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===Combat=== ====Initiative==== #'''Declaration Phase:''' Determine your actions, including multiple actions, or declaring Full Dodge. #'''Initiative Roll:''' Roll 1D per character, actions proceed in ascending order (1s go first, 2s go second, etc.). #'''First Action Segment:''' Resolve first action for each character in initiative order. #'''Subsequent Action Segements:''' Repeat for subsequent actions, until all declared actions are resolved. #'''End of combat round.''' ====Defenses==== Defenses are a static number. Normally, the Target Number (TN) of any ranged attack is simply based on the range, and any melee attack is based on the weapon employed. Characters have two choices during the Declaration phase of initiative in terms of defense: #'''No defense/not declared:''' The TN is modified by the character's appropriate static Defense score. #'''Full Dodge:''' The character declares that they will do nothing except defend themselves. The TN is modified by the character's static Dodge + 10. Static Defense are calculated as such, and should be noted on your character sheet: *''Brawling Parry'' = (Brawling Parry skill dice x3) + pips *''Dodge'' = (Dodge skill dice x3) + pips *''Melee Parry'' = (Melee Parry skill dice x3) + pips Example: A character with a Dodge skill of 5D+1 would have a static Dodge score of [(5x3)+1] = 16. ====Damage==== When you are hit, simply subtract the Soak roll (Strength + Armor) from the Damage roll. '''Damage Roll > Soak Roll by // Effect''' *0-3 . . . Stunned *4-8 . . . Wounded *9-12 . . . Incapacitated *13+ . . . Mortally Wounded The effects of each level of damage is: *''Stunned:'' You suffer -1D to all rolls (except Damage and Soak) for the rest of the round and for the next round. *''Wounded:'' You fall prone and cannot act for the rest of the round. You suffer -1D to all rolls (except Damage and Soak) until healed. If you are wounded twice, you become Severely Wounded. *''Severely Wounded:'' Same as Wounded, but you suffer a -2D penalty instead of -1D. If you are wounded again, you become Incapacitated. *''Incapacitated:'' You fall prone and are knocked unconscious. *''Mortally Wounded:'' You fall prone and are knocked unconscious. Roll 2D every round; if you roll a number less than the number of rounds you've been mortally wounded, you die. A First Aid roll of Moderate difficulty with a Medpac can stabilize a Mortally Wounded character, negating the need to roll 2D every round. ====Scaling==== When fighting in the same scale, no modifiers are factored in. When fighting out of scale, the following modifiers come into play. When dealing damage to a smaller target or resisting damage inflicted by it, the larger adds the difference in modifiers to their die rolls (or the noted static defense bonus). Smaller scaled targets attempting to dodge attacks from -- or attempt to attack -- a larger opponent add the different to their defense and attack rolls. '''Scale // Modifier''' *Character . . . None *Speeder . . . +2D / +6 to Dodge *Walker . . . +4D / +12 to Dodge *Starfighter . . . +6D / +18 to Dodge *Capital Ship . . . +12D / +36 to Dodge *Planetary . . . +24D / +72 to Dodge ====Mooks==== Certain enemies may be classed as Minions or Henchmen: *Minions are defeated on any successful hit. *Henchmen are defeated whenever they would normally be Wounded.
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