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.


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

Degrees and Damage
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.