Combat
Procedure
Armor
There are six types of traditional armor, listed on the table below.
This armor is not generally available, and (except at appropriate gatherings
or conventions) wearing it will likely result in a lot of attention.
The armor is available in two types: Full Protection and Half
Protection. Half generally refers to the main body-covering
portion (e.g. a leather jerkin) and maybe one or two other peices, while
Full includes all of that, plus helmet, gloves or gauntlet, appropriate
boots and leg coverings, and potentially a shield.
Averaged Armor Table
(Ancient Armor Types)
|
Armor Type | Full Protection | Half Protection |
Leather/Padded Armor | 6 | 3 |
Studded/Reinforced Leather | 8 | 4 |
Metal & Leather | 10 | 5 |
Chain Mail | 12 | 6 |
Plate & Chain | 14 | 7 |
Plate Armor | 16 | 8 |
Averaged Armor Table
(Modern Armor Types)
|
Armor Type | Full Protection | Half Protection |
Bulletproof clothing | 6 | 3 |
Bulletproof vest | * | 4 |
Flak gear | 12 | 6 |
Riot gear | 14 | 7 |
Kevlar Security gear | 18 | 9 |
Mechanized Armor, mk. I | 32 | * |
* This armor type is not available at this protection level
Weapons
Body Weaponry Attacks Table
|
Attack | Damage | Attacks/CT |
Punch | 1D3 each | 2 |
Kick | 1D6 | 1 |
Roundhouse | 1D6 | 1* |
Head-butt | 1D6 | 1 per BT** |
Hand razors | 1D6 | 2 |
Wrist razors | 2D6 | 1 |
* This type of punch does more damage, but the swing is telegraphed and opponents may be able to avoid it, if they successfully roll a result equal to or less than their Physical TRAIT on D%.
** There is also a 50% chance of Dazing the opponent for 1D3 Critical Turns.
Attackers, however, can use this form of attack no more than two or three
times per day without Dazing themselves.
Hand Weapon Damage Table
|
Weapon | Damage |
Bludgeon | 2D6 |
Knife | 2D6 |
Sword, Katana | 4D6 |
Whip*, + | 1D3 |
Whip, monofilament* | 3D6 |
* A Special Failure with this weapon indicates that the attacker hit himself
+ A normal whip has a chance to entangle the attacked persona, provided the
victim fails a check vs. half his Physical TRAIT
Missile Weapons Attacks Table
|
Attack | Damage | Attacks/CT | Range |
Bow | 3D6 | 1 | 200 yards |
Crossbow | 4D6 | 1/2* | 150 yards |
Dagger | 2D6 | 2** | P TRAIT in feet |
Hatchet | 3D6 | 1 | P TRAIT in feet |
Spear | 3D6 | 1 | P TRAIT in feet |
* One attack every other CT. The intervening CT is spend (re)loading the
weapon.
** Assuming the persona has two daggers to throw!
Firearms Attacks Table
(These weapons take Weapons, Small Arms to use)
|
Attack | Damage | Attacks/CT | Range |
Automatic | 3D6 | 2 | 35 yards |
Pistol | 2D6 | 1 | 30 yards |
Shotgun | 4D6* | 1 | 35 yards |
Shotgun, sawed-off | 4D6* | 1 | 15 yards |
* This weapon receives an Exposure roll (multiply the damage by the result of
1D6)
Heavy Arms Attacks Table
(These weapons take Weapons, Heavy Arms to use)
|
Weapon | Damage | Attacks/CT | Range |
Assault Rifle | 3D6 | 5 | 35 yards |
Laser Rifle | 3D6* | 1 | 25 yards |
* This weapon receives an Exposure roll (multiply the damage by the result of
1D6)
Mike Phillips (msphil@widomaker.com)