Step 1: Declare
The attacker declares an action from the Actions Table.
The defender also declares what method he is using to defend. A standard Defense Test (Reaction + Intuition) is free; for a price the defender can choose to Dodge, Parry, Block or go on Full Defense.
Step 2: Attack
The attacker rolls Combat Skill + Attribute +/- modifiers [Limit].
Apply appropiate wound, environmental, recoil, and situational modifiers to the attacker according to specific attack.
Step 3: Defend
Defending is a two-step process:
A. The defender rolls Reaction + Intuition +/- modifiers. Apply appropriate wound, environmental, and situational modifiers to the defender according to the specific attack. Compare the results to the hits of the attacker. If the attacker scores more hits than the defender, the attack hits the target. Note the net hits (the number of hits that exceed the defender's hits) and move on to the second step. If the result is a tie the attack is considered a grazing hit (below). If the defender scores more hits than the attacker, the attack misses and you're done rolling.
B. Add the attacker's net hits to the Damage Value of the weapon to determine the modified Damage Value. Apply the attack's Armor Penetration (AP) modifier (p. 169) to the defender's Armor to determine the modified Armor Value. Compare the modified Damage Value with the modified Armor Value to determine if damage will be Physical (modified DV is greater than or equal to the modified Armor Value) or Stun (modified DV is less than the modified Armor Value). As long as the modified Armor Value is positive, the defender rolls Body + modified Armor to resist damage. Otherwise the defender only rolls Body. Each hit scored reduces the modified Damage Value by 1. If the DV is reduced to 0 or less, the attack was stopped by the character's armor or thick hide, and no damage is inflicted.
Step 4: Apply Effect
Apply the remaining Damage Value to the target's Condition Monitor (see Damage, p. 169). Each point of DV equals 1 box of damage. Wound Modifiers (p. 169) may come into effect as a result of the damage. Characters may also need to check for knockdown (p. 194).
The additional effects of certain damage types (see Damage, p. 169) should also be determined here.
|If the result of the Opposed Test is a tie, the attack is considered a grazing hit. A grazing hit does not do any damage, but the attacker makes contact. This allows certain contact-only attacks (poisons, shock gloves, touch-only combat spells, etc.) to still do damage.|