Combat mechanics

### Accuracy

To determine whether an attack hits, roll 1d20 and add the attacker's accuracy modifier; a hit is scored if the result exceeds the target's dodge value. Accuracy is determined by the attacker's skill with the weapon, the weapon itself, and various other factors.

### Armour Class

This value directly resists blunt, piercing, and slashing damage. Regardless of AC, weapon attacks always inflict at least 1 damage on hit.

### Coatings

Some items can be used to temporarily coat a weapon or ammunition. Generally, coatings last for 10 hits or can be applied to 10 pieces of ammunition. Coatings are removed if the weapon is washed or put away; ammunition can be washed clean but some coatings, such as poison, will persist.

### Dodge value

A creature's dodge value determines how difficult it is to hit. Its base value is equal to 8 + their Dodge skill (meaning an unskilled attacker vs. an unskilled dodger has a 60% chance to hit). It is further modified by worn armour, perks, etc.

### Electricity damage

Electricity attacks are associated with electric pulses and paralysis, and are typically very effective against robots and synthetics. Subject to electricity resistance. Some electricity attacks have the ability to arc.

### Electric arc

**Arcing** is a special property of certain electricity attacks. Arcing attacks have a normal effect on the main target, but can then 'jump' to another nearby enemy, prioritizing creatures with low electricity resistance. Resistant creatures are less conductive and have a much-reduced chance to receive electric arcs, based on their resistance tier. Arcs inflict successively less damage each time they jump, and will cease if their damage is reduced too low or if no new target can be found.

### Electric pulse

Inflicted by electromagnetic Ammunition and some attacks that inflict electric damage. An electric pulse disables synthetic creatures temporarily, putting them into Shutdown. It also fries electronic equipment.

### Fire damage

Fire damage inflicts an equal amount of heat damage. Attacks that inflict fire damage often inflict Burning too. Subject to fire resistance.

### Resistance

There are many ways to gain resistance to different damage types, including special armours and coatings. Resistance tiers stack, though not up to 'immunity' except under very special circumstances. The tiers are as follows; a negative tier is a 'vulnerability' instead:

* **\*\*\*\*\* Affinity:** Taking damage of the resisted type heals instead. Reserved mainly for elemental creatures.
* **\*\*\*\* Immunity:** Ignore the given damage type entirely. Includes any associated special effects; eg a fire immune creature will not burn, and a creature immune to electricity will not suffer an electric shock.
* **\*\*\* High Resistance** Reduces damage taken by 90%.
* **\*\* Moderate Resistance:** Reduces damage taken by 60%.
* **\* Low Resistance:** Reduces damage taken by 30%.
* **No Resistance:** Take full damage.
* **x Vulnerability:** Take +50% extra damage of the associated type.
* **xx Severe Vulnerability:** Take +100% extra damage.

### Splash damage

Any attack that inflicts splash damage, such as thrown bombs, inflicts its full damage to the principal target and minimum damage to anything in the splash radius. For example, a splash attack inflicting 2d6+1 damage will inflict 3-13 damage to the primary victim and 3 damage to anything in the splash zone. The "Hit the Deck" perk reduces splash damage taken (but not damage from direct hits).