Combat Steps

Every combat action, whether in Ranged Combat or Melee Combat, involves three distinct rolls, progressing in order from To Hit, into To Penetrate, and ending with To Wound.

To Hit
This roll represents whether the attack successfully hits its target. It is a dice contest between the attacker's Finesse and the defender's Agility. If the attacker is successful, combat proceeds to the next roll. Failure ends the current combat action.
 * Finesse + d6 |vs| Agility + d6

Critical Rolls
A Critical Success on either side of the dice contest results in automatic success for the given side. A Critical Failure on either side of the dice contest results in automatic failure for the given side.
 * If the attacker rolls a Critical Success, they add an addition d6 to their side of the To Penetrate roll.

To Penetrate
This roll represents whether the attack successfully gets through the target's armor. It is a dice check comparing the Force of the attack to the Hardiness of the target's armor. Armor Hardiness is dependent on the size of the armor, the type of armor, and the type of damage being dealt. A lack of armor is results in a Armor Hardiness of 0.
 * Force + d6 |vs| Armor Hardiness

If the attacker is successful, combat proceeds to the next roll, and 1 point of damage is inflicted upon the defender.

Critical Rolls
A Critical Success results in automatic success for the attacker and causes an additional d6 to be added to the attacker's side of the To Wound roll.

A Critical Failure results in automatic failure for the attacker.

To Wound
This roll determines how much additional damage will be dealt to the defender. It is a dice check comparing the Force of the attack to the Hardiness of the target itself. If the attacker is successful, 1 additional point of damage is inflicted upon the defender.
 * Force |vs| Target Hardiness + d6

If the attacker's side of the roll is more than double the defender's side, 1 additional point of damage is inflicted upon the defender.

Critical Rolls
A Critical Success on either side of the dice contest results in automatic success for the given side.
 * If the attacker rolls a Critical Success, 1 additional point of damage is inflicted upon the defender.

A Critical Failure on either side of the dice contest results in automatic failure for the given side.
 * If the defender rolls a Critical Success, they recover 1 point of health.