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2026-09-03 21:20:00 -06:00
commit dc985f3dac
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---
meta: true
---
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Any damage that gets through a Target's Armor does damage to the Target. If the damage dice of the attack is a d4 or d6 the damage is applied as [[Superficial Damage]]. If the weapon uses any other damage dice it is applied as [[Aggravated Damage]].
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![[Roll to Hit]]
![[Roll for Damage]]
![[Soak Damage]]
![[Apply Damage]]
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Once a hit has been landed the player rolls for damage based on the weapon they are using and any relative dice upgrades. The player also adds relevant modifiers like [[Attributes and Skills#Close Combat|Close Combat]] or [[Specialization]]. If any of the dice involved in a damage roll yield the maximum value that dice can roll a [[Wounds|Wound]] will be applied to the target as along as any damage gets through the Target's armor.
>[!info]
>Since John successfully hit Tom with his short sword he rolls a d6 for damage and then adds his [[Close Combat]] skill of +5. The dice rolled a 4 so his total is a 9.
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Rolling to hit consists of rolling a d20 and adding the relevant bonuses (likely [[Close Combat]] or [[Ranged Combat]]) as well as subtracting any penalties (from terrain or Actions taken by the Target) the total value is compared to the Weapon's DC which is based on the distance to the target.
>[!info}]
>**Example**:
>John is rolling to hit Tom.
>John grabs a d20 and rolls a 12 to hit with his short sword. Since he has a +5 to [[Close Combat]]. However, Tom used the [[Full Defense (A 2)]] Action which adds a -5 penalty to the Attack roll resulting in a value of 12. Which beats the DC of 10 for a short sword from 5 feet away so John misses his attack.
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Before Damage reaches the Target it has to get through the Target's Armor. Armor has a Defense Value which gets subtracted from the base damage of the attack. If the resultant value is negative no damage is dealt to the Target but, if there is still a positive value that damage gets dealt to the Target and the Target's Armor Value decreases by 1.
>[!info]
>Tom has leather armor which has an Armor Value of 3. Subtracting John's damage roll of 9 from that Armor Value gives a damage of 6 and Tom's armor loses 1 point of Armor Value.
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A Combat Round is approximately 5 seconds long in the game world. During a single Combat Round, each participant gets an allotment of Action Points (AP) to use on or around their turn. The basic allotment is 2 AP per Combat Round. Players get additional AP equal to their [[Reaction]] score as long as that score is above 0. A player can not start a Combat Round with less than 2 AP.
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---
meta: true
---
- [ ] Team Mechanics
- [ ] Action options to encourage team work
- [ ] Large scale conflicts
- [ ] Represent groups of troops rather than individuals
- [ ] Mounted combat
- [ ] Cars
- [ ] Horses
- [ ] Boats
- [ ] Planes
- [ ] Space stuffdcfv
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![[Combat Process]]
![[Initiative]]
![[Combat Round]]
![[Weapon Characteristics]]
![[Armor Characteristics]]
![[Barriers]]
![[Enemy Groups]]
![[Environment and Visibility]]
![[Damage]]
![[Healing]]
![[Large Scale Conflict]]
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Aggravated damage is dealt whenever the largest dice is a d8 or larger and there isn't a 1 on any of the dice.
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![[Ballistic|Ballistic]]
![[Bludgeoning|Bludgeoning]]
![[Piercing|Piercing]]
![[Slashing|Slashing]]
![[Acid]]
![[Cold]]
![[Electric]]
![[Fire]]
![[Poison]]
![[Force]]
![[Necrotic]]
![[Radiant]]
![[Thunder]]
![[Void]]
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Damage comes in two flavors Aggravated and Superficial. When a character's total received damage is equal to or greater than their max health they go Down. If they remain down for one full round of combat (5 seconds in game time) the character dies. If a character has Aggravated Damage greater than or equal to their max health they die with no chance of being picked up.
![[Superficial Damage]]
![[Aggravated Damage]]
![[Damage Types|Damage Types]]
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Superficial damage is dealt whenever a damage roll includes a 1 or the largest damage dice is a d6 or smaller.
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[[Aggravated Damage]] requires medical care and a [[Version 1/Notes/3 Skills/Skills/Medicine]] check to heal. To heal damage for different health thresholds requires different Medicine DCs as seen in the table below:
| Health Threshold | Medicine DC |
| ---------------- | ----------- |
| Above 75% | 10 |
| 75% to 50% | 15 |
| 50% to 25% | 22 |
| Below 35% | 30 |
If the Medicine Check is successful the character can convert a number of Aggravated damage to Superficial damage using the same healing rules as healing Superficial damage.
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[[Superficial Damage]] can be healed with rest. While resting for a full 8 hours a character can roll a dice to determine how much health they can heal. The size of the dice is determined by the character's [[Body]] Attribute as seen in the table below. The player can roll a number of dice equal to half their [[Stamina]] score rounded up. You can always roll a minimum of 1 die.
| Body Range | Dice |
| ---------- | ---- |
| -10 to -7 | d4 |
| -6 to -3 | d6 |
| -2 to +2 | d8 |
| +3 to +6 | 10 |
| +7 to +10 | d12 |
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![[Healing Superficial Damage]]
![[Healing Aggravated Damage]]
![[Healing Wounds]]
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At the start of Combat, each participant makes an Initiative Check to determine the order of characters in Combat. An Initiative Check is a d20 + [[Reaction]]. The highest value goes first the other characters follow in descending order. In case of a tie compare (in order) [[Reaction]], [[Version 1/Notes/2 Attributes/2 Mental/Memory]], Coin Flip. If at any point in this comparison you find that a character has one value higher than the other character they go first. If you make it to coin flip the winner goes first.
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![[Troops]]
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Troops have Talent, Discipline, and Moral stats which represent [[Physical Attributes|Physical]], [[Mental Attributes|Mental]], and [[Spiritual Attributes|Spiritual]] attributes respectively