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==='''HITTING'''=== Every character has a 'threat' value (like Reign's threat value for unworthy opponents, except extending now to PCs). Threat changes according to circumstance. Nb - When averaging, always round down *[[For Melee Combat:]] Threat = Average of body + Weapon skill (if in armour) '''OR''' (player's choice) Average of Coord + Weapon skill (if in non-bulky/no armour) *[[For Projectile combat:]] Threat = Average of Coord + Dodge *[[For Firearms:]] Threat = Body (you can't dodge bullets. Best to be far away from the firer (distance modifier) or in cover (cover modifier) Also note that cover modifiers also are accounted for here. Hiding behind a barrel offers a cover rating (say 7). If cover is great than Threat, use the better/higher number. Also note that Distance modifiers are also accounted for here, reflecting how far the target is from the aggressor. Long range has a distance modifier of 8. Medium range is 6. If distance is great than Threat, use the better/higher number. To hit in combat Every combatant rolls a dice pool as normal at the start of the round. If attacking, roll Coord + weapon skill. *Width 2 sets hit only if they are equal to or greater than the enemy's Threat. Eg. a 2x6 set will hit someone with a Threat of 6 or less. It won't hit the guy hiding behind the barrel (cover 7) *Width 3 or greater sets do NOT need to roll equal to or over Threat. They are sufficiently good enough to hit. (''Otherwise, threat is too good, and width greater than 3 sets are rare enough as it is. However, this changes when actively defending, as shown below.'') ALSO, hitting an opponent does '''NOT''' knock out one die from the opponent's set. (''the reason for this change is that i have changed the damage system. Width 2 hits now only do a little shock damage as they are just glancing blows. This may change with playtesting'').
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