diff --git a/combat.tex b/combat.tex index 6c0f14194c747b5d2ea4cf49d8e7703f81f863ee..14e52c96254dc7f84454b3d3b5ebb34f256c0ff6 100644 --- a/combat.tex +++ b/combat.tex @@ -263,19 +263,19 @@ is a rating used for certain creatures which have natural armour without weak sp \end{boxtable} }{ - \pic{Roch_Hercka/vitals_shot}{\label{roch:vitals}} + \pic{Roch_Hercka/vitals_shot} } -\subsubsection{Vitals Shots} +\subsubsection{\Glsfmtplural{vitalShot}} \label{vitals} -\index{Combat!Vitals Shots} +\index{Combat!\Glstext{vitalShot}} 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. @@ -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},% \footnote{See \autopageref{vitals}.} ignoring all \gls{dr}. diff --git a/knacks.tex b/knacks.tex index a628e3d5a23ab92e2299097d132b59485b25bcb6..19ee3259e533f824970698a6ebb38b38f79834fa 100644 --- a/knacks.tex +++ b/knacks.tex @@ -91,9 +91,9 @@ Normally, Sneak Attacks inflict +2 Damage, so someone with 3 Knacks would inflic \subsubsection{Precise Strike}\label{precisestrike} -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}. \subsubsection{Snap Shot}