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Previous Section: [[07 🟡 Diseases]]
# Combat Process
## Determine Initiative
At the start of Combat all participants roll Initiative to determine turn order as specified in the [[02 🔵 Initiative|Initiative]] section.
## Decide which Actions to take
During combat characters take actions using AP. Information about actions and AP can be found in the [[03 🔵 Actions|Actions]] section.
## Attacking
### Roll to Hit
To determine if an attack hits roll a d20 and add Agility and the relevant skill which will most likely by [[02 🔵 Skill Descriptions#Dueling|Dueling]] or [[02 🔵 Skill Descriptions#Marksmanship|Marksmanship]]. Then subtract any penalties from terrain, weapon bonuses, or Actions taken by other creatures. The result is compared against the EV of the target. If the result is equal to or greater than the EV of the target the attack hits. If the result is lower than the EV the attack misses.
When you roll a d20 during an attack roll and the result on the die is a 20 you have scored a critical hit. When you roll a critical hit you automatically hit your target and treat all of your damage dice as if they rolled the maximum value. If your dice can explode they do so.
#### Ranged Attacks
All ranged weapon types have a table of DV targets based on the range to the target. When making a ranged attack compare the attack roll to the value on this table to determine if the attack hits instead of the target's EV.
### Roll for Damage
Once a hit has landed the player rolls for damage based on the weapon they are using and any relevant upgrades. If any dice roll the maximum value and the player has proficiency with the weapon that dice explodes and can be rolled again. Rolling a max on a dice also means that the target may receive a wound.
#### Determine Base Damage
Base damage is indicated by the weapon type and any dice upgrades that have been unlocked for the weapon as well as the relevant Skill. If the character has proficiency with the weapon they also add their Strength to the base damage.
#### Additional Damage
Additional damage is indicated in the description of the weapon. This damage is not used when determining if the damage gets through the targets armor but may have other effects based on the damage type and the materials of the targets armor. Additional damage dice can also explode following the same rules as base damage dice but they can not be upgraded.
#### Improvised Weapons
Improvised weapons are items that were not intended to be used as a weapon but can be if needed. When making attacks with these weapons the character has disadvantage on their [[04 🔵 Types of Checks#Attack Rolls|Attack Roll]]. The damage dealt by this weapon is the same as the most similar existing weapon possible. Any upgrades to that weapon type do not apply to the improvised weapon.
#### Unarmed Attacks
Unarmed attacks are attacks when the player does not have a weapon. When determining if the attack hit use Agility + Brawling. These attacks deal damage equal to the character's Brawling skill.
### Soak Damage
Before damage is dealt to the target it has to get through the target's armor. Armor has an Armor Value (AV) which gets subtracted from the base damage of the attack. If the base damage is more than the AV the target receives damage equal to the difference. If the AV is larger than the base damage none of the base damage gets through the armor.
### Apply Damage
If base damage gets through to the target, the target's AV decreases by one. If any maximum values were rolled the target will receive a wound. Targets can only receive one wound per attack. All damage that gets through the target's armor is dealt to their health as superficial or aggravated damage.
If a weapon deals additional damage that damage gets resolved separately from the base damage according to the properties of the armor materials and the damage type.
# Next Section
[[03 🔵 Barriers and Cover]]
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Previous Section: [[02 🔵 Combat Process]]
# Barriers and Cover
## The Golden Rules of Cover
To be in cover you must be fully behind something that could stop an attack.
If they have line of sight on you, you aren't in cover.
There is no "partial" cover. It can either stop an attack or it can't.
## Cover Health
Cover health is determined by the material and its thickness as defined in the [[05 🟡 Materials|Materials]] section. Cover absorbs all of the damage that is dealt to it until the cover has no health remaining. Some materials can only be damaged by specific damage types or types of attacks. For example, steel cannot be damaged by unarmed attacks.
## Shields
Equipping a shield requires a [[03 🔵 Actions#Ready Weapon (I)|Ready Weapon]] action. While wielding a shield in one or two hands those hands can not be used to do anything else. A shield is a movable source of cover, and while you wield a shield with health remaining you can use the shield to take the [[03 🔵 Actions#Take Cover (I)|Take Cover]] action.
### Human Shields
If you are already the attacker in a grapple, you can use the grappled creature to take the [[03 🔵 Actions#Take Cover (I)|Take Cover]] action if you are not already wielding a shield. Since human shields tend to move you can't use them to block an attack made using the [[03 🔵 Actions#Call a Shot (I)|Call a Shot]] action. A human shield takes damage normally as defined in the [[02 🔵 Combat Process|Combat Process]] section. A human shield that dies while you are using them as a shield automatically becomes a shield with health equal to their Body score.
# Next Section
[[04 🔵 Large Scale Conflicts]]
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Previous Section: [[03 🔵 Barriers and Cover]]
# Large Scale Conflicts
Sometimes the characters aren't directly involved with combat but are instead organizing and leading large groups of people.
## Troops
When characters are organizing soldiers but not directly fighting use these rules for Troop combat. Troops are defined as a group with Talent, Discipline, and Morale stats. Each of these directly correlates to Physical, Mental, and Spiritual attributes.
### Size
The size of a Troop should normally be represented by a number of squares on a battle map. Small troops take up 2-4 squares while giant troops can take up to 81 squares. Unlike single creatures troops can rearrange their shape meaning that they don't have to be a perfect square, they can form a line to cover more ground, or bunch up to make movement more difficult for enemies.
### Movement
Troops can move distance equal to their Talent + Morale stats. Troops should move as a whole and individual squares should not separate from the rest of the troop. When rearranging the shape of the troop individual squares move at the same speed as the whole troop but must remain connected after their movement.
#### Moving through Troops
The movement cost of moving through a troop is equal to the stationary troop's Talent + Morale per square moved.
### Combat
Troops either deal exclusively melee or exclusively ranged damage.
#### Melee Troops
When opposing troops collide they do attack each other. Both sides roll a number of d10s equal to the number of squares that they occupy that are next to an enemy and then add the troop's Talent + Discipline + Morale to each roll. The difference in the total value of all of the rolls is dealt as damage to the side that rolled lower. This damage can be spread across all three stats as desired by the player controlling the troop.
#### Ranged Troops
When ranged troops attack other troops they can roll a number of d10s equal to the total size of the group rather than being limited by the squares that are touching enemies. However, any ranged troops that are next to enemy melee troops can't attack.
# Next Section
[[02 🔵 Social Encounters|02 🔵 Social Encounters]]