2.0 Combat

2.1 Scale

Combat is divided into Combat Rounds, each of which is 5 seconds long. The area over which combat occurs is divided into hexes. Each hex is 1.5m (5ft) across.

2.2 Initiative

2.2.1 Actions

Each character acts on his initiative value, from highest to lowest, and may then attempt one combat action and possibly other non-combat actions. A combat action is a Strike, a Parry, Use of Magic, or any other attacking move. A character may never perform multiple attacks in a single combat round. Each character's actions (combat, non-combat action and movement) is fully resolved before moving onto the character with the next highest initiative (See 2.4 below).

Combat takes place by first deciding the attackers move, e.g. strike etc. and then deciding the defenders response to this. The percentage chance of success is then calculated and die thrown for the attacker, and the result worked out. For opposed or resisted actions, the chance of success is also calculated for the defender, and the two results are then compared on the opposed roll resolution table. The affects are then worked out by consulting the Hit Location Table and Damage Table.

2.2.2 Non-Combat Actions

Characters may also perform non-combat actions during a turn. These are movement, drawing weapons, performing miscellaneous actions, etc.. Combining a combat and non-combat action in the same round may incur negatives. Where a non-combat occurs which does not have a known duration, the GM may choose to roll 1d6 to determine how many hexes of the characters move for this round are taken up in completing the action (with appropriate negatives).

2.2.3 Attacking and Parrying

Although a character may only perform one combat action per turn, he is always capable of defending himself. If a character is attacked at any time, he may choose to parry the attack. If he is attacked more than once, he may parry each attack, but the chance of the parry succeeding is reduced by half each time. If a character who has not attacked in the round decides to parry, he then uses up his combat action for this round. If the character has already made his attack for the round, then making the parry uses up his attack for the following round.

E.g. A character has already attacked in a round and is then himself attacked. He may still parry this round, but this means he will be using his combat action for the following round, and will then not be able to act on his initiative in the following round. In order to make an attack in the next round, he may choose not to parry his opponent's current attack.

2.2.4 Deferred actions

A player may chose to defer his action until later in the combat round. He may take this action between the actions of any of the lower initiative combatants in the combat (but may not interrupt another player's action once it has been stated).

2.2.5 Opportunity actions

A player may also choose to have his character wait for a specific situation to occur before making an action. If this is the case, he must state what the conditions are to the GM. If the conditions are met at any time during the combat, the players action is resolved immediately. If the conditions are not met during the round, the character loses his action for that round.

E.g. A character faces opponent in another room, but out of sight. He states the opportunity action "I cover the doorway, and shoot anyone who comes through". If during the combat round his opponent moves through the doorway, the character may shoot him.

2.2.6 Magic

The conjuring of magic occurs at the caster's initiative. At this time, he has five seconds to describe the result of the spell. The results will then be resolved at the initiative value of the spell on the following round. Magical effects caused by spirits bound into items occur when the character uses the item (i.e. at the initiative of the character). Refer to the Magic System for more information.

2.3 Movement

2.3.1 General

Every character has a tactical movement rate in hexes (usually Agility/3). This value is the number of hexes a character may move in one combat round. For each hex moved the character receives a negative modifier (See Combat Modifiers) to his chance of hitting should he wish to do so after movement. A tactical move is capable of being combined with a combat action (such as an attack) according to the modifiers mentioned above. A character performing a tactical move may always dodge or parry if this is required.

2.3.2 Movement and Initiative

When working out the actions relative to each other in a combat round it must be remembered that the highest initiative goes first. At this time all of the actions carried out by the character with that initiative are carried out immediately. i.e.. all the characters intended movement and then the combat action.

It must be remembered that any character is capable of defending themselves when attacked (with a Parry or other similar action), subject to the mechanics in this system. If a situation does arise where common sense dictates a particular result, the gamesmaster shall use his discretion in deciding the outcome.

E.g. A character with an initiative of 32 rushes a character 4 hexes away with the intention of stabbing him with a knife. The character being rushed has an initiative of 30 and holds a pistol in his hand. Normally the attacker would be able to approach and strike the defender but in this case it is reasonable to allow the defender his defensive action after movement but before he is attacked. In this case the defensive action would be a point blank shot with the pistol. Should he fail to disable his assailant, he will be the subject of the stabbing attack.

2.3.3 Running Movement

A character may choose to run rather than make a tactical move. Running means that the character will travel much further during the combat round, but they will be unable to perform any other actions. Characters who are running may not combine the run with any combat actions, neither may they dodge or parry.

Running movement = 4 x Move Rate

2.3.4 Vehicle Movement

When working out tactical movement for vehicles it is useful to note that a movement of 1 kilometre per hour (kph) is equivalent to 1 hex/round in tactical combat.

i.e. 1kph = 1 Hex/Round

2.4 Combat

2.4.1 General

Combat actions are either in Close, Melee or Ranged Combat:
Close Combat Opponents are in the same hex. Combatants have no defined facing.
Melee Combat Opponents are in adjacent hexes. 
Ranged Combat Using missile weapons or firearms. 

Every weapon has a Range Code which determines at which ranges it may be used. For this purpose only, long range is defined as two hexes away from the target. For all other purposes, attacking at long range is treated as Melee Combat.

Each type of combat has a particular set of actions.

2.4.2 Melee Combat
Action STRIKE
Strike Chance Hand(s) being used / Agility + Perception + Weapon Accuracy + Skill. If an opponent parries refer to the Opposed Roll Table.
Description An attempt to strike an opponent with a fist, kick or melee weapon. Kicks may only be to the lower body.
Result If successful, resolve damage to the opponent.
Special If using Martial Arts, 2 strikes per round are allowed, kicks may be to the upper body and one strike can be to rear. Damage from Martial Arts attacks is increased above normal Brawling attacks by +1 per 20% Martial Arts skill.
Action PUSH
Strike Chance Perception + Agility + Strength. If an opponent resists refer to the Opposed Roll Table.
Description An attempt by an attacking character to physically push the defender back, or alternatively, an attempt by a defending player to prevent an attacking player from Closing by pushing him away.
Result If successful, the opponent is forced back one hex.
Special Resisting requires the opponent to use a Push action himself. If the defender uses Martial Arts skill, he may Throw from the attacker's push.
Action CLOSE
Strike Chance Automatic. Defender must use Push to avoid close combat.
Description Attacker moves from the adjacent hex into the same hex as his opponent.
Result Attacker moves into same hex as opponent.
Special If using Martial Arts, may use throw after attacker has closed.
Action PARRY
Strike Chance Half Strike Chance of defender
Description An attempt by a defending character to parry an attacker's strike
Result Roll for Parry at the same time as attack rolls for Strike. Refer to Opposed Roll Table.
Special If using Martial Arts may parry unarmed.
Action DODGE
Strike Chance Perception + Agility (+ Martial Arts or Brawling).
Description An attempt by a defender to dodge an attacker's strike
Result Roll for Dodge at the same time as attack rolls for Strike. Refer to Opposed Roll Table.
Special May add Martial Arts or Brawling skill if being used.
Action RETREAT
Strike Chance Perception + Agility (+ Martial Arts / 2).
Description An attempt to retreat one hex (and stand up)
Result Result is subtracted from attackers strike chance and defender may retreat one hex (and stand up if required).
Special May add Martial Arts Skill/2 if being used.
Action SHIELD
Strike Chance Shield defence + Skill. (i.e. same as parry). Refer to Opposed Roll Table
Description An attempt by the defender to hold a shield over an attacked area
Result If successful, the parry armour of the shield is deducted when attacker's damage roll is made
Special None

2.4.3 Close Combat
Action STRIKE
As per Melee Combat
Action THROW/RESIST THROW
Strike Chance Strength + Co-ordination + Perception + Brawling (Martial Arts). If an opponent resists refer to the Opposed Roll Table.
Description An attempt by an attacker to Throw his opponent, or alternatively for his opponent to resist being Thrown.
Result If Throw is successful, the opponent has been thrown. If unsuccessful, the throw has been resisted.
Special May use Martial Arts skill instead of Brawling.
Action THROWN/FALL
Strike Chance None
Description Reduction of damage falling or being thrown.
Result Reduce damage by 1 for every 10% skill
Special Martial Arts only
Action RESTRAIN/RESIST RESTRAIN
Strike Chance Strength + Co-ordination + Perception + Brawling (Martial Arts). If an opponent resists refer to the Opposed Roll Table.
Description An attempt by an attacker to Restrain his opponent, or alternatively for his opponent to resist being Restrained.
Result If Restrain is successful, the opponent has been restrained or held. If unsuccessful, the attempt has been resisted.
Special May use Martial Arts skill instead of Brawling.
Action GRASP/RESIST GRASP
Strike Chance Hand Used + Perception + Brawling (Martial Arts). Refer to Opposed Roll Table. See below for Martial Arts.
Description An attempt to grasp and hold a part of opponents body, or alternatively to resist an opponent's grasp (including strangulation - see Section 5.5.2).
Result If successful, the part of the body grasped is held and may not be used for as long as Grasp is maintained. If unsuccessful, the grasp has been resisted.
Special For Martial Arts, if a defender advantage is rolled, then a Throw is allowed.
Action REND
Strike Chance Automatic after Grasp
Description To damage an opponent by rending it.
Result Damage is Unarmed Combat Damage + Difference in Strengths
Special Must do Grasp action first
Action BEAR HUG
Strike Chance Strength (Might) + Co-ordination + Perception
Description An attempt to damage an opponent by squeezing him a bear hug.
Result If successful, then damage is Unarmed Combat Damage + Difference in Strengths
Special None
Action BITE
Strike Chance 3 * Agility (unless being throttled or restrained)
Description An attempt to bite an opponent
Result If successful, damage opponent with bite.
Special A bite may not be performed if the attacker is being throttled or restrained. If bitten area is unarmoured, the victim must roll under 3 * Will or cease current action.
Action WITHDRAW
Strike Chance Co-ordination + Strength + Perception. Refer to Opposed Roll Table.
Description To move from the same hex as an opponent into an adjacent one.
Result If successful, move into an adjacent hex (i.e. from Close Combat to Melee Combat)
Special Characters in Close Combat have no defined facing in the hex. If one character withdraws from close combat, facing for both characters must be determined.

2.4.4 Ranged Combat

Strike Chances for Ranged Combat are calculated in the same way as for Melee and Close Combat.

2.4.4.1 Range

Weapons have two ranges: Effective and Extreme.

When firing at effective range or less, no range modifier is used and aimed hit locations may be used.

When firing at between effective and to extreme range, the Strike Chance and Damage of the weapon is halved. Halve Strike chance prior to applying other any other modifiers. Some weapons have explosive shells or warheads, these are indicated on the Weapons Tables by 'E', and their damage is not halved at extreme range.

Aimed hit locations may never be used at Extreme range.

2.4.4.2 Shooting into Combat

Characters may choose to shoot at a group people in combat. If they are in Melee Combat, specific targets may be chosen. If they are in Close Combat, which of the target's is hit must be determined randomly.

2.4.4.3 Automatic Fire

Some weapons (as shown on the weapons tables) are capable of automatic fire. A burst of automatic fire is always six rounds. The Strike Chance for automatic fire is determined in the normal way, there are no additional combat modifiers. Aiming for specific locations when using autofire is only possible if the target is at Melee range (i.e. same or adjacent hex).

Before a roll to hit is made, the firer must decide which of two options they will use:

Spraying autofire

This is an attempt to hit several different targets within the arc of fire. If successful, 1d6 targets are struck with a single shot each. Common sense and random determination must be used to determine which what the possible targets are, and who is actually struck.

Single autofire

This is an attempt to hit a single target with as many shots as possible. If successful, the number of hits scored depends on the range:
Melee 1d6 (i.e. target in same or adjacent hex)
Effective 1d3
Extreme 1 max

Generally, which of the two options above is used will be obvious from the situation. In all cases, missed or excess shots from a burst are ignored, unless the GM rules otherwise.

Where fast resolution is necessary, the GM should assume a default hit location of torso and an average damage result (11 + Weapon Damage), otherwise normal location and damage rules apply.

2.4.5 Miscellaneous

2.4.5.1 Two Weapons used in one Round

A character may decide to use two weapons in combat. When used, both weapons must perform the same action, e.g. attack the same target or parry the same blow. The GM should decide whether a each particular pair of weapons are allowed to be used in this manner.

The Strike Chance for two-weapon use is 2/3 of normal for each weapon. A separate hit roll is made with each weapon.

The Parry Chance is equal to the sum of the parry chances for both weapons multiplied by 2/3. A single parry roll is always made.

The combination of a parry and a strike in one combat round when using two weapons will only occur as the result of a Riposte result on the Opposed Resolution Table.

2.4.5.2 Mounted Combat

Combat may occur between opponents, one or more of whom are on horseback or vehicles.

A roll using the appropriate transportation skill (such as Ride Horse) is required when:-
- Using 2 handed weapon (i.e. having only limited control of the animal or vehicle)
- The rider is hit
- The mount or Vehicle is hit
- The mount is startled

When a mount is charging, add the movement of the mount in hexes to the lance damage of braced weapon. Charging is performed at maximum movement rate, and the mount will continue to move the full amount after the target is attacked. A riding roll is must be made on impact. The weapon will usually break.

Refer to Vehicle Combat (section 2.6) for further details of combat from and between vehicles.

2.4.5.3 Aiming at locations

An attacker may select a specific location on the target when attacking (e.g. leg, head, torso). If so, the appropriate combat modifier applies. The location must be stated before the attack is made, otherwise the location is random or defaults to Torso. The character selects the general area of the body at which he is aiming. A second 1d6 is then required for the exact location.

An attacker may specify the exact location on the target when attacking (e.g. knee, skull, abdomen). If so, then mechanics are exactly as above, with the exception that a critical hit is required for the specified exact location to be struck. If the result of the attack is only a normal hit, then a 1d6 roll is required for the exact location.

Aiming at locations with ranged weapons may not be used at Extreme range, and may only be used with autofire if the target is at Melee range.

2.4.5.4 Readying Weapons

An attacker may choose to 'fast draw' a weapon to make an attack or prepare a weapon for use in a similar way. If this occurs, the fast draw is a non-combat action, and the character should make a 1d6 roll to determine how much of his movement for that turn is used up making the draw. Note that the character will suffer a penalty from the combat modifiers list for this (-10% per movement point used). These mechanics may also be used for incidental actions the character may wish to perform during a combat round which do not constitute a full combat action.

2.4.5.5 Thrown Weapons

A thrown weapon, such as a rock or knife, is treated like a normal ranged weapon attack. Calculate Strike Chance in the normal manner and apply the appropriate range modifiers. Note that a separate skill is required for throwing a weapon rather than fighting within it in the conventional manner.

A success indicates that the weapon has hit the target and damage is applied according to the weapon's statistics.

2.4.5.6 Grenades

Thrown grenades are also treated like normal ranged attacks, with the Strike Chance calculated as described above.

A success indicates that the grenade has landed exactly where the thrower intended. A failure results in some deviation from the desired point of impact, both in direction and distance (usually no more than ±25% of the range). The deviation should be determined by the GM based on the circumstances at the time. A fumble would indicate that the grenade has been dropped, mis-thrown or not armed.

The damage from a grenade (or similar weapon which only does blast damage) is determined solely by the mechanics of blast damage (Section 2.5.4), and once it has been determined whether the target is within the burst radius, the hit roll plays no further part in resolving the effect of the weapon (i.e. criticals on the throwing roll do not cause additional damage).

Grenades usually come in two flavours: An offensive (or blast) grenade is used by an attacker who will throw the grenade when advancing to attack, hence the small burst radius. A defensive (or fragmentation) grenade is used by a defender, who may throw it at an advancing attacker and then take cover to avoid the blast damage, hence the large burst radius.

Most grenades are designed with a 4 to 5 second fuse, and are held for a second or two before throwing, which means they will explode in the same combat round that they are thrown. Only in exceptional circumstances is it possible for the recipient of a grenade to toss it away before it explodes.

2.4.6 Resolution

When making a strike, the basic Strike Chance with the weapon used is calculated and then the appropriate combat modifiers below applied. The result is then looked up on the Strike Table.

2.4.6.1 Combat Modifiers
General (melee, close and ranged combat)
Target Size -50% to +75% 
Specific Location -30%
Dusk -20%
Night (moonlit) -30%
Night (no moon) -70%
Melee & Close Combat
Move & Strike in same round -10% per hex moved
Target is moving -10%
Attacker has unsure or moving footing -20%
Ranged Combat
Target beyond Effective Range Half Strike Chance (apply before other modifiers)
Weapon is thrown -5% per hex range
Non-throwing weapon thrown -Weapon Accuracy
Attacker is moving -20% per hex moved
Unsure or moving surface -40%
Braced weapon +20%
Person is moving across line of sight -Target Agility
Vehicle is moving across line of sight -Speed in kph
Target dodges or ducks -Target Agility
Adjusting fire of artillery* +20% per round of correction (Max +60%)
Target in cover †
- Light (body only partially visible) -20%
- Moderate (only upper body visible) -40%
- Full (only head/arms visible) -60%
Firing through Smoke or Dust -30%
Firing at muzzle flash -60%
Firing blind (i.e. target not seen) -80%

* This requires an indirect fire weapon (e.g. artillery, catapult, etc..), and an observer who can observe the fall of shot and call corrections to the weapon crew. This may not be used with smart weapons.

† Descriptions of cover are for general reference in setting the appropriate modifier. If attack against target is successful, roll random from exposed areas to determine hit location.

2.4.6.2 Target Size Modifier Table:
Target
Strike

Modifier

Damage Modifier
Aircraft Carrier +125% -42
Passenger Liner +115% -38
Large Cargo Ship +110% -37
Ship of the Line +105% -35
WWII Destroyer +100% -33
Large Airliner +95% -32
Nuclear Submarine +90% -30
Medium Airliner
+85%
-28
Medium Cargo Ship
+80%
-27
Transport Aircraft +75% -25
Articulated Lorry +65% -22
Jet Fighter +60% -20
House +60% -20
Motor Cruiser
+55%
-18
Large Helicopter
+55%
-18
Offshore Power Boat
+50%
-17
Small/Medium Helicopter +45% -15
Truck +40% -13
Tank
+40%
-13
Light Aircraft +40% -13
Elephant +35% -12
Saloon Car +30% -10
Horse (and rider) +25% -8
Cow +20% -7
Lion +20% -7
Motorcycle (and rider) +15% -5
Jet Ski (and rider) +15% -5
Bicycle (and rider) +10% -3
Doorway +5% -2
Standing Man + 0% +0
Dog -5% +2 
Kneeling Man -10% +0
Child -15% +5 
Prone Man -20% +0
Domestic Cat -25% +8 
Rodent -50% +16 

When using size and damage bonuses not shown above, use this table as a guide for the strike bonus, and then the damage bonus is approximately one third of the strike bonus and of the opposite sign.

2.4.6.3 Strike Table

Cross index Strike Chance (after modifiers) with the roll on the dice to determine the result. 

Strike Table

Strike Chance *4 *2 Hit Miss Fumble
0 - - 01 02-88 89-00
01-10 - - 01-SC >SC-89 90-00
11-20 - 01 02-SC >SC-90 91-00
21-30 01 01-03 04-SC >SC-91 92-00
31-40 01 02-04 05-SC >SC-92 93-00
41-50 01-02 03-06 07-SC >SC-93 94-00
51-60 01-02 03-07 08-SC >SC-94 95-00
61-70 01-03 04-09 10-SC >SC-95 96-00
71-80 01-03 04-10 11-SC >SC-96 97-00
81-90 01-04 05-12 13-SC >SC-97 98-00
91-98 01-04 5-13 14-SC >SC-98 99-00
99-100 01-04 05-13 14-98 - 99-00
101-110 01-05 06-15 16-99 - 00
111-120 01-05 06-16 17-99 - 00
121-130 01-06 07-18 19-99 - 00
131-140 01-06 07-19 20-99 - 00
141-150 01-07 08-21 22-99 - 00
151-160 01-07 08-22 23-99 - 00
161-170 01-08 09-24 25-99 - 00
171-180 01-08 09-25 26-99 - 00
181-190 01-09 10-27 28-99 - 00
191-200 01-09 10-28 29-99 - 00
201-250 01-10 11-30 31-99 - 00
251-300 01-12 13-37 38-99 - 00
300+ 01-15 16-45 46-99 - 00

Where “SC” in table refers to the actual Strike Chance. E.g. a character attacking with a Strike Chance of 64% would consult the 61-70 line. On a roll of 01 to 03 he would score a *4 Critical, 04 to 09 a *2 Critical, 10 to 64 a normal Hit, 65 to 95 a Miss, and 96 to 00 a Fumble.

The results from the Strike Table are:
*4 Critical hit. Multiply weapon damage by four (before adding 2d10) when calculating damage.
*2 Critical hit. Multiply weapon damage by two (before adding 2d10) when calculating damage.
Hit Normal hit. Normal weapon damage.
Fumble Strike misses and attacker fumbles. Exact nature of fumble to be decided by the GM depending on the situation.
Miss Strike misses.

2.4.6.4 Opposed Resolution Table

The Opposed Roll Resolution Table is used when opposing actions are performed in combat. Cross index the results of both the attacker and defender on the table.

      Attacker      
  Fumble Fail Glance Hit *2 *4
Defender            
Fumble Both Drop Att Miss

Def Drop

Att Glance

Def Drop

Att Hit

Def Drop

Att *2

Def Drop

Att *4

Def Drop

             
Fail Att Drop Att Fail Att Glance Att Hit Att *2 Att *4
             
Glance Att Drop Att Fail Parry Att Glance Att Hit

Def Break

Att *2

Def Break

             
Succeed Def Riposte Att Fail Parry  Parry Def Break Def Break
             
*2 Def Riposte Def Riposte Def Counter Att Break

Def Parry

Parry Att Glance
             
*4 Def Riposte Def Riposte Att Break

Def Riposte

Att Break

Def Counter

Att Break

Def Parry

Parry

The results from the Opposed Roll Resolution Table are:
*4 Critical hit. Multiply weapon damage by four (before adding 2d10) when calculating damage.
*2 Critical hit. Multiply weapon damage by two (before adding 2d10) when calculating damage.
Hit Normal hit. Normal weapon damage.
Glance Divide weapon damage by ten (before adding 2d10) when calculating damage.
Fumble Strike misses and attacker fumbles. Exact nature of fumble to be decided by the GM depending on the situation.
Drop Strike misses. Weapon dropped.
Fail Strike misses.
Break Strike misses. Weapon breaks
Counter Strike is parried. Defender does not use up combat action and may act next round.
Parry Strike is parried. Defender uses up next combat action.
Riposte Strike parried. Defender may make immediate attack.

2.5 Damage

2.5.1 Hit Locations

The default location for any strike on a character is Torso. In some cases a random hit location may be required. If so, roll one d6 for general location, and a second d6 for exact location.

d6 1 Head 2 Torso 3-4 Arm 5-6 Leg
      (3 Left) (5 Left)
      (4 Right) (6 Right)
d6        
1 Skull Shoulder Shoulder Hip
2 Eye Chest U. Arm Thigh
3 Ear Chest Elbow Knee
4 Nose Abdomen L. Arm Shin
5 Jaw Hip Wrist Ankle
6 Neck Groin Hand Foot

If an aimed hit location has been used in combat, select the appropriate general location, then roll a second d6 for the exact location. In the case of non-humanoids, GM's discretion should apply in determining hit locations.

Damage locations for vehicles should be determined by rolling 1d10 on the vehicle design list below, and applying the damage to the resulting component or attribute. Reroll if component not present on vehicle design.

1d10 Location 
1
Bodyshell
2
Propulsion
3
Propellant
4
Powerplant
5
Fuel
6
Equipment
7
Cargo
8
Passengers
9
Crew
10
Handling*

* This will result in a reduction of the Handling value of the vehicle.

2.5.2 Determining Damage

To determine the damage resulting from a strike look up the following on the table:

2d10 + Weapon Damage - Armour Value - Target Size Damage Modifier

Weapon damage may be altered by the result from the Strike Table.

Armour Value is based on armour worn or hard cover.

Target Size Damage Modifier is found on the Size Modifier Table.

Result Description Effect on Location Additional Effects
       
01-10
No effect None None
11-15
Stun Lose use for next action None
16-19
Injure Lose use for 1d10 rounds None
20-24 Wound Lose use until healed Deterioration
25-28
Maim Lose use until healed, reduce characteristic by d10 Deterioration and Shock
29 +
Destroy Lost or damaged beyond repair Deterioration and Shock

2.5.3 Damage Descriptions

Stun

The affected location is stunned for the character's next action and may not be used. The effects of the stun will vary considerably depending on the location. If the area is a limb, the character may fall over or drop an object which is held. If the area is vital (head, chest, etc..), the character could be dazed or winded, and may not be able to act at all during their next action.

Injure

The affected location is stunned for the character's next 1d10 actions, with the same effects as described for Stun above. The Injure will result in cuts and bruises, or other similar levels of damage.

Wound

The affected location is useless until healed, with the same effects as described for Stun above. The Wound will result in real physical damage, such as deep cuts, simple fractures or bullet wounds.

An untreated Wound may deteriorate further through shock, blood loss or medical complications. If the character has not been successfully First Aided within 20 minutes of the damage being taken, they must make a Health x 3 check. Failure will result in the Wound becoming a Maim.

Use of the damaged location will be restored according to the Healing times specified in Section 5.10 of the Mechanics section.

Maim

The affected location is useless until healed, with the same effects as described for Stun above. If the area is vital (head, chest, etc..), the Maim result could be fatal. The Maim will result in serious physical damage, such as compound fractures, trauma or internal injuries.

A Shock Roll should be made. If the character fails their Willpower check, roll on the Shock Table (section 5.8.3) with a -10% modifier.

An untreated Maim may deteriorate further through shock, blood loss or medical complications. If the character has not been successfully First Aided within 20 minutes of the damage being taken, they must make a Health x 3 check. Failure will result in the Maim becoming a Destroy. If the Maim is the result of the deterioration of an untreated Injure result, the roll must be attempted again after a further 20 minutes. Ii.e. an Injure result may become a Maim and then a Destroy if both sets of rolls are failed. A successful First Aid roll at any stage will stop the deterioration process.

Use of the damaged location will be restored according to the Healing times specified in Section 5.10 of the Mechanics section, however a Maim means that permanent damage has occurred. Reduce the most appropriate Statistic by 1d10 points.

Destroy

The affected location has been destroyed or damaged beyond repair is useless until healed, with the same effects as described for Stun above. If the area is vital (head, chest, etc..), the Destory result will be fatal. The Destroy will result in drastic physical damage, such as amputation or loss of internal organs.

A Shock Roll should be made. If the character fails their Willpower check, roll on the Shock Table (section 5.8.3) with no modifier.

An untreated Destory may deteriorate further through shock, blood loss or medical complications. If the character has not been successfully First Aided within 20 minutes of the damage being taken, they must make a Health x 3 check. Failure will result in the death of the character. If the Destroy is the result of the deterioration of an untreated Maim result, the roll must be attempted again after a further 20 minutes. Ii.e. an Maim result may become a Destory and then death if both sets of rolls are failed. A successful First Aid roll at any stage will stop the deterioration process.

Use of the damaged location cannot be restored without advanced technology or magic. If the damage is survived, the GM should adjust the Statistics of the character to reflect the loss of function. For example, if a character's right arm takes a Destroy result, their Right Hand Statistic should be reduced to zero (which will mean a recalculation of their Coordination statistic).

If they live, the character's body will still need to recover according to the Healing times specified in Section 5.10 of the Mechanics section, even though the location may have have been destroyed.

2.5.3 Cumulative Damage

To prevent a character being repeatedly stunned, or injured or damaged without any further damage being taken, damage should be considered cumulative in the following way.

When a character has taken a certain amount of a level of damage to a hit location, the level is increased according to the table below:
- The third stun taken becomes an injure.
- The third injure taken becomes a wound.
- The second wound taken becomes a maim.
- The second maim taken becomes a destroy.
This is only applied when the character does not acquire a subsequent higher level of damage. For example, if a character is stunned, and then takes an injure to the same location, he is considered injured in that location and there is no need to add up further stuns.

When a character takes a damage to a location lower than that of his current level, he takes the consequence of the recent damage but remains at the previous level of damage. For example, if a character has an injured left leg, and he takes a stun to the left leg, he misses his next action (effect of a stun) but his left leg is still considered to be injured.

2.5.4 Blast Damage

Certain weapons in the tables have a burst radius and blast damage associated with them. If struck with such a weapon, the target or point of impact takes full damage for that weapon.

Any targets within the Burst Radius will receive blast damage. For each target, an attack is rolled with a fixed Strike Chance of 100%, and the results applied. Blast has a fixed damage of 15 (unless modified by a result from the Strike Table).

Blast damage will be reduced (usually halved) if the character is under or behind hard cover.

Blast damage will be increased (usually doubled) if the character is in a confined space or sealed environment. For the purpose of these mechanics, a "confined space" is where solid walls are within the burst radius of the weapon.

Full damage from large exploding weapons (such as artillery shells, missiles or bombs) will, like Blast Damage, actually occur over an area rather than just a single point. Should the GM wish to apply this, use the following rules:

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