General aiming

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 – Rookie. 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.

If any object or spell is unaffected by the action state, such as command spells, they always operate under the rules of the run action.

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.

All spells require accurate aiming to be effective against their target; if you miss, the spell will not work. If the target is not a living thing, like a dagger, arrow or alike it will be treated as a stationary object at close range.

When confronted with a challenging situation that requires additional expertise, refer to the special maneuvers >>>

Progress

Each time you find yourself in a situation requiring aiming and roll a result between 90 and 99 (on a scale of 0-99), you earn one star. Once you collect five stars, you advance on the aiming progression tables. Progression is specific to the weapon group you are using.

There are several options for spellcasting; refer to the magic traits section for more information.>>>

Melee aiming table

Missile aiming table

Missile aiming distance

The table above applies to a distance of 50 feet (10 squares). For every doubling of the distance, you should adjust one step downward on the Rookie-Legend scale. For smaller distance adjustments, use the intermediate states to calculate your score.

The tables are designed for combat against a medium-sized opponent. Increasing the opponent’s size moves you one step left on the scale (e.g., from Trainee to Rookie), while decreasing the size moves you one step right (e.g., from Trained to Skilled).

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: >>>

The Head

The head has the fewest hit points but is the hardest to target. Of the nine target squares, only square 6 represents the head and neck. Squares 2, 3, 4, 5, and 7 are misses, while 8, 9, and 10 hit the torso. Precision is vital when aiming for the head to maximize the effectiveness of your attack.

The Torso

If you’re unsure where to aim, the torso is the safest target for a guaranteed hit (unless you roll a 1). However, certain squares may have armor or protections that block damage, requiring careful strategy. Weigh the odds and defenses when deciding to attack the torso.

Right Arm

Targeting the weapon arm may involve GM adjustments for its motion. A roll of 6 is a direct hit, with rolls of 3 and 9 also succeeding. All other rolls miss. Memorize these numbers to increase your accuracy when aiming for this important limb.

Left Arm

Aiming for an empty or similarly armed left arm follows the same process as the right arm. If the arm holds a shield, aiming remains the same, but the shield may reduce damage. Analyze the arm’s role and equipment to optimize your attack strategy.

Right Leg

Aiming at the right leg is straightforward, but even a solid hit might be negated by defensive tactics. Striking the leg can limit movement but doesn’t guarantee full success. Always adapt your strategy to maximize impact and overcome defenses.

Left Leg

The left leg can be targeted like the right, but hitting different body parts provides varied benefits. Striking arms might disarm opponents, while targeting legs hinders mobility. Consider the tactical advantages when choosing where to strike in battle.

The table above is aiming between medium size against medium sized. For different sizes see Aming Option >>>