In damage dice are exploding. When rolled highest possible result of a damage die, roll it again and add on previous result to get total damage.
Unarmed combat deals 1D4 damage, additional damage comes from strength as following
STRENGTH DAMAGE BONUS:
- Strength 1-2 = +0
- Strength 3-4 = +2
- Strength 5 = +3
- Strength 6 = +4
- Every Strength beyond 6 deals additional +1 damage.
Melee damage is determined by weapon's damage with strength damage bonus. Different melee weapons have different damage dice depending on their lethality.
Melee weapons come in two different category: piercing/slashing and pludgeoning. Piercing/slashing weapons have a sharp point or blade and bludgeoning are blunt. Only piercing/slashing can pierce character if wound level is exceeded by 2.
Projectile weapons are arrows, bolts, thrown daggers and spears, slings etc. Depending on weapon's type it can or cannot pierce.
Strength damage bonus is applied.
Ammo damage is dealt by modern guns and is similar to projectile damage. Only piercing needs only to exceed wound once.
Some weapons can be fired more than one time per turn. These are triple, burst or auto.
Triple is a maximum of three individual shots fired on a turn. After each shot accuracy is lost. First shot has no modifiers, second two negative modifiers and third three negative modifiers.
Burst is a three round burst from an automatic gun. Burst suffers two negative modifier, but basic damage is tripled.
Auto is full automatic shot where the clip is emptied. Roll combat task and multiply damage with 10% of clip size rounded up. You can divide this damage on several opponents.
Weapon statistics are as following:
Type: Pludgeoning, piercing/slashing or ammo
Damage: Die/dice used to determine damage and possible bonus
Critical: Multiplier for critical success damage
Rate: How many shots one can take in a single turn. Modes are single, triple or burst.
Range: Effective range of weapon. There are two ranges. Normal and extreme. Distance over normal but below extreme suffers one negative modifier to combat task
Capacity: How many ammo weapon holds and ammo container type
Malfunction: How many catastrophic failures are needed before gun breaks up. Repairing weapon decreases gained malfunction.
Repairing Gun With Malfunction
Dexterity + Mechanics one negative modifier except if character has hobby gunsmith when Dexterity + Gunsmith is used without modifier.
Success decreases two malfunction points.
Critical success completely nullifies malfunction points.
Failure doesn't affect weapon.
Critical failure adds two malfunction points.
Armor has one value, armor value what determines how much damage is decreased.
Shields have one value, durability. Shield takes damage instead of character, but when damage is dealt more than shield's durability it is unusable. Durability is tracked like healthpoints.