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.

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.

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

    Melee Aming table

ACTION
Rookie

Apprentice

Skilled

Elite

Veteran
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 >>>