The NecroMech Dossier Core Manual April 2018 - Page 300

Appendix 3: Weapon Damage Profiles The following details the damage profiles of firearms, heavy weapons, handheld, and meta-engineered weapons. For traditional ballistic weapons, heavy or otherwise, damage potential is dependent on numerous inter-connected factors including projectile size, weight, penetration, and velocity. Similarly, for handheld weapons damage potential is dependent on blade size, weight, and sharpness. While for meta-engineered weapons such as UV-A Pulse Rifle damage is a function of energy. However, the end goal in game terms is to determine the amount of damage that any weapon can deliver at any given range. All weapons are designated as either Low (1 d10), Moderate (2 d10), High (3 d10), or eXtreme (5 d10) Damage Potential with a Maximum Effective Range (see Firearms Combat) of either Point Blank, Short (less than 25 yards), Medium (25 to 50 yards), Long (greater than 50 yards but less than 250 yards), or eXtreme (greater than 250 yards). This is represented in tabular form: Range n d10 Point Blank Short Medium Long eXtreme Low Damage Potential Moderate High eXtreme For example, a Colt M1911A1 that fires a single .45 standard caliber bullet is designated MM. This means that at Medium range it will deal 2 d10 damage. However, at other ranges modifiers do apply, i.e. for each increment below Maximum Effective Range +1 d10, while for each increment above Maximum Effective Range -1 d10. It should be noted that weapons designed for use at point blank range, most typically handheld melee weapons, that are used as a thrown weapon over short range can still cause damage. In such cases a penalty of -5 to each d10 roll is incurred; a 0 or negative result indicating the weapon simply bounced off its target. Beyond short range the penalty precludes such use. Consequently, the Colt’s damage profile of MM is shown as: Range n d10 Point Blank Short Medium Long eXtreme n=4 n=3 n=2 n=1 n=0 Low Damage Potential Moderate High eXtreme Page 300