*Any roll of 10 or greater than your effective skill is a critical failure:
16 on a skill of 6, 15 on a skill of 5, and so on
All Attacks
Attack roll using your chosen attack’s effective skill:
Effective Skill = Base Weapon -or- Attack Skill + Any Modifiers
Effective Skill Modifiers on Attacks:
Base Weapon/Attack Skill
Accuracy (if Aim action taken prior to attack, Ranged Attacks)
Evaluate (if Evaluate action taken prior to attack, Melee Attacks)
Range/Speed (Distance to target
Circumstantial
Close Combat describes situations where you share a space with your opponent.
Unarmed Combat covers the special rules for attacking without using a weapon.
Grappling covers the rules used by wrestlers and judo fighters.
Melee Attacks are attacks made against adjacent opponents with weapons.
Ranged Attack are attacks made with projectiles.
Striking at Weapons covers the specific rules regarding attacking your opponents weapons.
These skills allow you to attack with your own body or specialized "fist loads".
Boxing: Specialized punching; provides damage bonuses at high skill.
Brawling: "Unscientific" combat including punches, kicks, bites, and headbutts.
Judo: Focuses on throws and grapples; can be used for most combat DX rolls.
Karate: Highly trained striking (represents any martial arts training) with damage bonuses.
Sumo Wrestling: Used for grapples, slams, shoves, and takedowns.
Wrestling: Used for grapples, takedowns, and pins.
Skills used for projectile or thrown weapon attacks.
Beam Weapons: High-tech directed energy weapons (pistols, rifles).
Blowpipe: Using a tube to fire darts.
Bow: Short bows, longbows, and composite bows.
Crossbow: Mechanical bows including prodds and ballistae.
Gunner: Operating heavy vehicle-mounted or tripod-mounted weapons.
Guns: All firearms (pistols, rifles, shotguns, SMGs).
Innate Attack: Used for natural "powers" like breath weapons or energy bolts.
Lasso: Used to entangle a target from a distance.
Liquid Projector: Using flamethrowers or squirt guns.
Net: Throwing a weighted net to entangle.
Sling: Hand slings and staff slings.
Throwing: Accuracy with generic objects (stones, grenades).
Thrown Weapon: Specialized throwing (Axe, Knife, Spear, Harpoon, etc.).
These skills cover muscle-powered weapons used in close combat.
Axe/Mace: One-handed impact weapons (axes, maces, picks).
Broadsword: One-handed swords (2-3 feet long).
Flail: Flexible impact weapons (nunchaku, morningstars).
Force Sword: High-tech "energy" swords.
Force Whip: High-tech flexible energy weapons.
Garrote: Used for strangulation attacks from behind.
Jitte/Sai: Specialized defensive and "catching" weapons.
Knife: All small blades.
Kusari: Weighted chains or "manriki-gusari".
Lance: Used for charging attacks while mounted.
Main-Gauche: Using a knife or parrying dagger in the off-hand.
Monowire Whip: Ultra-tech single-molecule cutting wire.
Polearm: Heavy two-handed weapons with reach (halberds, glaives).
Rapier: Fencing blades optimized for the thrust.
Saber: Light cutting and thrusting fencing swords.
Shield: Used to strike (Slam) or bash with a shield.
Shortsword: One-handed swords (1-2 feet long).
Smallsword: Lightweight, thrusting fencing swords.
Spear: Thrusting pole weapons (can also be thrown).
Staff: Quarterstaffs or long sticks.
Two-Handed Axe/Mace: Heavy two-handed impact weapons.
Two-Handed Flail: Large flexible impact weapons.
Two-Handed Sword: Large swords requiring two hands (claymores, greatswords).
Whip: Standard flexible leather whips.
While not "attacks" themselves, these are vital for offensive utility.
Fast-Draw: Instantly readying a weapon to attack on the same turn.
Feint: A specialized "attack" to penalize an opponent's defense.
Attacks that rely on your physical strength will almost always refer to this table for the amount of damage dealt.
Weapons also refer to this table for their damage numbers, providing modifiers for the effectiveness of the weapon.
Any attack against a much larger or smaller target will also have a modifier to hit.
If a Size Modifier isn't listed on the character or monster's stat sheet use the following table to determine the modifier.
Additionally, hitting a moving target can be very difficult, the Speed portion of the below table indicates the penalty to hit a target based on it's speed.
The penalties for hitting a target at range as described in the table below apply to any attack made with any weapon or power a character or creature may have.
A weapons stat block will have an entry for range:
1/2D - This is the range up to which your weapon deals full damage, after this distance the attack deals ½ it’s normal damage
Max - This is the maximum effective range of an attack, after which it deal no damage
For example: 1/2D 10, Max 100, indicating that attacks up to 10 yards deal full damage, past 10 yards the attack deals 1/2 damage, and that the maximum range is 100.
Note that range, size, and speed penalties to hit also effect these attacks.
Any damage left over after subtracting DR from basic damage is “penetrating damage.” If there is any penetrating damage, multiply it by the attack’s “wounding modifier.” This is a multiplier that depends on damage type:
Almost all Physical attacks will fall into one of these five damage types:
Crushing
Wounding Multiplier x 1
Attacks that deal blunt damage: Maces, Hammers, Unarmed Attack and most collision and fall damage results.
Cutting
Wounding Multiplier x 1.5
Attacks that deal damage by slicing open their target with sharp edges: Swords, Axes, and Shuriken.
Impaling
Wounding Multiplier x 2
Attacks that deal damage by thrusting a decent sized object into their target: Spears, Bows, and Crossbow.
Small Piercing
Wounding Multiplier x 0.5
Attacks that create very small holes in their target: A Blowpipe Dart
Piercing
Wounding Multiplier x 1
Attacks the create small holes in their target: Sling Stones
All Energy attacks and Exotic attacks that don't fall into any of the physical categories will have a x1 Wounding Multiplier.
Burning (burn)
Damage from extreme temperatures (heat and fire) or raw energy (lightning). It represents the charring of matter.
Side Effect: May ignite flammable clothing or gear.
Corrosion (cor): Damage from acid, magical rot, or rust. It dissolves the target. Special Rule: For every 5 points of basic damage, it permanently reduces the target's DR by 1 (Natural Armour heals at the same rate as the victims HP).
Fatigue (fat): Cold attacks and attacks that don't cause physical wounds but exhaust the spirit and body. This damage is subtracted from Fatigue Points (FP) instead of HP. If FP hits 0, the target collapses.
Toxic (tox): Internal damage from poisons, venoms, or magical plagues. It represents biological or spiritual corruption.
Special Rule: Does not affect "Unliving" objects like doors or golems.
Null (nul): Attacks that cause a nullification of the magical energy in their victim. This damage is subtracted from the Mana Pool (MP). It represents the literal erasure of magic, venting of magical potential into the environment, or shunting it back into the aethereal realm.
The damage after this multiplier determines the injury: the HP lost by the target. Round fractions down, but the minimum injury is 1 HP for any attack that penetrates DR at all.
Reduce the victim’s current HP total by the injury sustained.
Example: Filthy Pierre is struck by an axe, which does cutting damage. His attacker’s basic damage roll is 7, but Pierre is wearing DR 2 leather armor, so he suffers 5 points of penetrating damage. Multiplying by 1.5 for cutting damage, Pierre ends up losing 7.5 HP, which rounds to 7 HP – a nasty wound!
Where you were hit may further affect the wounding modifier; see Hit Location. The rules above assume a hit to the torso or face.
When you strike at an enemy, you can usually choose what part of his body to attack. Some body parts, or “hit locations,” are harder than others to hit in a fight; some are more (or less) vulnerable to specific damage types. There are a few exceptions: • Completely unaimed attacks – Wild Swings, stabs in the dark, grenade fragments, etc. – cannot deliberately target a hit location. Use Random Hit Location instead.
• Attacks that cover a large area –such as an avalanche or a cone of dragon fire – make hit location irrelevant. See Large-Area Injury.
• Fatigue damage always ignores hit location.
"Called Shots"
Where to hit a foe depends on many things – your skill, your foe’s armor, and whether you want to kill him! A humanoid target has the locations listed below (see the hit location tables on pp. 552-554 for non-humanoids). Each location gives the penalty to attack rolls to hit that location (in parentheses), followed by any special damage effects.
Torso (0): The chest and abdomen.
No penalty to hit, and no effect on damage. This is the default target for attacks: if you don’t specify a hit location, you are attacking the torso.
Vitals (-3): The heart or lungs (from the front) or the kidneys (from behind).
Certain attacks can target the vitals for increased damage. Increase the wounding modifier for an impaling or any piercing attack to *3. Increase the wounding modifier for a tight-beam burning attack (see box) to *2. Other attacks cannot target the vitals.
Skull (-7): The part of the head that houses the brain.
The skull gets an extra DR 2, the wounding modifier for all attacks increases to *4, knockdown rolls are at -10, and critical hits use the Critical Head Blow Table.
Exception: None of these effects apply to toxic damage.
Eye (-9): Small squishy weak points found in most humanoids.
Impaling, piercing, and tight-beam burning attacks can specifically target the eye. Injury over HP/10 blinds the eye; otherwise, treat as a skull hit without the extra DR 2! (As with skull hits, toxic damage has no special effect.)
Face (-5): The jaw, cheeks, nose, and ears.
Many helmets have an open face, allowing this attack to ignore armor DR! Knockdown rolls are at -5, and critical hits use the Critical Head Blow Table. Corrosion damage (only) gets a *1.5 wounding modifier . . . and if it inflicts a major wound, it also blinds one eye (both eyes on damage greater than full HP).
Neck (-5): The neck and throat.
Increase the wounding multiplier of crushing and corrosion attacks to *1.5, and that of cutting damage to *2. The GM may rule that anyone killed by a cutting blow to the neck is decapitated!
Groin (-3): The lower torso.
Jackets and light armor don’t always cover this area. Treat as a torso hit, except that human males (and the males of similar species) suffer double the usual shock from crushing damage (to a maximum of -8), and get -5 to knockdown rolls.
Arm or Leg (-2): Limbs of any kind reall.
A good way to disable without killing! Against a living target, reduce the wounding multiplier of large piercing, huge piercing, and impaling damage to *1. Any major wound (loss of over 1/2 HP from one blow) cripples the limb – but damage beyond the minimum required to inflict a crippling injury is lost.
Note: The penalty to hit an arm with a shield is -4.
Hands or Feet (-4): The complex and often delecate bits at the end of a limb.
As for an arm or leg, but damage over 1/3 HP in one blow inflicts a crippling major wound (excess damage is still lost). This gives you a chance to cripple the foe with little real damage. However, your foe might just switch hands (or hop) and finish you off!
Note: The penalty to hit a hand holding a shield is -8.
Weapon (varies): The place to strike if you need to take the foe unharmed, if you have to disarm a friend, or if you just want to show off. See Striking at Weapons.
Halve hit location penalties (round up) if you are grappling a body part – it’s easier to grab a body part than to strike it.
This does not apply to grabbing a weapon!
Random Hit Location
You never have to target a hit location – you can always just strike at “whatever target presents itself.” To do so, attack with no modifier for hit location. If you hit, and your foe fails to defend, roll 3d on the appropriate hit location table to find out where the blow fell; see Hit Location Tables. The GM decides what table to use for non-humanoids.
Use random hit location for a Wild Swing, shooting blind, suppression fire, fragmentation damage, and any other situation where the GM feels targeting a location is unrealistic.
If a random attack comes from directly above, treat “feet” as “hands” and “legs” as “arms.”
Notes:
[1] An attack that misses by 1 hits the torso instead.
[2] Only impaling, piercing, and tight-beam burning attacks can target the eye – and only from the front or sides. Injury over HP/10 blinds the eye. Otherwise, treat as skull, but without the extra DR!
[3] The skull gets an extra DR 2. Wounding modifier is *4. Knockdown rolls are at -10. Critical hits use the Critical Head Blow Table.
Exception: These special effects do not apply to toxic damage.
[4] Jaw, cheeks, nose, ears, etc. If the target has an open-faced helmet, ignore its DR. Knockdown rolls are at -5. Critical hits use the Critical Head Blow Table. Corrosion damage gets a *1.5 wounding modifier, and if it inflicts a major wound, it also blinds one eye (both eyes on damage over full HP). Random attacks from behind hit the skull instead.
[5] Limb. Reduce the wounding multiplier of large piercing, huge piercing, and impaling damage to *1. Any major wound (loss of over 1/2 HP from one blow) cripples the limb. Damage beyond that threshold is lost.
[6] If holding a shield, double the penalty to hit: -4 for shield arm, -8 for shield hand.
[7] Human males and the males of similar species suffer double shock from crushing damage, and get -5 to knockdown rolls. Otherwise, treat as a torso hit.
[8] Extremity. Treat as a limb, except that damage over 1/3 HP in one blow inflicts a crippling major wound. Excess damage is still lost.
[9] If rolling randomly, roll 1d: 1-3 is right, 4-6 is left.
[10] Neck and throat. Increase the wounding multiplier of crushing and corrosion attacks to *1.5, and that of cutting damage to *2. At the GM’s option, anyone killed by a cutting blow to the neck is decapitated!
[11] Heart, lungs, kidneys, etc. Increase the wounding modifier for an impaling or any piercing attack to *3. Increase the wounding modifier for a tight-beam burning attack to *2. Other attacks cannot target the vitals.
The Injury Tolerance advantage can alter the effects of hit location.
Diffuse or Homogenous: Ignore all knockdown or wounding modifiers for hit location. (Eyes and limbs can still be crippled.) All injuries use the wounding modifiers from Injury to Unliving, Homogenous, and Diffuse Targets.
No Brain: Hits to the skull get no extra knockdown or wounding modifier. Hits to the eye can cripple the eye; otherwise, treat them as face hits, not skull hits.
No Eyes, No Head, or No Neck: You lack the hit location(s) in question, and your foes cannot target it.
No Vitals: Hits to the vitals or groin have the same effect as torso hits.
Unliving: Hit location has its usual effect, save that piercing and impaling damage to any location other than the eye, skull, or vitals uses the wounding modifiers from Injury to Unliving, Homogenous, and Diffuse Targets.
The Wounding Modifiers and Injury rules assume a human, animal, or other ordinary living being. Machines, corporeal undead, swarms, and other unusual entities are much less vulnerable to certain damage types:
Unliving: Machines and anyone with Injury Tolerance (Unliving), such as most corporeal undead and silver rankers, are less vulnerable to impaling and piercing damage. This gives impaling and huge piercing a wounding modifier of *1; large piercing, *1/2; piercing, *1/3; and small piercing, *1/5.
Homogenous: Things that lack vulnerable internal parts or mechanisms – such as uniformly solid or hollow objects (e.g., melee weapons, shields, and furniture), unpowered vehicles, trees, and walls – are even less vulnerable! This includes animated statues, blobs, and anything else with Injury Tolerance (Homogenous). Impaling and huge piercing have a wounding modifier of *1/2; large piercing, *1/3; piercing, *1/5; and small piercing, *1/10.
Diffuse: A target with Injury Tolerance (Diffuse) is even harder to damage! This includes swarms, air elementals, nets, etc. Impaling and piercing attacks (of any size) never do more than 1 HP of injury, regardless of penetrating damage! Other attacks can never do more than 2 HP of injury. Exception: Area-effect, cone, and explosion attacks cause normal injury.
Example: Edmund Zhang empties his 9mm machine pistol (2d+2 pi damage) at an approaching zombie. He hits three times. After subtracting the zombie’s DR 1, he scores 8 points of penetrating damage with the first bullet, 7 with the second, and 10 with the third. The zombie has Injury Tolerance (Unliving), so the usual x1 wounding modifier for piercing damage drops to x1/3. Rounding down, the three bullets inflict 2 HP, 2 HP, and 3 HP of injury. The zombie had 24 HP, so it has 17 HP left. Undaunted, it shambles forward. Edmund should have brought an axe or a flamethrower!
The rules for targeting creatures with more or less limbs than a typical Demi-Human or for targeting a vehicle can be found here.
Some attacks affect much or most of the victim’s body – for instance, dragon’s breath, a bomb blast, a huge fire, or immersion in an acid pit. In particular, any damage described as being “area effect” or “cone,” and any external explosion, inflicts large-area injury.
A melee attack from an attacker whose Size Modifier exceeds that of his target by seven or more is also a large-area injury – if the attacker is striking unarmed or with a weapon scaled to his body size. (If he wishes to target a hit location, his tiny victim must be pinned or otherwise immobile.)
Damage Resistance protects normally against large-area injury – but if your DR varies by location, your “effective DR” is the average of your torso DR and the DR of the least protected hit location exposed to the attack (which could still be your torso), rounding up. If your DR varies against different attacks, “least protected” refers to the location with the lowest DR against that particular type of attack. A location protected by cover or masked by the body does not count as “exposed to the attack.” Against an explosion or cone, only locations facing the blast or cone are exposed (e.g., if you’re turned away, your face and eyes aren’t exposed). For damage caused by immersion in a hazardous environment (e.g., fire or acid), only the immersed locations are exposed.
Against a true area effect, all locations are exposed.
Don’t modify large-area injury for hit location (that is, treat it as a torso hit) unless only one location is exposed. If a single limb (hand, arm, etc.) is exposed, damage in excess of that required to inflict a major wound is lost.
You may use a piercing, impaling, or tight-beam burning attack to target joints or weak points in a suit of armor, vehicle, etc.
Roll at -8 to hit a chink in the foe’s torso armor, or at -10 for any other location (face, eyes, vitals, arm, etc.), instead of using the usual hit location penalty. If you hit, halve DR. This is cumulative with any armor divisors.