Combat math.
Fighting score:
Most weapon attacks use the Fighting derived score. Active Elementalism
blasts use Arcane. Flee and ambush use the mixed pools listed below.
Fighting = floor((Combat x 4 + Athletics + Strength + Agility + Endurance + Perception) / 9)
Attack target:
Start with the attack pool, apply weapon specialty multipliers, add
action modifiers, then cap the final target at 95.
Specialty multiplier:
One specialty rank:
min(1.5, 1.0 + 0.1 x rank)
Multiple specialty ranks:
highest rank gives the primary bonus, and remaining ranks add a
tapered secondary bonus.
Attack modifiers:
Quick attack: -20
Automatic fire: +20
Target in cover, ranged attacks only: -20
Target declared Defend this pass: -20
Dual wield: -20
Distant pistol or thrown ranged attack: -30
Distant archery or carbine attack: -20
Distant long gun attack without the long_range tag: -10
Roll result tiers:
Each attack rolls d100.
Critical Success:
roll <= floor(full_skill x 0.10)
Hard Success:
roll <= floor(full_skill x 0.50)
Success:
roll <= capped_target
Critical Failure:
roll is in the top 10 percent of the failure range
Failure:
everything else
Damage resolution:
If the attack succeeds, a separate d100 damage roll determines wound
severity.
Lethality starts from the weapon's weapon_lethality value. Protection then
applies multipliers:
Target in cover, ranged attacks only: x 0.5
Light armor: x 0.75
Heavy armor: x 0.5
Dual wield, each weapon: x 0.75
Serious threshold:
min(90, final_lethality x weapon_severity)
Wound severity:
damage roll <= lethality: lethal wound
damage roll <= serious threshold: serious wound
otherwise: flesh wound
critical success plus lethal result: instant death
Nonlethal weapons cap direct lethal and instant-death damage results
at serious.
Armor:
Heavy armor requires heavy torso coverage plus a helmet.
Heavy torso coverage alone, light torso coverage, or a helmet alone counts
as light armor. Otherwise, armor is none.
Wound escalation:
Escalation runs after wounds are recorded and is tracked by combat ID.
Three deadly flesh wounds become one serious wound.
Two serious wounds become one lethal wound.
Nonlethal flesh wounds do not count toward flesh-to-serious escalation,
but nonlethal serious wounds do count toward serious-to-lethal escalation.
Flee under fire:
Fleeing while targeted by an Attack or Charge anywhere in the round
requires a roll.
flee target = floor((Fighting + Parkour) / 2) + 20 per prior failed attempt
The target is capped at 95. Failure puts the character in cover at their
current position. Flee is blocked while engaged.
Ambush:
Attacker target:
average(Fighting, Fighting, Parkour, Perception), with Ambush Specialist.
Defender target:
average(Fighting, Parkour, Perception, Perception), with Combat Reflexes.
The result is a quick contest. If the attacker wins, the defender is
surprised and skips pass 1 of round 1.
Press versus Disengage:
When Disengage and Press oppose each other in the same pass, both sides roll
full attack target with no action modifiers. Compare tier first, then margin.
Ties favor the blocker.
Dual wield:
Requires Two-Weapon Style rank 2 with two melee weapons, or Two-Gun Style
rank 2 with two pistols. Toggle with `dualwield`.
One attack roll is made at -20. On success, both weapons deal damage.
Each weapon's lethality is reduced to 75 percent before damage resolution.
Quick attacks:
Quick attacks come from Charge and Quick Attack reactions. They carry -20
accuracy and otherwise resolve like standard attacks.