by el009 » July 1st, 2016, 7:56 pm
by Pietras404 » July 1st, 2016, 8:28 pm
COMBINING SPECIAL AMMUNITION
Weapons with two or more Special Ammunition types in brackets separated by the 'plus' symbol (AP+DA, for example) apply the effects of both in each of their Attacks.
Certain Special Skills, such as Dual Wield, allow the user to combine the effects of two or more types of Special Ammunition.
In either case, when the combined effects involve the same Attribute (ARM, for example), apply both in the same Roll. For example, in the case of AP+DA, two Special Ammunition types that affect ARM, each successful attack would cause the target to make two ARM Rolls (due to DA Special Ammunition) with his ARM value halved (due to AP Special Ammunition) in both Rolls.
Otherwise—if the Special Ammunition affects different Attributes— then their effects are not combined, but applied separately, forcing the target to make a separate Roll for each affected Attribute. For example, in the case of AP+E/M, the target must make a halved ARM Roll (due to AP Special Ammunition) and, additionally, a halved BTS Roll (due to E/M Special Ammunition).
by el009 » July 1st, 2016, 8:54 pm
by Pietras404 » July 1st, 2016, 9:36 pm
Criticals
Rolling a Critical means the attack is an automatic success. Unless otherwise specified, each Critical rolled in a BS Attack causes the target to lose 1 point from their Wounds/Structure Attribute without making an ARM/BTS Roll to avoid the damage.
REMEMBER
Certain weapons use Special Ammunition capable of altering the effects of a BS Attack, causing more than one ARM/BTS Roll for each success, reducing the ARM/BTS of the target, etc. This can also alter the way Criticals work.