Another set of Weapon's Rules...........
Copyright 2001 by James M. Dugan - All rights reserved.
This is a set of Generic Weapon's Rules, intended to be included in
the as-yet-unfinished-game Stellar Sanctums - either as the main
rules or as an optional set.
The Weapon Basics are as follows:
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Penetration is modeled by Dice Type - d4,d6, d8 - etc.
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The amount of damage is by the Number of dice - 4d6, 3D8, etc...
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If it's a Vehicle Scale weapon, it does 100X as much damage to a human,
Starship Scale does 10,000X as much to a Human. Starship Weapons do 100X
as much to Vehicles.
-
I might subdivide this to Melee, Combat, Vehicle, Vessel, Ship - each 10X
the previous one, so that the scale jumps are not so grainy.
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Average Human is assumed to have about 4-8 Hit Points.
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Basic Weapon Groups - remember - these are classed by penetration ability:
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D4 - Fists, clubs, Maces
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D6 - Dull Swords (think - large bastard sword), Large Slow Bullets, Shotguns
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D8 - Sharp Knives, Speartips, Arrows, standard bullets
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D10 - HEAP, Armor Piercing Rounds
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D12 - Advanced Penetrators, Railguns
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D20 - Lasers, Plasma, Fusion Beams (ie - energy weapons)
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Some Examples (YMMV, and these haven't been playtested)
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Large Mace - 4D4/Melee - Range: HTH
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Conan Sword - 5D6/Melee - Range:HTH
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45 Caliber Pistol - 4D6/Melee - Range: 50M
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12 Gauge Shotgun - 6D6/Melee - Range: 25 M
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Small Dagger - 1D8/Melee - Range: HTH
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Zulu Spear - 3D8/Melee - Range: 30M
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Apache Bow - 4D8/Melee - Range: 40M
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22 Pistol - 2D8/Melee - Range: 100M
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Armburst Antitank Gun -
-
50 Cal MG -
-
75mm Gun -
-
105mm Tank Gun -
-
Antimissile Laser -
-
Ship's Railgun -
-
Hydran Fusion Beam -
Armor is pretty Basic
-
All armor at the low energy end of things is reflective - like modern steel
armor vs an explosive shell.
-
At the top of the energy scale, Armor becomes Ablative - Steel doesn't
stand up well vs a Laser.
-
Armor has a base Value - Battleships would be about 12, MBT's at 10, APC's
at 6 (on average - YMMV)
-
The material has a max value - thisis based on the energy it can absorb,
not on it's thickness.
-
The thickness can increase, but this adds HULL/STRUCTURE not armor - at
a certain point, the armor ceases to be actually protective, and simply
starts to absorb damage.
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Some Armor Types:
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Antique Wrought Iron
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max 8
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if armor > 2 add a hull per armor point
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If armor > 4 add 2 hull per armor point
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If armor > 6 add 3 hull per armor point
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Steel Based
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max 12
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if armor > 2 add a hull per armor point
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If armor > 4 add 2 hull per armor point
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If armor > 6 add 3 hull per armor point
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If armor > 8 add 4 hull per armor point
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If armor > 10 add 5 hull per armor point
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Chobham
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max 14
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if armor > 3 add a hull per armor point
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If armor > 6 add 2 hull per armor point
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If armor > 9 add 3 hull per armor point
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If armor > 12 add 4 hull per armor point
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Ceramic Based
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max 16
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if armor > 4 add a hull per armor point
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If armor > 8 add 2 hull per armor point
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If armor > 12 add 3 hull per armor point
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BPC (yeah, that Steve Jackson Imaginary stuff)
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max 18
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if armor > 2 add a hull per armor point
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If armor > 4 add 2 hull per armor point
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If armor > 6 add 3 hull per armor point
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If armor > 8 add 4 hull per armor point
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If armor > 10 add 5 hull per armor point
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if armor > 12 add 6 hull per armor point
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If armor > 14 add 7 hull per armor point
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If armor > 16 add 8 hull per armor point
Ok, Mister Dugan, what about the mechanics?
Ok, fair Question...Mechanics:
It's assumed that you're rolling Percentile Dice under a target as your
basic task mechanic.
Depending on circumstances and game system, you just might have some modifiers:
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If you roll lower than 10 pips under your target number, raise your dice
type by one type, IE:
-
10 under - d4 becomes d6, d6 becomes d8, d8 becomes d10, etc...
-
20 under - d4 decomes d8, d6 becomes d10, etc....
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30 under - d4 becomes d10, etc...
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Ad Infinitum....
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If your system allows "specials", then raise dice type as above by one
(or two)
-
If your sytem allows "criticals", then raise dice type as above by two
(or three)
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If you have already maxxed out your dice type, drop armor by two for each
"step"
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For each range band away a target is (for ranged weapons), drop die type
by one, drop a die, and drop hit percentage target by 10%. Missile type
weapons with warheads only drop hit %, and don't drop damage dice or type.
Once you've established that a hit occurred, determine dice type and number
- roll them.
Each die that's equal to or greater than the armor value is a damage point.
Determine hit location if it's important to you.
Hit results as follows:
-
damage > armor is hull damage
-
if damage is > 2X Armor Value, then you do a critical hit - some system(s)
get knocked out - one per point over 2X Armor.
-
if damage is > 3X Armor Value, then the target suffers overkill and is
rendered inoperative, starts singing Klingon Opera, blows up, etc....
..that's it...