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Combat statistics
- Combat Error Rating the attackers
chance to make a mistake
- Evasion the defenders chance
to dodge
- Damage The amount of damage an
attacker can deal in a single hit. Damage dice are open-ended,
meaning that any time the maximum number on the die is rolled
the player may roll again
to infinity.
- Absorption The amount of damage
a defenders armor can absorb.
Resolving
Combat
Add the attackers Combat Error Rating
to the defenders Evasion. This is the number needed to score
a hit on a d30. Roll one die per attack (some models have multiple
attacks per round).
For each hit that is scored, roll Damage.
The defender then rolls Absorption. If Damage is greater than Absorption
the defender is dead. If Absorption is equal to or greater than
Damage, the defender survives. When rolling several hits it is customary
to drop as many damage dice are there are hits and then roll Absorption
against the smallest hit up to the highest roll. If the attacker
is entitled to re-rolls these are saved until after the smaller
hits are resolved.
A Thirty
If a 30 is roll to hit, a perfect hit is
scored and the defender automatically has an Absorption of zero.

30 sides ... Endless Possibilities
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