Editing 18thCenturyMage/Alternate Combat Rules

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In this conversion, weapons do not add their Damage rating to a character's dice pool when making an attack. All other factors in calculating the attack dice pool, including aiming, range and cover, occur as usual. If any successes are scored, then the target takes a number of health points of damage equal to successes on the attack roll plus the weapon's Damage rating.
 
In this conversion, weapons do not add their Damage rating to a character's dice pool when making an attack. All other factors in calculating the attack dice pool, including aiming, range and cover, occur as usual. If any successes are scored, then the target takes a number of health points of damage equal to successes on the attack roll plus the weapon's Damage rating.
  
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''For example, a British soldier fires on a mercenary with a musket, a weapon with a Damage rating of 2L. His attack pool is 7 dice (3 Dex + 3 Firearms + 1 for Aim) and he rolls 2 successes. The mercenary takes 4 health points of Lethal damage (2 from successes and 2 from the Damage rating).''
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''For example, a British soldier fires on a mercenary with a musket, a weapon with a Damage rating of 2L. His attack pool is 7 dice (3 Dex + 3 Firearms + 1 for Aim) and he rolls 2 successes. The mercenary takes 4 health points of Lethal damage (3 from successes and 2 from the Damage rating).''
  
 
Wearing physical armour gives a character an Armour rating. This rating does not penalise an attacker's dice pool; instead, each point of Armour subtracts one from the total damage taken. This can reduce the total damage taken down to zero.
 
Wearing physical armour gives a character an Armour rating. This rating does not penalise an attacker's dice pool; instead, each point of Armour subtracts one from the total damage taken. This can reduce the total damage taken down to zero.

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