HACKED TYPICAL ROLLS -------------------- d6 + skill/stat + modifiers - resisting skill roll 1: reroll with additional modifier -5 (which stays) 6: reroll, 4 = +1, 5 = +2, 6 = +3 and reroll... 7 = 6+4 8 = 6+5 9 = 6+6 (+ 1,2,3) 10 = 6+6+4 11 = 6+6+5 12 = 6+6+6 (+ 1,2,3)... Basic modifiers: Wounded: -1 per 2 hits/1 wound lost Resisted -opposing level Melee attack ------------ Diff. -4 -3 -2 -1 0 +1 +2 +3 +4 +5 --------------------------------------------------------------- Target 7+ 6+ 6+ 5+ 5+ 4+ 4+ 3+ 3+ 2+ Melee vs. Defence (melee skill or SPD) -1 target has shield -1 attacker has shield with no skill to use it -2 per side in defence +1 per side in charge +2 target casting spell or loading weapon +1 second attacker +2 third attacker... (only in total charge) um 6+4 critical hit - +2 to damage (or to modify hit location) um 2 extra strike Roll Bonuses Notes ------------------------------------ Skilltest varies Ranged attack vs. SPD or VIP +2 point-blank range -1 per range step (after first with bows) -2 firing while in move (melee not 0) -1 target has shield (um 6+4 - critical hit) Armor test - target number varies Damage vs. CF +2 if wounded, reroll with -1 (non-cumulative) Damage vs. VIP - 4+ Hit caused + reroll with -VIP 2,3 Hit caused -1 Scratch Hit-test +4 vs. Hits over END (vs. blackout or death) First-aid +2 vs. Hits, +0 on test if self-aid (to stop bleeding) Soul Departure +4 If failed soul lost and cannot be raised Mana Control +2 vs. Mana in pool Fast Mana +0 vs. Mana in pool (also when spell interrupted) Spell casting varies +2 concentrated spell-casting -1 both hands full -2 cannot move -1 whispering -2 no sound -2 ritual magic without concentration -4 no skill with spell -1 per spell level above I Concentration - WIL vs. damage (against damage)