Builder's Manual · Chapter 2

Damage & Combat Options

Weapon Damage Table

Every attack type has a base damage die and a Critical multiplier.

Attack TypeDamageOn a Critical
Unarmed (light)1d62d6
Unarmed (heavy)2d64d6
Melee Light1d102d10
Melee Heavy2d64d6
Ranged Light2d64d6
Ranged Heavy1d102d10
Shotgun3d66d6
Explosive / Rocket6d1012d10

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.

Manual updated Sep 17, 2026.