Damage and Armor
At some point in combat, a person will hit and do damage; their opponent, then, will roll armor.
Every weapon - ranged or melee - has a damage value rated in dice. If a character hits, they roll a number of six-sided dice using the '+roll/damage #' command; dice that roll a 1-4 are a hit and turn into a point of damage. The character then adds any other bonuses they receive from VPs, strength, maneuvers or other sources. Thus, a character who scores a 2 VP hit with an arming sword (damage 8) would +roll/damage 8. If they get 5 points of damage, they would then add their 2 VPs for a total damage of 7.
Strength and Melee Damage
Strong characters obviously deal increased damage in melee combat with blows from a Vorox or Grimson able to deal devastating damage indeed. A character deals an extra point of damage on a successful attack for every 2 full points of strength they have above 4 and when wielding a two handed weapon this bonus is doubled meaning the character instead inflicts an additional point of damage for every point of strength they have over 4 as outlined in the table below.
ONE-HANDED TWO-HANDED STRENGTH DAMAGE BONUS DAMAGE BONUS ----------------------------------------- 4 +0 +0 5 +0 +1 6 +1 +2 7 +1 +3 8 +2 +4 9 +2 +5 10 +3 +6 11 +3 +7 12 +4 +8
When a character suffers damage, they roll armor dice - six-sided dice of the same sort as damage dice, using +roll/armor #. The number of hits they roll on their armor dice subtract from the total damage done. Thus, if the character in the example above does 7 points of damage to another character wearing plate armor, the plate-wearing character would +roll/armor 9. If they soak 6, they will ultimately take one point of damage.
Damage can come in one of three types (see damage types, below) and the character rolls their applicable armor rating for that type. Against basic damage, they roll their basic armor; against piercing damage, their piercing armor, and against energy damage, their energy armor.
Energy shields have a rating and a number of charges. Standard and Dueling Shields are at Rating 10, with Assault Shields at Rating 15 and Battle Shields at Rating 20. Energy shields block all damage up to their rating, but every round a character is in melee combat with an energy shield or is hit with a ranged attack they lose one shield charge. When the shield's charges are exhausted, the shield no longer provides any protection.
Characters with special maneuvers - the energy shield dueling maneuver - can attack through an energy shield by 'pulling' their blows. This halves all their damage, rounded down. Knives and some other specialized weapons like frap sticks can also be used to attack through an energy shield even without special training, though at a -2 to hit.
Blasters, flux weapons and flame guns generate a great deal of heat and while blows from them can be blocked by an energy shield they will 'bleed through' to harm the wearer. These weapons still inflict half damage, rounded down, if they fail to penetrate a personal shield.
There are a variety of ways an individual can get hurt on the battlefields, streets, and even courts in the 51st Century. Damage type is categorized in the amount of force brought to bear by the weapon and how that force is transmitted into the target.
Basic weapons are most often powered by muscles. Weapons that are thrown, swung, or thrust do basic damage. When they strike a target the force of the blow is often diffuse over a broad area. Weapons that do basic damage include almost all melee weapons and most non-firearm ranged weapons. There are a few firearm weapons, such as shotguns loaded with shot, which strike a target over a sufficiently broad area to be considered basic damage.
Piercing weapons are weapons designed specifically to concentrate as much force as possible in as tiny an area as possible in order to punch through armor. This includes most firearms and a few mechanically powered ranged weapons, such as crossbows. Melee weapons made of advanced materials may occasionally be piercing as well.
Unlike basic and piercing weapons which rely on the transfer of kinetic energy into a target, weapons that do Energy damage cause harm by burning through armor and flesh. The super-heated ball of plasma propelled from a blaster pistol or the ignited Ka oil spit out of a Temple Avesti priest's flamegun are both examples of Energy damage.
Stun or Lethal Damage
In addition to the damage types listed above, all damage is either categorized as "Stun Damage", or "Lethal Damage". Stun damage is bruising, concussions, shock, and occasionally electrical or nervous system damage done by high tech weapons. Stun damage heals quickly and is tracked separately from Lethal Damage. Lethal damage encompasses any damage which runs the risk of killing a character. Guns cause lethal piercing damage. A stunner would cause Stun Energy damage. Stun damage heals more quickly; for details, see Wounds and Healing.