Combat Move: Attack

Attack

Type: Carry The most common move in combat, attacking is fairly straight-forward, although there are some differences depending on your method of attack.

Ranged weapons: This could involve a roll of Pistols, Distance Throwing, Heavy Guns, Rifles, or Marksmanship. These will all have their own damage value, and the difficulty of the hit will be based on range from the target, with the difficulty getting 1 MFD harder per range increment, as well as the shields of the target, which will add a further difficulty specified by the shields' stats, and potentially the target's attempts to dodge. Melee weapons: This could involve a roll of Finesse Melee, or Crushing Melee. These will all have their own damage value, and the difficulty of the hit will be based on the shields of the target, which will add a further difficulty specified by the shields' stats, and potentially the target's attempts to dodge or parry. Un-armed combat: This could involve a roll of Martial Arts, or Brawling. Damage is determined simply as the value of the primary stat for the specific type of attack, DEX or STR. The difficulty of the hit will be based on the shields of the target, which will add a further difficulty specified by the shields' stats, and potentially the target's attempts to dodge or parry. Drones: Drone combat is somewhat more complex, but attacking will require a roll of Drones, as the accuracy of the drone is finite, and your ability to use them in combat is largely about making up for their computational shortcomings. Drone weapons will all have their own damage value. The difficulty of the hit will be based on range from the target, with the difficulty getting 1 MFD harder per range increment, as well as the shields of the target, which will add a further difficulty specified by the shields' stats, and potentially the target's attempts to dodge. Ranged weapons, (Melee): For whatever reason, sometimes you just need to hit something with your gun. This is a Brawling roll, and damage is determined simply as half your STR, rounded down. The difficulty of the hit will be based on the shields of the target, which will add a further difficulty specified by the shields' stats, and potentially the target's attempts to dodge or parry.

In addition, every move in combat is subject to a cumulative MFD penalty, equal to the number of moves that have been made so far in the turn, unless some ability otherwise specifies either not being effected by this penalty, or not adding to it.