# Combat System Charts
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p.447 of [Mage:The Ascension](https://drive.google.com/file/d/0B3GIqgMhlrpIVk9ZZWJzWkFSQzg/view)

##### Order of Battle
||
|:----|
| Initiative: Initiative Rating (Dexterity + Wits) + one die.
| Attack: See whether or not attacks hit their targets.
| Defense: See whether or not a defender has avoided an attack.
| Damage: Determine how badly the combatants get hurt.

##### Attack 
||
|:----|
| Projectile Guns: Dexterity + Firearms.
| Hypertech Force Guns: Dexterity + Energy Weapons.
| Thrown Weapons: Dexterity + Athletics.
| Hand-Held Weapons: Dexterity + Melee.
| Bare-Hand Attacks: Dexterity + Brawl, Martial Arts, Athletics, or Do.
| Magickal Attacks: Arete. If attack involves a strike or weapon, roll appropriate Trait as above.

##### Defense
||
|:----|
| Dodge: Dexterity + Athletics, difficulty 6. Each success removes one attacker success.
| Block: Dexterity + Brawl or Martial Arts, difficulty variable.
| Parry: Dexterity + Melee or Martial Arts, difficulty variable.
| Desperate Defense: Dexterity + Athletics, -1 die per attacker after first.
| Countermagick: Arete, difficulty 8, as a dodge; see Chapter Ten.

##### Damage
||
|:----|
| Damage: As attack type, difficulty 6; dice pool is attacker’s damage roll + numbers of successes after the first.
| Soaking: Stamina roll, difficulty 6; each success removes one damage success.
| Bashing: All characters can soak.
| Lethal: Humans cannot soak without armor, except under Cinematic Damage option.
| Aggravated: No soak without special protection. 


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##### Magick and Violence
||
|:----|
| **Violence as Focus**: One action, two rolls: Arete / Enlightenment, to see if magick succeeds; and attack roll (as above) to see if attack succeeds. If violence is focus and character cannot perform one without the other, then player does not need to divide dice pool as if performing multiple actions.
| **Violence Enhances Magick**: Two actions, two rolls: roll attack normally; each success lowers difficulty for subsequent Arete roll by -1 (maximum modifier -3). 
| **Magick Enhances Violence**: Two actions, two rolls: Arete roll to cast Effect; each success reduces difficulty of subsequent attack by -1 for each success (maximum modifier of -3).
| Fast-Casting: Improvised magickal attack; +1 difficulty on Arete roll.

##### Spirit Combat
||
|:----|
| Initiative: Spirits roll Willpower for initiative.
| Attack: Spirits roll Willpower, difficulty 6, unless using a Charm. (For specifics, see Charm entries.)
|  Defense: Spirits roll Willpower, difficulty 6, to dodge; or else split Willpower dice pool between attack and dodge.
| Damage: Spirits roll Rage, difficulty 6; each success inflicts one health level of damage. Said damage may be lethal or aggravated, depending upon Charm. Mages with Spirit/ Dimensional Science Sphere can soak spirit damage, difficulty 6; mages without Spirit can soak with Arete, difficulty 8.
| Soak Damage: Spirits soak damage with their
| Willpower Trait. Materialized spirits attack and defend as physical characters. Most physical attacks and weapons cannot harm un-Materialized spirits, nor can Spheres other than Prime and Spirit/ Dimensional Science.


##### Targeting Locations
| Target Size | Difficulty | Damage Modifier |
|:------------|:------------|:------------|
| Medium (arm, briefcase) | +1 | 1 die |
| Small (head, hand,gun)  | +2 | 2 dice |
| Precise (eye, heart,kneecap) | +3 | 3 dice |

\page

##### Ranged Combat Maneuvers
| Maneuver | Traits | Difficulty | Damage
|:------------|:------------|:------------|:------------|
| Aiming | Dexterity + Firearms | N/A | +2 dice to hit per turn spent aiming |
| Full-Auto | Dexterity + Firearms | +2 | +10 dice |
| Point Blank | Dexterity + Firearms | +4 | Weapon 
| Strafing | Dexterity + Firearms | +2 | Special |
| 3-Round Burst | Dexterity + Firearms | +1 | +3 dice to hit; damage as weapon
| Thrown Weapon | Dexterity + Athletics | 6 | Weapon
| Two Weapons | Dexterity + Firearms | +1 | Special


##### Armor 
| Armor Type | Rating | Dexterity Penalty |
|:------------|:------------|:------------|
| Tough Hide | 1-3 | 0
| Cybernetic Armor | 1-4 | 0
| Reinforced Clothing | 1-2 | 0
| Enhanced Clothing | 1-5 | 0
| Biker Jacket | 1 | -1
| Leather Duster | 2 | -2
| Cosplay Mail | 2 | -1
| Chainmail | 4 | -2
| Steel Breastplate | 3 | -2
| Full Plate | 5 | -2
| Kevlar Vest | 3 | -1
| Flak Vest | 4 | -2
| Riot Suit | 4 | -2
| Military Armor | 5 | -2
| Alanson Hardsuit | 7 | -2

#####  Shields
| Armor Type | Rating | Dexterity Penalty |
|:------------|:------------|:------------|
| Trash Can Lid | 3/+1 | 0
| Wooden Shield | 2/+2 | -1
| Metal Shield | 4/+2 | -2
| Riot Shield | 5/+2 | -1

\page

<div class='wide'>
##### Technocracy Sidearms
| Type                        | Damage          | Range  | Rate   | Clip   | Conceal | Notes   |
|:----------------------------|:----------------|:-------|:-------|:-------|:--------|:--------|
| Biggs X-5 Model R Protector | 5               | 40     | 4      | 12     | J       | #3      |
| Biggs X-5 Model A Protector | 5               | 40     | 4      | 12+1   | J       | #1      |
| Biggs Mjollner Mk. IV       | 10              | 100    | 1      | 10     | T       | #4      |
| Castle-Graves WW-3          | 8               | 200    | 3      | 50+1   | N       | #1      |
| Bolan Mk.13 Weapons System  | (as noted below)|        |        |        |         | #1,#5   |
| HIT Mark Chain-Gun          | 8               | 150    | 3      | 200    | N       | #1      |
</div>

#### Notes
**Damage:** All damage from firearms and bows is lethal.
**Range:** Within listed range (in yards), difficulty is 6; at twice listed Range, difficulty is 8; within two yards, difficulty is 4.
**Rate:** Maximum number of bullets or three-round bursts the weapon can fire in a single turn.
**Clip:** Maximum number of bullets the weapon can hold. Some weapons, listed as “+1”, can hold a full clip with a round ready in the chamber.
**Conceal:** See Melee Weapons chart.

- #1 = Gun may fire full-auto, three-round bursts, and strafing sprays.
- #2 = All category weapons except chain-gun feature laser sights and can be used by Sleepers and extraordinary citizens; issued only to Technocracy personnel of extraordinary citizen level or higher.
- #3 = Revolver; at the touch of a button, can chamber any type of ammunition loaded in the cylinder. Both Model R and Model A made of composite materials – invisible to metal detectors.
- #4 = Rarely issued to unEnlightened personnel, as it tends to jam on a failed roll during unEnlightened use; still, more attuned to Consensus than it was years ago.
- #5 = Combines a submachine gun main weapon (as per AK-47; 50-shot clip) with auto-shotgun capabilities (as MPS AA-12; 20-shot clip) through the main barrel, plus a grenade launcher under that barrel (as a MP-79/ six-shot magazine). Laser sights. Heavy; requires Strength 3 or better to employ but has relatively low recoil.
- #6 = Long and short bows take an automatic action to nock and draw; crossbows require two automatic actions to reload. A character with Archery 3 or higher can nock, draw, and loose an arrow as a single action but cannot do the same thing with a crossbow.
- #7 = Collapsible; requires one turn to unfold from storage configuration, plus one action to load once it has been unfolded.
- #8 = Bashing damage, not lethal; adds no extra damage from successes scored. Tear gas and Technocratic pacification spray also reduce target’s dice pools by two dice for one turn per success.
- #9 = Requires Firearms specialization in Heavy Weapons and a Class C license to own legally in U.S.
- #10 = Not man-portable; must be mounted on vehicle.
- #11 = Chain-gun; not normally man-portable, but carried by some HIT Marks and heavy-duty cyborgs. Halves armor protection due to high-speed “drilling” effect.
- #12 = See Explosives chart.