VEHICLE/MECHA ATTACKS
In general, mecha
combat is considered Ranged Combat [pg.43] and follows similar
rules.The one exception is missile combat; missiles are defined as
any weapon that can follow its target independently. How good it is
at this job(and thus
the Difficulty Value to beat when avoiding it) is based on
how smart it is; does it just sniff a heat signature or is it smart
enough to outthink you?
|
Missile is |
Dumb |
Smart |
Brilliant |
Genius |
|
Difficulty |
8 |
12 |
16 |
20 |
To avoid a missile hit, you must make a
Piloting+REF+Die roll for at least 3 consecutive rounds. This can be
modified by the use of countermeasures, which add +2 to your
Piloting rolls. Make the rolls, you're clear; miss, and you're hit.
In the case of clusters of missiles fired at one time, one missile
roll is made once for all missiles fired, with one missile hitting
the target per point by which your Defense failed. Example: 10
missiles are fired at a jet. The jet fails its roll by 7, so 7 of
the 10 missiles hit.
Maneuvering Any time you try to make a
vehicle do something unusual, you'll need a Maneuver roll. This is
done by combining your REF+Piloting (or
appropriate Skill for controlling the mecha), and a die roll
vs a roll and a difficulty based on the type of maneuver you're
making (see below), plus any appropriate modifiers for weather,
driver or road conditions.
If the maneuver isn't described above, pick the
closest appropriate one to work from. If the roll is successful, you
will be able to pull the maneuver off. If not, you will lose
control. In a walking unit, you'll just fall over; you must then get
back up. In a ground unit, this will be a skid (miss by 4 or more and you'll continue straight for
1D6 meters per 10mph) or spin
(miss by 4 or less;
treat as a skid, but roll 1D6 to determine new facing: 1=backwards.
2=forwards. 3-4=facing right. 5-6=-facing left.). In an
aircraft, you will probably stall(miss by less than 4)or spin(miss
by 4 or more). Both require a roll
be made to regain control. It's a Difficulty Value of 18 to Regain
Control from a spin, and look out for that ground thing coming up at
you !
Dogfighting Sometimes, the best option is
to outfly your opponent with a combination of skill and ability to
maneuver. Start by determining the position of the combatants at the
start; is one closing on the other, or are they headed right at each
other? This intercept can be determined by making a Perception roll
on either side with the high roll choosing positions, or at GM's
discretion. To find out the result of an aerial or space
dogfight, each participant rolls their Piloting Skill+REF+Roll plus
their vehicle's Maneuver Value. The player with the highest roll has
the Advantage position, based on how many points they won the roll
by. The result is compared with the chart on the left; the player
who has won can shoot or flee at his option. The key position is the
Tailing one; because it adds +2 to your Attack roll that
phase. To break off a dogfight requires either mutual agreement,
or one player making an escape. The player with the current
Advantage announces his intention to break off combat at the start
of the Round, and must maintain his Advantage for as many Rounds as
the GM determines at the time intention is announced.
DAMAGE So far, we've been concentrating on
how to do things in Fuzion. Now, we're going to tackle stuff you
won't want to do; like get hurt, knocked out, or even killed-in
short, Damage.
DAMAGE AND DAMAGE CLASSES (DCs) Damage is
an abstract measure of how much something can be harmed before it is
either killed, destroyed or bludgeoned into
unconsciousness.
In Fuzion, most damage is measured in Levels, with
each level representing a unit called a Damage Class (or DC).
Example: 1 level is Damage Class 1 (or DC1).
Determining the DC of an Attack With the
exception of bows and spears, ranged weapons always do Damage based
on the DC of the weapon. However,Damage caused by any part of the
body is determined by the Strength of the attacker, with fists doing
one DC of SDC damage for each point of Strength the attacker has (a
kick does an extra DC on top of your STR, but suffers a -1 Attack
Total penalty). Example: my Strength is 5; this means I do 5 dice
(DC5) with fists, 6 for a kick.
Minimum Strength This is the minimum STR
at which you can use a melee weapon with no penalty. Below this
level, you take a -1 Reflex penalty for every -1 STR and a -1 die
damage penalty as well Example: Aunt Meg, STR 2, tries to use a
Battle Axe with a 5 STR Min. She'll only do 2DC Killing damage when
she hits, and takes a -3 REF penalty.
Extra Damage Strength based attacks using
weapons have a damage each weapon can do. This value is equal to the
weapon's listed Damage Class (DC). For every point of STR you have
above the minimum STR required to wield the weapon, you will do one
additional level of damage, up to twice the weapon's listed Damage
Class.
Example: Bob, STR 5, wields a dagger (STR minimum of 1). Bob
had 4 more STR than he needs, so he expects to gain 4 extra dice
on his attack. But since the dagger's maximum damage is only twice
it's listed DC (1x2=2), Bob only gains 1 extra DC. On the other
hand, Grog the Barbarian, STR 10, wields a battle axe (STR min.
5). Grog gains 5 extra Levels, and since 2x's the Battle axe's
listed DC (6) is 12, he gets to use all of his extra
DC.
Damaging People: HDC & SDC But what is
the damage taken from? That's where HDC and SDC come into
play. In Fuzion, all living things have HDC; points which
represent how much damage they can take. A character generally has
as many HDC as his BOD characteristic x2.5. One level of damage from
a weapon or attack will remove one HDC. Living things also have
SDC points; a measure of how much damage they can take before they
pass out from pain and shock. One point of damage from a body blow
or stunning weapon will remove one point of SDC.
Damaging Objects: Structural Damage POINTS
(SDP) "Soft targets" like living things take damage
differently than "hard targets" (structures and
vehicles). So in Fuzion, inanimate structures, vehicles and
other non organic objects (commonly called "hard
targets")have Structural Damage
Points instead of HDC or SDC. SDP is different from HDC, but works
the same way-one point of damage will remove one SDP.
KILLS: Let's talk Big Guns. Really, Really Big
Guns. |In Fuzion, really big weapons do such staggering
amounts of damage that they are measured in a larger scale called
Kills, to represent the kind of massive forces associated with
military level hardware, very large objects or extremely powerful
attacks. Conversely, very large or tough things
(tanks, giant robots, aircraft carriers, etc.)
are also defined as having Kills of structure or armor to represent
the huge amounts of punishment they can take. Unlike DCs, Kills
represent whole values rather than numbers of dice; a way of
simplifying the bucketfulls that such attacks would normally
require. So when attacking objects with Kills with weapons that do
Kills, you will simply subtract the damage done from the Kills
remaining, instead of rolling dice for damage.
Kills vs HDC & SDP But there's a catch
to the above: really big guns are designed to hit and damage really
big targets. It's nearly impossible to apply the full force of a
huge attack to a small target (like a man)
because the majority of the damage just doesn't have a big
enough surface area to expend itself on. Really big damage is also
more likely to expend its force by hurling a small target out of the
way than directly applying all of its force to the target. By
contrast, it takes a lot more force to move a large object and it
has a lot more surface area to absorb that force, so it stands there
and takes it all.
Therefore, in Fuzion, small targets
(things with damages measured in HDC and SDP)
are damaged differently by large scale attacks. Small
Targets(a.k.a.
people, cars, motorbikes, etc) do not take the full force of
Kill rated attacks. Instead, they scale down the huge damages done
by Kills into smaller, dice based HDC or SDP, representing the
results of this effect. As a rule, the first Kill of a Kill-rated
attack will always be equal to 14DC. Each additional Kill of damage
adds only 1DC to the base 14DC, because the remaining damage effects
just don't have a big enough surface to expend themselves
on.
The Bad News: All that force didn't just
vanish, you know. It's just been converted into Knockback. And since
knockback subtracts the BODY (or Kills)
of the target from the TOTAL DC done, chances are you still
got blown several meters away. Ouch.
Example: A tank shoots a 4-Kill
shell at a man wearing 8KD armor. The attack will do 14DC for
being a Kill or more, plus another 3DC for each additional Kill;
the armored fellow winds up facing DC17. which is 9 points of
damage after armor. He might even survive; once he gets done
flying through the air from knockback.
note: this convention more closely
mirrors the effects of big weapons in most common roleplaying genres
(science fiction, animé, superheroes, action movies), where
characters are more likely to be maimed and/or hurled through the
air by blast, fragmentation, or overpressure effects rather than
just obliterated on the spot.)
Damaging People There are two kinds of
damage that you can take from an attack; SDC Damage and Killing
Damage. SDC Damage is damage that creates pain and shock, but not
serious injury. It's "fistfighting" damage, impacts done with the
parts of the body, such as hands, feet, head (or
if you have them, tails, tentacles and other blunt body
parts). As a general rule, if it's part of the body and isn't
sharp, it does SDC damage (the exception to this
rule is futuristic "stun" weapons or "stunning"
attacks).
Taking Damage Classes "Pain 101"
Instead of starting with a set number of Hits all
characters (unless already injured) will be at 0DC (Zero Damage
Class) in both SDC and HDC. Every time they are hit and take damage,
these damage classes (SDC and HDC) will increase as appropriate. If
you are at a damage level less than or equal to you "light damage"
number you are at Light Damage, so that if Bruno is at 3 or 4HDC he
is Lightly damaged, and at 10HDC he is considered to be Heavily
Damaged (up to 12HDC). Critical damage (for Bruno) runs from 13 to
16, beyond that he is Terminal.
To understand how Damage Classes work, an
example will be illustrated.
Joe (STR 3) punches Jack, who has a BOD
of 5. Joe's punch does 3SDC, which puts Jack into Light damage, and
at the threshold of Medium. If Joe punches him again, doing 3SDC,
this gives Jack a total of 6SDC, which is just into Heavy. If that
was not enough, Joe then decides to shoot Jack with his pistol,
doing 4HDC damage. This places Jack into Medium HDC, and kicks his
SDC up to 10 (Critical). Note that "Stun Roll Over", Armor, and Stun
Defense, was ignored to simplify this example.
Damage Classes Effects
"Pain 220 - Advanced Suffering" The Effect of
being at certain Damage Categories is very important. When Heavily
and Critically damaged, a character will be impaired and have
difficulty functioning ("I can't feel my legs!").
Stun Effect There are no actual Stun Effects, other than
being in a great deal of pain (more so at higher levels). At
Critical SDC, the character is at the verge of blacking out, and
once in the Terminal range, he is "Unconscious" (Terminally
Stunned). At which point he will then begin to slowly Recovery
levels of SDC, until he is out of the "Terminal Stun" status.
Hit (or Harmed) Effect Being hit by lethal (or
killing) damage is a very bad thing, and tends to have an adverse
effect on the human body. At different levels of HDC, a character
may be adversely effected. At Light: "Just a flesh wound".
No additional Adverse Effect. At Medium: Serious, but not
threatening. All AVs are at -1. At Heavy: The character is
hurt, bad. All AVs are at -2. At Critical: The
character is now at the threshold of death. All AVs are at -4. If
bleeding (very often the case) he will take +1HDC per Round unless
treated (basic first add to stop bleeding). At Terminal:
The character is dying or dead. All AVs are at -6, but the character
will usually be unconscious. The character, bleeding or not, will
take +1HDC per Round unless stabilized by a Heroic medical task roll
(First Aid, Surgery, etc.). Terminal X2 the character is
dead. The GM of a cinematic campaign may still allow an Incredible
medical task roll to resuscitate the character at this point.
Important Tip:
Avoid Dying. It really puts a crimp in your
roleplaying.
Collateral Damage Since killing damage also causes a fair amount of
pain and shock, you'll take 1 point of SDC for every 1 Hit you lose,
until you max out on SDC points. (Note: you don't get your SD!) And
sometimes a Stunning blow is powerful enough that a small amount of
serious damage is also done, equal to 1 point of Killing damage for
every 5 SDC that penetrate.
Stun Rollover When you have lost all of your SDC points, any
subsequent SDC damage you take will continue to convert into Killing
damage at the 1/5th rate, reducing your remaining HDC-If you're
beaten senseless and the beating continues, you could well be beaten
to death!
Stunned If you take more than 1/2 of your total SDC in one
attack, you are Stunned. A Stunned character cannot act in the next
phase and is -5 to all Primary Characteristics. He can't move, and
he may take no other actions. He will remain stunned for 1 phase,
becoming "unstunned" next phase.
Knocked Out Your character is knocked out whenever your
SDC is reduced to 0 or below: you are automatically unconscious. You
are effectively knocked out, but will regain consciousness once you
have recovered enough SDC to put you back over 0 again (see side
table for how long this takes).
SDC level Recover SDC
0 to -10 Every Phase
-11 to -20 Every Round
-21 to -30 Every Minute
>30 Up to GM(a long time)
Impairing Wounds Whenever your HDC have been reduced enough, you
will become impaired. At half of your total HDC, all of your Primary
Characteristics will be reduced by 2; at 1/4 of total, they will be
reduced by 4 points: a Characteristic cannot, however, be reduced to
less than 1.
DEAD. Mort. Finito. When you reach max
HDC, you are dying. You will be able to keep moving if you've still
got SDC left, but you'll be at -6 (GM's Option) to all Primary
Characteristics. You will also lose 1 additional HDC(in shock and blood
loss) per round (4 Phases)-when
you lose up to 2x your HDC, you are dead.
Applying Damage to Objects You can't stun
an inanimate object. Therefore, objects will always take both
Stunning and Killing damage the same way, subtracting it from their
SDP.
Hit Locations Where you hit can often be
just as important as whether you hit. While Fuzion usually uses a
single pool of points to determine how much damage or stun your
character can absorb, individualized hit locations do play a part in
determining the severity of that damage
(getting hit in the head, for example, is
far more lethal than being hit in the arm). Hit locations
also help determine if armor is being worn over a particular area or
not; useful if you neglected to wear your power armor's helmet this
morning! They are also used to determine the Hit Modifiers for
attacking a specific area (or you can choose a
location by using the Modifiers on the right). Warning: This rule makes dying a LOT
easier!
When using the Hit Location Charts below, roll three
six sided dice and modify damage as appropriate. Note: damage is multiplied AFTER penetrating
armor:
Roll3D6 Location Hit Effect
(after armor) Hit Modifiers
3-5 head double damage -6
6 hands/forepaws* 1/2 damage -4
7-8 arms/forelimb* 1/2 damage -3
9 shoulders* 1x damage -3
10-11 chest 1x damage -1
12 stomach 1.5 x damage -5
13 vitals 1.5x damage --6
14 thighs* 1x damage -3
15-16 legs/hindlimb* 1/2 damage -4
17-18 feet/hindpaws* 1/2 damage -4
* if it isn't obvious, roll 1die: even=right, odd=left
Vehicle Hit Locations Vehicles are
especially vulnerable to being hit in critical places. The following
table lists most of the locations to be hit on typical vehicles
(Animorphics and Humanoids have their own Hit
Location table). To use this table, roll dice based on
orientation to the target:
 |
Attack from side: Roll 3D6 ·Attack from Front: Roll 2D6+1
|
 |
Attack From Rear: Roll 2D6+6 |
Vehicle Hit Table
ROLL Ground Vehicle Aircraft Boat Effect (after armor) HIT MOD
3-6 Front Wheels (5%) Flaps (5%) Bow 1x damage -6
7 Controls (5%) Controls (5%) Controls (5%) 1x damage -4
8 Engine (10%) Engine (10%) Engine (10%) 2x damage -3
9- Body Fuselage (20%) Hull (20%) 1x damage -3
10 Body Cargo Cargo 1/2damage -1
11 Fuel Fuel Fuel 2 x damage Ý -5
12 Weapon Weapon Weapon 1/2 damage --6
13 Crew** Crew** Crew** Damage to pilot only -3
14 Cargo Propeller (5%) Rudder (5%) 1x damage X
15-18 Rear Wheels (5%) Rudder (5%) Prop/jets (5%) 1/2 damage -4
* if it isn't obvious, roll 1die: even=right, odd=left If location not there, rollagain.
Ý if Fuel is flammable, this is 3x damage * *if shot penetrates armor
Humanoid/Animorphic Mecha Hit Table [Roll 3D6]
3D6 Location Hit Effect (after armor) Hit Modifiers
3-5 head 1/2 damage -6
6 hands/forepaws* 1/2 damage -4
7-8 arms/forelimb* 1/2 damage -3
9 Torso 1x damage -3
10-11 Torso 1x damage -1
12 Weapon 1/2 damage -5
13 Powerplant 2xx damage --6
14 Pilot** Damage to pilot only -3
15-16 legs/hindlimb* 1/2 damage -4
17-18 feet/hindpaws* 1/2 damage -4
* if it isn't obvious, roll 1die: even=right, odd=left. If location not there, rollagain.
*if shot penetrates armor
Knockback Such mighty blows are delivered
in some types of combat (especially between
giant robots and kung-fu action heroes), that the combatants
are often knocked all over the battlefield. This phenomenon is known
as Knockback. To determine the amount
of knockback taken, subtract the BODY characteristic (or KILLS)of the
targeted character from the total DC (or KILLS) of the
attack plus 1D6. For every DC remaining, the character is knocked
back one knockback "unit." The unit of measurement is determined by
the style of campaign, then applied by moving the character that far
straight back from the impact.
| Campaign Style Knockback Unit in m/yds |
|
| Everyday
[realistic] Just Knocked
Down |
| Competent
[elite, semi-realistic.]
1/2 |
| Heroic [TV
action show] 1 |
| Incredible
[olympics, action movie]
2 |
| Legendary
[blockbuster action movie]
3 |
| Superheroic
[comic books, myths]
4 |
In the event that some-thing's in the way, move on
to Collisions and see how badly you were hurt. Note: If using Kills
vs Body, convert Kills to DC at a ratio of 1Kill=14DC, plus 1 for
each additional Kill; if it's DC vs Kills, there is no effect until
you reach 14 DC, then add 1 Kill for each additional DC.
Critical Effects A vehicle need not be
totally destroyed to make it non-functional. (You don't have to
actually destroy an entire battleship to stop it. You only have to
put a big enough hole in the bottom) One way to do this is to use
the critical effects rule on the Vehicle Hit Location Tables below.
Boldfaced listings signify critical hit locations; the value in
parenthesis (X%) is the percentage of overall SDP that must be
destroyed to incapacitate the vehicle:
In general:
Destroying controls, engines, rudders, props or jets
will automatically render a vehicle immobile or
uncontrollable.
Destroying up to a 20% of the hull of an aircraft or
water vehicle will cause it to either sink of break up.
Example: The Quadracer Z is a
superpowered speedboat with 80SDP. Its engine is worth 10% of the
total (8SDP), and its hull is worth of 20% (16SDP). A 8SDP hit on
on the engine will render the Quadracer immobile; 20 or more
points of damage will sink it.
DEFENSE & ARMOR So how do you avoid
getting knocked out or killed? The first way is to just stay out
of the way; use your Skills and Characteristics to ward off the
attack. But if that doesn't work, you've still got another option:
a DEFENSE. |A Defense is anything that gets between you and the
Damage first; clothing, armor plates, scales; even energy fields
that deflect or absorb damage. All defenses have a value which is
subtracted on a point for point basis from damage before it is
taken from your HDC or SDC; Armor is the best line of defense,
you use that whenever possible. While most Armor provides Physical
Defense, other types can protect against energy attacks (EKD) or
even Mental attacks! Armor reduces damage just like any other
defense, and will stop both SDC and Killing damage. Your
natural physical toughness (the Stun Defense on your character
sheet) is your next defense, but will only stop Stunning Damage.
You'll use this as a last resort, and mostly in fistfights and
other non-lethal engagements. Example: My CON is 5, giving me a SD
of 10. If 15 points of SDC hit me, only 5 (15-10) would get
through.
IMPORTANT: If stopping Stun
damage, always take the higher of either the armor's PD or the
character's SD. If stopping Killing damage, use only the highest
Armor PD.
GENERIC ARMOR LIST Following are typical
Armors found in many genres. The table not only lists the Armor's
Physical Defense (PD), but also its defense against Energy Attacks
[EKD], just in case. Armors with are at 1/2 against bladed
weapons. Fantasy, Archaic & Natural Armors
Type |
PD/Cost |
EKD |
Description |
Heavy Cloth, Soft Leather, Fur |
1 |
NA |
Thief Gear |
Heavy Leather, Padded Cloth |
1 |
NA |
Animal Hides, scales |
Boiled Leather, Curi-bolli |
2 |
NA |
Barbarian Armor |
Heavy Animal Hide |
2 |
NA |
Tough Animal Hides |
Brigantine, Ring Mail |
2 |
NA |
Bardic Chain |
Scale Mail, Bezainted |
2 |
NA |
Dragon Scales |
Chain Mail, Laminated |
3 |
NA |
Samurai armor |
Plate & Chain, Plate Mail |
3 |
NA |
Field Plate |
3 |
NA |
Typical Knight |
Modern Armors
Type |
PD/Cost |
EKD |
Description |
Light Kevlar |
2 |
NA |
Armored Clothing |
Skin Weave |
3 |
NA |
Subdermal body armor |
Kevlar |
4 |
1 |
Lt. Armorjackets |
Medium Kevlar |
4 |
1 |
Med. A.Jacket |
Flack |
5 |
2 |
W/inserts, cable weave |
Metalgear Plate |
6 |
3 |
Plastic/Kevlar plate |
Futuristic Armors
Type |
PD/Cost |
EKD |
Description |
Space Suit |
1 |
1 |
Light skinsuit |
Industrial Space Suit |
2 |
1 |
Hvy. metallized fabric |
Military Space Suit |
3 |
3 |
Metal fabric w/Plates |
Body Armor |
5 |
6 |
"Stormtrooper" plate |
Personal Force Screen |
3 |
6 |
Against SDC damage |
Advanced Force Screen |
4 |
8 |
Against all damage |
SPECIAL ARMOR RULES FOR MECHA The
weaponry and armor used by mecha are subject to a few special
cases.
Special Case 1: Chinks in
the Armor Almost every kind of mecha has a weak spot
somewhere, and in combat, it's possible for you to hit that weak
spot. When making an attack, if you beat your Difficulty Value by
more than 10, your attack ignores the PD of the mecha's armor. In
the case of autofire attacks, only those hits which beat the
Difficulty Value by 10 or more will ignore armor.
Special Case 2: Powered
Armor Damage Powered Armor (i.e., armor worn by a character which has SDP as
well as PD) has a very spread-out structure which is
tightly integrated with its pilot. Therefore, any damage which
gets through Powered Armor's PD is divided by two; one half
affects the Powered Armor's SDP, the other half is applied to the
wearer's HDC. All Powered Armors use this rule.
THE ENVIRONMENT Guns and swords aren't
the only thing that can hurt you. The world is full of potential
dangers; falls, illness, drowning, even being hit by lightning.
All of this falls under the heading of the Environment:
Cumulative Environmental Effects: Shock,
Poison/Drugs, Burns, Disease & Asphyxiation.
Each of these are effects of the environment that
harm you through accumulation; shock and poison by continual
damage to your body or will, asphixation through accumulated lack
of air.
Electricity and Fire are always ranked by
intensity of the effect(GM's decision), with damage occurring each
phase you are exposed to the source.
| Type |
Mild |
Intense |
Deadly |
| DC |
DC1-4 |
DC5-10 |
DC11-20 |
| Electricity |
Battery |
Wall socket |
Lightning Bolt |
| Fire |
Wood Fire |
Gasoline Fire |
Thermite |
Like electricity, Poison & Drugs are ranked by
the power of the drug or poison. Damage effects occur each minute,
not phase, while Illness takes place over days, weeks or even
months (Ref's choice).
| Type |
mild |
strong |
Powerful |
| DC |
DC1-4 |
DC5-10 |
DC11-20 |
| Poison |
Belladonna |
Arsenic |
Stonefish Venom |
| Drug |
Alcohol |
Sodium Pentathol |
LSD |
| Illness |
Measles |
Pneumonia |
Plague |
A drug or poison need not be fatal; sleep or
"truth drugs" also work by accumulation; "damage" is subtracted
from different point pools depending on the type of effect.
Example: Morgan administers a strong dose of Mind Control Serum
(DC5) to Jake, hoping to find out the Rebellion's' secrets. Each
turn, the drug does 5 to 30 points to Jake's Resistance. At 0, he
gives in.
Asphyxiation: This does 3DC per Phase,
taken from your HDC. Sitting quietly, you can hold your breath up
to 2 rounds for every point of CON(a tough character could hold his
breath for about two and a half minutes.). If activity,
such as swimming or running is required, this rises to 2 pts of
CON.
Falling & Collisions. These are
all types of damage that come from hitting something at high
speed.
Falling: Using the table below, compare the
closest approximate weight of the object to the closest distance
fallen (shaded top portion of the
table). The result is how many
DC are taken (1K=14DC, plus 1DC per additional
KILL added). Note that at terminal velocity, you will have
no increase in speed or damage.
. |
0 |
10 |
11 |
30 |
31 |
60 |
61 |
100 |
101 |
150 |
Terminal Veloc. |
<50lbs |
1 |
2 |
4 |
6 |
8 |
10 |
12 |
1K |
2K |
3K |
4K |
50lbs |
2 |
4 |
6 |
8 |
10 |
12 |
1K |
2K |
3K |
4K |
5K |
100lbs |
4 |
6 |
8 |
10 |
12 |
1K |
2K |
3K |
4K |
5K |
6K |
200lbs |
6 |
8 |
10 |
12 |
1K |
2K |
3K |
4K |
5K |
6K |
7K |
400lbs |
8 |
10 |
12 |
1K |
2K |
3K |
4K |
5K |
6K |
7K |
8K |
800lbs |
10 |
12 |
1K |
2K |
3K |
4K |
5K |
6K |
7K |
8K |
9K |
1600lbs |
12 |
1K |
2K |
3K |
4K |
5K |
6K |
7K |
8K |
9K |
10K |
1ton |
1K |
2K |
3K |
4K |
5K |
6K |
7K |
8K |
9K |
10K |
11K |
2tons |
2K |
3K |
4K |
5K |
6K |
7K |
8K |
9K |
10K |
11K |
12K |
4tons |
3K |
4K |
5K |
6K |
7K |
8K |
9K |
10K |
11K |
12K |
13K |
6tons |
4K |
5K |
6K |
7K |
8K |
9K |
10K |
11K |
12K |
13K |
14K |
8tons |
5K |
6K |
7K |
8K |
9K |
10K |
11K |
12K |
13K |
14K |
15K |
10tons |
6K |
7K |
8K |
9K |
10K |
11K |
12K |
13K |
14K |
15K |
16K |
20tons |
7K |
8K |
9K |
10K |
11K |
12K |
13K |
14K |
15K |
16K |
17K |
40tons |
8K |
9K |
10K |
11K |
12K |
13K |
14K |
15K |
16K |
17K |
18K |
80tons |
9K |
10K |
11K |
12K |
13K |
14K |
15K |
16K |
17K |
18K |
19K |
100tons |
10K |
11K |
12K |
13K |
14K |
15K |
16K |
17K |
18K |
19K |
20K |
+100tons |
11K |
12K |
13K |
14K |
15K |
16K |
17K |
18K |
19K |
20K |
21K |
NOTE: 1K=14DC. Each additional Kill adds 1 DC.
Collisions: Compare the weight of the
object to its closest approximate speed. The result is the DC.
Ramming: If head on, add the speeds of both
objects together and compare the weights of each to that speed;
the result is the damage done to the opposing object. If a side
ram or swipe, treat as a collision (above). If rear ended,
subtract the speed of the object in front from the speed of the
trailing object, then treat as a head on ram.
RECOVERY
Getting Better: Recovering from
Stun, Wounds & Death
Assuming you aren't reduced to vapor in an
unfortunate accident, the next step is to get better. That's where
RECOVERY comes into play.
Stun Recovery from SDC Damage: Your
Recovery Characteristic determines how fast your character
recovers SDC points He will get back this many SDC points each
phase he rests.
Waking Up: Once you're knocked out, you may
stay that way for only a few moments or for a long time. You will
regain your REC in SDC points based on how far below zero you
are:
SDC level Recover SDC
0 to -10 Every Phase
-11 to -20 Every Round
-21 to -30 Every Minute
>30 Up to GM(a long time)
Time Movement and
ActionsWounds (Lost HDC) Recovery From Killing Damage:
Your Recovery Characteristic also determines how fast you regain
HDC. For every 24 hours you spend resting under medical care, you
will recover as many HDC as your REC score. Example: I take 30
HDC. My Recovery is 10. I will be back to my full hit level in 3
days.
Sometimes there isn't a hospital handy when you
need one. With out Modern Heal tanks and technology it will
take much longer to heal back from serious injury. In this case, a
realistic rate would be to recover your Recovery rate in HDC every
week that you are laid up; the above example would take three
weeks of medical care.
Death Saving a dying character is still
possible. Another character, making a successful Physician or
first aid skill roll can stabilize you at any point beyond Max
HDC. The Difficulty for this task is 2x the number of HDC beyond
Max. Example: Lazarus, is now at 22 HDC . His MAX HDC is 15, 22 -
15 = 7. To save him, Fox must make a Medical skill roll
against a Difficulty of 14 (2 x 7).
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