Attacks rolls:
COMBAT SKILL + ATTRIBUTE +/- modifiers [LIMIT]
Defender rolls:
REACTION + INTUITION +/- modifiers
If the attacker rolls more Hits, the attack succeeds.
If the Defender rolls more Hits, the attack fails.
In the case of a tie, it is a GRAZING HIT.
No damage is done, but any contact
effects (such as poison) still apply
If the attack succeeds, add the net Hits from the roll to the
Damage Value of the weapon for Modified Damage Value.
(COMBAT SKILL + ATTRIBUTE +/- modifiers)] - (REACTION + INTUITION +/- modifiers) = MDV
MDV - (Armour - AP) = Damage
IF AP ≥ AV, then attacker = PHYSICAL, otherwise Stun.
DEFENCE Only standard (free) or Full Defence can be used to defend
against a Ranged attack.
FULL DEFENCE Take -10 to Initiative to add Willpower as a Bonus to your Defence Test pool.
PARRY If the character has a Melee weapon in their hand, they can add their relevant
Melee Weapon skill to their Reaction + Intuition test.
BLOCK If Unarmed a character can add their Unarmed Combat skill to their standard
defence test.
DODGE Roll Reaction + Intuition + Gymnastics as your Defence test.
Parry, Block and Dodge all reduce a character's Initiative by 5.