Fate Screen

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When combat happens

The Fate Screen is what replaces dice rolls in Ex illis. The screen displays a number of "duels" which is usually equal to the number of miniatures performing the current action. The active player have to click each of the single duels to resolve the rolls, or click the resolve all button. At the side of each "shuffle" is a small icon representing the attacker (left) and the victim of the attack (right). The rate at which you can see each outcomes is proportionnal to the percentage of chances of getting that result out of the attack. So, by simply taking a quick glance at this screen, rookie players can tell roughly what their odds are!







If you are a player who is always looking for more details, the help function in the Fate Screen activates another view where you can actually see every percentage and how stats comparison / Fatigue / cover and such elements affect each attack and can even browse between each duel.









Fate Screen Outcomes

Close combat possible results

Attack: The blow strikes home, dealing its damage using melee damage algorithms.

Deflected: The blow is deflected harmlessly by the opponent's weapon.

Blocked: The blow isblocked by the opponent's shield, still dealing part of the damage depending on the shield value.

Evaded: The blow is dodged completely and deals no damage at all.

Luck: The blow strikes home very efficiently, dealing 1.5 times its damage on its target.

Bad Luck: The blow does not happen and the performing miniature hurts itself in the attempt, losing 10% of its maximum HP.



Shooting possible results

Accurate Hit: The projectile hits an enemy because of the shooter's Accuracy.

Bulk Hit: The projectile hits an enemy because of the zone's density (Bulk).

Friendly Fire: The projectile hits a friendly miniature in accordance with the rule of Bulk.

Missed: The projectile fails to hit anything.

Cover: The projectile hits cover in the targeted zone.

Blocked: The projectile hits, but the target manages to shrug it off with its shield.

Luck: The shot strikes an enemy miniature with increased damage, leaving the miniature no chance to block with its shield.

Bad Luck: The attacker rolls a Bad Luck and is not only unable to shoot, but is also hurting himself /herself and losing 10% of its maximum HP.



Lightning attacks possible results

Bulk Hit: The projectile hits an enemy because of the zone's density (Bulk). Armour multiplies each miniatures' Bulk

Friendly Fire: The projectile hits a friendly miniature in accordance with the rule of Bulk. Armour multiplies each miniatures' Bulk.

Cover: The projectile hits cover in the targeted zone. Lightning is drawn to cover and has twice the chances to hit cover.

Resisted: The projectile strikes a miniature, but it resists all of its effects.

Luck: The projectile strikes an enemy miniature with 50% increased damage, leaving the miniature no chance to resist.

Bad Luck: The attacker rolls a Bad Luck and is not only unable to shoot, but is hurting himself/herself and losing 10% of its maximum HP.



Magic attack possible results

Magic Hit: The spell's effects are applied on its target.

Resisted: The target manages to shrug off the effects of the spell and is not affected.



Artillery possible results

Direct hit: The centre of the shot is a potent Boulder and hits a very unlucky victim for massive damage.

Partial Hit: The blast of the artillery attack hits an enemy.

Friendly Fire: The blast of the artillery attack has hit an ally.

Missed: The whole blast fails to hit anything.


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