Strikes

6.5 Strikes

When you're striking, take up to 6 dice from your Strike Pool. If you’re using any charge powers, declare them now and pay their cost in charge dice. Then roll the strike dice plus any bonus dice from powers before you describe what you're doing, so that you can fit your narration to the impact of the roll.
Unless you have a relevant power, you cannot roll more than 6 dice from your Strike Pool in a strike. Bonus dice from powers are not limited in this fashion.

I’ve earned a total of 3 strike dice and 4 charge dice for Zadie by now, and I’m using them all in a strike against the demon squad. I spend the 4 charge dice on using Force Attack, which gives me 5 bonus dice to my strike roll in addition to the 5 strike dice, for a total of 9 dice. My limit on spending strike dice is raised by 1 due to Silent Reaper’s Strike Boost effect, bringing my strike dice limit to 7. 5 of my dice are bonus dice and only 3 are strike dice, so I’m not even close to hitting that limit.

Sadly, Silent Reaper’s Power Strike effect only gives a bonus die against individuals, and I’m facing a squad, so I don’t get that bonus.

As with maneuvers, every 3+ is a success. You compare the number of successes to the opponent's defense. If your number of successes does not exceed the defense, the attack is failed and the strike dice go back to the Strike Pool. Bonus dice and spent charge dice are always used up.

If your number of successes exceeds the defense, you inflict a wound. Your strike and bonus dice are used up, and the opponent marks a wound circle. The player of the victim either describes the wound or lets the striking player do it.

You can inflict more than 1 wound at a time, but that requires overcoming the defense multiple times. If the opponent's defense is 2, you need 3 successes to inflict 1 wound, 6 successes for 2 wounds, 9 successes for 3 wounds, and so on.

The demon squad has a defense of 3, so I need 4 successes to inflict a wound. I roll 5, 1, 6, 6, 4, 3, 2, 4. That’s 6 successes! I inflict a wound and the GM lets me do the narration. I describe how the demon that I blasted off Rasheem’s wagon falls to the ground, riddled with bullet holes. He won’t get up again. Ever.

You can unmark a trait to reroll your failed dice for a strike. If you still fail, all strike dice return to the Strike Pool as before, but the trait remains unmarked.

I take a big chance and unmark my trait to reroll the 1 and the 2. I explain to the group that Zadie doesn’t trust Rasheem at all. Just before she made the shot, she hesitated and thought about blowing him away instead because he might have attracted the demons with his carelessness in the earlier character scene. But the demons are more of a direct threat, and so she overcame her distrust. For now.

I get lucky and score 2 more successes! Now my total is 8, and since I cause a wound for every 4 successes against defense 3, I actually do a second wound. I describe how the demon that Rasheem slashed into the rock smashes to the ground, and as he slowly tries to get up, Zadie snipes him in the back of the neck. Game over for the demon squad. Now back to those pesky critters...

The only reliable way for characters to strike together is to use the Super Combo Strike power. There is no other combined strike.