Worked Examples
A marine (Agility 3, Combat: Firearms 3) fires a CRG handgun (Damage 3, Piercing 1) at an unarmored target at Short range (optimal).
Risk 0: trained, optimal range, clear shot. Skill 3 cancels all of it. Pool: 3 Ability + 3 Skill dice.
Success. Damage 3 - Soak 0 = 3 steps. The target goes from Normal to Impaired in one shot.
Same marine fires a CRG rifle (Damage 4, Piercing 1) at a pirate in armored clothing (Soak 1) behind heavy cover (+2 Risk, +1 Soak) at Short range (optimal).
Risk 2. Skill 3 cancels 2. Pool: 3 Ability + 1 Skill die.
Success. Damage 4 - Soak 1 (Piercing 1 ignores the armor, heavy cover Soak 1 remains) = 3 steps. Even through cover, the rifle hits hard.
Costly Success. Damage (4 - 1) - Soak 1 = 2 steps. The marine hit but exposed their position.
A pirate (Strength 2, Agility 2, Combat: Melee 2) swings a blade (+1) at the marine (Defense 3, armored clothing Soak 1) at Point Blank.
Risk 3 (marine's Defense). Pirate's Skill 2 cancels 2. Pool: 2 Ability + 1 Risk die.
Success. Damage = Strength 2 + 1 = 3, minus Soak 1 = 2 steps. The marine moves to Injured.
Critical Failure. The pirate misses and overextends. The GM assigns a consequence — dropped weapon, stumble, or the marine gets a free opening.
A crew member fires a PEP handgun (Damage 2) at a NorAellian (Soak 3 from natural hide). Clean hit at optimal range.
Success. Damage 2 - Soak 3 = 0 steps. The shot bounces off. The NorAellian doesn't flinch.
Critical Success. Damage 2, ignores Soak = 2 steps. A lucky shot found a soft spot. But the PEP will never do that reliably. Find a different weapon or a different plan.