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Post by at on Apr 5, 2020 15:50:05 GMT -5
DAMAGE BONUS (body stat) - 1-2 (Very Weak) = -2 - 3-4 (Weak) = -1 - 5-7 (Average) = +0 - 8-9 (Strong) = +1 - 10 (Very Strong) = +2 - 11-12 (Superhuman) = +4 - 13-14 (Superhuman) = +6 - 15+ (Superhuman) = +8
BODY TYPE MODIFIER (BTM) (body stat) - 1-2 (Very Weak) = -0 - 3-4 (Weak) = -1 - 5-7 (Average) = +2 - 8-9 (Strong) = +3 - 10 (Very Strong) = +4 - 11+ (Superhuman) = +5
WOUND EFFECTS - Light = n/a - Serious = -2 REF - Critical = 1/2 REF, INT, COOL - Mortal = 1/3 REF, INT, COOL
Unarmed Attacks Martial artists add their MA score to damage with key attacks, and subtract their block or dodge bonus (if any) from melee damage Add damage bonus (above) to all attacks - Punch = 1d3 - Punch (cyberarm) = 1d6 - Punch (oversized) = 3d6 - Crush (cyberarm) = 2d6 - Crush (oversized) = 2d10 - Kick = 1d6 - Kick (cyberleg) = 2d6
Thickened myomar = double base damage Hydraulic rams = triple base damage
Falling Damage 1d6-1 damage per 3m falling Intentional jumps are safe based on REF score - 1 = 0m - 2 = 1m - 3-4 = 2m - 5 = 3m - 6-7 = 4m - 8 = 5m - 9-10 = 6m - 11 = 7m - 12 = 8m Falling damage is reduced by body type modifier Soft armour provides 1 point of protection for every 50 points worn (all locations combined) Hard armour provides 1 point of protection for every 25 points worn (all locations combined)
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