Combat
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). Piercing weapons generally do less damage than normal weapons of the same type, about a shift per 2 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 or 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, and a rating (generally 1) of some other damage type, 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!
Firearms
Handguns, rifles, cannons, machineguns... Basically anything that uses an explosive propellant to throw a projectile a certain direction, counts as a firearm, and the following rules will apply.
Firearms, ammo and reloading
Basic ammunition is normally "free", we assume the players brought enough, and a team shares, though long drawn out situations may allow the "Running out of ammunition" aspect or even a situation where the GM calls that you're out of ammo. A good rule of thumb is 4 failed Ammo-rolls (4 reloads).
Reload rolls
Each round you roll your weapon skill (shoot) against the Reload Target number. If you fail you're required to reload your weapon. Most magazine-based weapons won't take up much of your time, but together with the need to reacquire your target still take about a round. You can try to do it as a free action by rolling your reload roll. If you succeed you may fire that round but get +1 TN. Otherwise you fail to shoot that round (but have reloaded). Revolvers, internal magazines, ammo-boxes or belts take up about a round (on a successful skill roll, otherwise it will take another round, this may include swapping of the barrel.
Firearms and Range
If you fire at a target in range, normal TN applies. If your target number is out of range, you get +1TN per additional zone to the target.
Firearms and Accessories
Some accessories require "aligning" before being able to properly use them, to match up the aiming point with the accessory's aiming point. You can try to do a combat alignment, the GM will do a secret "Shoot" roll vs TN 4. On a success it will be aligned for this round, succeeding with style will align it as if it's been done in a shop. Failure will nullify the advantage and give you a +1TN until properly aligned or taken off (which you will only notice after firing).
Firearm firing mode
Single-shot
Pump-action, bolt-action, lever-action, revolver are all in the same category. You cannot do suppressing fire or focus fire with these types of weapons.
Semi-automatic
Semi-automatic allows suppressing fire A semi-automatic weapon can only suppress one target instead of an entire zone.
Burst-Fire
Burst-fire allows focus fire. It tends to be an optional toggle on automatic weapons. Firing in burst-fire mode lowers the Reload TN for that round by 1. If the weapon only fires burst-fire (and semi-automatic), this is already included in the stats.
Automatic
Allows suppressing fire and focus fire. If the automatic weapon is using a Box or a belt it does not suffer the +2 reload TN for focus fire or suppressing fire.
From the second consecutive round of firing at the same target and onwards you get a +1 to Shoot (non cumulative).
Special firearm attacks
Instead of a normal attack with your firearm, you can use one of these. Whether your gun can do these depends on its firing action (above).
Suppressing fire
You try to make all opponents in a zone keep their heads down, at the risk of getting it blown off. Choose a zone, every opponent in that zone, gets attacked (once, by you) if they do anything else but defend that round (though they can return suppressing fire). This causes your attacks on anyone in that zone, as well as theirs to be at +2TN. Your reload action for the round in which you use suppressing fire is at +2TN. If you're getting suppressed by multiple targets it stays at +2TN. Though people firing suppressing fire while getting suppressed all fire at +4TN.
Focus fire
You try to do as much damage as possible, by unloading your gun into your target. Focus fire only works at short range: the same zone or the zone next to you. Your reload action for that round is at +2TN unless you used burst fire (+1 TN). If you hit the target you get two free shifts of damage (one shift if you used burst-fire).
Throwing weapons
Throwing weapons (knives, grenades,...) use Athletics
Melee
Melee is an opposed roll. The winner adds the amount of shifts they have to their weapon's damage. Before you roll you must first compare your "style". There are 3 styles: "Reach" which beats "Speed", "Speed" which beats "Defence", and "Defence" which beats "Reach". Each round anyone planning to do melee, or in reach of someone planning to do melee will take one "Stance". You can change this each round, try to learn your opponent's favoured weapon and style. If your style beats your opponent you may replace 1 or more of your dice with a different coloured die according to your weapon's rating in that stance or style. If the rating of your weapon is 0, but you still beat him you get a free re-roll.
For the differently coloured die or dice count every + as + +.
Multiple weapons
Carrying a one-handed weapon without anything in the other hand gives you a +1 to your selected melee style for that round (up to a maximum of four, evidently). Carrying two one-handed weapons does nothing, and unless it's counted as an "off-hand weapon" or "shield" you have to pick the worst stat out of both for each individual stance. You can pick either of the ones for your damage that round though. A shield adds its bonus, an off-hand weapon gives you a very specific bonus. Carrying multiple fire-arms gets you no real advantage, but using two-handed weapons one-handed will give you an "Unbalanced" aspect.
Using a one-handed weapon with both hands (if possible), increases your damage by 1 shift BUT increases your speed penalty by 1 without giving you the defensive or reach bonus as normal two-handed weapons do.