Attack Test procedure (ATC)
All Attacks, both Melee and Ranged, are resolved using Attack Test Procedure ATC.
Step ATC.10 → Roll
Both players gather their Dice Pools (calculated by taking the unit's base Characteristic and applying all active Modifiers) and roll them simultaneously
Attacker: Always rolls their full dice pool as indicated by the attack's profile (e.g., both 🟥Attack Dice and 🟦Defense Dice from their statline).
Defender:
In a Melee Attack Action: Rolls their full 🛡️Defense (D) characteristic (both 🟥 and 🟦 dice).
In a Ranged Attack: Rolls only the 🟦Defense Dice from their 🛡️Defense (D) characteristic.
Step ATC.20 → Reroll
Resolve the Reroll Dice Procedure (RDP).
Step ATC.30 → Criticals
Resolve the Critical Effects Procedure (CEP).
Step ATC.40 → Apply Auto-Successes
Resolve any Traits, Skills, or Abilities that grant Automatic Successes (Auto-⚔️ or Auto-🛡️).
Add these successes to the final pool of results.
Step ATC.50 → Cancel
The number of successful strikes is now determined.
Each 🛡️Block result from the Defender cancels one ⚔️Hit result from the Attacker.
In a Melee Attack Action: Each 🛡️Block result from the Attacker cancels one ⚔️Hit result from the Defender.
Step ATC.60 → Inflict
All remaining, uncancelled ⚔️Hits are converted into 🩸Wounds.
For each uncancelled ⚔️Hit the Attacker has, the Defender's unit suffers 1 🩸Wound.
In a Melee Attack Action: For each uncancelled ⚔️Hit the Defender has, the Attacker's unit suffers 1 🩸Wound.
Damage Status Check: After applying damage, immediately check the unit's condition:
Critical Injury: If a unit's remaining 🩸Wounds drop to exactly 1, it immediately gains a 🟣Weak token.
Destroyed: If a unit's 🩸Wounds reach 0 or less, the unit is Destroyed and removed from play.
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