Attack Test procedure (ATC)
All Attacks, both Melee and Ranged, are resolved using this procedure:
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.
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 rules that grant Auto-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
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.
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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