Basic damage would be as in LBB1 or LBB4 (i.e. Rifle 3D, Gauss Rifle 4D and so on). If you hit an unarmored target, you roll damage and apply each die to either STR, DEX or END (defender's choice). If you roll a Spectacular Success, YOU (i.e. the attacker) get to apply all damage to ONE characteristic - and if it is reduced beneath zero, to another and so on; this replaces the "first blood" rule.
Armor does not affect chances to hit, and instead absorbs damage. Armor is rated in dice - the amount of damage dice it absorbs:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ARMOR ABSORBS*
Jack 0/1
Mesh 1/1
Flak Jacket 2/1
Cloth 3/2
Plated Cloth 3/3
Combat/BD 5/5
Reflec 6**</pre>[/QUOTE]* The first number is for ranged attacks; the second is for melee attacks.
** Reflec "absorbs" only Laser fire; it is ineffective against any other kind of attack.
Plated Cloth is a semi-hard armor combining ballistic cloth with additional hard plastic or metal plates (usually a riot police or light trooper armor).
However, some weapons have an Armor Piercing ability (AP), expressed in dice as well. It is the number of armor reduction ignored by the weapon; note that AP cannot reduce Armor below zero. A few examples:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Weapon AP
Pistols/SMGs 0
Shotguns 0
Carbines/ARs 1
Rifles 2
Laser Carbines 2
Laser Rifles 3
Gauss Rifle 3</pre>[/QUOTE]Sounds complicated? Here's an example. Assume you use your Laser Carbine (Damage 4, AP 2) to attack an enemy trooper (who's wearing Cloth Armor, Absorb 3 for ranged attacks. If you hit, you'll do 4D-(3D-2D)=3D damage.
Bypassing armor is possible in two ways - either Spectacular Success (which, in addition to the damage rule noted above, halves effective armor BEFORE applying AP) or by sniping (AKA "called shots"). Sniping require the following conditions:
1) No active enemies are within Close range of the sniper.
2) The sniper must not move (not even evade) during the turn in which she snipes.
3) Target must be within Short range (for pistols/SMGs) or Medium range (for scope-less rifles) of the sniper; an optical or electronic scope allows this restriction to be ignored.
4) The sniper must have atleast Skill-1 with the weapon AND be elligible (sp?) for the weapon's DEX bonus.
5) A -4 DM is applied to hit.
A sniper who successfully hits her mark may choose ONE of two things:
1) Halve effective armor before applying AP.
OR
2) Apply all damage to one characteristic, sniper's choice.
Armor does not affect chances to hit, and instead absorbs damage. Armor is rated in dice - the amount of damage dice it absorbs:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ARMOR ABSORBS*
Jack 0/1
Mesh 1/1
Flak Jacket 2/1
Cloth 3/2
Plated Cloth 3/3
Combat/BD 5/5
Reflec 6**</pre>[/QUOTE]* The first number is for ranged attacks; the second is for melee attacks.
** Reflec "absorbs" only Laser fire; it is ineffective against any other kind of attack.
Plated Cloth is a semi-hard armor combining ballistic cloth with additional hard plastic or metal plates (usually a riot police or light trooper armor).
However, some weapons have an Armor Piercing ability (AP), expressed in dice as well. It is the number of armor reduction ignored by the weapon; note that AP cannot reduce Armor below zero. A few examples:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Weapon AP
Pistols/SMGs 0
Shotguns 0
Carbines/ARs 1
Rifles 2
Laser Carbines 2
Laser Rifles 3
Gauss Rifle 3</pre>[/QUOTE]Sounds complicated? Here's an example. Assume you use your Laser Carbine (Damage 4, AP 2) to attack an enemy trooper (who's wearing Cloth Armor, Absorb 3 for ranged attacks. If you hit, you'll do 4D-(3D-2D)=3D damage.
Bypassing armor is possible in two ways - either Spectacular Success (which, in addition to the damage rule noted above, halves effective armor BEFORE applying AP) or by sniping (AKA "called shots"). Sniping require the following conditions:
1) No active enemies are within Close range of the sniper.
2) The sniper must not move (not even evade) during the turn in which she snipes.
3) Target must be within Short range (for pistols/SMGs) or Medium range (for scope-less rifles) of the sniper; an optical or electronic scope allows this restriction to be ignored.
4) The sniper must have atleast Skill-1 with the weapon AND be elligible (sp?) for the weapon's DEX bonus.
5) A -4 DM is applied to hit.
A sniper who successfully hits her mark may choose ONE of two things:
1) Halve effective armor before applying AP.
OR
2) Apply all damage to one characteristic, sniper's choice.