-Shotgun
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.
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.
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 |
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 |
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.
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 impact | 1d8+STR | short staff |
large impact | 1d10+STR | mace |
very large impact | 2d6+STR | war hammer |
A quick explaination of how to read the data strings:
Stopping Power/Armor Value | Material | Mounted On |
10 | Sheet Metal | Cars |
15 | 15 sheet Kevlar | Class IA soft armor vests |
20 | 20 layer Kevlar | Class I soft armor vest |
25 | 25 layer Kevlar | Class II A soft armor vest |
30 | 30 layer Kevlar | Class II soft armor vest |
35 | 35 layer Kevlar | Class III A soft armor vest |
40 | 20 layer Kevlar w/ trauma plate | Class III soft armor vest |
40 | steel and Kevlar sheets | light armored cars |
45 | 25 layer Kevlar w/ trauma plate | Class IV A a hard armor |
50 | Titanium Boride plates | Class IV hard armor/UN light armor |
55 | Titanium Boride plates w/ Kevlar anti-spalling layer | Class V A hard armor |
60 | Titanium Boride plates w/ Kevlar anti-spalling backing | Class V hard armor |
75 | Full body Titanium Boride w/ full Kevlar backing | UN heavy armor |
75 | Light metal vehicular armor (Magnesium/aluminium) | Light IFV's |
100 | medium metal armor (Rolled steel) | air droppable tanks |
125 | Light-Heavy metal armor (Rolled steel hull w/ supplemental light armor | Very light tanks |
150 | medium armor (heavy steel hull w/ heavy steel armor) | Light Tanks |
175 | heavy metal armor (tungsten) | Medium Tanks |
200 | Very Heavy metal armor (Depleted Uranium) | Main Battle Tanks |
225 | light armor w/ compartmentalization | Heavy Tanks, small warships |
250 | medium armor w/ compartmentalization | large warships |
275 | heavy armor w/ compartmentalization | very large warships |
Object | Damage Capacity and type |
bird | 2 DC |
house cat | 4 DC |
human | 20 DC |
tiger | 60 DC |
elephant | 150 DC |
motorcycle | 150 DC |
small car | 20 VD |
sports car | 25 VD |
sedan | 30 VD |
truck | 35 VD |
18 wheeler | 50 VD |
M 113 | 100 VD |
M-2 Bradley | 30 MD |
M-1 Abrams | 120 MD |
5,000 ton ship | 5000 MDC or 5 UD |
10,000 ton ship | 20,000 MDC or 20 UD |
1 ton at 100 sp | 1 MD |
1 ton at 200 sp | 2 MD |