User Guide

your ability to see closer objects better in the dark. It does not mod-
ify an opponent’s chance to hit you in combat. Your opponents are
subject to the standard darkness modifiers.
Armor provides protection against the target actually being hit
by deflecting the attack. Attacks that are deflected (or bounced, for
really heavy armor) do no damage to the target. The percentage that
the chance to hit is modified by is called Armor Class (AC). The AC
is subtracted from the chance to hit. Higher ACs are therefore bet-
ter. Anything over a 20% AC is really good. See the Armor section
on page 5—12 for more details.
Cover is considered as any obstacle between you and your tar-
get. Other people, barrels to duck behind, trees, and walls are all
considered cover. Cover will modify the to hit chance as a negative
penalty. You will never have a better chance to hit your target if
there is cover between you and it. The amount of the penalty
depends on the cover. A barrel may be very little, another person a
little more, and a wall may have a really big modifier.
Targeted attacks are discussed below, but they all have some
sort of negative to hit penalty based on the location being targeted.
Trying to hit someone in the eyes is more difficult than attacking
their left arm (or tentacle, or whatever).
RANGED WEAPONS
Ranged weapons are weapons that can be used in a range of
1 hex or more. Ranged weapons have some sort of finite range that
they can be used up to, but this is often 6-8, 15, 20 or more meters
(hexes) away.
Pistols, rifles, SMGs, shotguns, rocket launchers, flame-throw-
ers are all considered ranged weapons. So are throwing knives,
spears and rocks. If you can attack someone at a range of more than
2 hexes, it is considered a ranged weapon.
VDSG – RESTRICTED – VTB-OO1-13
RESTRICTED5—6
Figure 5-3: The active item
button, in Single attack mode.