Aming
General Aming
You can chose two types of aiming: close-quarters (melee) and distance attacks (missile). This is in general refering to all weapons, items and spells that are used as weapons.
As a beginner, your starting position is First Step – Novice. To determine if you hit your target, you will roll two ten-sided dice (2d10) and use the result to generate a number between 0 and 99. Check the table in the column for the right movement, you need to get the number or higher that is in the table.
By default, the general aiming is designed for objects of average difficulty. However, if you wish to accomplish a more challenging task, like hitting a flying dragon in the eye, the Game Master (GM) will request you to execute one or more special maneuvers. This additional advantage will help you take on more formidable challenges and attempt extraordinary feats in the game.
Even as you might get a perfect hit the oponent might utilise the reflex ability and jump away or block with a shield, So don’t count your chickens before they hatch.
If you succed in your general aim you roll for focus aim that determin where on the body you hit.
When confronted with a challenging situation that requires additional expertise, refer to the special maneuvers >>>
Melee Aming table
ACTION | Rookie |
Apprentice |
Skilled |
Elite |
Veteran |
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STILL | 50 | 48 | 46 | 44 | 43 | 42 | 40 | 36 | 32 | 28 | 24 | 22 | 20 | 18 | 16 |
WALK | 70 | 67 | 63 | 60 | 56 | 53 | 50 | 48 | 46 | 43 | 42 | 41 | 40 | 36 | 32 |
RUN | 75 | 74 | 72 | 71 | 69 | 67 | 65 | 62 | 59 | 56 | 53 | 51 | 50 | 48 | 46 |
RIDE | 80 | 79 | 77 | 76 | 74 | 72 | 70 | 68 | 66 | 64 | 63 | 61 | 60 | 58 | 56 |
FLY | 85 | 84 | 82 | 81 | 79 | 76 | 75 | 73 | 71 | 69 | 68 | 66 | 65 | 65 | 64 |
ACTION | Champion |
Master |
Hero |
Legend |
|||||||||||
STILL | 14 | 13 | 11 | 10 | 9 | 7 | 5 | 3 | 2 | 2 | |||||
WALK | 28 | 24 | 22 | 20 | 18 | 16 | 14 | 13 | 11 | 10 | |||||
RUN | 44 | 42 | 41 | 40 | 36 | 32 | 28 | 24 | 22 | 20 | |||||
RIDE | 54 | 52 | 51 | 50 | 46 | 42 | 38 | 34 | 32 | 30 | |||||
FLY | 63 | 62 | 61 | 60 | 56 | 52 | 48 | 44 | 42 | 40 |
Missile Aming table
ACTION | Rookie |
Apprentice |
Skilled |
Elite |
Veteran |
||||||||||
STILL | 70 | 69 | 67 | 65 | 63 | 62 | 60 | 56 | 52 | 48 | 44 | 42 | 40 | 36 | 32 |
WALK | 85 | 84 | 83 | 82 | 82 | 81 | 80 | 76 | 72 | 68 | 64 | 62 | 60 | 56 | 52 |
RUN | 95 | 94 | 93 | 92 | 91 | 90 | 90 | 88 | 86 | 84 | 82 | 81 | 80 | 78 | 76 |
RIDE | 98 | 98 | 97 | 97 | 96 | 95 | 95 | 94 | 93 | 92 | 92 | 91 | 90 | 88 | 87 |
FLY | – | – | – | 98 | 98 | 97 | 97 | 97 | 97 | 97 | 96 | 95 | 95 | 95 | 94 |
ACTION | Champion |
Master |
Hero |
Legend |
|||||||||||
STILL | 28 | 24 | 22 | 20 | 18 | 16 | 14 | 12 | 11 | 10 | |||||
WALK | 48 | 44 | 42 | 40 | 36 | 32 | 28 | 26 | 23 | 20 | |||||
RUN | 74 | 72 | 71 | 70 | 68 | 66 | 64 | 62 | 61 | 60 | |||||
RIDE | 86 | 84 | 82 | 80 | 78 | 76 | 75 | 73 | 71 | 70 | |||||
FLY | 93 | 92 | 91 | 90 | 88 | 87 | 86 | 84 | 82 | 80 |
Missile Aming distance
The table provided above pertains to a distance of 50 feet (10 squares). For each doubling of the distance, you will move down one step on the Rookie-Legend scale. Additionally, if you move an additional 10 feet away, you should add a tenth of the original number to the result.
For instance, at the Rookie level (level 1/STILL) with a distance of 50 feet, you need to roll 70 or higher on 2d10 to succeed. If the distance increases to 60 feet, you add a 7 (70/10=7) to the original number, requiring a roll of 77 or higher.
Any distances smaller than those mentioned, or if there are obstacles or greater difficulty, like for flying situations, these will be determined by the Game Master (GM) during the gameplay. The GM will account for specific conditions to maintain an engaging and challenging experience for the players.
Focus Aim
You have the freedom to choose which body part you intend to strike. After making your decision, roll a 1d10. Rolling a one automatically results in a miss, while the meanings of the other numbers in the aiming squares are explained in the section below.
In melee, there could be limitations on your targets, especially if your opponent is of considerable size. To understand these limitations based on your opponent’s size, please visit the following location: >>>
Focus Aim Table
The Head
The head possesses the fewest hit points, yet it proves to be the most challenging body part to target accurately. Among the nine squares available for targeting, only number 6 corresponds to the head, which also includes the neck. Squares 2, 3, 4, 5, and 7 result in a miss. On the other hand, squares 8, 9, and 10 represent the torso. Hence, aiming for the head requires precision, as hitting the right square can be crucial in maximizing your attack’s effectiveness.
The Torso
If you find yourself uncertain about where to aim, it’s advisable to target the torso since it guarantees a hit (unless you roll a 1 on the general aim). The number 6, of course, represents a bulls-eye, hitting the precise spot you intended. All the other numbers correspond to the specific locations as shown in the picture. If certain protections are placed on specific squares, it could result in no damage being taken, adding a strategic element to the targeting process. So, carefully consider your options, and be mindful of any defensive measures that may affect your attack’s effectiveness.
Right Arm
When targeting the weapon arm, the Game Master (GM) might request a different number on the dice due to the possibility that the body remains relatively stationary while the arm moves at a different speed. As previously mentioned, a roll of 6 results in a direct hit. However, in this particular scenario, rolling a 3 or 9 will also lead to a successful hit, while the other numbers will result in misses. So, when aiming for the weapon arm, be mindful of the specific numbers that can lead to a successful strike, ensuring your actions are calculated and precise.
Left Arm
When targeting an empty arm or an arm wielding the same weapon as the other hand, the aiming process remains unchanged. However, if the arm is holding a shield, the aiming process remains the same, but the damage inflicted will be affected by the shield’s presence. So, keep in mind the arm’s status and equipment when taking your shot, as it can impact both the accuracy and outcome of your attack.
Right Leg
When aiming for the leg, the same process as before is followed. However, even if you manage to land a clean hit, the opponent still has the option to use a block to defend themselves. So, hitting the leg doesn’t guarantee complete success, as the opponent can employ defensive tactics to mitigate the impact of your attack. Keep this in mind during combat and be prepared to adapt your strategy accordingly.
Left Leg
When targeting the leg, you should adhere to the same aiming process as before. However, it’s essential to remember that different body parts offer various advantages. Striking arms can often disarm opponents, while targeting legs can decrease their speed and mobility. So, consider these tactical benefits when choosing your target during combat, as each body part hit can have significant implications on the flow of battle.
The table above is aiming between medium size against medium sized. For different sizes see Aming Option >>>