Difference between revisions of "Combat"
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==Resolving Attacks== | ==Resolving Attacks== | ||
− | A successful attack lands a hit equivalent to its shift value on a target. If the target is wearing armour, or the user is using a weapon (or both), the armour value first gets deducted from the shift value + the weapon's shift value. That's the | + | A successful attack lands a hit equivalent to its shift value on a target. If the target is wearing armour, or the user is using a weapon (or both), the armour value first gets deducted from the shift value + the weapon's shift value. That's the basis, the type of damage and the type of Armour can have an influence: |
==Damage Types== | ==Damage Types== |
Revision as of 18:40, 12 February 2015
Combat, a very specific part of Conflict Resolution, requires a bit of an expansion, due to the style and tone of Excommunicatis.
The rules work the same as in the basic Fate Rules, though the Conflict Environment may have some extra influence, until we get to the Resolving Attacks part. Here the rules diverge.
Contents
Resolving Attacks
A successful attack lands a hit equivalent to its shift value on a target. If the target is wearing armour, or the user is using a weapon (or both), the armour value first gets deducted from the shift value + the weapon's shift value. That's the basis, the type of damage and the type of Armour can have an influence:
Damage Types
Most damage is counted as normal damage. Armour works to prevent that type of damage. Subtract the armour from the shift value of the weapon + shift value of the hit. The leftover is the amount of stress dealt.
Piercing damage
Piercing damage, or "Armour-penetrating" damage has a rating. If the rating is as high or higher as the armour, ignore the armour. If it's lower, subtract the rating from the armour, then substract the armour from the shift value (piercing weapons allow you to bypass armour protection, not do more damage). Generally Piercing weapons generally do less damage than normal weapons of the same type, assume at least a shift less per AP rating (with exceptions of course, usually military weaponry like Sniper Rifles).
Impact Damage
Falling, explosions, and heavy blunt objects tend to do Impact damage. Generally its much harder to defend against this, due to the laws of physics. Most armour does not or has very limited protection against impact damage. Luckily doing impact damage means that the thing or person doing it has to be pretty close and tends to be very noticeable.
Other types of damage
Like Fire, Acid,... tend to have a rating, and unless the armour has a protective rating against that type of damage, they will do full damage regardless of your armour.
Weaknesses and Resistance
Certain creatures or targets tend to have a natural (or unnatural) resistance to certain types of damage (even normal) or weaknesses to others.
A weakness doubles the amount of unresisted (by armour) stress to the creature from that type of damage. On the other hand Resistance halves the amount of stress dealt of that type of damage. Some creatures even have immunity to a certain damage type (taking NO damage)...
Mixed damage types
Some weapons have a specific damage type, others have a rating (generally 1), usually because they swapped ammunition. This means the weapon has a mixed damage type, and this works a bit different with resistances.
If a creature has a resistance to one of the mixed damage types, but a weakness against either, it takes full damage (instead of half). If a creature has an immunity to one of the mixed damage types, but a weakness against the rating, it will take full damage from the rating, and no damage from the other type, immune creatures are FUCKING SCARY!