Damage Cheatsheet
For melee events:
Both players involved add 1d20 + reflex + skill, then declare totals. The player with the highest total adds the difference between the two totals to their damage. Only the player with the highest roll gets to add damage for each interaction, regardless of who declared the attack.
Melee damage = (roll difference + body + weapon bonus) – (armor bonus)
The calculated damage is temporarily removed from the total HP of the receiver. The “weapon bonus” is equal to the Tier value of the weapon & “armor bonus” is equal to the Tier value of the armor (& shield if applicable).
If only one player is within range of the other for a melee attack, only the player that is in range can calculate damage. If the player outside of their weapon range wins, no damage is dealt for that event. This is a common mechanic for 2-handed melee weapons & bows.
For projectile events:
Both players involved add 1d20 + reflex + skill (defender may add any weapon skill bonus – even if nothing is equipped), then declare totals. If the projectile player wins, they add the difference between the two totals to their damage. If the other player wins, no damage is dealt for that event (even if both units are using projectile weapons), unless the opponent is within melee distance (& they have a melee weapon equipped).
Bow damage = (roll difference + weapon bonus) – (armor bonus)
Thrown damage = (roll difference + weapon bonus + body) – (armor bonus)
*Note that the bow does not get bonus damage from the body stat directly. It does, however, get more damage from the Tier [level] of the bow used. (see- “[weapon] Bow” for more details)
Crossbow events:
A crossbow is an automatic hit for any target within the character’s crossbow skill level in tiles or less. The use of a crossbow is not a contested roll – as such, may be used as a non-contested action.
If a loaded 1-handed crossbow is used as the projectile weapon; reduce the armor of the target by the weapon’s Tier, then damage is equal to the weapon bonus minus the opponent’s remaining armor value.
If a loaded 2-handed crossbow is used as the projectile weapon, reduce the armor of the target by the weapon’s Tier multiplied by 2. Then damage is equal to the weapon bonus minus the opponent’s remaining armor value.
*Armor bonus cannot be reduced below 0 (zero).
1H crossbow damage = (weapon bonus) – (armor bonus – weapon bonus)
2H Crossbow damage = (weapon bonus) – (armor bonus – weapon bonus x2)
Firearm Events:
For firearm attacks – if the weapon is already loaded, and is fired within the guaranteed hit zone — the damage is applied and no roll occurs. If fired in the contested zone, both players throw dice as: 1d20 + reflex + skill (defender may add any weapon skill bonus), then declare totals. If the shooter wins, (the shooter) applies only the weapon’s damage without adding roll difference. No armor is applied versus firearm damage.
Firearm damage = (weapon bonus x2) + (ammo bonus x2)
For magic attacks:
Unless stated in the spell, no dice are thrown & the damage from the spell caster is immediately removed from the total HP of the receiver, and/or the effect is immediately applied.
Stealth attacks:
If a character succeeds in a contested Stealth roll against an opponent, they get an attack against the defender without their ability to contest the attack. The contested roll for skill is; both players throw dice as: 1d20 + presence + Stealth, then declare totals. If the character initiating the stealth skill check wins, they get a special attack (as a free action) & their opponent cannot roll or add stat/skill bonus in defense. If the character initiating the stealth attack loses the roll, they failed to find an opportunity during that turn to find an opening & essentially waste their contested action that round.
Attacking once with stealth, whether with a bow or with a melee weapon, will automatically reveal the location of the attacker to everyone.
The Stealth skill may be used in combat any time a character is behind their opponent. Regardless if the action is with melee or ranged attacks, or any other kind of action.
The opponent will be aware of their existence after the attack occurs, & may turn toward them on their next turn. However, if they ignore them (perhaps to face other opponents), the sneaking character may again declare a Stealth skill contested roll against them.
Stealth damage with melee = (1d20 + reflex + skill + body + weapon) – (armor)
Stealth damage with thrown = (1d20 + reflex + skill + body + weapon) – (armor)
Stealth damage with bow = (1d20 + reflex + skill + weapon) – (armor)