  e. Calculate damage taken by defender.
III. Repeat attack sequence (II. a. – e.) for party with next highest initiative.
     Once all parties have acted once, return to step II. Note that initiative is not re-rolled.
     

ARMOR

Material Protection Load
Quilted or fur 1 2
Heavy leather 2 3
Metal reinforced leather 2 2
Leather scale 3 3
Metal scale 4 4
Chain mail 6 4
reference_combat.1574286912.txt.gz · Last modified: 2019-11-20 22:55 by jagoop