Calculating Damage
Weapon Damage Types and Damage Bonuses
Weapons do three basic types of damage: impaling, cutting, and crushing.
- Impaling damage that gets past armor is x2
- Cutting damage that gets past armor is x1.5
- Crushing damage Flexible and is x1 (unchanged)
Round fractions down, minimum damage that passes through DR is always 1, excepting Crushing damage at Minimum 0.
Total Damage
Calculated by taking the Thrusting or Swinging damage (depending on the weapon) and then adding (or subtracting) the weapon damage.
This total damage is all one type (Cutting, Impaling or Crushing).
Example: Axe (Cutting) SW+2
- This means Swinging, so for an roughly average STR of 11 that is 1d+1
- So on a sheet the Axe's damage would be shown as 1d+3
Thrusting and Swinging
Two ways to attack with a melee weapon: Thrusting and Swinging (Swinging does more damage).
Knockback
Crushing and Cutting damage can both cause Knockback, with Cutting only doing so if it fails to go through DR.
Every multiple of the target's STR-2 (before subtracting DR) of damage causes 1 yard of knockback.
Eg. 9 damage to a STR 10 enemy causes 1 yard of knockback.
Anyone knocked back must roll against the highest of DEX, Acrobatics, or Judo. Each yard knocked back after the first adds a -1 penalty. On a failure they fall down.
Armor Divisors
This is the number that shows how effective an attack is at going through armor.
These are always found in brackets after the number of dice and modifier.
| Armor Divisor | DR Modifier |
|---|---|
| (2) | /2 |
| (0.5) | x2 |
| (0.2) | x4 |
| (0.1) | x10 |
Flexible Armor and Blunt Trauma
When flexible armor stops the damage from going through, but still gets hit with a significant force.
For every 10 points of damage (or 5 points of Crushing damage) the target suffers 1 HP of injury due to blunt trauma.
Layering other armor over top makes a layer that must be gotten through first.
Corrosion
An attack that inflicts corrosion damage destroys 1 point of DR per 5 points of damage after dealing damage.
| Wounding Method | Modifier |
|---|---|
| Small Piercing (pi-) | x0.5 |
| Crushing, Piercing (pi) | x1 |
| Cutting, Large Piercing (pi+) | x1.5 |
| Impaling, Huge Piercing (pi++) | x2 |
Wounding Modifiers, damage types, knockback, etc.
Thrust & Swing Damage
| ST | Thrust | Swing |
|---|---|---|
| 4 | 0 | 0 |
| 5 | 1d-5 | 1d-5 |
| 6 | 1d-4 | 1d-4 |
| 7 | 1d-3 | 1d-3 |
| 8 | 1d-3 | 1d-2 |
| 9 | 1d-2 | 1d-1 |
| 10 | 1d-2 | 1d |
| 11 | 1d-1 | 1d+1 |
| 12 | 1d-1 | 1d+2 |
| 13 | 1d | 2d-1 |
| 14 | 1d | 2d |
| 15 | 1d+1 | 2d+1 |
| 16 | 1d+1 | 2d+2 |
| 17 | 1d+2 | 3d-1 |
| 18 | 1d+2 | 3d |
| 19 | 2d-1 | 3d+1 |
| 20 | 2d-1 | 3d+2 |