Not all hits land with equal force. The Glancing Rule determines whether an attack strikes the target solidly or merely grazes them.
Quick Reference
Glancing Thresholds:
- Standard Attack: Evasion + 10
- Torso Called Shot: Evasion + 3
- Arm/Leg Called Shot: Evasion + 6
- Head Called Shot: Evasion + 9
Roll above the threshold → Solid Hit (full 💔 Cripple Threshold damage) Roll at or below the threshold → Glancing Blow (half 💔 Cripple Threshold damage) HP damage is always full regardless of Glancing.
How It Works
After an ⚔ Attack hits, compare the attack roll total (d20 + all modifiers) to the Glancing Threshold:
- If the attack roll is above the Glancing Threshold → Solid Hit. Full damage is applied to the limb’s 💔 Cripple Threshold.
- If the attack roll is equal to or below the Glancing Threshold → Glancing Blow. Only half damage (rounded down) is applied to the limb’s 💔 Cripple Threshold.
Important: The Glancing Rule only affects damage applied to the 💔 Cripple Threshold. Full damage is always applied to the target’s HP regardless of whether the hit is Solid or Glancing.
Calculating the Glancing Threshold
Standard Attack (No Called Shot)
Glancing Threshold = Target’s Evasion + 10
Because the attacker is not aiming at any particular limb, only exceptionally accurate attacks land solidly enough to deal full cripple damage.
Called Shot
Glancing Threshold = Target’s Evasion + (Limb 🎯 Accuracy Penalty as a positive value)
The Called Shot 🎯 Accuracy penalty makes the attack harder to land, but also reduces the Glancing Threshold compared to the default +10.
| Attack Type | 🎯 Accuracy Penalty | Glancing Threshold (vs Evasion 12) |
|---|---|---|
| Standard (no aim) | 0 | 12 + 10 = 22 |
| Torso Called Shot | -3 | 12 + 3 = 15 |
| Arm/Leg Called Shot | -6 | 12 + 6 = 18 |
| Head Called Shot | -9 | 12 + 9 = 21 |
Glancing Rule and Burst Fire
When resolving a Burst Fire attack, the Glancing Rule is evaluated for each shot individually based on that shot’s attack roll. Some shots in a burst may be Solid while others are Glancing.