HP & DR of Objects & Cover
Weight: The artifact’s weight. If this falls between two values, use the lower of the two.
Unliving/Machine: The HP of an Unliving object of this weight. This includes anything with complex or moving parts; e.g., electronics, firearms, powered vehicles, robots, and most other machines.
Homogenous/Diffuse: The HP of a Homogenous or Diffuse object of this weight. This includes anything that lacks a complex internal structure; e.g., fabric (cloaks, drapes, etc.), furniture, and muscle-powered melee weapons.
Object Hit Points Table
| Weight | Unliving/Machine HP | Homogenous/Diffuse HP |
|---|---|---|
| 1/64 lb. | 1 HP | 2 HP |
| 1/8 lb. | 2 HP | 4 HP |
| 1/2 lb. | 3 HP | 6 HP |
| 1 lb. | 4 HP | 8 HP |
| 2 lbs. | 5 HP | 10 HP |
| 3 lbs. | 6 HP | 12 HP |
| 5 lbs. | 7 HP | 14 HP |
| 8 lbs. | 8 HP | 16 HP |
| 11 lbs. | 9 HP | 18 HP |
| 16 lbs. | 10 HP | 20 HP |
| 27 lbs. | 12 HP | 24 HP |
| 43 lbs. | 14 HP | 28 HP |
| 64 lbs. | 16 HP | 32 HP |
| 91 lbs. | 18 HP | 36 HP |
| 125 lbs. | 20 HP | 40 HP |
| 216 lbs. | 24 HP | 48 HP |
| 343 lbs. | 28 HP | 56 HP |
| 512 lbs. | 32 HP | 64 HP |
| 729 lbs. | 36 HP | 72 HP |
| 1,000 lbs. | 40 HP | 80 HP |
HP and DR of Structures
The table below gives DR and HP for some common objects. All of these structures are Homogenous (see Injury to Unliving, Homogenous, and Diffuse Targets, p. 380). For the effects of damage, see Damage to Buildings and Structures (p. 484). Assume a structure in good repair has HT 12, should this become important (e.g., when rolling to see if a rope snaps under stress).
Notes: “No Crushing” indicates a structure so resilient that crushing damage cannot destroy it. Structures marked “Combustible” or “Brittle” are Fragile (p. 136).
Structural Damage Table
| Object | DR | HP | Notes |
|---|---|---|---|
| Ropes and Cables | |||
| Rope, light (3/8" diameter) | 1 | 2 | Combustible, No Crushing |
| Rope, heavy (3/4" diameter) | 2 | 3 | Combustible, No Crushing |
| Steel Cable (1/4" diameter) | 14 | 22 | No Crushing |
| Steel Cable (1/2" diameter) | 28 | 28 | No Crushing |
| Steel Cable (1" diameter) | 56 | 36 | No Crushing |
| Bars, Poles, Logs, and Trees | |||
| Bronze/Iron Bar (1/2" diameter) | 6 | 12 | |
| Bronze/Iron Bar (1" diameter) | 12 | 23 | |
| Bronze/Iron Bar (2" diameter) | 24 | 46 | |
| Steel Bar (1" diameter) | 22 | 44 | |
| Steel Bar (2" diameter) | 44 | 88 | |
| Wood (1" thick) | 1* | 14 | Combustible |
| Wood (2" thick) | 2* | 18 | Combustible |
| Wood (4" thick) | 4* | 23 | Combustible |
| Wood (8" thick) | 8* | 30 | Combustible |
| Wood (16" thick) | 16* | 37 | Combustible |
| Doors and Walls (per 1-hex or 10 sq ft.) | |||
| Brick Wall (3" thick) | 8* | 54 | |
| Brick Wall (6" thick) | 16* | 67 | |
| Brick Wall (9" thick) | 24* | 77 | |
| Brick Wall (18" thick) | 48* | 97 | |
| Concrete, reinforced (8” thick) | 96* | 80 | |
| Concrete, reinforced (2' thick) | 288* | 115 | |
| Concrete, reinforced (5' thick) | 720* | 156 | |
| Glass, plate (1/5" thick) | 1 | 3 | Brittle |
| Iron/bronze (1/4” thick) | 12 | 36 | |
| Iron (1/2” thick) | 25 | 46 | |
| Iron (1” thick) | 50 | 58 |
- Repeated impaling, piercing, and large piercing attacks against the same small spot (an area with SM 0 or less) lower DR at that specific point as if it were semi-ablative; repeated burning, corrosion, crushing, cutting, or huge piercing attacks at that same spot reduce DR at that point as if it were ablative. DR never falls below 1 for wood or 3 for brick, concrete, or stone. For rules governing semi-ablative and ablative DR, see the Damage Resistance advantage (p. 46).
Cover DR
The following table gives the DR per inch of thickness that common materials afford as cover. This isn’t always identical to an object’s own DR! For details, see Cover (p. 407).
Cover DR Table
| Material | DR/Inch | Notes |
|---|---|---|
| Aluminum | 20-30 | |
| Brick | 5-8* | |
| Concrete | 6-9* | |
| Concrete, reinforced | 10-12* | |
| Glass, window | 5-8 | Brittle |
| Glass, bullet resistant | 10-20 | Brittle |
| Iron | 40-60 | |
| Sandbags | 3 | |
| Steel, mild | 50-60 | |
| Steel, hard | 60-70 | |
| Stone | 8-13* | |
| Wood | 0.5-1* | Combustible |
- Repeated damage lowers DR, as in the description under Structural Damage.
Object Health (HT)
Most machines and items in good repair are at HT 10
Homogenous (solid) items are at 12
Cheap or poorly maintained items get -1 to -3 on HT
Well-made or rugged items get +1 or +2
Effects of Injury
Less than 1/3 HP:
usually suffers halved effectiveness
0 HP or less
Roll against the item's HT each second while it is under stress
On a fail it suffers a severe malfunction and is disabled
See Broken Weapons (B485)
-1xHP
Items must roll against HT to avoid being destroyed
On a fail they are wrecked, not simply snapping or bending.
-5xHP
Item is automatically destroyed
Damage to Buildings and Structures
Treated using usual damage to objects rules (see Structural Damage Table (B558))
Anyone in a collapsing building takes 3d crushing damage plus 1d per extra story.
Diving for cover grants DR equal to the building's exterior wall DR, but still causes the character to become trapped in the rubble.
- On a crit success the character is totally unharmed.