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[4.5] Calculating Damage

   There are three steps for determining the amount of Health that a character loses when hit with a successful attack.

[4.5.1] Weapon's Damage:
   Each weapon inflicts a base amount of damage. The damage listed is a standard die roll. Upon a successful attack, roll the dice and total the result.

[4.5.2] Attack Roll Success:
   The Success Level of the attack roll has an impact upon the amount of damage inflicted to the target: the higher the Success Level, the more Health is lost. The tables below indicate how much more damage for your Success Level ("Score"). The first table applies to physical attacks and single-shot ranged attacks. It reflects the critical damage caused by exceptional shots. The second table is used for discovering how many bullets hit the target in an attack with an automatic weapon (the first column for 3-round burst, the rest for full-auto attacks). For each bullet that hits, roll the appropriate dice and add all the rolls together.

Single Hit Table
ScoreDamage modifier
20+triple-damage or +20, whichever is higher
16-19+15
12-15double-damage or +10, whichever is higher
7-11+5
1-6Normal damage, no modifier

Burst Hit Table
Rounds fired in burst
Score35101520
20+35101520
1935101419
183591318
173591217
163481116
153481015
14347914
13347813
12336812
11336711
10335710
923569
822458
722457
622346
522335
421234
311223
211122
111111
000111

[4.5.3] Basic Armor Rules:

   Each type of armor absorbs a set amount of damage from an attack. This protection value is subtracted from a weapon's damage roll following a successful hit. Whatever amount of damage is left over is subtracted from the target's Current Health. If the remaining damage is zero or negative, then no Health is lost.

   Each time an attack does penetrate a piece of armor (the damage roll is higher than the armor's absorption amount), the armor becomes damaged slightly. It will lost one point of Armor Structure. When a piece of armor's Structure reaches zero, it no longer affords any protection to its wearer and is rendered useless. Some armor can be repaired: if it can be, the description of the armor type will list the cost of restoring one point of Armor Structure. Armor structure can never be restored beyond the original AS value.

When the optional advanced Hit Location rules are in effect, then certain pieces of armor cover only particular body parts. A roll must be made on the Hit Location chart... if an unprotected location is struck, then no armor absorption is applied. In addition, some hit locations apply additional penalties to the target.

   For details on armor types, protection, and cost, see Section 6.2: Armor.

Optional: Advanced Damage Rules
   The (optional) advanced armor rules allow each class of armor to afford different protection from the various Damage Types, as well as the multiple styles of ammunition. This allows players to customize their firepower and defense according to expected threats. It also injects a bit more variety into the game. The table in Section 6.2.1 lists the additional damage or protection value each type of ammunition or weapon receives against each of the available body armors (where "None" means no armor is worn).

[4.5.4] Structures:

   Attacks made against structures (walls, doors, etc.) follow special rules. The purpose of attacking a structure directly is to breach or knock it down; this occurs when the structure's points reaches zero or below. Each type of structure has an armor rating for each damage type, based on the structure's composition, and a number of Structure Points, which depends on its material and thickness.

StructureArmor By Damage TypeStructure
Points
PSBCFAX
Hollow Wooden Door251052015015
Solid Wooden Door251052015035
Hollow Metal Fire Door403020151551025
Solid Metal Security Door403020151551050
Cubicle Wall2015105010020
Interior Drywall2010105010045
Exterior Drywall2010105010055
Brick Wall302515101020770
Concrete Wall302515101020790
Reinforced Concrete Wall3025151010207120
Hollow Metal Wall4030201515510100
Solid Metal Wall4030201515510160


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