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Penetration Value of SD Attacks


The base value for any weapon will be it's damage rating, as laid out (plus a small expansion I've made) in The Compendium of Contemporary Weapons:

Damage Rating
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

Damage Done by SD Weapon
1
1D4
1D6
1D8
2D6
3D6
4D6
5D6
6D6
1D4x10
1D6x10
2D4x10
2D6x10
4D4x10
3D6x10
5D4x10
4D6x10

The PV of most ammunition rounds are within 1 or two points of their damage rating. Further modifications to ammunition can increase or decrease these values, allowing customized weaponry. Rather than reprint the information in the book, I'll say that it's generally safe for a GM to make ammunition with values of PV and Damage ranging between 1 and 8, with a few rare large caliber rounds reaching towards 9 and 10. Any Hardware: Weapons Expert will likely make use of a wide variety of rounds, intended for an equally wide variety of uses.

The system of PV and PR can easily extend to other weapons and attacks available to characters in HU2. Like the ammunition in The CoCW, I'll use the Damage Rating of a specific attack as a base value, and apply modifiers based on the general type of attack. These modifiers, like everything else in the rules, can and should be altered by ambitious GM's looking to customize their rules, as well as characters looking to create specialized attacks. As an example, if a character with Energy Expulsion wishes to develop a new attack, trading one point of damage rating for a point of PV on an existing attack, or vice-versa, the GM should remain open-minded. Modifiers for general SD attack types are as follows:

SD Attack Type
Electricity
Energy
Fire
Force Bolt
Ice Shards
Light
Plasma
Radiation
Sonic/Vibration

Plasma
Ion Blaster
Laser
Particle Beam

Punches/Kicks
Blunt
Chain
Bladed (Slashing)
Spear (Stabbing)

Psionic: Force/TK
Psionic: Energy
Magic: Force/Weapon
Magic: Energy

PV Modifier
-3
-2
-2
-1
-2
-1
-3
-1
-2

-3
-2
0
0

-2
-1
-1
0
+1

0
+1
+1
+1

End Results

To get the total PV, add the attack's damage rating to the appropriate PV modifers. Some attacks may require multiple modifiers (such as magic and psionics) and others may warrant additional custom bonuses or penalties, but this value will serve as a basis for developing special or advanced weapons. A sample of some common weapons and attacks found in the world of Heroes Unlimited is as follows:

SD Weapon
Fire Bolt (3D6)
Magic Fire Bolt (3D6)
Plasma Bolt (1D6x10)
Force Bolt (2D6)
Mystic Sword (5D6)

PV
2
3
6
2
7

Ahhh! My PV is less than One!

For low damage attacks it is possible to have a PV less than one. For example, a 1D4 SD fire bolt (more of a puff, really) has a PV of -2. For these attacks, increase the effective PR of the target armor by one point for each step necesary to bring the attack up to a PV of 1. If this fire bolt was fired at a person, with a PR of 4, we would increase the effective PR of this person aginst this attack by 3 points. Thus, the damage calculated is:

Damage = ( PV / PR ) * ( Unmodified Damage ) = ( 1 / 7 ) * 1D4 SD

If the roll for damage isn't a 4, it won't do any damage at all after it is rounded off. This doesn't mean that one can never have 1D4 attack that damages: This weak fire bolt is not very penetrating, but if it were a continuous flame coming from a focused blowtorch it should have some kind of PV bonus. Even if the size of the flame is too small to warrant more than 1D4 damage it should do more damage to a person than a 1D4 puff of flame. In other cases, the GM can just decide not to use PV and PR for a given attack. This system isn't intended to limit gameplay, but rather expand the options available to players.