=**<span style="font-size: 1.4em;">Combat</span>**= 
Sometimes words fail, and that’s when the knives and shredders come out. All combat in Eclipse Phase is conducted using the same basic mechanics, whether it’s conducted with claws, fists, weapons, guns, or psi: an Opposed Test between the attacker and defender(s).
**<span style="font-size: 1.3em;">Resolving Combat</span>**
Use the following sequence of steps to determine the outcome of an attack.
**<span style="font-size: 1.1em;">Step 1: Declare Attack</span>**
The attacker initiates by taking a Complex Action to attack on their turn during an Action Phase. The skill employed depends on the method used to attack. If the character lacks the appropriate Combat skill, they must default to the appropriate linked aptitude.
**<span style="font-size: 1.1em;">Step 2: Declare Defense</span>**
Once the attack is declared, the defender chooses how to respond. Defense is always considered an Automatic Action unless the defender is surprised (see Surprise, below) or somehow incapacitated and incapable of defending themself.
**Melee:** A character defending against melee attacks uses [[Fray]] skill, representing dodging (if the character lacks this skill, they may default to Reflexes). Alternately, the character may use a melee combat skill to defend, representing blocks and parries rather than dodging.
**Ranged:** Against ranged attacks, a defending character may only use half their Fray skill (round down).
**Full Defense:** Characters who have taken a Complex Action to go on full defense receive a +30 modifier to their defensive roll.
**Psi:** A character defending against a psi attack rolls WIL x 2. A mental sort of full defense may also be rallied against psi attacks.
**<span style="font-size: 1.1em;">Step 3: Apply Modifiers</span>**
Any appropriate modifiers are now applied to the attacker and defender’s skills. See the Combat Modifiers table for common situational modifiers.
**<span style="font-size: 1.1em;">Step 4: Make the Opposed Test</span>**
The attacker and defender both roll d100 and compare the results to their modified skill target numbers.
**<span style="font-size: 1.1em;">Step 5: Determine the Outcome</span>**
If the attacker fails, the attack misses completely. If the attacker succeeds and the defender fails, the attack hits.
If both attacker and defender succeed in their tests, compare their dice rolls. If the attacker’s dice roll is higher, the attack hits despite a spirited defense; otherwise, the attack fails to connect.
**Excellent Success:** If the attacker rolled an Excellent Success (MoS of 30+), a solid hit is struck. Increase the Damage Value (DV) inflicted by +5. If the MoS is 60+, increase the DV by +10.
**Criticals:** If the attacker rolls a critical success, the attack is armor-defeating, meaning that the defender’s armor is bypassed completely—some kink or flaw was exploited, allowing the attack to get through completely.
If the defender rolls a critical success, they dodge with fair, reach cover that protects from follow-up attacks, maneuver to a superior position, or otherwise benefit.
**<span style="font-size: 1.1em; line-height: 1.5;">Step 6: Modify Armor</span>**
If the target is hit, their armor will help to protect them against the attack (unless the attacker rolled a critical, see above). Determine which type of armor is appropriate to defending against that particular attack. The attack’s Armor Penetration (AP) value reduces the armor’s rating, however, representing the weapon’s ability to pierce through protective measures.
**<span style="font-size: 1.1em;">Step 7: Determine Damage</span>**
Every weapon and type of attack has a Damage Value (DV). This amount is reduced by the target’s AP-modified armor rating. If the damage is reduced to 0 or less, the armor is effective and the attack fails to injure the target. Otherwise, any remaining damage is applied to the defender. If the accumulated damage exceeds the defender’s Durability, they are incapacitated and may die. Note that some psi attacks inflict mental stress rather than physical damage. In this case, the Stress Value (SV) is handled the same as DV.
**<span style="font-size: 1.1em;">Step 8: Determine Wounds</span>**
The damage inflicted from a single attack is then compared to the victim’s Wound Threshold. If the armor-modified DV equals or exceeds the Wound Threshold, the character suffers a wound.
Multiple wounds may be applied with a single attack if the modified DV is two or more factors beyond the Wound Threshold. Wounds represent more serious injuries and apply modifiers and other effects to the character.
**<span style="font-size: 1.3em;">Combat Summary</span>**
* Combat is handled as an Opposed Test.
* Attacker rolls attack skill +/– modifiers.
* Melee: Defender rolls Fray or melee skill +/– modiﬁers.
* Ranged: Defender rolls (Fray skill ÷ 2, round down) +/– modiﬁers.
* If attacker succeeds and rolls a better MoS than the defender, the attack hits.
* Critical hits are armor-defeating (armor does not apply).
* Armor is reduced by the attack’s Armor Penetration value (AP).
* The weapon’s damage is reduced by the target’s modiﬁed Armor rating (unless the attack is armor-defeating).
* If the damage exceeds the target’s Wound Threshold, a wound is also scored. (If the damage exceeds the Wound Threshold by multiple factors, multiple wounds are inﬂicted.)
||||~ [[#Combat Modifiers]]Combat Modifiers ||
|| **General** || **Modifier** ||
|| Character using off-hand || -20 ||
|| Character Wounded/Traumatized || -10 per wound/trauma ||
|| Character has superior position || +20 ||
|| Touch-only attack || +20 ||
|| Called Shot || -10 ||
|| Character wielding two-handed weapon with one hand || -20 ||
|| Small target (child-sized) || -10 ||
|| Very Small Target (mouse or insect) || -30 ||
|| Large Target (Car Sized) || +10 ||
|| Very Large Target (Side of barn) || +30 ||
|| Visibility Impaired (Minor: Glare, light smoke, dim light) || -10 ||
|| Visibility Impaired (Major: heavy smoke, dark) || -20 ||
|| Blind Attack || -30 ||
|| **Melee Combat** || **Modifier** ||
|| Character has reach advantage || +10 ||
|| Character charging || -10 ||
|| Character receiving a charge || +20 ||
|| **Ranged Combat (Attacker)** || **Modifier** ||
|| Attacker using Smartlink or laser sight || +10 ||
|| Attacker behind cover || -10 ||
|| Attacker running || -20 ||
|| Attacker in melee combat || -30 ||
|| Attacker has reach advantage || +10 ||
|| Defender has minor cover || -10 ||
|| Defender has moderate cover || -20 ||
|| Defender has major cover || -30 ||
|| Defender prone and far (10+ meters) || -10 ||
|| Defender hidden || -60 ||
|| Aimed shot (quick) || +10 ||
|| Aimed shot (complex) || +30 ||
|| Sweeping fire with beam weapon || +10 on second shot ||
|| Multiple targets in same Action Phase || -20 per additional target ||
|| Indirect Fire || -30 ||
|| Point-blank range (2 meters or less) || +10 ||
|| Short range || --- ||
|| Medium range || -10 ||
|| Long Range || -20 ||
|| Extreme Range || -30 ||
__**Example**__
<span style="color: #ff0000;">Stoya tried to get off the station quickly, but the Night Cartel’s assassin caught up, surprising her in a microgravity part of the habitat. The assassin’s INIT is 6, plus a dice roll of 2, for an Initiative of 8. Stoya’s INIT is 5, plus a roll of 2, for an Initiative of 7.</span>
<span style="color: #ff0000;">The assassin goes ﬁrst, spending a Quick Action to draw a shredder. This ﬂechette weapon is in burst-fire mode, so with a Complex Action the assassin can take two shots. His Spray Weapons skill is 65, he’s smartlinked (+10), and they’re at short range (+0), so he needs a 75 or less. Stoya is defending with her Fray skill (60) divided by 2, or 30. </span>
<span style="color: #ff0000;">The assassin rolls an 08 with the first shot. Amazingly, Stoya rolls a 28. They both succeeded, but Stoya rolled higher, so she dodges the ﬁrst shot. </span>
<span style="color: #ff0000;">The assassin rolls a 40 for his second shot, another hit, and this time Stoya rolls an 83, a failure. The assassin also scored an Excellent Success with an MoS of 40, increasing the DV by +5.</span>
<span style="color: #ff0000;">The assassin’s base damage is 2d10 + 5, but he’s using burst ﬁre against a single target for +1d10, and it’s also a cone effect weapon at short range (an additional +1d10), for a total DV of 4d10 + 5. The assassin rolls 4d10 and gets 16, then adds the +5 for a total DV of 21.</span>
<span style="color: #ff0000;">Stoya’s wearing light body armor (AV 10/10), but the shredder’s Armor Penetration is –10, so her armor is entirely negated. She takes a devastating 21 DV, exceeding her Wound Threshold of 10, not just once, but twice. This means Stoya suffers 2 wounds from the shot, suffering –20 to all actions. In addition, she must make two SOM × 3 Tests, one to avoid knockdown and the other to avoid unconsciousness. Her SOM is 30, meaning she needs a 70 (30 × 3 = 90, 90 – 20 wound modiﬁers = 70) on both rolls. She rolls a 40 and a 27, succeeding both.</span>
<span style="color: #ff0000;">Now it’s Stoya’s action. She takes a Quick Action to pull her own weapon: a stunner. Her Beam Weapons skill is 47, modiﬁed by wounds (–20) and a smartlink (+10), for 37. The assassin’s Fray is 48, divided by 2 for 24 against a ranged attack. Stoya rolls a 22—a critical hit—and the assassin rolls a 68. The stunner only inﬂicts 1d10 ÷ 2 DV, but since the attack is a critical hit, this is armor defeating. Stoya rolls an 8, for 4 points of DV, below the assassin’s Wound Threshold of 7.</span>
<span style="color: #ff0000;">Stunners, however, are shock weapons, so the assassin must make a DUR + Energy Armor Test. His DUR is 35, modiﬁed by 4 points of damage taken, and he’s wearing an armor vest (AV 6/6), so his target number is 37. He rolls a 71—a Margin of Failure of 34, meaning he is immediately incapacitated for 3 Action Turns.</span>
<span style="color: #ff0000;">Having disabled her opponent, Stoya takes the time to make a hasty getaway</span>

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