The mechanics here replace the hitting and damage mechanics of Skill Combat. All other rules from that set apply.

__Degrees of success__

A degree of success is achieved by rolling your skill rating or lower. Rolling even to you skill gives you one degree and for every 10% you roll under your skill you get another.

EX: john is trying to shoot a molerat. His Small arms skill is 30%, He rolls a 10. His total Degrees of success is three. 30=1, 20=2, 10=3

__Melee Combat__

Hitting: Skill + Strength – targets AC; if you roll lower than the total you hit.

Bonus Damage: is equal to half you strength (rounded down)

__Ranged Combat__

Hitting: Skill + weapons range - distance to target – AC; if you roll lower than the total you hit.

__Damage__

When you roll to hit take the degrees of success and apply it to the following chart.

1 degree | Winged it; base damage – Bonus Damage |

2 degree | Hit; Base Damage |

3 degree | Solid Hit; Base damage + Bonus Damage |

4 degrees + | Crippling hit; Base Damage + Bonus Damage x further degrees |

__Critical Hits__A critical hit doubles all the damage that would be dealt including bonus damage from degrees of success, you still subtract the targets resistance from the damage before it’s doubled.

__Example of combat__

Using the previous example. John is trying to shoot a molerat with his 10mm pistol. Johns skill is 30%, the range on his pistol is 25m, the molerat is 10m away. Johns skill go’s up to 45% because of the range modifier but the mole rat has a AC of 9 so his skill drops back to 36%. John rolls and gets a 6, his critical range is 1-6% because he has luck 6. John rolls his damage of 2d8 and gets a 6 then adds his bonus damage from his degrees of success he got 3 degrees so he adds his weapons +4 bonus damage making his total 10 points of damage, then subtracts the mole rats résistance of 10% making his damage 9. Because he rolled a critical this damage is doubled, so John does a grand total of 18 points of damage to the mole rat which is enough to kill it.

NOTE: We also used degrees of success for opposed skill checks. We also found that making the resistances an even percentage made the math a lot easier, round up or down it’s up to you what kind of damage you want done in your game. I will be adding more in time.