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listAttack Test procedure (ATC)

All Attacks, both Melee and Ranged, are resolved using this procedure:

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 (both 🟥Attack Dice and 🟦Defence Dice from their statline).

  • Defender:

    • In a Melee Attack Action: Rolls their full Guard(G) Characteristic (both 🟥 and 🟦 Dice).

    • In a Ranged Attack: Rolls only the 🟦Defence Dice from their Guard(G) 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 rules that grant Auto-Successes (Auto-⚔️ or Auto-🛡️).

  • Add these Successes to the final pool of results.

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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.

Status Check: After applying 🩸Wounds to both the Attacker and the Defender, immediately check both Units condition:

  • Decimated: When a Unit's Current Health is reduced to exactly 1, it is considered Decimated and immediately gains a 🟣Weak token. As per standard rules, this token is discarded immediately after it applies its penalty to a roll.

  • Destroyed: If a Unit's Current Health drops to 0 or less, the Unit is Destroyed.

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