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Damage (by round caliber, the weapon it is fired from will affect damage slightly, as will the specific type of round used).

Round 1st 2nd 3rd 4th
PDW 1d12 3d20 50+4d20 100+5d20
9mm 1d12 4d20 70+4d20 120+5d20
11mm 1d20 4d10*2 90+4d20 140+3d20*2
5.56 1d12 5d20 90+4d20 150+5d20*2
7.62 1d20 4d10*2 100+5d20 200+5d20*2
8.6 2d12 5d10*2 140+3d20*2 250+5d20*3
12.7 3d10 4d6*10 200+5d20*2 300+5d20*4

Rate of Fire

Most weapons can be fired repeatedly even in the same tick at no penalty (delay 0), but depending on the weapon and your strength they may have delay 1 (fire once per tick), 2 (every other tick), or higher

(kenton should put these values in or share his google doc with me)


Many weapons are designed to fire three shot bursts, the additional two bullets are treated as if they had rolled 1 and 2 lower than the first, determine damage appropriately.

Double Tap's with a pistol (requires a spec) add a second bullet at -2 from the first.

Bursts offer an advantage for penetrating armor because the rounds are close to the same location. Apply an additional temporary penalty to the armor's resist for each time the burst lowers its resist. This temporary penalty goes away after the end of the burst, it represents the fact that the shots are more likely to hit recently damaged armor locations.


Firing a weapon on full automatic uses the sustained fire skill each tick to determine how well you control the weapon's recoil. This determines the area into which you spread rounds, hits are determined by comparing target's exposed area to the total area and a the weapon's rate of fire.


Armor protects against damage by absorbing some fraction of itself before the wearer is harmed. Full body armors absorb 1/25 of their current health before passing damage on to the wearer, torso armors absorb 1/10 of shots to the torso. Soft armors always let through at least 1/10 of the incoming damage. Armor proficiency penalties apply to shooting, and double to combat movement skills. They also apply to any noncombat skills requiring precise or quick movement.


Light (L)

Light Armors are generally made out of ballistic fabrics (advanced kevlar type things) and are generally flexible, and often concealable. Because they are soft, any hit will still hurt, but they can stop penetration for at least sidearms.

Full body light armors generally have health around 1500, giving protection when undamaged of around 60.

Wearing a light armor without proficiency imposes -1 for full body armor. All physical effort expenditures are increased by 25% while wearing full body light armor, and 10% for torso armor. Light armor expert reduces this to 10% and 0%, and light armor master eliminates this penalty.

Medium (M)

Medium armors are a mix of ballistic fabrics with ceramic plates to protect vital regions, and generally include a helmet. Medium armors can generally repel rifle fire tolerably at least for a time.

Medium armor generally has health of around 2500, giving 100 protection when undamaged.

Wearing medium armor without proficiency imposes a penalty of -2. All physical effort expenditures are increased by 50% while wearing medium armor. Light armor expert reduces this to 33% (1/3), and master to 20%.

Heavy Armor (H)

Heavy armor is made of interlocking plates of ceramics covering all or most of the body backed by ballistic fabric. Heavy armor can generally repel all but the heaviest or dedicated anti-armor

Heavy Armor generally has health around 4000 giving 160 protection when undamaged

Wearing Medium Armor without proficiency imposes a penalty of -4. All physical effort expenditures are increased by 50% while wearing heavy armor.

Powered Armor

Powered Armors have their own musculature operated by force feedback. This allows them to be much heavier than normal armors.

Powered Armor also has a stamina pool representing the power available to the armor (usually charge on a capacitor).

Powered armor suffers pool penalties for every 10% health loss. These penalties apply to all skills requiring movement or precision used while in damaged armor.

Normal movement generally consumes 100 stamina per hour for light, 150 for medium, 200 for heavy. Operating at combat speed generally consumes 10/15/20 stamina per minute, and jumping and striking can consume several additional stamina points per action. Depending on the power system of the armor, armors capable of these intense actions will usually have a wind pool limiting such actions.

Listed below are typical health for powered armor, stamina will vary wildly depending on the design.

Light Powered (H)

-2 Proficiency Penalty

Health: 5,000 (200 protection)

Medium Powered (XH)

-4 Proficiency Penalty

Health: 7,500 (300 protection)

Heavy Powered (XXH)

-6 Proficiency Penalty

10,000 (400 protection)


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