Damage & Combat Options
Weapon Damage Table
Every attack type has a base damage die and a Critical multiplier.
| Attack Type | Damage | On a Critical |
|---|---|---|
| Unarmed (light) | 1d6 | 2d6 |
| Unarmed (heavy) | 2d6 | 4d6 |
| Melee Light | 1d10 | 2d10 |
| Melee Heavy | 2d6 | 4d6 |
| Ranged Light | 2d6 | 4d6 |
| Ranged Heavy | 1d10 | 2d10 |
| Shotgun | 3d6 | 6d6 |
| Explosive / Rocket | 6d10 | 12d10 |
Criticals double the damage dice. Called Shots add +1d6 before doubling.
Note on Explosives: Explosive and rocket damage is devastating but capped at 6d10 (average 33) to keep the system predictable. An explosive in a zone with allies triggers a friendly fire roll — every ally in the zone must Dodge at –20 or take half damage.
Brawling Bonus (Unarmed)
Skill 50–69 = +0 · 70–89 = +1 · 90–100 = +2
STR Bonus (Optional)
+1 melee and unarmed damage per 10 STR above 50, applied before doubling on a critical hit.
Armor & Damage Reduction
Subtract the target's armor DR from damage after rolling. Keep DR low in your setting (0–8 recommended). Use higher HP for toughness — not impenetrable armor.
Tactical Positioning
For cover, flanking, multi-attack, aimed shot, and suppressive fire, see the Combat chapter in the Player's Handbook.
Combat Specials
Called Shot
Declare before you roll. –20 to hit. If you hit: +1d6 damage (before doubling or armor). Cannot stack with Backstab or Critical.
Backstab
Target must be unaware of you or flanked (engaged with an ally). You must be in range — ask your GM if you can reposition. +20 to your attack. Hit = no dodge, ignore armor. Once per turn. Cannot stack with Called Shot or Critical.
Area Attacks
All targets in the zone dodge at –20. Success = half damage (minimum 1). Fail = full damage.