Difference between revisions of "WoA-Order"
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* '''B — Soak:''' For every point of soak of the type appropriate to the attack’s type (i.e. Bashing, Lethal or Aggravated), subtract one die from the raw damage pool. If this reduces the raw damage dice pool to below attacking Unit’s Magnitude (or the Overwhelming weapon rating or Essence of a Solo Unit), go to Step 8C. If the final damage dice pool is greater than the attacker’s Magnitude, go to Step 8D. | * '''B — Soak:''' For every point of soak of the type appropriate to the attack’s type (i.e. Bashing, Lethal or Aggravated), subtract one die from the raw damage pool. If this reduces the raw damage dice pool to below attacking Unit’s Magnitude (or the Overwhelming weapon rating or Essence of a Solo Unit), go to Step 8C. If the final damage dice pool is greater than the attacker’s Magnitude, go to Step 8D. | ||
* '''C — Ping Damage:''' If soak reduces the damage pool to below a Unit’s Magnitude or the Overwhelming weapon rating or Essence of a Solo Unit, the final dice pool is equal to that Unit’s Magnitude (or the Overwhelming weapon rating or Essence of a Solo Unit, whichever is greater). | * '''C — Ping Damage:''' If soak reduces the damage pool to below a Unit’s Magnitude or the Overwhelming weapon rating or Essence of a Solo Unit, the final dice pool is equal to that Unit’s Magnitude (or the Overwhelming weapon rating or Essence of a Solo Unit, whichever is greater). | ||
− | * '''D — Roll Damage:''' Apply any effects that interact with post-soak damage. Roll the final damage dice pool; each success in this roll inflicts 1 Health Level of the appropriate type of damage to the target unit. Dice that come up as a 10 do not count as two successes. | + | * '''D — Roll Damage:''' Apply any effects that interact with post-soak damage. Roll the final damage dice pool; each success in this roll inflicts 1 Health Level of the appropriate type of damage to the target unit. Dice that come up as a 10 do not count as two successes. |
+ | * '''E - Add Might Damage:''' Finally, add the Might rating of a Unit to the final damage successes. | ||
+ | |||
==Step Nine: Counterattacks== | ==Step Nine: Counterattacks== | ||
If the defender elects to use any Counterattack effects, those are resolved at this point, reapplying Steps 1 – 8. | If the defender elects to use any Counterattack effects, those are resolved at this point, reapplying Steps 1 – 8. | ||
==Step Ten: Apply Results== | ==Step Ten: Apply Results== | ||
Any non-damage effects of the attack also occur at this stage, as does the damage and effects from any counterattack launched by the defender. | Any non-damage effects of the attack also occur at this stage, as does the damage and effects from any counterattack launched by the defender. |
Revision as of 16:52, 24 January 2010
Contents
- 1 Step One: Declaration of Attack
- 2 Step Two: Defender Declares Response
- 3 Step Three: Attack Roll
- 4 Step Four: Attack Reroll
- 5 Step Five: Subtract External Penalties/Apply Special Defenses
- 6 Step Six: Defender Reroll
- 7 Step Seven: Calculate Raw Damage
- 8 Step Eight: Apply Hardness and Soak, Roll Damage
- 9 Step Nine: Counterattacks
- 10 Step Ten: Apply Results
Step One: Declaration of Attack
Unit Commander or Solo Unit declares type of attack and target of attack, including note of any Charms he intends to employ, excepting reroll effects. If the attack cannot be stopped by a specific form of defense, this must be noted as well.
Step Two: Defender Declares Response
Defender declares response; generally speaking, this is to defend with War DV, but may choose to do nothing (rendering DV inapplicable). If Defender is a Solo Unit, may choose to defend with either War DV or normal combat DVs. Defender must declare the use of any defensive Charms not based on a reroll.
- War DV: Intelligence + War + Unit Defense, divided by 2. Shields, terrain and fortifications can modify this DV, as per the normal DV rules.
Step Three: Attack Roll
The difficulty of an attack is 1, with modifiers based on circumstances. The dice roll employed varies, depending on the type of attack.
- Unit Commander: Rolls Wits + War + Accuracy of Unit, applying a difference between the Magnitude of his Unit and that of his target (with Solo Units counting as Magnitude 0) to the successes gained.
- Solo Unit: Rolls normal attack roll, as appropriate to action, applying a difference between his Magnitude (generally 0, though Charms may alter that) and that of his target.
Step Four: Attack Reroll
Attacker may activate any Charms or effects that grant a reroll.
Step Five: Subtract External Penalties/Apply Special Defenses
Apply any external penalties to attack roll, ending with DV. If successes remain, defender rolls extra dice derived from stunts (which do not award Essence), Charms or other effects.
- If successes remain, go to Step Six.
- If no successes remain, the attack misses and this cycle of War Events ends.
Step Six: Defender Reroll
Defender may activate any Charms or effects that grant a reroll to defense.
- If successes remain, go to Step Seven.
- If no successes remain, the attack misses and this cycle of War Events ends.
Step Seven: Calculate Raw Damage
Add Damage (Commander's Charisma + Damage rating for Units; Solo Units determine damage as normal) to the successes remaining. This is the attack’s raw damage. Any effects while modify raw damage take effect now.
Step Eight: Apply Hardness and Soak, Roll Damage
- A — Hardness: Compare raw damage pool and Hardness of target. If Hardness rating equals or exceeds the raw damage, the target is struck but receives no damage. This cycle of War Events ends. If Hardness is lower than the raw damage, go to Step 8B.
- B — Soak: For every point of soak of the type appropriate to the attack’s type (i.e. Bashing, Lethal or Aggravated), subtract one die from the raw damage pool. If this reduces the raw damage dice pool to below attacking Unit’s Magnitude (or the Overwhelming weapon rating or Essence of a Solo Unit), go to Step 8C. If the final damage dice pool is greater than the attacker’s Magnitude, go to Step 8D.
- C — Ping Damage: If soak reduces the damage pool to below a Unit’s Magnitude or the Overwhelming weapon rating or Essence of a Solo Unit, the final dice pool is equal to that Unit’s Magnitude (or the Overwhelming weapon rating or Essence of a Solo Unit, whichever is greater).
- D — Roll Damage: Apply any effects that interact with post-soak damage. Roll the final damage dice pool; each success in this roll inflicts 1 Health Level of the appropriate type of damage to the target unit. Dice that come up as a 10 do not count as two successes.
- E - Add Might Damage: Finally, add the Might rating of a Unit to the final damage successes.
Step Nine: Counterattacks
If the defender elects to use any Counterattack effects, those are resolved at this point, reapplying Steps 1 – 8.
Step Ten: Apply Results
Any non-damage effects of the attack also occur at this stage, as does the damage and effects from any counterattack launched by the defender.