Attack Resolution Summary
All attacks have an AP (Armour Penetration) and a BD (Base Damage) rating. These ratings can be found in the rulebook or in Ranged Ballistic Firearms, Ranged Energy Firearms, Melee Weapons and Powered Melee Weapons pages.
Weapons will be marked (in the AP rating) as melee (M), ballistic (B), energy (E) or explosive (X) so an autopistol is 2B/4 with AP 2, ballistic type, and base damage of 4.
The Margin of Success (MoS) adds to the damage, equal to MOS/4 (round up). Strength (STR) adds to most melee attacks, equal to STR/4 (round up).
Ranged attack damage (before armour) = BD + MOS/4 (round up)
Mellee attack damage (before armour) = BD + MOS/4 (round up) + STR/4 (round up)
The damage is opposed by armour which has a M/B/E/X rating showing its protection against each weapon type. These ratings and the locations an item of armour covers can be found in the rulebook or on the Personal Armour page.
Note 1, Armour Layering: Some armour can be layered (usually a jacket over a vest, or a jacket or vest over armoured clothing), but layering armour adds one level of encumbrance. Layered armour is treated as a series of barriers, the armour ratings do not add.
Note 2, Armour Degradation: Armour can be degraded, if 5 or more points of standard damage penetrate a personal armour layer, the armour loses one point from each rating for M/B/E/X. Conversely, in most cases this indicates the character has suffered 5 points of standard damage which is much more significant.
The attack will strike a location based on the hit location table (page 190) or the location chosen for a called shot. The armour rating (if any) of that location is used verses the attack.
Damage Reduction by Armour
Step 1, compare AP to the relevant M/B/E/X value. If the AP is less than M/B/E/X the damage is fatigue damage, if the AP is equal or greater than M/B/E/X the damage is standard.
Step 2, subtract the AP from the relevant M/B/E/X value, if the result is higher than zero, reduce the AP and damage of the attack by that number. If the damage (including bonuses for MOS) reaches zero, the attack does no damage.
Step 3, subtract -1 from the AP and -1 from the damage after Step 2. If the damage (including bonuses for MOS) reaches zero, the attack does no damage.
Step 4, repeat steps 1 to 3 for each layer of protection (item with an M/B/E/X rating) protecting that location.
Step 5, consult the location effects table (page 191) and multiply any remaining damage by the appropriate modifier the apply the damage. If fatigue damage, only the ‘Dazed’ and ‘Knockdown’ combat effects apply (disregard any other result). If standard damage, all combat effects apply and in addition one point of fatigue damage is also incurred.
Note 3, Location Effects Table: Many of the results of the table for combat effects are serious but can be treated by surgery. Please be aware but not alarmed.
A coward in Argyre draws and fires his revolver at Layne-Lars Kinnesson‘s back who is luckily wearing her Federated Suns Standard armour. The revolver is 3B/4 and the armour is 3/5/4/3 (ballistic armour 5). The shot hits in the abdomen with a mighty 6 successes.
The attack value is AP 3B and damage = BD + MOS/4 (round up) = 4 + 6/4 (round up) = 6.
The AP of 3 is less than the armour’s protection against ballistic of 5 so it only does fatigue damage.
Comparing the AP to the armour, 5-3, the armour reduces the power of the attack by -2/-2 from 3B/6 to 1B/4. Next the -1/-1 modifier for passing through the armour applies, reducing the attack from 1B/4 to 0B/3
The final attack damage is 3 (fatigue), the damage multiplier for the torso is x1 so it remains 3 damage.
The combat effect roll is a 6, “internal damage” which is ignored.
Layne-Lars Kinnesson gets a bad bruise to her lower back but now things are likely to turn out badly for her cowardly attacker.
Sergeant Dirk Wolf fires his sidearm at a charging smuggler armed with a vibrodagger. Dirk has a standard laser pistol (3E/4), and the attacker is in Neo Chain armour (3/3/2/2). The charging attacker is out of cover while charging and Dirk hits with a MOS of three and rolls torso as the location.
The attack value is AP 3E and damage = BD + MOS/4 (round up) = 4 + 3/4 (round up) = 5.
The AP of 3 is equal or greater than the armour’s protection against energy of 2 so it does standard damage.
The armour doesn’t reduce the attack power but the -1/-1 modifier for passing through the armour applies, reducing the attack from 3E/5 to 2E/4
The final attack damage is 4 (not enough to cause armour degradation), the damage multiplier for the torso is x1 so it remains 4 damage.
The combat effect roll is a 6, “internal damage” and the target suffers a further 1d6 standard damage and goes down. He also suffers a point of fatigue damage, but that doesn’t matter now.
Mayor Kent McAlester is tied up and being held hostage by terrorists, and has a autopistol (2B/4) to his head. The gunman plans to fire if Hellstrom’s Hellions try to storm the hideout. If he fires (an easy shot verses a immobile and unarmoured target) the shot will hit the head (called shot) which is 2x damage on the location effects table (page 191). Assuming a MOS of at least one, the damage would be 5 then doubled for 10 and take the BOD 3 beurocrat to -4 hit points and dead.