Make Attack roll
- +2 if attacker significantly smaller than target, but not using Heavy Weapons
- -2 if firing from moving target (stabilizers negate)
- -1 if firing at a moving target
- -1 for each range beyond Short (FCS negate)
If hit, check for Damage
- Angle of attack determine Base Armor
- Weapon has Armor Modifier, applied to Base Armor, Creates final Modified Armor Rating
- Compare Modified Armor to Base Damage of weapon.
- If Mod Armor > 2 levels above Base Damage, then attack is deflected, end of combat attack
- If Mod Armor <= 2 levels above Base Damage, then add bonus damage from roll to make Modified Damage
- Compare Mod Damage to Mod armor
- If Mod Damage > Mod Armor, damage penetrated, roll on Penetration Chart (move up chart if destroyed/not present component rolled) and roll 1d6, if <mishap icon> then ablate target armor by 1
- If Mod Damage <= Mod Armor, damage did not penetrate, roll on Non-Penetration Chart (ignore if non-present location rolled)
- Damage then follow rules for location hit
- Penetrating shots reduce Damage by armor before applying effects by location. Non-Penetrating shots only reduce due to armor if in their description.
If it hits, it has a Mod Armor of 11, so it can damage (11 Mod Armor - 10 Base Damage = 1, which is <= 2).
- If it deals 0 or 1 extra damage from successes, that's 10 to 11 Mod Damage to 11 Mod Armor, which does not Penetrate, so you'd roll on the Non-Penetrating column and apply 10/11 damage to whatever result comes up (e.g. you'd do 10/11 damage Crit 1 to any exposed passenger hit, but 10/11 damage reduced by 6 Armor if it hits the Main Gun).
- If you, instead got 2 or more extra damage from successes, that'd be 12 (or more) damage to 11 armor, which would Penetrate, so you'd roll on the Penetrating column and apply 1 (or more) damage (12+ Mod Damage - 11 Mod Armor), to whatever result came up.