An attack done at a distance using a ranged weapon, magic, or power.
Strike rolls of 4 or less (counting bonuses) mean a miss.
Provided the attacker is not seen, the defender automatically loses initiative (to the range-attacking character) and may not dodge the first attack that melee round from the ranged attack.
Strike rolls of 5 or more mean a hit. Defender can now dodge (or block if applicable) to avoid the attack.
Strike must be above any Armour A.R. to hit the character or else if
between 5 and the A.R. the armour alone is hit and takes S.D.C. damage.
Strikes against M.D.C. armour damages the armour, and only when the
armour is destroyed does the character take damage (although certain
attacking impacts can alter this).
Strikes of a natural 20 are Critical Hits (double damage) and can only
be avoided with a natural 20 dodge or block (if applicable).
Strikes that damage with impact may have their damage reduced by half
if a successful Roll With Impact is made.