Attack Test procedure (ATC)

All Attacks, both Melee and Ranged, are resolved using Attack Test Procedure ATC.

1

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.

2

Step ATC.20 → Reroll

Resolve the Reroll Dice Procedure (RDP).

3

Step ATC.30 → Criticals

Resolve the Critical Effects Procedure (CEP).

4

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.

Note: These added successes are not rolled, cannot be rerolled, and cannot trigger Critical Effects

5

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.

6

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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