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Flamepunk: Combat and Conflict
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==Attack Rolls, Defences, Damage== The system for taking actions in combat is the same as in the [[Flamepunk: Basic Rules|basic rules]] with a few variations. ===Attack Rolls=== An attack roll in combat will vary in ''Hit Target'' according to what sort of attack is being made, and the level of training of the attacker. A basic unarmed attack made by an untrained attacker has a hit target of ''5 or 6''. For other attacks, consult the appropriate trait sections: '''((links here))'''. ===Defences=== Defence applies after the action roll, just as in the basic rules. A basic dodge made by an untrained combatant is a reflexive action that costs 1 action dice, and has the effect of removing 1 dice from the attackers rolled dice pool. For other defences, consult the appropriate trait sections: '''((links here))'''. Some trait and equipment abilities also affect the defence step with their own special rules. ===Damage=== Damage is usually equal to the ''success level'' of the attack roll. For example, an unarmed attack with a success level of 3 deals 3 hit points of damage. Other factors may apply: * Some attacks (especially from weapons) have special effects that increase the damage on a successful hit. The most common effects will be ''"if this attack hits, add +X to the magnitude"'', but there are many different special effects depending on the attack. * Some effects (most notably armor) will affect the damage of hits against you. The most common effect will be to reduce the magnitude of hits against you, but there are numerous different special effects with different abilities and equipment. Damage is applied directly to the receiving character's wound points. When a character is reduced to 0 Wounds, he has been taken out of action. Usually this means death, but the GM can alter this according to dramatic circumstances. For a more detailed look at physical damage and optional rules for more complex and gritty trauma rules, [[Flamepunk: Expanded Damage Rules|click here]] <br><br>
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