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Caelestis Ulterius RPG Information Databank
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Combat Random hit LocationsTo determine random hit locations Roll 1D12.
Each section of the body has SDC and Hitpoints that are a fraction of the whole. To calculate Divide the total number of SDC by the Percentage shown for each segment and then do the same for hit points:
- Head - 13%
- Neck - 8%
- Main Body - 20%
- Pelvis - 7%
- Arms (2) - 7% each
- Hands (2) - 5% each
- Legs (2) - 9% each
- Feet (2) - 5% each
Combat
The combat system is relatively simple, quick and realistic.
It has been thoroughly play tested and has appeared in a dozen different
RPGs with great success. It is designed to be fast-moving and
easy to understand. All combat moves (strikes, parries, dodges, etc.) are
resolved by rolling a twenty-sided die (1D20).
STEP 1: Determine Initiative
Any time opponents square off for battle, the Game Master must determine
who has the initiative. In other words, who will attack first.
Successful Sneak Attacks or Long-Range Attacks will always have initiative
for that melee round (15 seconds). Otherwise, whoever rolls
highest on a twenty-sided die will attack first. In the case of a tie, reroll.
Initiative is rolled only once per melee round. That roll will determine
the pace for the entire melee.
STEP 2: Attacker Rolls Strike
The next step is for the first attacker to roll a twenty-sided die. If
the result is a four or less (counting bonuses), the attacker misses. Any
roll above a four will hit the opponent, unless the defender can parry or
dodge the attack.
- Body Armour
Body armour may absorb the damage from a successful strike. To hit
the physical body of one's foe, the strike roll must be higher than the
Armour Rating (A.R.) of the protective armour.
For example: Studded leather armour has an A.R. of 13, this means
the attacker must roll 14 or higher to penetrate the armour and inflict
damage directly to his foe's body (deduct damage first from the physical
S.D.C. of the body, and when that's reduced to zero, deduct damage
from hit points).
A roll of 5-13 would strike, unless parried, but would only inflict
damage to the body armour (studded leather armour has 38 S.D.C.). When
all the S.D.C. of the armour is destroyed (reduced to zero), the armour is
so tattered that it no longer affords any protection (no A.R. and no
S.D.C.). Any attacks that are five or higher will strike and do damage to
the character's body, unless they are parried or dodged.
Note: Rolls that penetrate the AR do full damage to the Armours SDC as well as to the SDC to the body.
- Inflicting Damage to a Particular Body Location: Limb.
- To target a specific limb/location requires a "Called Shot."That means the player must announce his character's intention to attempt to strike, hit, shoot, chop off. etc., that particular limb
or area of the body. Such attacks require a roll of 15 or higher,
as the roll of a 5-14 is generally absorbed by natural A.R., andrelatively smaller size of the target as compared to the Main Body.
- Roll to strike as usual. Include combined
bonuses to strike (a bigh P.P., Hand to Hand Combat skill, and
W.P. skill may all provide a bonus to strike).
If the Target has a bonus to parry or dodge incoming at-
tacks it can be applied to defend against this attack however a suprise attack leaves the target at a -10 to parry or Dodge.
- If the strike is successful it does damage to the targeted Limb. If not successful, the attack does NO DAMAGE. Make sure any bonuses to damage (typically from a high P.S. or Hand to Hand Combat skill)
are applied. Note: A Natural Twenty (the number twenty, rolled
on a twenty sided dice, before any bonuses or modifiers are added) always hits the intended target location and does double
damage to target location's limbs or main body or Triple damage to
the neck and head/skull. If the damage inflicted depletes the location's S.D.C. tbat
limb (hand, arm, foot, leg) is gone, chopped, bashed or shot off
the target, and it drops to the ground!
- Penalties from loss of limb: Destroying a limb reduces the mobility and number of attacks of the target.
- Reduced mobility: Eliminating an arm reduces attacks per melee by one. Eliminating both arms further reducs the number of attacks by 1 and limitss all further attacks to bite attacks (2D6 damage) or head butts (2D4 damage), or the usual number of kick attacks minus one for lack of balance.
- Eliminating one leg reduces speed by half.
- Eliminating both legs
forced the target to drag itself along the ground by its arms, reducing
speed by 80%.
- Eliminating both arms and both legs reduces the number of
attacks to one bite attack.
- A cut or blasted off a limb can be reattached under some circumstances
- Inflicting Damage to the Neck or Head: Fundamentally
the same as targeting a limb with a few differences
- The player must announce his character's intention to attempt
to attack the target's neck or head.
- Roll to strike as usual, only this time DO NOT include ANY of your character's usual combined bonuses to strike, Natural die rolls ONLY!
- Strike. penalty: The neck and bead are small, moving targets, difficult to strike in the heat of combat. Consequently, the
attacker needs to roll a 17-20 to strike.
- Only a Natural die roll (no bonuses applied) of 17-20 hits and
does damage. If the number rolled is a Natural 20 it does three
times the usual damage from that weapon.
If the number rolled to strike is 15 or 16, the attack misses
the head or neck. but hits the main body and does nonnaJ damage.
- lf a "Called Shot" to the neck is successful (a roll of 17 or
higher), the attack struck the neck and does damage. lf the damage inflicted depletes the S.D.C. of the neck, the head is decapitated! If the damage inflicted depletes the S.D.C. of tbe bead, the
skull is fractured and the Target is Dead.
- Head shot "instant kill." An instant kill happens when the
damage inflicted to the head in a single attack is three time., (3x)
the S.D.C. of the head in one strike, Otherwise, the attacker must first deplete the
S.D.C. of the head and then deplete the full Hit Points to destroy
the brain thus killing the target.
- Depleting tbe S.D.C. of the main body to zero or below
reduces tbe Natural A.R., number of attacks per melee.
combat bonuses, P.S. and Spd by half and also exposes the target's
Hit Points. Each attack from this point forward goes direct
to Hit PointS. Destroying the Hit Points (reduce to zero or below)
and the target falls over dead.
STEP 3: Defender may Parry,
Dodge or Entangle
Any time an attacker rolls a successful hit, the defender can choose
to parry, dodge, or entangle.
Parrying can be done automatically by anyone trained in any form
of hand to hand combat.
- A parry blocks the attacker's strike, preventing
damage from being inflicted. For example, a punch can be blocked by
the character's hands or arms. A weapon attack (sword, axe, mace, etc.)
can be parried/blocked by a shield, sword, or other weapon or object
held in the defender's hand. A weapon should only be parried with another
object. Trying to parry a weapon with one's hand or arm is likely
to result in a failed parry and the usual amount of damage being inflicted
by the weapon. Parrying a weapon barehanded is dangerous and
all such attempts are without benefit of the character's parry bonuses.
A parry can be performed without wasting a melee attack/action.
Characters with no hand to hand combat training will lose their next
melee attack every time they parry.
Energy attacks such as lazer fire, Flame throwers, and so on, cannot be parried, but can be dodged.
- Defending by dodging or entangling means automatically giving up
the next melee attack.
- Entangle means the character actually pins or
snares an opponent's weapon(s) or arm.
- A dodge means the character physically moves out of the path of the
attack. Each dodge uses up one of the character's attacks per melee
round. So constantly dodging means the defender has no opportunity to
attack.
- Note: The defender can only defend against attacks within his line
of vision. Attacks from the rear cannot be parried, dodged or entangled.
The defender always wins ties when parrying, entangling or dodging.
STEP 4: Attacker Rolls Damage
If a successful strike is not parried, dodged or tangled, the attacker
hits his target and rolls for the amount of damage inflicted. Each
weapon description will indicate the type and number of dice to roll to
determine damage. For example, a knife does 1D6 damage (roll one six sided
die), while a claymore sword does 3D6 damage (roll three sixsided
dice), and a war club 2D4 damage (roll two four-sided dice).
In addition to the weapon damage, the attacker may also get damage
bonuses from hand to hand combat skills, P.S. (strength), quality
craftsmanship of the weapon. All bonuses are
cumulative, so if the character has a P.S. of 20 he adds +5 to the damage.
If he is also using a weapon that is +2 to damage that is also added,
as well as +2 from hand to hand combat skill. Thus the total amount of
potential damage inflicted in this example is from the weapon, say 2D6
and +9 from cumulative bonuses (x2 if a critical strike).
Critical strikes do double damage. Combined critical strikes, like a
natural 20 and a jump attack, do triple damage. Add the damage bonus
to the roll before doubling or tripling damage. A natural, unmodified 20
is always a critical strike. A normal human punch inflicts 1D4 damage;
a normal kick 1D6.
A pulled punch/strike, whether with fist or weapon, inflicts as little
damage as the attacker desires (down to one point), provided he was
successful (rolled an 11 or better on a 1D20). A failed attempt to pull a
punch means full damage, bonus and all, has been inflicted.
STEP 5: Defender May Attempt
to Roll with Impact/Punch
If the attack is a physical impact attack from things like a punch,
kick, club, mace, hammer, staff, thrown rock, fall, explosion, and similar,
the defender can attempt to roll with the impact/punch/fall. In order
to roll with the impact, the defender must roll a twenty-sided die and
match or better the attacker's roll to strike. Successfully rolling with a
punch/impact or fall means the character takes half damage! Successfully
rolling with a knockout punch means the character takes double
damage, but is NOT knocked unconscious or stunned. Rolling with a
death punch results in the loss of half of all remaining S.D.C. or hit
points if S.D.C. is less than 12. Failing to roll with impact means the
character has used up one of his melee actions/attacks and still takes full
damage from his attacker. Roll with impact/punch/fall counts as one
melee action/attack.
Combat Terms & Moves
Note: The following combat maneuvers are applicable to many
forms of hand to hand combat and martial arts. A specific or special
"move" like disarm or jump kick, will be indicated under the particular
hand to hand skill description.
Attribute bonuses: Combat and saving bonuses gained through
physical or mental strengths that give a character an extra added degree
of agility, strength, endurance, etc. (See the eight attributes.)
Back Flip: The back flip involves throwing oneself backwards with
the arms and shoulders, flipping the legs completely up, over, and back
down on the ground into a standing position. The result is that one
quickly moves backwards by a full body length. Doing a back flip
counts as one melee attack/action and can be used as a dodge or for entertainment.
If used in place of a dodge, the character must roll higher than his
opponent's strike roll using only the natural die roll (do not include any
dodge bonuses). Failure to beat the strike means taking full damage
without a chance to Roll with Punch. Success means avoiding the attack
like a dodge.
Body Block/Tackle: This is a combination of moves that involves a
body block and a knockdown attack (counts as two melee attacks). A
successful body block strike does 1D4 damage plus P.S. damage bonuses,
and the opponent is likely to be knocked down. A successful
strike always inflicts damage (from a shoulder, elbow, or tucked head),
unless his opponent dodges (no damage and no knockdown), but the
victim who is hit can avoid being knocked down only by trying to
maintain his balance; roll percentile dice, characters with no special balancing
abilities must roll above 80% or be knocked down. Those with a
special balancing ability from acrobatics or gymnastics must roll under
their current skill level (if 45%, they must roll under 45, if 80%, they
must roll under 80). A successful maintain balance means the victim is
not knocked down but loses one melee attack, and takes full damage.
Being knocked down causes the struck character to lose initiative (if
he had it) and one attack/action for that melee round, plus he is knocked
1D6 feet away from where he was standing at the moment of the attack.
A roll with impact can reduce damage by half, but counts as one melee
action.
Body Flip/Throw: A judo style throw or flip that uses an attacker's
own momentum and leverage to "flip" or "throw" him off his feet and
onto the ground. Damage is 1D6 points plus P.S. damage bonus (if
any), and the victim also loses initiative (if he had it) and one melee attack.
A body flip counts as one melee attack. A victim of a throw can
try to roll with impact/fall to diminish the damage (half if successful),
but other penalties are unchanged.
Combat Bonuses: All appropriate bonuses available to the character
are added to the various fighting abilities such as strike, parry or dodge,
as well as initiative and saving throws. High physical attributes, certain
physical skills, weapon proficiencies (W.P.), the occasional O.C.C. bonus,
racial bonus, and magic may provide one or more combat bonuses.
All applicable bonuses are combined and added to the character's dice
rolls. Do not combine the strike bonus with the parry bonus, and so on;
each combat maneuver is considered a separate category, so only the
various bonuses to strike are added to the strike roll, bonuses to parry
added to the parry roll and so forth.
Critical Strike: A powerful, special or nerve shattering strike that
inflicts double the usual amount of damage. Critical strike/damage can
be inflicted with bare hands or with a weapon.
Death Blow: A special attack designed to kill an opponent in one or
two strikes! This attack is often limited in hand to hand combat to the
roll of a "natural" strike number; i.e. death blow on a natural 19 or 20.
Whenever the words "death blow" are presented without limitation, the
character can use a death strike whenever he desires; however, such a
devastating attack counts as two melee attacks/actions.
Human vs Human: Against humans and S.D.C. creatures, the attack
does double the normal damage, plus P.S. bonuses direct to hit points!
This attack can be used with punches and kicks or hand-held weapons such as swords, clubs, etc. It is not applicable to bow and arrows,
thrown weapons or guns and does not work through armour; the armour
must be removed or penetrated (the strike must be above the A.R.).
Death Blow against Supernatural Beings and Creatures of Magic:
The attack does double normal damage, plus P.S. bonuses, and it is so
devastating to the creature's body that it cannot bio-regenerate injury
from a death blow for 1D4 hours! This attack is not applicable against
animated dead, zombies, mummies, golems, living statues, or similar
creatures.
Damage: The following are some of the typical damage amounts inflicted
by the various types of punches and kicks. Remember to add
P.S. attribute bonuses to damage.
Hand Strikes:
Backhand Strike- 1D6
Body Rip- 1D6
Human Fist (punch)- 1D4
Karate Strike/Punch- 2D4
Elbow/Forearm- 1D6
Power Punch- does double damage, but counts as two melee attacks.
Applicable to all hand strikes.
Foot Strikes:
Average Human Kick Attack- 2D4
Karate Kick Attack- 2D6
Jump Kick- 3D6x2
Roundhouse Kick- 3D6
Snap Kick- 1D6
Wheel Kick- 2D6
Knee- 1D6
Backward Sweep- No damage, but knocks down opponent if strike is
successful (he loses one melee action and initiative).
Power Kick- Does double damage, but counts as two melee attacks.
Applicable to all kick/foot strikes that inflict damage, except leap
and jump kicks.
Disarm: The act of disarming is simply getting rid of the opponent's
weapon; it does no damage. It can be used as a defensive move in place
of a dodge or parry, or can be done as an attack/strike.
The disarm move is a strike, hold or grappling maneuver that causes
an opponent to drop his weapon or whatever he's holding. The maneuver
counts as one melee attack/action. Disarm does not give the weapon
to the character making the disarm move. True, the item is forced out of
the victim's grasp, but it is either knocked away or falls to the ground.
Typically an opponent is disarmed on a roll of a natural 19 or 20
when used as a defensive move. A disarming strike to attack requires
the usual strike roll - high roll wins. A failed disarming attack does no
damage and means one's opponent remains armed, is probably mad,
and ready to strike.
Entangle: A defender can attempt to trap the weapon or arm of an
attacker. This is done instead of parrying or dodging, and counts as one
melee attack/action. An entangle is successful if the defender rolls
above the attacker's strike roll. It takes one roll to entangle to keep an
opponent's arm or weapon trapped/pinned every melee round. In order
to get free, the entangled opponent must roll a dodge against the entangle
roll; high roll wins. The character using the entangle move cannot
attack without releasing his entangling hold.
Hand to Hand Combat: Fighting skills that provide the character
with attacks per melee, bonuses, techniques and special moves. Characters
without combat training only have one attack per melee round and
have no automatic chance to parry or special moves.
Hit Points: The number of points of damage a character can take
before dying.
Hold (optional): Using both hands, the attacker grabs on to some
part of the opponent's body and attempts to immobilize him. If the
strike is successful, then the victim is helpless until released. Holds do
no damage. Neither the attacker nor the victim can attack, parry or
dodge while the hold is working. It's easy for the attacker to hold the
victim so that some third character can attack unopposed or from the
rear.
Getting out of a hold requires agility. Both the victim and attacker
roll twenty-sided dice and add in their P.P. attribute scores. The person
doing the hold also gets to add in all his bonuses to hold and from the
P.P. attribute (if any). High roll wins! If the attacker wins, then the hold
continues. If the victim wins, then the hold is released and combat can
continue.
Types of Holds Include:
- Arm Hold: This involves twisting the arm around to the victim's
back. Any items in the hand of the arm being held can be easily removed.
- Leg Hold: The victim is on the ground with his leg held up. There's
no way for him to get up until the hold is released.
- Body Hold: Any number of wrestling holds. The victim can be held
on the ground or in a standing position.
- Neck Hold: The victim is held around the neck from behind. This
leaves the victim totally vulnerable to attacks from any other character.
Kick Attack & Flying Jump Kicks: There are a whole range of
foot-based attacks. Each kick attack works differently and does different
amounts of damage.
Kick Attack: This is a conventional, karate-style, kick. It starts with
bringing the knee, folded, up to chest level, then the foot is completely
extended. Does 2D4 damage.
Snap Kick: A very short, very fast kick. Usually delivered low, striking
the opponent somewhere below the waist. It works well in confined
spaces and in grappling range but does relatively little damage; only
1D6.
Roundhouse Kick: By turning the body and swiveling the hips,
there's tremendous power packed into this kick. Can be used only once
per melee round, and no other kicks can be used in that melee round.
Does 3D6 damage.
Wheel Kick: A damaging kick that involves sweeping the leg completely
around the body. Cannot come right before or right after another
kick. Does 2D6 damage.
Crescent Kick: A swivel-hipped kick that sends the foot out on a
sweeping arc. Does 2D4+2 damage.
Axe Kick: A very high kick that goes up and over the opponent,
coming down on the neck or shoulder. Can't be used in the same melee
round with any other kicks. Does 2D6 damage.
Backward Sweep: Used only against opponents coming up behind
the character. Does no damage, it's purely a knockdown attack. Cannot
be parried.
Tripping/Leg Hook: An attack on the opponent's legs. Does no damage,
it's purely a knockdown attack. Cannot be parried.
Knockout/Stun: This special attack will momentarily knockout or
stun/daze its victim for 1D4 melee rounds. Usually available on an unmodified
strike of 19 or 20 and can be used in place of a critical strike, player's call.
Jump Kicks: are performed by leaping completely off the ground
and attempting to land foot-first on an opponent. Jump kicks can be
used only by those skilled in hand to hand martial arts. The advantage
of a jump kick is that it works as a critical strike and doubles the normal
damage inflicted. The disadvantage of a jump kick is that no other attack
may be performed in that melee round (all attacks for that melee
are used up in the kick). The jump kick must be the character's first attack
of that melee round. For the rest of the melee round, the character
can only parry, dodge or move into position.
Jump Kick: Critical strike inflicting 6D6 damage!
Flying Jump Kick: Must be made from long range. The character
launches into the air, taking a position that will smash one foot into the
opponent. Does 4D6 damage but counts as two melee attacks.
Leap Attack: An airborne assault where the weapon and/or fists or
feet are wielded in mid-leap. An attack must be made only at the beginning
of a melee round and, like a jump kick, uses up all attacks for that
melee round. Usually only a single strike can be made during a leap attack.
However, if two opponents are close together, the attacker can
leap between them and strike both at the same time; roll to strike for
each character. After the leap, the character may not attack again until
the next melee round, but can parry or dodge or move into position.
Note: Automatic parries work in mid-leaps but dodges are impossible.
Magic Combat: See the Magic Combat Section for details.
Psionic Combat: See the Psionic Combat Section for details.
Maintain Balance: When some kind of knockdown attack has succeeded,
while the character is starting to fall over, this is his last chance
attempt to recover. A successful roll (over the opponent's strike roll)
means that the character will immediately regain his balance and remain
standing. He can continue to fight but the act of retaining balance means
he used up one melee attack/action. When maintain balance is used, roll
with punch/fall/impact can't be.
Melee Action: Instead of attacking, a character can elect to do
something else, i.e. look for something in his backpack, drink a magic
potion, run to a different position, hide, climb a tree, etc. Each action
counts as one melee attack.
Melee Attack: During combat, every attack action (strike, dodge,
entangle) counts as one melee attack or action. Parries are automatic
and don't count as a melee attack or action.
Multiple Attackers:There will be times when a character is besieged
by more than one opponent. Unfortunately, he can only attack
one at a time and may elect to divide the number of his attacks per melee
between the attackers or concentrate on only one, attempting to only
parry the others. The lone defender can parry all attacks that are within
his line of vision. If an opponent slips far to one side or behind him, the
defender cannot parry the strike because he is concentrating on the assailants
in front of him.
No Hand to Hand Combat Skill: Characters with no combat training
get only one attack per melee at levels one, six and 12. Any attempt
to dodge counts as a melee action. Likewise, this character does not get
an automatic parry; any attempt to parry counts as one melee attack/action.
The player must announce whether his character is attempting to
parry or dodge; no announcement means no parry or dodge is made. To
prevent the loss of an attack, the non-fighter must hold his ground, taking
any damage from the attack, and then strike back. Any bonuses to
strike or parry are from what few weapon skills (W.P.) or P.P. bonuses
the character may have.
Paired Weapons: Certain kinds of weapons, such as sais, nunchaku,
knives, clubs and swords, can be used as paired weapons. Users of
paired weapons can strike and parry simultaneously, can do twin strikes
against a single target or against a pair of targets, and can parry two different
opponents at the same time. In other words, warriors skilled in
paired weapons often can do two actions for every one of their melee attacks
(i.e. strike and parry). However, a twin, simultaneous strike with
both weapons means losing the automatic parry and leaves the character
open to his opponent's next attack without benefit of a parry (dodge is
optional but uses up a melee action).
Penalties: Some types of magic, psionic attacks, curses, poison,
drugs, illness, or fatigue will afflict a character with penalties. These are
negative modifiers or minuses to strike, parry, dodge, damage, etc., that are subtracted from the die roll, decreasing the chance of a successful
maneuver. Penalties can also reduce attributes and skills performance.
Pull Punch: The ability to control the force of a hand to hand attack,
whether it be a punch, kick or with a hand weapon. The character can
choose to inflict half damage, quarter damage, a single point of damage,
or no damage at all! A character must declare a pulled punch and the
player must roll an 11 or better (1D20) to successfully pull his punch. A
failed roll to pull means full damage is accidentally inflicted.
Saving Throws: See Saving throws Here
Simultaneous Attacks: Combatants can parry or dodge each other's
attacks or they can forfeit any type of defensive maneuvers (probably
taking damage from the opponent's strike) and strike back simultaneously.
The advantage of a simultaneous attack is that while opening
oneself to damage, it deprives one's opponent from parrying or dodging
the counterstrike. The reason the attacker loses his opportunity to parry
when the defender attacks simultaneously is that he cannot both attack
and defend at the same time. Thus, both combatants may take damage
from each other's blows. This tactic can be used by any O.C.C.
Sneak Attacks or Attack from Behind: No initiative roll for the
first melee round. When someone sneaks up (prowl or attack from behind)
on his opponent, he has the initiative. The opponent is unaware
that he is about to be attacked and has no time to prepare. The sneak attacker
has the first strike. His victim stands totally unaware and does
not even get a parry for the first strike. If the opponent survives the first
strike, he can gather his wits and strike back and/or parry the next
strike, but still lacks initiative for that melee round.
Combat Damage and Damage Penetration
Armour Rating or A.R.: The A.R. indicates what an attacker must
roll above in order to strike and do damage to the character's physical
body (hit points or physical S.D.C.). Any roll above the A.R. of the
body armour will penetrate the armour and directly damage the person underneath.
The higher the A.R. the better the protection. Any roll above
four but below the A.R. hits and damages the armour only. When the armour
is destroyed (all S.D.C. has been depleted), so the A.R. protection.
All subsequent attacks will hit the character's body; subtract damage
first from the character's physical S.D.C. and then, when all S.D.C. is
gone, from hit points.
Natural A.R.: Some beings possess a natural protective skin or body
armour. These living creatures have a natural armour rating (A.R.). Any
rolls to strike below the creature's natural A.R. may hit and even sting
(like a slap), but inflicts no damage! Arrows and spears bounce off
harmlessly, stabbing swords skitter across the armour plates, scales or
skin, and so on. Only rolling a number higher than the creature's A.R. or using a weapon that has a Penetration Value (P.V.) that is higher then the A.R. inflicts damage. For example: If a creature has a natural A.R. of 15, only
strike rolls of 16 or higher penetrate its natural armour and inflict damage!
Any rolls of 15 or below only annoy, not hurt, it. A roll of 1-4
won't even hit.
Penetration Value (P.V.): Penetration value is a measure of hardness or consistency of a specific weapon and in some cases determines the effetivness of a weapons ability to do damage. Some Creatures have a natural A.R. as well as the fact that there are various A.R.s for different types of Metal and various Armours. In some cases a weapon will not have the ability to inflict damage because it is not strong enough to penetrate even if it directly contacts the metal (even on a critical hit). For example, Hitting an armoured truck with a stick would not do any damage to the Armoured truck save perhaps scratch it's paint. If fact the armour of the truck would most likely destroy the stick after a few swings. However an Armour peircing projectile might rip completely through the Armoured vehicle. There are 7 levels of Penetration value A through G:
- A will penetrate A.R. of S.D.C. and D.D.C. but have no effect on anything of a higher Damage Capacity
- B will penetrate A.R. of S.D.C., D.D.C. and C.D.C but have no effect on anything of a higher Damage Capacity
- C will penetrate A.R. of S.D.C., D.D.C., C.D.C. and K.D.C. but have no effect on anything of a higher Damage Capacity
- D will penetrate A.R. of S.D.C., D.D.C., C.D.C., K.D.C. and M.D.C. but have no effect on anything of a higher Damage Capacity
- E will penetrate A.R. of S.D.C., D.D.C., C.D.C., K.D.C., M.D.C. and G.D.C. but have no effect on anything of a higher Damage Capacity
- F will penetrate A.R. of S.D.C., D.D.C., C.D.C., K.D.C., M.D.C., G.D.C. and T.D.C. but have no effect on anything of a higher Damage Capacity
- G will penetrate A.R. of any Damage Capacity.
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