Combat To Hit Reference
1 END for every 10pts of STR including lifting and using a weapon (2 END to push STR by an additional 10 above normal).
1 END for every 10 Active Points in a power. Some powers do not cost endurance (see the rulebook).
- Area of Effect
An AoE attack targets a location, rather than a person. The DCV of a hex is 3. For every point the to hit roll is failed by, the target hex scatters 1". Maximum deviation is half the range.
Autofire attack on a single target hits once for every 2 points the hit roll is made by.
Autofire against multiple targets receives a -1 OCV for every hex, each target can only be hit once, and each target requires a to hit roll.
- Bouncing an attack
A CSL can be used to bounce a missile attack off a surface and may give a suprise bonus.
Half the body showing -2 OCV
Head and shoulders only -4 OCV
Otherwise as hit location table.
- Co-ordinated Attacks
All members must act at the same DEX on the same phase.
They must make a teamwork, tactics or DEX roll with modifiers based on how long they have been working together.
The target becomes easier to hit, -1 DCV per attacker after the first down to a minimum of 1/2 DCV. The Defense Maneuver stops this.
<10% of total weight able to be carried = no modifiers.
<25% = -1 DCV and -1 DEX rolls
<50% = -2 DCV and -2 DEX rolls and -1" movement and 1 END per turn
<75% = -3 DCV and -3 DEX rolls and -2" movement and 2 END per turn
<90% = -4 DCV and -4 DEX rolls and -4" movement and 3 END per turn
<100% = -5 DCV and -5 DEX rolls and -8" movement and 4 END per turn
- Environmental Conditions
Climbing: Easy (ladder) -1 DCV, Difficult (Wall, cliff) 1/2DCV and -2DC from attacks
Cluttered or Cramped: -1 OCV, -2 DCV, Acrobatics may overcome.
Intoxication: -2 OCV, -2 DCV
Narrow Surface: (such as ledge or tree branch) -2 DCV, -2DC, Acrobatics may overcome.
Poor Footing: -1 DCV, -1DC, Breakfall may overcome.
Underwater: -2 DCV, -2DC, some skills may overcome.
Water: (standing in) -2 DCV, and probably "Poor Footing" as well, Breakfall may overcome.
Zero Gravity: -3 OCV and -3DC for attacks requiring footing or bracing, 1/2 DCV, some skills may overcome.
- Off Hand
-3 OCV. Ambidexterity overcomes this penalty.
- Prone Target
- Spreading an Attack
Usually for spells only. -1 DC for +1 OCV, or -1 DC for +1 hex.
While out of combat: 1/2DCV, 2xSTUN before defenses, Placed Shot to hit penalties are halved.
In combat: 1/2DCV
- Suprise Maneuver
+1 to +3 OCV, GMs discretion.
- Targetting a Hex
A Hex has DCV of 3.
- Target Size
Every multiplier or divisor, becomes an adder or subtractor to OCV and to perception (PER) rolls. i.e. 2x human size is +2 OCV to hit.
Throwing objects give range modifier penalties if not meant to be thrown-
Unbalanced -2, Unaerodynamic -2
Large object can target a Hex.
Damage done is according to STR, up to the DEF+BODY of the object thrown.
Range is according to how much the character's STR exceeds the weight of the object-
- Running throw range = 4/5 of extra STR (ie 10 STR over weight of object = 8")
- Standing throw range = 2/5 (ie 10 STR over weight of object = 4")
- Prone throw range = 1/5 (ie 10 STR over weight of object = 2")
- Unfamiliar Weapon