Combat Tab

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### Combat Skills

Update combat skills in this tab. Each valid combat skill is listed in this tab. If using a custom skill you can add that skill to the "repeating skills" section. Details for configuring a weapon for a custom skill is covered on the ranged weapons section below. Set the base skill number in this section. Specializing in a specific weapon is covered below. Once you have set your combat skills you can use the show/hide button to hide this view until needed again ( example: spending karma to improve a skill ).

#### Unarmed Combat skill

Unarmed combat is a sub section under the Combat Skills area. If you not using the advanced melee rules listed in *Cannon Companion pg. 85* just update the Unarmed value. If specializing in an attack type, example KICK, this is covered in the "Melee Weapons" section of the sheet. If you are using the advanced melee rules you can choose a martial arts skill ( or type in your own custom one ) and use the "Unarmed" value as the skill level for that martial arts. Setup any Maneuvers in the repeating Melee Weapons section below.

### Ranged Weapons

Each new gun must be added to the repeating section "Ranged Weapons". When adding a new weapon two rows will be created. The first row corresponds to the headers listed at the top of the table and will always be visible. The second row are for less frequently needed details and can be hidden with the "Show More" button at the far left of the row.

##### Ranged Combat Roll Template

When the "fire" button is clicked a roll template will be triggered for ranged combat.

Target Number is calculated as:

* base range TN
* Ranged Modifiers listed in the "Combat Conditions" panel. This is based on visibility, wounds, melee foes, aim actions.
* targets' movement
* targeting accessories on the weapon such as smartlink
* players movement ( negated by gyro stabilizer )
* number or rounds fired in the combat pass ( if firing with a non complex action, the previous rounds fired are tracked and added to the total. That number is reset on each combat pass )
* Power is calculated as
	+ base power of the weapons
	+ any modifiers for the ammunition
	+ number of rounds fired
* Damage is calculated as
	+ based damage of the weapons
	+ any modifiers for the ammunition
	+ number of rounds fired
	+ if the damage level cannot be staged up anymore because it is already at "DEADLY" then the additional "stages" will increase the power of the attack as per SR3 rules.

At the end of the roll there will be chat buttons displayed

* Dodge - if the target chooses to they can try and dodge. The result of the attack test is passed to the dodge test. The number of rounds fired is automatically applied as a modifier. This modifier can however be updated manually to account for shotgun spread and choke. If the character does not fully dodge the attack a "resist damage" button will be placed in chat. The character can again click on this to roll damage resistance test ( see below ). The original roll results as well as the dodge results will be passed to the damage resistance test. If the character completely dodges the test there is no resist damage button.
* Damage Resistance - the results of the attack ( and dodge if a dodge was attempted ) will be passed to the test. If final power rating or damage rating is dependent upon the target wearing armor, it will be be automatically calculated in this roll. The roll will display the results of the resistance test and the final staged wound level ( or NONE )
* Damage is NOT automatically applied to the character sheet, this has to be tracked by the player/gm.

### Melee Weapons

A default melee weapon "unarmed combat" is included in every sheet. This row cannot be deleted. It is set by default to the "unarmed combat" skill with a power equal to the characters strength and default damage of M(s). Since all characters attacked in melee combat must defend using melee combat this default "melee weapon" is used when a character does not have any other melee weapon selected. Unlike the melee weapons added below, defaulting to the **Cyber Implant** skill or **Strength** attribute is automatically calculated including the disabling of combat pool when defaulting to strength. The +Dice and +TN columns should not be used under normal situations.

Additional melee weapons or specialized unarmed attacks/maneuvers should be added to the repeating "Melee Weapons" table.

Examples:

1. Katana -> Set name: "Katana", Skill: "edged", Conceal: 3, Reach: 1, Power: Characters Modified Strength + 3, Damage: M, +Dice: 0, +TN: 0, Notes " my favorite sword"
2. Pole Arms(4)Combat Axe(6) [Specialized in Combat Axe ] -> Name: "big axe", Skill: Pole Arm, Conceal: 2, Reach: 2, Power: Characters Modified Strength, Damage: S, +Dice: 2, +TN: 0, Notes " it's big!"
3. Default to another skill ( Club to Edged ) -> Name: Billy Club, Skill: Edged, Conceal: 8, reach: 0, Power: Characters Modified Strength + 2, Damage: M(s), +Dice: 0, +TN: 2, Notes "last resort"
4. Dual Wield Sword and Knife -> Name: Sword and Dagger, Skill, Edged, Conceal 4, reach: 1, Power: Characters Modified Strength + 2, Damage: M, +Dice: 2, +TN: 0, Notes: "two is better than one"
	1. This assumes the character has the "offhand-edged" skill of 4. Offhand skills are not listed in the "combat skills table" but can be added to the repeating "skills" section to keep track.
5. Specialized Unarmed Combat attack: Example from "First Run" where the Stuffer Shack enemy NPC has unarmed combat 4/kick (6)
	1. Set name: "Kick", Skill: "unarmed combat", Conceal: , Reach: , Power: Characters Modified Strength, Damage: M(s), +Dice: 2, +TN: 0, Notes "kick"

##### Melee Combat Roll Template

When the "attack" button is clicked a roll template will be triggered for melee combat.

Target Number is calculated as:

* base 4
* Melee Modifiers listed in the "Combat Conditions" panel. This is based on visibility, wounds, melee foes, melee friends, etc.
* weapon reach

At the end of the roll there will be chat buttons displayed

* Defense - The result of the attack test is passed to the defense test which is another melee attack roll. If attacker had greater than or equal success than the defender, they will be listed as the winner of the contest and the defender will have a chat button listed to resist damage. If the defender has more successes, the attacker will be presented with a chat button to roll damage resistance.
* Full Defense - The result of the attack test is passed to the full defense test which is another melee attack roll. If attacker had greater than or equal success than the defender, they will be listed as the winner of the contest and the defender will have a chat button listed to resist dodge or damage. If the defender has more successes, the attack is considered blocked. The attacker will not have to roll damage resistance.
* Damage Resistance - the results of the attack ( and dodge if a dodge was attempted ) will be passed to the test. The roll will display the results of the resistance test and the final staged wound level ( or NONE )
* Dodge - this is available only if full defense was selected after the initial attack.
* Damage is NOT automatically applied to the character sheet, this has to be tracked by the player/gm.

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