When attacking an opponent in armour, it is possible to make a shot so precise as to get a gap in a helmet, strike an opponent in the eye or slide a blade between overlapping plates.
To get a Vitals Shot, one simply needs to roll high enough over the target's regular \gls{tn} and all armour (meaning \gls{dr}) can be ignored.
To get a \gls{vitalShot}, one simply needs to roll high enough over the target's regular \gls{tn} and all armour (meaning \gls{dr}) can be ignored.
For partial armour, anyone rolling a Margin of 3 (i.e.
3 points above the \gls{tn}) ignores the \gls{dr} from the armour.
If the regular \gls{tn} is 8 then any roll of 11 or greater counts as a Vitals Shot.
If the regular \gls{tn} is 8 then any roll of 11 or greater counts as a \gls{vitalShot}.
Complete armour requires a Margin of 5 to ignore the armour, so if the \gls{tn} were 10 then a hit would require a total of 15 to bypass the armour.
Perfect armour cannot be bypassed by a sufficiently high roll.
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@@ -329,7 +329,7 @@ Archers roll to hit with Dexterity + Projectiles, resisted by the opponent's Spe
However, unlike toe-to-toe combat, those on the receiving end cannot reflexively dodge; they must have at least 1 \gls{ap} to spend in order to add their Speed + Vigilance to the archer's \gls{tn}.
Just as with weapon combat, a high enough roll can be a Vitals Shot,%
Just as with weapon combat, a high enough roll can be a \gls{vitalShot},%
The character requires 1 less to achieve a Vitals Shot (see page \pageref{vitals}).
For example, when targeting an opponent with an Attack score of +2 and Partial armour, someone would normally require a score of 9 to hit and a score of 12 to make a Vitals Shot which ignores all armour.
With this Knack they still require a score of 9 to hit but only a score of 11 to make a Vitals Shot.
The character requires 1 less to achieve a \gls{vitalShot} (see \autopageref{vitals}).
For example, when targeting an opponent with an Attack score of +2 and Partial armour, someone would normally require a score of 9 to hit and a score of 12 to make a \gls{vitalShot} which ignores all armour.
With this Knack they still require a score of 9 to hit but only a score of 11 to make a \gls{vitalShot}.
People with this Knack can also bypass Perfect armour by rolling 6 points above the target's \gls{tn}.