The Primordial Instinct to Kill

When a character attempts to harm or destroy an enemy, he takes an Attack Action and makes an Attack Test. How hard it is to hit the Target of this Attack Test varies greatly depending on the circumstances surrounding the Attack. This page will lay out the mechanical effects of the conditions that can be found on the battlefield.
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= Making an Attack =
The following steps apply any time an Attack is made, though Attacks will often not involve any Reactions, and thus will be much simpler to resolve.
1. Attacker declares the Attack
When it is a character's Turn to act, or an enemy has taken an Action which can provoke an Ambush, the character may declare that he is Attacking. The enemy being Attacked is referred to as the Target, and must be possible to reach with the means at the Attacker's disposal.
2. Enemies declare any Reactions 
The Target may take a Defend Reaction to attempt to avoid the Attack, and/or the Target or his allies may attempt an Ambush Reaction to interrupt the Attack and possibly kill the Attacker before he can harm the Target. 
Keep in mind: 
*Unless the Attack from Step 1 has the Reckless Drawback (thus making the Attack Vulnerable), an Ambush requires the enemy to be on Watch, otherwise an Ambush can only trigger based on a Maneuver, not an Attack.
* An Ambush Reaction must be declared immediately after the Action that triggers it is declared. You cannot wait to see if anything else is going on before deciding to retroactively take an Ambush against a previously declared Action.
3. Ambushes become the new Attack, and are resolved first
If any Ambush Reactions are declared, they take over the spotlight and are treated as an Attack, starting a new Attack process and going back to Step 1 and proceeding from there. This continues until there are no additional Ambushes declared.
4. All Attacks are resolved in reverse order of declaration
Once all Reactions are declared, they are set in stone and cannot be altered based on the outcome of any Tests rolled. The last Reaction declared is resolved first.
Any character killed or incapacitated – or forced to take a Defend Reaction – before he can make his Attack or Ambush loses the ability to make that Attack, naturally.
=Attack Test=
Any time an Attack is made, the attacking character makes an Attack Test against the Target, with the Difficulty determined by the conditions of the Attack and the state of the Target, which will be detailed below.
== Weapon Types ==
There are three types of weapons which have different ways they can be used, as well as the Attribute and Skill used to Attack with them.
=== Melee Weapons ===
Melee Weapons are held in the hand and used to attack nearby opponents without letting go of the weapon. This includes blades, bludgeons, polearms (including bayonets), and hafted weapons like axes.
=== Ranged Weapons ===
Ranged Weapons can be handheld or mounted, and are used by aiming them at a distant foe. This covers all manners of firearms and artillery, as well as bows and crossbows.
Ranged Weapons must use Ammo [ADD HYPERLINK] in order to make an Attack. By default, each Attack uses 1 Ammo, but the Barrage Advantage and the Wasteful Drawback can both increase the amount of Ammo required.
=== Thrown Weapons ===
Thrown Weapons are intended to be hurled by arm at a foe. These cover all types of grenades and thrown bombs, but can also include Melee Weapons. Generally, a Melee Weapon used as a Thrown Weapon suffers a +2 Difficulty Penalty for being too clumsy to accurately throw, but some Melee Weapons are intended to be used as such and thus do not suffer any penalty. These Melee Weapons have the Throwable Trait [ADD HYPERLINK], and include javelins and throwing axes and knives.
Unlike Ammo for Ranged Weapons, Thrown Weapons have an item count which is spent 1 at a time on an Attack. The Barrage Advantage and Wasteful Drawback can both still increase the number of Thrown Weapons spent just like with Ranged Weapons.
==Attack Types==
The type of weapon used combined with the proximity to the Target determines which Attribute and Skill is used in the Attack Test.
===Close Attack===
An Attack is a Close Attack if it is against a Target within the same Zone.
*Melee Weapons use Fitness (Assault)
*Ranged Weapons use Coordination (Reflexes)
*Thrown Weapons use Coordination (Dexterity)
===Distant Attack===
An Attack against a Target in an adjacent or further away Zone is a Distant Attack. Distant Attacks take into account the Distance to the Target.
* Melee Weapons cannot be used to make Distant Attacks
*Distant Attacks with Ranged Weapons use Coordination (Marksmanship)
*Thrown Weapons continue to use Coordination (Dexterity)
===Blind Attack===
Blind Attacks are a unique type of Attack that is often made out of desperation due to not knowing the exact location of an enemy or being able to see the Target, due to visibility limitations, blindness, or a refusal to expose oneself to enemy counter-attacks.
Blind Attacks have a unique set of penalties from other Attacks: When in the same Zone, Blind Attacks suffer a +2 Difficulty penalty on the Attack Test, with an additional stacking +4 Difficulty penalty per Zone of distance beyond that. 
Blind Attacks completely ignore the weapon's Range. And Blind Attacks cannot benefit from the Aimed Advantage.
*Melee Weapons use Intuition (Assault)
*Ranged Weapons use Intuition (Reflexes) for Attacks made against Targets in the same Zone or Intuition (Marksmanship) for Attacks against Targets further away
*Thrown Weapons use Intuition (Dexterity)
Attack Test Atribute/Skill	Attack Test Atribute/Skill	Attack Test Atribute/Skill 	Attack Test Atribute/Skill
Weapon Type 	Close Attack (Same Zone) 	Distant Attack 	Blind Attack (Close/Distant)
Ranged Weapon 	Coordination (Reflexes) 	Coordination (Marksmanship)	Intuition (Reflexes/Marksmanship)
Melee Weapon 	Fitness (Assault) 	N/A 	Intuition (Assault)
Thrown Weapon 	Coordination (Dexterity) 	Coordination (Dexterity) 	Intuition (Dexterity)
==Attack Test Results==
The result of an Attack Test depend upon the type of Attack being made. But all Attack Tests share the following results: 
*Victory: If the Attack had the Barrage Advantage, go to the Barrage Test. Otherwise, the Attack hits, and can be improved in the following ways:
** ✠ (1 VP, repeatable) Vicious: Apply a +2 Difficulty penalty against Champions on their Resilience Test to resist Damage, or increase Damage by 1 against Combatants
**✠ (1 VP) Precise: Reduce the Hit Location die from a d20 to a d8, determining Hit Location by choosing a number between 0 and 12 and adding that to the d8 roll
**? (Variable VP) Advantages: Any additional Victory Point expenditures from applied Attack Advantages
*Success: If the Attack had the Barrage Advantage, go to the Barrage Test instead. Otherwise, the Attack hits and inflicts normal Damage
*Dilemma: Choose one: 
*#Glancing Hit: The Attack hits at reduced effect, lowering Damage by 3 (not applicable to Attacks with the Barrage Advantage)
*#Near Miss: Require the Target to make a Courage Test [ADD HYPERLINK]
*Failure: The Attack misses entirely
*Disaster: The Attack misses entirely, and something goes terribly wrong. Options include:
** Malfunction: The weapon used to make the Attack jams, is damaged, or dropped. The character must take a 1 Focus Ready Action and pass a Coordination (Dexterity) Test before the weapon is usable again
** Accident: The Attack hits an intervening ally instead of the enemy, doing normal Damage
**Unsafe: The Attack has Vulnerable applied to it retroactively if not already done so 
= Attack Advantages and Drawbacks=
When an Attack is made, the specific Attack Action taken has the option to add Advantages and possibly a Drawback to grant an additional Advantage too.
Only one Advantage or Drawback can be taken from each row. So if an Attack has the Cautious Advantage, it cannot also have the Safe Advantage or the Reckless Drawback, for example.
Attack Advantages and Drawbacks 	Attack Advantages and Drawbacks 	Attack Advantages and Drawbacks
Advantages 	Advantages 	Drawbacks
Aimed: Add [Weapon's Accuracy] Advances on the Attack Test 	Aimed: Add [Weapon's Accuracy] Advances on the Attack Test 	Wild: -2 Advances on the Attack Test
Cautious: +2 Difficulty to enemy Ambushes 	Safe: Make a Blind Attack to maintain Total Cover 	Reckless: Attack always triggers Ambushes, -2 Difficulty to enemy Ambush
Fierce: +1 Damage, use Fitness, only for Melee/Thrown Weapons with the Strength Trait	Fierce: +1 Damage, use Fitness, only for Melee/Thrown Weapons with the Strength Trait	Weak: -1 Damage, only for Melee/Thrown Weapons with the Strength Trait
Barrage: Expend Breath or Ammo for the chance to land extra hits 	Barrage: Expend Breath or Ammo for the chance to land extra hits 	Wasteful: Expend 1 Breath or Ammo needlessly
==Attack Advantages==
Each Attack Advantage has a benefit that is automatically applied to the Attack Test, and most also have a additional options on which Victory Points can be spent, on top of the regular choices.
===Aimed Advantage===
The Attacker takes the time to line up the Attack, taking advantage of the weapon's ergonomics to increase chances of hitting the Target. There are two benefits to the Aimed Advantage, in addition to the extra VP spend options:
* Add the weapon's Accuracy [ADD HYPERLINK] worth of Advances as an Effectiveness bonus on the Attack Test
* Use any Weapon Attachments [ADD HYPERLINK] that require the Aimed Advantage to assist with the Attack, such as stocks or scopes [ADD HYPERLINK]
Additionally, some Talents [ADD HYPERLINK] specifically benefit Attacks with the Aimed Advantage.
*Victory: 
**✠ (1 VP) Direct: Increase Penetration by 1
**✠✠ (2 VPs) Centered: Reduce Hit Locations Die size to a d3, determining Hit Location by choosing a number between 0 and 17 and adding that to the d3
**✠✠✠ (3 VPs) Bullseye: Select exact Hit Location, and take advantage of an Opening [ADD HYPERLINK] if the Hit Location has armor with that Trait
===Cautious Advantage===
Gain Evasive against any enemy Ambushes made in response to this Attack. 
*Victory: ✠✠ (2 VPs): Scramble: Take 1 free Reposition Action after the Attack, to change Stance
===Safe Advantage===
Without looking, a character can shoot a suitable Ranged Weapon or throw a Thrown Weapon while staying safely behind Cover. 
The resulting Attack must be a Blind Attack (and as such cannot benefit from the Aimed Advantage), but does not reduce the character's Total Cover to Partial Cover as normal Attacks do.
===Fierce Advantage===
The Attack has extra effort put into it, increasing Damage by 1.
The Fierce Advantage can apply to Attacks using Melee Weapons, as well as Thrown Weapons with the Strength Trait [ADD HYPERLINK]. In the case of the latter, the Attribute used on the Attack Test changes to Fitness instead of Coordination.
Fierce is applied automatically to Close Attacks with Melee Weapons after a Maneuver to reflect the added momentum from a Charge. As normal, only one Fierce Advantage may be applied to a single Attack.
*Victory: 
** ✠ (1 VP, repeatable) Smite: Increase Damage by +1
** ✠ (1 VP, repeatable) Cleave: Increase Penetration by +1
===Barrage Advantage===
An Attack with the Barrage Advantage represents a repeated, rapid Attack with the intent to hit the Target multiple times. This can be either a flurry of blows for Melee Weapons, hurling several Thrown Weapons, or swift shooting for Ranged Weapons.
In both cases, the Attacker must spend extra resources in order to make a Barrage Attack. For Melee Weapons, the Attacker must spend Breath, while Ranged Weapons expend Ammo [ADD HYPERLINK] and Thrown Weapons lower their item count by more than the usual 1 being thrown. If a weapon has a Rate of 1, it cannot be used in a Barrage Attack.
There are two types of Barrages, a Short Barrage and a Full Barrage, which affect the amount of resources spent, the Difficulty penalty on the Attack Test, and the amount of Barrage Dice used to determine the number of hits. Either type can be chosen when the Barrage Advantage is taken so long as the character has the appropriate number of resources at his disposal:
Barrage Rules 	Barrage Rules 	Barrage Rules
 	Short Barrage 	Full Barrage
Expenditure 	1 extra Ammo/Thrown Weapon/Breath	2 extra Ammo/Thrown Weapons/Breath
Difficulty penalty	+4 Difficulty - [Weapon Control] 	+6 Difficulty - [Weapon Control]
# of Barrage Dice 	[Weapon Rate] 	[Weapon Rate] x 1.5 (Round up)
====Barrage Difficulty and Weapon Control====
Barrages increase the Difficulty of the Attack Test, by +4 for a Short Barrage and +6 for a Full Barrage.
This penalty is reduced by the weapon's Control [ADD HYPERLINK], which can be modified by Attachments [ADD HYPERLINK]. Control only applies once, reducing the Difficulty penalty by the same amount regardless of whether the Barrage is a Short or Full one. Control cannot reduce the Difficulty Penalty below 0.
====Barrage Test====
Attacks with the Barrage Advantage have an additional step after the Attack Test is made. First of all, use the following results in place of the standard Victory and Success options on the Attack Test:
*Victory: The Attack lands around the Target, and as such the Barrage Test is rolled with the Barrage Dice starting at d6s. The Attack can be improved in the following ways:
**✠ (1 VP, repeatable) Honed: Increase the size of the Barrage Dice by 1 (i.e. from d6 to d7 to d8, etc.)
**✠ (1 VP) Precise: Reduce the Hit Location die from a d20 to a d8, determining Hit Location by choosing a number between 0 and 12 and adding that to the d8 roll
*Success: The Attack lands around the Target, and as such the Barrage Test is rolled with the Barrage Dice being d6s.
After a Success or Victory, the Attacker then goes on to make a Barrage Test. This involves rolling a number of dice determined by the Weapon's Rate and whether the Barrage was a Short or Full one: Short Barrages roll the Weapon's Rate, while Full Barrages roll the Weapon's Rate multiplied by 1.5, rounding up. The size of these dice is set by the number of VP spent on increasing them, starting at d6s and increasing by one dice size (to d7s, then d8s) per VP spent.
Each Barrage Die that rolls a 6 or higher results in a hit on the Target. These hits are each rolled to determine their Hit Location as normal, with any repeats on the same Body Part all lumping together into a single Attack to that Body Part. If there are multiple hits on the same Body Part, the Target must make a number of Damage Resistance [ADD HYPERLINK] rolls equal to the number of hits on that Body Part and take the lowest result for resisting the Damage to that Body Part.As an optional rule for added realism, if any hits would strike Partial Cover [ADD HYPERLINK] in front of a Body Part while other Attacks from the same Barrage Attack hit that Body Part without hitting Cover, only count half of the hits that were blocked by the Partial Cover (rounding up) when determining the number of Damage Resistance Tests taken by the Target. Otherwise, the hits that are blocked by Cover could be discarded, or counted separately from the ones that hit the Exposed Body Part if desired.
==Attack Drawbacks ==
===Wild Drawback===
The Attack is Wild, and suffers a -2 Advances Effectiveness penalty on the Attack Test.
Victory Points cannot be spent on Precise to reduce the size of the Hit Location Die.
===Reckless Drawback===
The Attacker is Vulnerable while making the Attack, giving enemies an easier time landing an Ambush Attack.
===Weak Drawback===
The Attack is hesitant or underpowered, lowering Damage by 1.
The Weak Drawback can apply to Attacks using Melee Weapons, as well as Thrown Weapons with the Strength Trait [ADD HYPERLINK].
===Wasteful Drawback===
The Attack is exhausting in either stamina or munitions, causing the Attacker to expend 1 Breath or spend 1 additional Ammo/Thrown Weapon.
=Attack Circumstances=
There are five main factors to consider when determining the Difficulty of an Attack:
*Attacker and Target Size: The relative size difference between the Attacker and the Target
*Target Bearing: The mobility of the Target
*Target Visibility: Conditions that might obscure the Target
*Target Distance: How far away the Target is
*Target Stance: The fighting posture of the Target
The first three factors are summarized in the table below, but Distance and Stance are a bit different.
Attack Conditions	Attack Conditions 	Attack Conditions	Attack Conditions 	Attack Conditions 	Attack Conditions	Attack Conditions
Modifiers 	DifficultyModifier	AttackerSize 	TargetSize 	TargetBearing 	Visibility 	DifficultyModifier
Bonuses 	 	 	 	 	 	
Bonuses 	Miniscule 	Gigantic 	 	 	 	
Bonuses 	Tiny 	Enormous 	 	 	 	
Bonuses 	Diminutive 	Huge 	 	 	 	
Bonuses 	Small 	Large 	Vulnerable 	 	 	
Slight 	Big 	 	 	 	 	
Neutral 	+0 	Medium 	Medium 	Active 	Good 	+0
Penalties 	Big 	Slight 	Moving (Slow) 	 	 	
Penalties 	Large 	Small 	EvasiveMoving (Normal)	Poor (Distant Attacks)Minimal (Close Attacks)	 	
Penalties 	Moving (Fast) 	 	 	 	 	
Penalties 	Huge 	Diminutive 	 	Minimal (Distant Attacks) 	 	
Penalties 	Enormous 	Tiny 	 	 	 	
Penalties 	Gigantic 	Miniscule 	 	 	 	
=Size=
The relative size of the Attacker and the Target can affect the Difficulty of the Attack Test. If both the Attacker and the Target are the same Size, there are no modifiers. But if they are different Sizes, the Difficulty modifiers from both the Attacker's Size and the Target's Size affect the Attack Test.
Target Size Modifiers	Target Size Modifiers 	Target Size Modifiers 	Target Size Modifiers 	Target Size Modifiers
Size Category 	Attacker SizeDifficulty Modifier	Target SizeDifficulty Modifier	Single TargetHeight/Width	Multiple Medium Targets
Gigantic 	 	 	 	
Greater than 60’ 	 	 	 	
Enormous 	 	 	 	
30’ – 60’ 	Mob (30+ people) 	 	 	
Huge 	 	 	 	
12’ – 30’ 	Crowd (10-29 people) 	 	 	
Large 	 	 	 	
8’ – 12’ 	Group (4-8 people) 	 	 	
Big 	 	 	 	
7' – 8’ 	 	 	 	
Medium 	4’6" – 7' 	 	 	
Slight 	 	 	 	
3'8" – 4’6" 	 	 	 	
Small 	 	 	 	
2’ – 3'8" 	 	 	 	
Diminutive 	 	 	 	
10” – 2’ 	 	 	 	
Tiny 	 	 	 	
4” – 10” 	 	 	 	
Minuscule 	 	 	 	
0” – 4” 	 	 	 	
==Examples==
If a Large-Sized Attacker shoots at a Medium-Sized Target, the Attack Test suffers a +2 Difficulty penalty (from the Attacker's Size Modifier).
If a Small-Sized Attacker shoots at a Huge-Sized Target, the Attack Test enjoys a -6 Difficulty bonus (-2 Difficulty from the Attacker's Size Modifier, and -4 Difficulty from the Target's Size Modifier).
==Cover and Hit Locations ==
Attempting to lay out every potential iteration of how Cover might interact with Targets of every Size would be too exhaustive, so Gamemasters are encouraged to use common sense. Most considerations of Cover on the battlefield are intended for Medium characters, but smaller ones should have an easier time finding Cover and perhaps a more difficult time shooting over Cover intended for larger characters. Conversely, larger characters would not be able to take cover behind nearly as many sources of protection.
Additionally, common sense should be employed when a character uses a Melee Attack against a character of a different Size regarding Hit Location. Using a smaller dice size and/or adding additional dice and taking the higher/lower result might be appropriate so as not to have a 2 foot tall character hitting the head of a 20 foot tall character, for instance.
==Race/Sex Sizes==
Most Races are Medium and as such apply no penalties or bonuses to Attack Tests against them, but there are a few exceptions: 
*Dragon Daughters: Huge (-4 Difficulty to hit)
*Half-Horses: Large (-2 Difficulty to hit)
*Female Sea Hounds: Big (-1 Difficulty to hit)
*Wolfen in Brute Form: Big (-1 Difficulty to hit)
*Jackdaw (both sexes) and female Magpie Night Ravens: Slight (+1 Difficulty to hit)
*Burrowers: Diminutive (+4 Difficulty to hit)
=Target Bearing=
The movements of the Target are referred to as the Target's Bearing, and they greatly affect the Difficulty of the Attack. There are three possible Bearings: Vulnerable, Active, or Evasive.
==Vulnerable==
The Target is at risk, either as a result of standing still (in the case of Distant Attacks) or not able to move effectively to protect himself (in the case of Close Attacks). This can be caused as a result of focusing on an Action to such a degree that defensive considerations are abandoned, being gripped by fear or indecision, or being in a prone position or otherwise unable to move.
There are three downsides to being Vulnerable: 
* The Attacker gains a -2 Difficulty bonus to the Attack Test
* The Attacker can ignore the Unwieldy Trait [ADD HYPERLINK] of any weapon he is wielding
* Any Action that makes a character Vulnerable immediately triggers an Ambush from all eligible enemies as if that Action had been a Maneuver. This allows enemies to ignore the requirement to have taken a Watch Anticipation in order to make an Ambush on the Vulnerable character
==Active ==
The standard Bearing of any fighter in battle is Active, meaning periodic movements or shifting, peeking and repositioning. Targets that are moving as a result of taking part in the fight – or otherwise avoiding staying still – are considered Active. 
When a Target is Active, there is no modifier to the Attack Test. 
==Moving==
A mobile Target is a more difficult one, so anyone who running to a different position on the battlefield is considered Moving. The penalty to Attack a Moving Target depends upon the Speed of the Target: 
*Fast Speed characters: +3 Difficulty penalty to the Attack Test
*Normal Speed characters: +2 Difficulty penalty to the Attack Test
*Slow Speed characters: +1 Difficulty penalty to the Attack Test
Additionally, the Dash Maneuver uniquely increases the Difficulty penalty by +1.
A character can benefit from Moving at the same time as Evasive.
==Evasive==
Evasive Targets are ones that are actively focusing on avoiding exposing themselves to danger as much as possible. They may be ducking behind cover aside from quick glances around it, dodging and weaving side to side, or running in a stopping and starting manner with plentiful crouching to avoid being out in the open too long.
When a Target is Evasive, the Attacker suffers a +2 Difficulty penalty to the Attack Test.
A character can benefit from Evasive at the same time as Moving.
=Target Visibility=
Visibility is the result of conditions that make seeing the Target more challenging, such as smoke, rain, fog, darkness, concealment, or any other obscuration. Generally, Visibility only applies to Distant Attacks as more distance is required for battlefield conditions to prevent a clear sight picture to the Target, but if the Visibility is poor enough, it can inflict a Visibility penalty to a Close Attack as well.
==Good ==
There is nothing reducing Visibility and as such there are no penalties to Attacks.
==Poor==
Poor Visibility is the result of lower light levels around late dusk or early dawn, or shrouding weather conditions such as steady rain or considerable mist.
Poor Visibility applies a +2 Difficulty penalty to Distant Attacks.
==Minimal==
Minimal Visibility is the result of the darkness of night with enough star- or moon-light to still see by, or thick smoke or torrential rain that drastically reduces vision.
Minimal Visibility applies a +4 Difficulty penalty to Distant Attacks and a +2 Difficulty penalty to Close Attacks.
==None==
If there is no visibility whatsoever, due to total darkness such as overcast night-time or impenetrable obscuration, the Attack must be a Blind Attack.
=Target Distance=
==Point-blank==
Standing immediately next to a Target is considered point-blank distance, and if the Target is not moving or attempting to avoid the Attack, the Attacker gains an Effectiveness bonus of +2 Advances to the Attack Test. This is usually the result of the Target being surprised or unaware that an Attack might be coming.
If the Target is Active or Evasive, he is moving or resisting, and Attacks against him simply count as Close (see below).
==Close Attacks==
Standing within the same Zone as the Target is generally a Close Attack, and does not inflict a distance penalty unless the Attack is a Blind Attack.
==Distant Attacks==
Any Attack against Targets further away than being in the same Zone is a Distant Attack and the distance applies a penalty to the Attack Test.
===Range===
Ranged Weapons and Thrown Weapons have a Range which determines its ability to reach further away Targets. Range is set by the weapon type, but can be modified by Scopes, Racial Abilities, and Talents. [ADD HYPERLINK] For Thrown Weapons, Range is determined by the character's Fitness.
The Range affects the Difficulty depending on how far away the Target is, according to the following:
Weapon Range	Difficulty Penalty
Very Long 	+1 Difficulty per 3 full Zones
Long 	+1 Difficulty per 2 full Zones
Medium 	+1 Difficulty per Zone
Short 	+2 Difficulty per Zone
Very Short 	+3 Difficulty per Zone
For Very Long and Long Range Weapon, the penalty only increase for every full increment, meaning round down the number of Zones when divided by the increment for the Difficulty increase.
===Distance and Penetration===
Additionally, for every 4 Zones that a Distant Attack must travel to reach the Target, the Attack loses 1 point of Penetration [ADD HYPERLINK].
=Target Stance=
Stance covers a character's physical position or posture as relating to the silhouette he provides to enemies and his ability to move at a moment's notice. Intentionally changing Stance requires spending 1 Focus on a Reposition Action, though a character can be forcibly put into a different situation by injuries or tripping, most often resulting in going Down involuntarily.
==Unhindered==
A character who does not have any other Stance is Unhindered, and is simply out in the open, without cover or concealment. The character might be standing, crouching, or kneeling, but he is considered Unhindered all the same. Attacking an Unhindered Target has no modifier. 
Characters who have yet to assume any other Stance are Unhindered by default, and moving via a Maneuver Action (besides the Prowl Maneuver) requires being Unhindered. If a character is any other Stance than Unhindered, he must take a Reposition Action to change his Stance to Unhindered before being able to take a Maneuver Action.
==Down==
A character who is Down is laying on the ground, either prone or supine. Going Down is often a good way to reduce the chances of being hit by an Attack, but applies other effects as well:
* Can only move via a Prowl Maneuver without first spending a Reposition Action to return to Unhindered
** Moving via a Prowl Maneuver while Down lowers Speed by one category, and if already Slow, prevents moving
*+4 Difficulty to enemy Attacks targeting a Down character
* Add Unwieldy +1 and increase Control by 1 for any weapons used to Attack while Down
*Risks getting equipment dirty in Mud [ADD HYPERLINK]
*When hit by an Attack when Down, the enemy adds 1 additional Hit Location Die and takes the highest result if the Attack was from the front, or the lowest result if the Attack was from the rear.
==Concealed==
Concealed refers to a character who is hidden from sight and whose exact location is unknown to his enemies. A character can gain Concealed by taking the Reposition Action to hide behind available Concealment. As a general rule, most places that are not completely flat plains or open building interiors will have some Concealment around, though it is up to the Gamemaster if there is enough to hide behind. 
Additionally, the character cannot become Concealed if he is actively being observed by the enemy. A character diving behind a rock while his enemies watch is not Concealed even though he's temporarily out of sight. If it is unclear, make an Opposed Intuition (Stealth) vs. Intuition (Awareness) Test with the observers gaining a bonus depending upon how attentive they are. Apply the same modifiers as detailed in the Spot Test Difficulty section below. If the character attempting to hide achieves a Success or greater, he becomes Concealed. By default, being Concealed applies the following effects to the Concealed character: 
*Can only move via a Prowl Maneuver without first spending a Reposition Action to return to Unhindered
*Cannot be targeted by any enemy Actions or Reactions without the enemy succeeding at a Spot Test
===Spot Test===
A Spot Test is when a character attempts to locate a Concealed enemy so as to Act upon or React against him. There are three instances when a Spot Test is called for, which determine when the Spot Test is rolled:
*Observe Action: On the character's Turn, often as a prelude to attempting to Attack a Concealed Target
*Watch Anticipation: On the enemy's Turn, in response to an Action a Concealed enemy is taking, so as to Ambush him
*Guard Anticipation: On the enemy's Turn, in response to an Attack a Concealed enemy is making, so as to Defend against it
The Attributes/Skills used on the resulting Opposed Test are determined by the cause of the Spot Test:
Spotting Source 	Point Taken 	Opposed Test
Observe Action 	Character's Turn	Intellect (Investigation) vs Intuition (Stealth)
Watch Anticipation	Enemy's Action 	Intuition (Awareness) vs Intuition (Stealth)
Guard Anticipation	Enemy's Attack 	Intuition (Awareness) vs Intuition (Stealth)
====Spot Test Modifiers====
Assuming the Spotting character's means of detection are visual, the Target's result is modified by two factors: Visibility and Distance. Visibility works just like for Attack Tests, taking into account the help of any camouflage. 
Distance also works like with Distant Attack, with eyesight being treated as having a Range of Very Long. This means that the Concealed enemy has a Bonus equal to the number of Zones between him and the character doing the Spotting, divided by 3 (rounding down).
If the Spotting character is using another sense to locate the Target, apply the same Penalties as for a Blind Attack.
Additionally, the Concealed character suffers a -2 Advances Penalty if he is moving via a Prowl Maneuver when the Spot Test occurs.
====Spot Test Results====
*Victory: Act against the Target without penalty, effectively ignoring his Concealed status until he takes an Action to gain it again, and:
**✠✠ (2 VPs) Designate: Point out Target to allies, ending the Target's Concealed status entirely
*Success: Act against the Target without penalty, effectively ignoring his Concealed status until he takes an Action to gain it again
*Dilemma: Choose one: 
**Glimpse: Act against the Target at a +4 Difficulty penalty
**Scrutinize: Spend 1 additional Focus to act against the Concealed Target without penalty
**Estimate: Learn for certain within which Zone the Concealed Target is located (useful for Attacks with weapons with the Area Trait [ADD HYPERLINK])
*Failure: The character is unable to detect the Target at all, and thus cannot Act or Defend against him
*Disaster: The character is unable to detect the Target at all, and additionally the Gamemaster may apply one of the following:
**Dismissive: The character cannot attempt another Spot Test until something very noticeable has occurred that might prompt another look
**Imperiled: The character is considered Vulnerable to the Concealed enemy
**Hunted: The character must make a Courage Test [ADD HYPERLINK]
==Covered==
Taking shelter behind a protective barrier is one of the most important methods of surviving a firefight. In order to gain Covered, a character must be in a Zone with sufficient obstacles to hide behind. This can depend upon the available terrain and is up to the Gamemaster's discretion. Generally forests will have trees which can serve as Improvised Cover, farmlands might have walls between fields as well as buildings which could be used as shelter, and so on.
Additionally, keep character Size (and whether or not a character is Down) in mind so as to determine if something could be used as Cover. For instance, even a tree stump or a deep crater could serve as Cover for a prone or small character.
As with Concealed, being Covered does not allow a character to move without first spending a Reposition Action to return to Unhindered, aside from the Prowl Maneuver. A character can move between two Zones that have continuous Cover stretching across both Zones without losing Total Cover by taking a Prowl Maneuver.
There are two levels of Cover, as well as two degrees of protection a character can enjoy:
 	 	Partial Cover 	Total Cover
Improvised Shelter	Body Coverage 	Hit Locations 1-12 	All Body Parts
Improvised Shelter	Protection Arc 	Protects the front 180°, enemies behind are Flanking 	Protects the front 180°, enemies behind are Flanking
Improvised Shelter	Penetration Threshold	Crush 5 or Pierce 4 Penetration passes through but suffers Penetration -2 and Damage -1 	Crush 5 or Pierce 4 Penetration passes through but suffers Penetration -2 and Damage -1
Improvised Shelter	Superior Penetration 	Crush 6 or higher or Pierce 5 or higher Penetration passes through but suffers Penetration -1 	Crush 6 or higher or Pierce 5 or higher Penetration passes through but suffers Penetration -1
Fighting Position 	Body Coverage 	Hit Locations 1-12 	All Body Parts
Fighting Position 	Protection Arc 	Protects from every direction; enemies must be within the same Zone to be Flanking 	Protects from every direction; enemies must be within the same Zone to be Flanking
Fighting Position 	Penetration Threshold	Crush 10 or Pierce 8 Penetration passes through but suffers Penetration -2 and Damage -1 	Crush 10 or Pierce 8 Penetration passes through but suffers Penetration -2 and Damage -1
Fighting Position 	Superior Penetration 	Crush 11 or higher or Pierce 9 or higher Penetration passes through but suffers Penetration -1	Crush 11 or higher or Pierce 9 or higher Penetration passes through but suffers Penetration -1
===Total Cover===
When a character uses a Reposition Action to take Cover, he gains it as Total Cover. This represents him being completely protected by the Cover with no body parts exposed to the enemy:
*Total Cover protects all Body Parts [ADD HYPERLINK] if an enemy Attack is successful
*If an enemy is not sure exactly where a character is behind Total Cover (Gamemaster's discretion), the Attack must be a Blind Attack
This is a very safe position, with the enemy's only option being either to attempt to Flank [ADD HYPERLINK] the character, flush him out with indirect weapons if possible, or shoot through the Cover. At the same time, a character with Total Cover cannot act against the enemy in any meaningful way without having his Covered status reduced to Partial Cover.
===Partial Cover===
Any time a character behind Total Cover does something that requires being partially visible to accomplish it, his Covered status degrades from Total Cover to Partial Cover during the duration of the action. Partial Cover only protects some of the character:
* Partial Cover protects Hit Locations 1 through 12 [ADD HYPERLINK] if an enemy Attack hits there
As a general rule, any Action, Anticipation, or Reaction directed at the battlefield as a whole or at an enemy on the other side of the Cover reduces Total Cover to Partial Cover. This includes (but at the Gamemaster's judgement call is not limited to): Attack (aside from Blind Attacks with the Safe Advantage), Observe, Impair, Watch, Guard, Ambush, and some methods of Support and Defend.
Some Talents, Powers, and Equipment [ADD HYPERLINK] might permit the character to avoid losing Total Cover in specific circumstances, and will always state such. Additionally, the Gamemaster is encouraged to consider whether a specific described plan of action might permit a character to maintain Total Cover if particularly resourceful or intelligent.
===Fighting Position===
A Fighting Position is a spot on the battlefield that offers superb protection to those within it. Most handheld firearms are unable to punch through a Fighting Position to hit the enemies within it. Fighting Positions include built-up earthworks and underground trenches, sandbag walls and concrete bunkers, and brick or stone buildings. 
As a general rule, Fighting Positions protect a soldier from Attacks from all directions except from within the Fighting Position itself, including successful Attacks with the Area Trait [ADD HYPERLINK] landed within the Zone. There are some exceptions which are up to the GM to adjudicate, such as straight trenches permitting Attacks from the sides, singular walls permitting Attacks from behind, etc. 
When an Attack hits a Body Part protected by a Fighting Position, the threshold to get through it is 10 Crush Penetration or 8 Pierce Penetration: 
* If the Attack meets this value exactly, it just barely penetrates the Fighting Position but is reduced by Penetration -2 and Damage -1 when it hits the Target
* If the Attack exceeds this value, it penetrates the Fighting Position and is only reduced by Penetration -1
===Improvised Shelter===
Improvised Shelter includes a wide variety of less reliable forms of Cover, such as trees, wood structures or fences, thin vehicle siding, etc. Most firearms can penetrate through Improvised Shelter, though weaker ones fired from further away might be stopped or at least slowed down by it.
Improvised Shelter almost always only protects from a single direction. Whichever direction is chosen when the Reposition Action is taken is the direction that is protected, with enemies behind the character being able to Flank.
When an Attack hits a Body Part protected by Improvised Shelter, the threshold to get through it is 5 Crush Penetration or 4 Pierce Penetration:
* If the Attack meets this value exactly, it just barely penetrates the Improvised Shelter but is reduced by Penetration -2 and Damage -1 when it hits the Target
* If the Attack exceeds this value, it penetrates the Improvised Shelter and is only reduced by Penetration -1
===Flanking===
Any character who is able to get into a position that avoids an enemy's Cover is considered Flanking, and he ignores the enemy's Cover entirely. For Fighting Positions this usually requires being in the same Zone as the enemy, while for Improvised Shelter it only takes being behind the Cover to Flank.