WEAPONS

My associates are nice little cyberpreps who think being dangerous is having a smartlink, a bright shiny gun and some boosted reflexes. I think dangerous is pulling the trigger.

-Shotgun

Damage and Types

Comparative chart of Damage Capacity

The Four Classes of Damage

There are four classes of Damage that are used in this website. The first is Damage Capacity (DC). This is the scale of damage that humans and small objects possess. For example a human has anywhere from 10 to 50 DC depending on their size and health, with the average human possessing 25 DC. This means that this human can take 25 points of Damage before falling unconscious. By way of comparison a tiger would have on average from 30 to 120 DC with 66 being average.
Small arms do this class of Damage, such as a 5.56mm which does 5d10 DC or a 7.62mm which does 7d10 DC.

The next level of damage is Vehicular Damage (VD). Vehicular Damage is the class of damage that small vehicles and machinery possesses. One point of VD is equivalent to 10 points of DC. It is important to note that only every ten points of DC is equivalent to one VD, such as 19 DC is also only 1 VD, and 47 DC is 4 VD and 122 DC is only 12 VD. Any weapon that does less than 10 DC/1 VD per attack/bullet cannot damage a VD class object.
Most military grade weapons mounted weapons do VD such as the 20mm autocannon which does 2d10 VD per round with HE ammunition or a 60mm mortar which causes 6d10 VD with HE ammuntion.

The third class of damage is Mega Damage (MD). This class of damage is what tanks and heavily armored aircraft, bunkers other heavy military weapons possess. An old style 40 ton tank with a stopping power of 150 DC has 60 MD. One MD is equivalent to 10 VD or 100 DC. Only whole multiples count such as 334 DC, 39 VD and 399DC all count as a mere 3 MD. As with VD, only weapons which inflict over 100 DC.10 VD per attack/bullet can damage a structure with MD. Also note that only every full 100 points of damage counts. For example a .50 MG fires 4 rounds at a tank, only shots which do over 100 points of damage (on 12d10) can damage the tank and all excess damage is lost.
Weapons which cause MD are designed to destroy tanks and other heavily armored vehicles in one hit such as a HELLFIRE Anti-tank missile which inflicts 2d6x10 MD.

There is a fourth class of damage that only applies to large ships which is called Ultra Damage (UD). One UD point is equivalent to 1000 MDC, 10,000 VD or 100,000 DC. This is the level of damage that the SDF-1, Super Star Destroyers and battleships possess.
Weapons that inflict Mega Damage are nuclear weapons, spinal mounted rail guns and heavy particle beams.

Armor

There are many different types of armor and as such it is necessary to explain them. There is soft armor which is a type of fabric. Hard armor is either plastic, metal or ceramic, but it is hard and tough. Natural armor is a creatures natural armor and can either by soft or hard, depending.

Stopping power and armor value are synonyms, but stopping power generally refers to armor used against small arms and armor values are used against heavier, vehicular weapons.

There are also different types of armor such as reactive armor which does damage to the incoming damage. For example a rocket with a damage rating of 5d6 MD hits a tank with reactive armor with a 5d10 MD reactive damage the rocket rolls first and gets a 29 then the armor rolls and gets a 36. The 36 points of damage are subtracted from the 29 and no damage hits the tank but that section of reactive armor has been used up and can not be used again.

Some vehicles have an anti-spalling sheet. This is an internal sheet of soft armor that stops the formation of metal fragmentation on the inside of a vehicle caused by HEP and HESH warheads. These sheets absorb these fragments before they explode into the interior of the vehicle killing or wounding the occupants.

Another type of armor is referred to as either Chobham or Laminated armor. This armor is specifically designed to stop HEAT warheads. Any HEAT warheads hitting a target with Chobham/Laminate armor does ½ damage.

Standoff screens cause explosive warheads to detonate early and the vehicle only take the damage from being in the blast radius (usually ½ or ¼ damage) instead of the full damage.

ANCIENT WEAPONS
Weapon Difficulty Damage/Critical type BTM Special
Punch 6 Strength+Brawl 10
Grapple 6 Strength+Brawl/G 10 Strength+Brawl to break
Kick 7 Strength+Brawl x 2/B 10
Throws 7 Strength/G 10 Stunned # sec. = to damage taken
Human Bite 7 Strength --
Garou Claws 6 2d10+Strength+Melee 20
Vampire Bite 7 1d10+Strength --
Garou Bite 7 2d10+Strength 10
Hispo Bite 6 3d10+Strength 10
Razor Claws 6 3d10+Strength+Melee 20

ANCIENT WEAPONS
Weapon Difficulty Damage/Critical type BTM Special
Sap 4 Strength+Melee/I 5
Club 4 1d10+Str+Melee/I 5
Knife 5 1d10+Str+Melee/S 10 stab SP/2
Dagger 4 1d10+Str+Melee/P 10 stab SP/2
Short Sword 5 2d10+Str+Melee/S;P 10 Puncture SP/2
Foil 5 3d10+Str+Melee/P 20 Soft armor and Chain Mail SP/4
Saber 6 4d10+Str+Melee/S 10
Axe 7 5d10+Str+Melee/P 10
Battle Axe 7 6d10+Str+Melee/P 10
Quarterstaff 4 3d10+Str+Melee/I 5
Broadsword 6 4d10+Str+Melee/S;P 10 Puncture SP/2
Scimitar 6 4d10+Str+Melee/S 10
Bastard Sword 6 5d10+Str+Melee/S;P 10 Puncture SP/2
Greatsword 5 6d10+Str+Melee/S 10
Light Spear 7 1d10+Str+Melee/P 20 SP/2
Heavy Spear 6 3d10+Str+Melee/P 10 SP/2
Lance 8 6d10+Str+Melee/I 5 SP/2, use horse's strength
Pitchfork 6 1d10+Str+Melee/P 10 wooden; metal 2d10, SP/2
Throwing Axe 7 3d10+Str+Melee/P 10
Mace 6 4d10+Str+Melee/I 5 Soft SP/4
Warhammer 7 5d10+Str+Melee/I 5 SP/4
Flail 7 4d10+Str+Melee/I 5
Ball and Chain 7 6d10+Str+Melee/I 5 SP/4
Morning Star 7 6d10+Str+Melee/S 5 SP/2

ANCIENT WEAPONS
Weapon Damage BTM Special
Short Bow 3d10+Archery/P 20 SP/2 Rng=15 yds
Long Bow 5d10+Archery/P 20 SP/2 Rng=30 yds
Crossbow 4d10+Archery/P 15 SP/4 Rng=25 yds
Bone Bow 6d10+Archery/P 15 SP/4 Rng=30 yds
Spear (thrown) Same/P 20 Rng=5 yds
Dagger (thrown) Same/P 30 Rng=3 yds
Rock (thrown) 1d10+Str/I 10 1d10/pound Rng=2 yds-pounds
Thowning Axes 2d10+Str+Melee Same Rng=3 yds

If the above table is too bloody, the following may be substitued. If anything it is the more realistic of the two.

ANCIENT WEAPONS
Damage Type Damage Weapon Example
very small penetration 1d10 3" knife
small penetration 2d6 6" dagger
medium penetration 2d10 short sword
large penetration 3d10 bastard sword
very large penetration 4d10 broadsword
very small slash 1d6 3" knife
small slash 1d8 6" dagger
medium slash 1d10 short sword
large slash 2d10 bastard sword
very large slash 3d10 broadsword
very small impact 1d4+STR fist
small impact 1d6+STR kick, blackjack
medium impact1d8+STRshort staff
large impact1d10+STRmace
very large impact2d6+STRwar hammer

Modern Weapons Damage Values

A quick explaination of how to read the data strings:

Small Arms

Grenades