Combat Cheat Sheet
Withering attack – Dexterity + [Combat Ability] + Weapon Accuracy
Withering Damage – Strength + Extra Successes on the attack roll + Weapon Damage – Soak [Stamina + Armor Soak]
Double 10s apply
If soak is greater than successes, apply the weapon’s overwhelming attribute as the amount of damage
Upon a successful withering attack, the solar automatically gains one point of initiative
Decisive Attack – Dexterity + [Combat Ability]
Decisive Damage – Initiative, if it exceeds hardness; otherwise, no damage
Double 10s DO NOT apply
If the Attack Succeeds, Reset initiative to 3
If a decisive attack fails, the attacker loses two initiative if they’re currently between 1-10, three initiative for 11+
Evasion: (Dexterity + Dodge + Any Relevant Specialties)/2
Parry: (Dexterity + [Martial Arts or Melee] + Any Relevant Specialties)/2
You may raise defense by one point per two motes spent
1) Spend Difficulty +1 initiative, then make a standard decisive attack (Dexterity + [Combat Ability]).
2) Roll newly-lowered initiative against Difficulty of gambit.
3) Resolve if successful
Unhorse – Difficulty 4, target suffers one level of bashing damage, is rendered prone, and the mount usually flees
Distract – Difficulty 3-5, attacker declares an ally not in initiative crash who gains the initiative spent on the gambit to use in a decisive attack on the ally’s next turn or it is lost.
|Armor Type||Soak||Hardness||Mobility Penalty||Attunement|
When resolving combat actions…
- Damage On attacking, refers to your dice pool on a successful hit
- Levels (Of Damage) Refer to how much damage you successfully inflict