| · DV8 [21-01-2008 / 11:28:26] |
| |
|
Within the game all forms of combat (hand-to-hand combat, ranged combat, magical combat, vehicle combat, matrix combat or astral combat) are all resolved through the combat sequence described below. The reason it's up here because people need to be damned familiar with it in order to fully realise all of the available options, and so they know when they can do what.
Turn Sequence
- ALL DICE POOLS REFRESH
- DETERMINE INITIATIVE
- CHARACTERS TAKE ACTIONS IN THEIR COMBAT PHASE
- Declare Actions
- Resolve Actions
- Declare and Resolve Actions of Remaining Characters
- Calculate the Next Initiative Pass
- BEGIN A NEW COMBAT TURN
Resolving Ranged Combat
- Determine Range
- Apply Situational Modifiers
- Make Attacker's Success Test
- Resolve Dodge Test
- Resolve Target Damage Resistance Test
- Determine the Outcome - Stage Damage
- Apply Damage
Resolving Melee Combat
- Make Attacker's Success Test
- Make Defender's Success Test
- Compare Successes
- Determine Damage - Stage Damage
- Resist Damage
|
| · DV8 [21-01-2008 / 11:28:26] |
| |
|
Damage Resistance Test When taking damage a character uses his or her body dice to resist against the power of the attack. It's very important to remember that the power of the attack, or rather, the target number of the damage resistance test is not does not suffer the modifiers for wounds that the resisting character may already have suffered.
Staging Damage Because staging happens at different points in the sequence, depending on whether it's ranged or melee combat that's being resolved, one needs to pay close attention to staging damage. The effects of staging under the official Combat Sequence as described above, and a possible houserule are also discussed in the Stage Damage section.
Apply situational modifiers There's a lot of different situational modifiers, so make sure you apply all of them before reaching your final target number. A few important ones are visibility modifiers, injury modifiers and movement modifiers.
|