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| attack [2020-07-06 14:14] – turtlingherd | attack [2020-08-31 13:26] (current) – Move armor piercing to armor page turtlingherd |
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| Attacks can be prevented if: | Attacks can be prevented if: |
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| * The attack deals [[:KO]] or [[:lethal damage]], but the target has more [[:armor]] than the attack has [[#armor piercing]] | * The attack deals [[:KO]] or [[:lethal damage]], but the target has more [[:armor]] than the attack has [[#armor piercing]]. |
| * The target of the attack is immune to the effects of the attack, e.g. [[:guards#drones]] are [[:KO]] immune, and already TAGged enemies cannot be TAGged again. | * The target of the attack is immune to the effects of the attack, e.g. [[:guards#drones]] are [[:KO]] immune, and already TAGged enemies cannot be TAGged again. |
| | * The attacker does not have [[:vision|line-of-sight]] to the target. |
| * The agency is unable to pay a [[:PWR]] cost associated with the weapon. | * The agency is unable to pay a [[:PWR]] cost associated with the weapon. |
| * In [[:modes:Expert Plus]] or on [[:modes:Custom]] runs where "Melee when seen" is turned off, melee attacks against [[:guards]] by enemies they see is prevented. | * In [[:modes:Expert Plus]] or on [[:modes:Custom]] runs where "Melee when seen" is turned off, melee attacks against [[:guards]] by enemies they see is prevented. |
| The agency controlled unit will attack before the [[:guard]] has a chance to raise the [[:alarm level|alarm tracker]], shout, or anything else. | The agency controlled unit will attack before the [[:guard]] has a chance to raise the [[:alarm level|alarm tracker]], shout, or anything else. |
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| Note that if an agency controlled unit is [[:guard_behaviour#overwatched]], the agency controlled unit will remain on overwatch stance, and if they attack as a result of being in this stance, the overwatching agency controlled unit will immediately be shot. If the unit entered overwatch stance after being [[:guard_behaviour#overwatched]], the original overwatcher will shoot first (but in this case, you can simply attack instead of overwatching, provided your weapon is able to attack the [[:guard_behaviour#overwatch|overwatching]] enemy. | Note that if an agency controlled unit is [[:guard_behaviour#overwatched]], the agency controlled unit will remain on overwatch stance, and if they attack as a result of being in this stance, the overwatching agency controlled unit will immediately be shot. If the unit entered overwatch stance after being [[:guard_behaviour#overwatched]], the original overwatcher will shoot first (but in this case, you can simply attack instead of overwatching, provided your weapon is able to attack the [[:guard_behaviour#overwatch|overwatching]] enemy). |
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| If a unit makes an attack during the [[:corporation]]'s turn while on overwatch, it consumes the previous turn's attack. Therefore, the unit will be able to attack next turn. | If a unit makes an attack during the [[:corporation]]'s turn while on overwatch, it consumes the previous turn's attack. Therefore, the unit will be able to attack next turn. |
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| ===== Armor Piercing ===== | |
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| Some attacks have **armor piercing**, which allows them to be used on targets with the same or less [[:armor]] than the armor piercing of the attack. | |
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| An attack's armor piercing is determined by adding the following values: | |
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| * The armor piercing of the [[:weapon]] used for the attack | |
| * Armor piercing provided by [[:augments]] such as [[:augments:Penetration Scanner]], [[:augments:Piercing Scanner]], [[:augments:Enhanced Optics]], [[:augments:Kinetic Capacitor]], or [[:augments:Modular Cybernetic Frame X2]] | |
| * Armor piercing provided by the use of a [[:items:Ventricular Lance]] this turn | |
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| There is no benefit for having more armor piercing than the target has armor; an attack either can or cannot hit a target. | |
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| {{tag>incomplete}} | {{tag>incomplete}} |