PERFORMING ACTIONS


 


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.


ARMOR

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 & RECOVERY

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).