Combat in GearHead is a long process, starting at firing the weapon and continuing through to damage.
Here is the sequence:
- Attacker fires/swings/thrusts a weapon.
- Defender attempts (possibly several) defense(s).
- If the defender's roll is equal or better, then the attacker missed.
- The Penetration is the degree you beat the defender's roll by, divided by 5.
- For weapons that can hit multiple times, the number of hits is determined; for melee attacks, Penetration is traded for multiple hits.
- Penetration is modified by talents and weapons.
- Critical hits are checked against Spot Weakness; if the hit is critical, it adds more Penetration.
- The Spot Weakness skill increases the DC of the attack by skill/2, at the scale of the attack, assuming an eligible weapon is used. (DC 5x10 would become DC 7x10, not DC 52.)
- Modifier: the Sniper talent doubles the effectiveness of Spot Weakness here
- Damage is, finally, applied to the mecha.
Implications[]
The number of hits you get with a weapon is independent of both critical hits and any talents that raise penetration.
Return to[]
- Combat System -- hitting and missing, armor, weapon attributes, etc.
- Guides -- strategy tips and tricks, game mechanics, plot spoilers