RANGED ATTACKS AND
MELEE ATTACKS
•langed attacks or a melee attacks are two
••different types of attacks, meaning they are
also two different types of combat checks. A
ranged attack is an attack made with a ranged
weapon of some sort, most likely an attack made
using the Ranged (Light), Ranged (Heavy) or Gun-
nery skill. A melee attack is an attack made in
close combat with an opponent with a weapon
designed for use in close combat, most likely an
attack made with the Melee or Brawl skill.
TABLE 6-1: RANGED ATTACK DIFFICULTIES
Range Band Difficulty
Engaged Easyweapon (4) used, see plus modifiers depending on page 210.
Short Easy (•)
Medium Average (44)
Long Hard (444)
Extreme Daunting (4444)
- POOL RESULTS AND DEAL DAMAGE
Once the player rolls the dice pool for his character, he
evaluates the results. As with any skill check, the check
must generate more & than T to be successful.
When making a combat check, if the check is suc-
cessful each uncanceled # adds +1 damage to a
successful attack. If the attack affects multiple tar-
gets, the additional damage is added to each target.
- RESOLVE O AND C-Jy
As with every skill check, O and ($) can be spent to
gain incidental beneficial effects on a combat check.
However, just as the rules governing encounters are
somewhat more regimented than the rules governing
narrative gameplay, some of the options governing
the spending of O and are more clearly defined. In
encounters, the player controlling the activated char-
acter determines how his character spends O and
unless the GM has a specific reason to decide for
him instead.
The first and foremost way to spend O and in an
attack is to activate a Critical Injury or active weapon
qualities. As described on page 158 and 216, each
weapon has a Critical Rating that consists of a numer-
ic value. The user can spend that many O to inflict
one Critical Injury on the target, in addition to regular
effects and damage. Remember, a Critical Injury can
only be triggered on a successful hit that deals dam-
age that exceeds the target's soak value. For more in-
formation on Critical Injuries, see page 21 6.
Weapon qualities are special effects and abilities
that apply only when using that particular weapon.
They come in two forms, active and passive. Active
abilities require the user to spend a certain number of
O to trigger them. Generally this is O O. although
some qualities may require more or less. Passive
qualities always grant their effect. Qualities may inflict
effects on a target, which unless specified otherwise,
are always in addition to other effects, Critical Injuries,
and damage.
In addition to always counting as an additional
(J) can be spent to activate these abilities as well. A (j)
may be spent to inflict one Critical Injury (no matter
what the Critical Rating of the weapon is). In addition,
a ($) may be spent to activate one weapon quality, no
matter how many O it would normally take to do so.
However, there are other options for spending O
and (J) as well. A list of the most common can be
found on Table 6-2: Spending O and (J) in Com-
bat on page 206. Keep in mind, these are not in-
tended to be the only options available. As always,
players and GMs may invent other ways to spend O
and depending on the specific circumstances of
the encounter, and any option that the players and
GM agree upon can be viable.
- RESOLVE <§) AND Y
In the same fashion that the controlling player de-
termines how his character spends O and ($) in
his combat check, the GM then determines how
to spend any <§> and ^ generated in the check.
By default, the GM determines how <§) and ^ are
spent, although in some cases (such as checks
made by NPCs) he may give the players the option
to spend these instead.
Unlike O and most weapons do not have spe-
cific options for spending <§> and ^—although this
is not always the case. Some particularly volatile or
dangerous weapons do have these options, and if
they do, the options are detailed in the weapon's
description. There are specific options for spend-
ing <§> and ^ in encounters, however, and the most
common of these can be found on Table 6-3:
Spending ® and ^ in Combat on page 207.
As with O and (£, keep in mind that these are not
intended to be the only options available. As al-
ways, GMs may invent other ways to spend <§> and
^ depending on the specific circumstances of the
encounter, and any option that the players and GM
agree on can be viable.
- REDUCE DAMAGE, APPLY TO WOUND
THRESHOLD, AND APPLY CRITICAL INJURIES
When a character suffers damage, he reduces the
damage received by his soak value. If any damage re-
mains after this reduction, he suffers that many
wounds. If the net result is zero or negative, the char-
acter suffers no wounds. If the character suffers dam-
age from multiple hits in an attack, he applies his soak
CONFLICT AND COMBAT
"EDGE OF THE EMPIRE