For melee and
thrown weapons damage inflicted with each successful hit is based on the
character’s strength score adding the appropriate modifiers. For most dedicated ranged weapons damage is
fixed. Typically, bow and firearm damage is NOT
usually increased by ability modifiers; but situational
bonuses might still apply.
The radium weapons of Barsoom
explode with tremendous force in daylight and this is reflected in their high
damage rating. If dim light or nocturnal
use, damage is halved; however, in general, non-explosive bullets (-1d6) are used at night.
Regardless of modifiers, all successful
hits inflict a minimum of one hit point
of damage per damage die rolled.
There are four basic Types of
weapons:
Blunt weapons like clubs, fists, paws and tentacles, rely on brute
force and prudence to break bones and rupture internal organs.
On the damage dice roll, ones will be rerolled if attack is sonic or bludgeoning in nature
and the defender or target is wearing rigid
armor.
Energy
weapons like blasters and lasers use
a battery or power pack to generate a charge that electrocutes or incinerates a
target.
Earthly firearms and energy weapons
reroll all ones against all armor types
except polymer armor.
Piercing
weapons such as spears, arrows,
talons, beaks, horns and non-explosive bullets, depend upon a sharpened point
that causes injury by penetrating organs or causing bleeding.
On the damage dice roll, ones will be rerolled if the attack is acid or piercing in nature and
the defender or target is wearing
flexible armor.
Slashing
weapons like sabers, axes, claws,
teeth, and radium weapons use an explosive force or a sharp edge to tear an
enemy apart.
On the damage dice roll, ones will be rerolled if the attack is fire or slashing and the defender
is wearing soft armor or the target
is unarmored.
When any die is rerolled, you must accept the result of the second
roll. A dice can only be rerolled once.
“I
never before had seen two green Martian warriors battle with nature’s weapons
and the exhibition of animal ferocity which ensued was as fearful a thing as
the most disordered imagination could picture.
They tore at each other’s eyes and ears with their hands and with their
gleaming tusks repeatedly slashed and gored until both were cut to ribbons from
head to foot.” (PM, XVII)
Masterwork
weapons are five times ordinary cost adding +1 to hit with no damage bonus, while
typical +1 weapon has a resale value of about 500gc. If your game master
chooses to mix your game or campaign with high fantasy, then magic weapons add their bonus to both
to-hit and damage rolls.
A light saber would be considered a +5 long-sword.
Art work is from
Thomas Yeates
For
faster play,
Roll attack and damage dice at the same time. After their first hit, have the players keep
track of their opponent’s damage by placing percentile dice next to the appropriate
miniature to monitor how much damage they have already inflicted on an
individual opponent.
Art work is from
Thomas Yeates
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