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Scariks 40k Rules Combat
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[[Scariks_40k_Rules | Back to Index]] '''''These are currently undergoing some discussion, particularly the Armor rules.''''' ==Damage== Zealous Hatred (ie Righteous Fury) isn't caused by a 10 on the damage dice but by doubles on the attack roll dice. If the doubles are a miss then your weapon Jams/Overheats/etc. Due to the modified system for wounding a ZH hit that does any damage inflicts a Wound. A ZH hit that does no damage inflicts an Injury. ZH hit reduced to zero damage by a Wound or Injuries inflicts an Injury in addition to whatever was used to reduce the damage just as if the hit had done no damage naturally. ==Stamina, Injury and Wounds== Wounds are now called Stamina since they don't represent actual harm. You do not subtract your TB from the damage roll. Stamina recovers automatically at the end of combat. Characters' starting wounds are reduced by half. You may take an Injury when damaged, reduce the damage by your TB. Injuries up to 1/4th of your TB have no effect, up to 1/2 TB you get a -2 to all Tests, up to 3/4 the penalty is -5 and more than 3/4TB Injuries is -10 to all Tests. Round down in all instances. You can try to heal them after a day, the base Difficulty is Ordinary (+0) but that is increases due to activity. You may take a number of Injuries up to your TB, after that you may not elect to take more and must instead use wounds. You may instead take a Wound, this reduces the damage to 0. Every Wound taken inflicts a level of Fatigue. Once you have Wounds equal to half your TB further Wounds Stun you for one round. Severity of these wounds is increased by 1 level. If the damage negated was more than your maximum Stamina then the severity is increased 1 level. You may only have Wounds up to your TB, exceeding that means death unless you burn Infamy. If you do burn Infamy you lose a limb or organ and need it to be replaced. Healing is a Toughness Test (which includes the penalty from being Injured or Wounded) One Injury per DoS or 1 Wound per 2 DoS is healed. Failure means no healing, crit failure (failing with doubles) means you get another Injury/Wound. This can kill you. Stamina is regained as soon as combat ends but may also be regained during a fight by making a Toughness Test as a Full action. You regain 1 Stamina per DoS on the roll. ==Armor and Penetration== When you hit with a weapon add the net DoS of the attack to the Pen and then compare that total to the target's armor. Pen < AP = no AP reduction Pen > half AP = AP halved Pen > AP = AP negated ==Fields== Powerfields are potent devices capable of withstanding devastating hits. The RAW rules are exceedingly random so all fields will be moddified to function more like Void Shields on starships. Each field will have a Threshold and a Rating. Any hit that deals more damage than the Threshold lowers the current rating of the field by 1 and the hit is completely defeated. Any hit that does less damage than the field is ignored. Regardless of whether a hit reduces the field's rating it must check for overload. If the field overloads it's rating is immediately reduced to 0 though the overloading hit is negated as normal. A field with a zero Rating has failed entirely and provides no protection. In melee combat fields can sometimes be bypassed by lucky or cunning fighters who take advantage of the fact that fields provide no protection against slow moving objects or projectiles. Any melee (or some special ranged attacks using devices meant for just this purpose) that scores net DoS greater than the ''maximum'' Rating of the field bypasses it entirely, do not check for overload or reduce the Rating.
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