Guide
Combat stats
- Page ID
guide:combat-stats- Source files
help/en.json- Revisions
- 1
{
"order": 3,
"section": {
"content": [
{
"content": [
"Everything below is decided from the gear you had equipped when the fight started."
],
"type": "text"
},
{
"content": [
"Weapon stats"
],
"type": "h2"
},
{
"content": [
"— Range (min / optimal / max): the band the weapon works in",
"— Accuracy bonus: added to every attack roll",
"— Shots per turn: how many attacks a single turn buys you",
"— Clip size: rounds the weapon holds before it needs reloading",
"— Ammo type: which rounds fit",
"A melee weapon also carries its own damage range and damage type. A ranged weapon does not: those come from the round you load. See Damage types below.",
"Weapon skills raise damage and accuracy, and some raise clip size."
],
"type": "text"
},
{
"content": [
"Ammunition"
],
"type": "h2"
},
{
"content": [
"Ranged weapons need ammo of the right type in the ammo slot.",
"A weapon accepts ammo of its own tier or lower, never higher. Faction ammunition fits any weapon.",
"You reload during a fight from what you are carrying in your inventory. Empty and out of stock means you fight on with what is left."
],
"type": "text"
},
{
"content": [
"Range"
],
"type": "h2"
},
{
"content": [
"Every weapon works inside a band of three numbers (minimal-optimal-maximum), and the distance between the fighters is shown at the top of the fight screen.",
"Anywhere from the minimum up to the optimal: no penalty.",
"Past the optimal but inside the maximum: 4 off your attack roll.",
"Closer than the minimum: 6 off your attack roll.",
"Past the maximum: you cannot hit at all."
],
"type": "text"
},
{
"content": [
"Armor stats"
],
"type": "h2"
},
{
"content": [
"Three armor slots: head, chest and legs. Armor comes in improvised, light, medium, heavy and hi-tech types.",
"— Prime defense: the damage type this armor is best against",
"— Weak defense: the damage type it barely stops",
"— Armor reduction: points taken off every incoming hit, higher against its prime type and lower against its weak one",
"— Defense modifier: makes you harder to hit at all",
"— Hit penalty: heavy protection costs you accuracy",
"Each piece counts toward its armor mastery separately."
],
"type": "text"
},
{
"content": [
"Damage types"
],
"type": "h2"
},
{
"content": [
"There are different damage types, some examples:",
"— Blunt: clubs and hammers, shotgun shells, and your bare hands",
"— Slash: blades",
"— Pierce: most ammunition in the game",
"— Explosive: launcher rounds",
"— Energy: some ammunition types",
"— Chemical: some ammunition types"
],
"type": "text"
},
{
"content": [
"For a ranged weapon, the damage and the damage type belong to the round, not the gun. The gun decides range, shots per turn, accuracy and clip size; the ammunition decides how hard it hits and what kind of harm it does.",
"So the same rifle is a different weapon with a different round in it.",
"Melee weapons are the exception: their damage and type are their own."
],
"type": "text"
},
{
"content": [
"Every piece of armor is best against one type and worst against another, and average against the rest",
"Enemies have a best and a worst defense too, and they are listed on the enemy screen. Read them before you pick your loadout."
],
"type": "text"
},
{
"content": [
"Hitting"
],
"type": "h2"
},
{
"content": [
"Every attack rolls two ten-sided dice and adds your weapon accuracy, skill bonuses and any bonuses from items and buffs, then subtracts the distance penalty, your armor's hit penalty and anything the terrain or your condition is doing to you.",
"That total has to beat the target's defense value: a base value, plus their natural defense, their armor, their skills and their situation.",
"The distance penalty is also applied."
],
"type": "text"
},
{
"content": [
"Critical hits"
],
"type": "h2"
},
{
"content": [
"Rolling two tens is always a critical hit.",
"Beating the target's defense value by 10 or more is also a critical hit. Some items may lower that margin.",
"A critical hit deals 1.5 times as much damage. Several specialisation perks push that much further."
],
"type": "text"
},
{
"content": [
"Damage"
],
"type": "h2"
},
{
"content": [
"Damage calculated as roll within the damage range of your weapon, or of the round in it, plus skill, item, buff and terrain bonuses, multiplied by the critical multiplier, then subtracted by the target's armor reduction.",
"A hit always does at least 1 damage. Armor can never reduce a hit to nothing."
],
"type": "text"
},
{
"content": [
"Terrain"
],
"type": "h2"
},
{
"content": [
"Where you fight favours certain weapons - and only for players, never for the NPCs.",
"Bringing the right gun to the right ground is worth as much as a level."
],
"type": "text"
},
{
"content": [
"Status effects"
],
"type": "h2"
},
{
"content": [
"Weapons, perks, drugs and enemy abilities can leave a lasting effect on a fighter:",
"— Stun: the target loses its turn",
"— Bleed: damage every turn, as a share of the target's maximum health",
"— Fear: the target's accuracy drops",
"— Knockback: the target is pushed away",
"Perks can also stack up damage, accuracy or armor over the course of a fight.",
"An effect applied this turn starts biting on the next one. Some skills may give you a chance to shrug an incoming effect off, and some kinds of enemy are simply immune."
],
"type": "text"
},
{
"content": [
"Healing items"
],
"type": "h2"
},
{
"content": [
"Food is only edible out of combat. It heals more per item and it is cheap.",
"Medications work in combat.",
"You can only use an item mid-fight if it is on your belt. Everything in your inventory is out of reach until the fighting stops.",
"Out of combat you can also pay an infirmary to patch you up."
],
"type": "text"
}
],
"title": "Combat stats"
}
}