Damage

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DAMAGE

Damage:  Each weapon has a damage value listed.  When you hit with an attack, you roll the damage listed, and apply the total to the target

Hit Location:  When you attack an enemy, your attacks will strike a random location unless you make a called shot (and take the appropriate penalty).  On the character sheet, each location has a number from 1-10 listed under it.  When you score a hit, roll 1d10 and compare it to this chart to determine hit location.

In the case of obstacles, the obstacle applies it's SP to the attack.  Example, Fast Tom is standing behind a 3' wall, and you hit him, rolling an 8 for the attack (left leg).  A concrete block wall has an SP of 10, so your damage is first applied to the wall, and any penetrating damage is then applied to the leg of the target.

Armor:  People can wear armor.  Each piece of armor has an SP (Stopping Power) Listed.  When you take damage, you subtract the SP of that location from the damage, and any remaining damage is applied to the target.  Each armor also lists an EV (Encumbrance Value).  EV is subtracted from your REF stat, representing bulky armor that reduces your mobility

There are differences between Hard and Soft armor, as well as rules for Layering armor.  but these can be gone into later.  Basically, layering armor does help, but it makes you more immobile than invulnerable.

Armor Piercing Rounds:  In short, AP rounds reduce the SP of armor to 1/2 before it reduces incoming damage.  But, penetrating damage is then reduced by half as well, as AP bullets tend to pass through with minimal tissue damage.  Example.  Someone is wearing Metal Gear armor, SP 25.  I shoot at him with an 11mm handgun, 3d6 damage, and roll well, 18!.  Unfortunately, I do no damage (25-18 = 0).  So now I load in some AP ammo, and fire again. This time I roll ok, 15 damage, but with AP rounds, his SP is only 12 (25/2, round down), so my shot penetrates.  15-12 = 3 damage, but since it is AP, he only takes 1 damage (3/2, round down).

Staged Penetration.  When damage exceeds the SP of armor, the armor's effectiveness is reduced.  Each time damage > SP, the SP is reduced by 1.  When it reaches 0, it becomes ineffective.  Some types of weapons/ammo are more effective vs armor, reducing it by 2 points per penetrating shot, or that reduce SP to 1/4 before it is applied to damage.

Body Type Modifier (BTM).  Every character has a BTM ranging from 0 to -5, based on Body Score.  Any damage that gets through armor is reduced by your BTM, then marked on your damage track.  BTM can never reduce incoming damage below 1 point.

Wounds.  Every 4 points of damage on the track puts you into a different wound category.
- Light Wound, you are hurt, but there are no penalties.
- Serious Wound, -2 REF for all actions.  You are hurt, bleeding, etc.
- Critical Wound, REF, INT, CL are reduced to half, round up.  You are basically trying to hold our guts in
- Mortal Wound, REF, INT, CL are reduced to 1/3, round up.  Most characters are bleeding out at this point, or trying not to.

Special Wound Cases.

Limb Loss.  Any time a character takes 8 points of damage to a limb area in a single attack, the limb is maimed/destroyed/crushed beyond recognition.  Character must make an immediate Death Save at Mortal 0.  A Head wound of this type always kills.

Head Shots.  A Head hit always doubles damage, after BTM.

Stun/Shock Saves.  When you take damage, or are called to by a special occasion, you must make a stun/shock save.  You do this by rolling 1d10, and must roll equal to or under your Body Score.  Differing wound levels also have a modifier that is applied to your stun value, example..  Someone with a Body 9, that is Critically wounded (-2) must roll equal to or under a 7 (9-2).  A Failed stun save may be recovered from.  You roll a stun save again every turn until you succeed.

Death Saves.  Like stun saves, you roll a Death save by rolling equal to or under your Body Score, but it is modified by your Mortal state.  Mortal Wounds start at Mortal 0, and every 4 points of damage advances your Mortal State by +1.  When you reach Mortal Wound level, you must make a Death Save every turn until you either die, or are stabalized.

"Five million Cybermen, easy. One Doctor? NOW you're scared!" - Rose Tyler