Combat

Phases
In every type of physical combat the phases are basically the same : The only exception is a grazing hit where the attacker and the defender are tied, which then resolves in no damage except if there are on hit effects.
 * 1) Declare
 * 2) Attack
 * 3) Defend
 * 4) * Defense roll
 * 5) * Soaking damage
 * 6) Apply effects

Attacking
Weapon Skill + Agility +- Modifier[Limit gear accuracy over physical]

ie. Wombat fires a Ruger Super Warhawk(DV 9P, ACC 5, AP -2) using his pistol skill (3) + Agility (4) and obtains 3 net hits.

Defending
Reaction + Intuition test +- Modifier

i.e. Defender has 1 success on his defense roll (Reaction + Intuition test +- Modifier)

Damage
Either physical(P) or stun(S)

Th resulting inflicted damage is the weapon damage + net hits.

If the Damage is less than or equal to the Armor - Attack AP the attack deals Stun damage, otherwise it deals Stun or Physical damage as normal

i.e. The resulting damage from Wombat will be Weapon damage 9P + 2 hits = 11P.

Soaking Damage
Body + Armor

i.e. Defender have an Armor jacket(AR 12), Body(4).

Now the defender must soak the damage :
 * 1) Damage is less than or equal to the Armor - Attack AP the attack deals Stun damage
 * 2) Damage is more than the Armor - Attack AP the attack deals physical damage

Damage is more than the Armor(12) - Attack AP(2) the attack deals physical damage. Defender rolls 16d6 and obtains 8 success still resulting in 3 boxes on his condition monitor.

Firing mode
With burst fire and full auto, each bullet beyond the first acts as a modifier to reduce the target's defense pool. Basically, the more bullets you throw down range, the less likely the guy is going to avoid getting hit. More bullets also means more recoil.

Rule of thumb : defense modifier = round(s) fired - 1

ie. Firing a burst fire(SA or FA) will fire 3 rounds, will give a -2 defense penalty. Firing a long burst(FA) will fire 6 rounds, will give a -5 defense penalty. Firing a full-auto 10 round burst will give a -9 defense modifier.

Recoil
The number of bullet that can be fired without recoil : STR / 3(rounded up) + RC + 1

Each extra bullets will encur a -1 to the attacking dice pool.

i.e. Wombat(Str 4) fires a long burst of 6 rounds with a FN P93 Praetor (RC 1(2) since he has not all attachments its 1, else it would be 2). So 2+1+1, firing 6 rounds will encur a modifier of -2 to attack.

Called shots
All Called Shots incur -4 dice penalty.
 * Blast out of Hands : Defender rolls as normal. Item can be sent flying (net hits – 1) meters from defender.
 * Dirty Trick : Single net hit = -4 dice pool modifier on defender’s NEXT action. Attacker should describe the dirty trick.
 * Harder Knock : Changes Stun Damage to Physical Damage
 * Shake Up : Defender loses -5 Initiative Score. Can reduce Initiative Score to below 0.
 * Splitting the Damage : Target must be wearing armor and attacker’s AP must be lower than the armor value. If the attack is successful the damage is split between the two condition monitors; if the damage was an odd number, make the Stun Damage the higher value. If the modified total Damage Value of the attack is less than the modified Armor Value of the defense, the attack ends up doing only half damage, all of it applied to Stun.
 * Trick Shot : Successful attack = Attacker gets bonus to Intimidation roll equal to Net Hits.
 * Vitals : +2 DV to attack. Assuming attacker is aiming for brain, organs or major artery.

Melee
Melee weapon are usually STR based. i.e. Katana is Str+3

Called shots

 * Dirty Trick : Single net hit = -4 dice pool modifier on defender’s NEXT action. Attacker should describe the dirty trick.
 * Knock Down : Melee only during the Declare phase. Compare Strength + Net Hits v. Defender’s Physical limit. If limit is exceeded, defender is knocked down. Attack may drop prone for free or stay on his feet. Critical Glitch = Attacker falls down instead.
 * Shake Up : Defender loses -5 Initiative Score. Can reduce Initiative Score to below 0.
 * Vitals : +2 DV to attack. Assuming attacker is aiming for brain, organs or major artery.