If it is not listed assume a roll of 20 scores a critical threat, and the damage if a critical hit does occur is x2.Originally posted by NDS:
I noticed that there are weapons in TA#1 that have an increased threat range, ie. polarms, but no critical multiplier. How much extra damage is done if a critical hit is scored? Also some weapons like the LACR have no critical hit multiplyer. Are they not capable of critical hits?
Originally posted by hunter:
I had been under the impression that:Originally posted by NDS:
[qb]QUOTE]If it is not listed assume a roll of 20 scores a critical threat, and the damage if a critical hit does occur is x2.
Hunter
No Crit Note= crit threat is 20, crit damage is normal amount but applies directly to LifeBlood or SIP wihtout armor reduction
Is this a change?
No, it's the way d20 handles it. I have never specified otherwise, although of course you are free to handle it as you see fit as referee.Originally posted by DrSkull:
</font><blockquote>quote:</font><hr />Originally posted by hunter:
I had been under the impression that:Originally posted by NDS:
[qb]QUOTE]If it is not listed assume a roll of 20 scores a critical threat, and the damage if a critical hit does occur is x2.
Hunter
No Crit Note= crit threat is 20, crit damage is normal amount but applies directly to LifeBlood or SIP wihtout armor reduction
Is this a change?</font>
Basically remove one die of damage rolled for every point of Armor Rating worn. If only one die left, reduce the total rolled on that die by the remaining AR.Originally posted by Luthyr:
Hrm... makes me very curious to see how the T20 damage system works....
Not quite. Handgun doing 3d6 (3,4,5) vs AR 4 would do 3 lifeblood. Roll of 3 and 4 are removed by 2 Armor, leaving 2 against the roll of 5, 5-2 = 3 and target takes 3 Lifeblood (plus the 12 stamina).Originally posted by Luthyr:
Very interesting system!
So by all accounts, a person is always taking at least one die of damage to Lifeblood unless the remaining AR negates the final damage die completely.
So if a person wearing AR 4 is hit by a cutlass doing 1d8+STR that ends of doing 8 damage, that person would take 8 stamina and 4 Lifeblood. The same person with AR 4 being hit by a handgun doing 3d6 damage with the result being 3, 4, 5 would eliminate the 3 and 4 and reduce the 5 by 4 points for 1 point of damage. Correct?
-- Randy Mosiondz
Ah, yes! I forgot to reduce the AR value when taking off dice. Thanks for the clarification!Originally posted by tjoneslo:
Not quite. Handgun doing 3d6 (3,4,5) vs AR 4 would do 3 lifeblood. Roll of 3 and 4 are removed by 2 Armor, leaving 2 against the roll of 5, 5-2 = 3 and target takes 3 Lifeblood (plus the 12 stamina).
No, except for ablat and reflec which are more effective against lasers. The idea was to keep it simple. We may produce a more advanced combat system later that will take things like this into account.Originally posted by NDS:
Does the type of wepon damage factor into the equation at all? (Bludgeoning,piercing,slashing,Laser, etc.)
Flak JacketOriginally posted by NDS:
So, what would a normal AR # be for a Vacc Suit or flack jacket?
So a Vargr Merchant with a Dex bonus of +2 and wearing a Flak Jacket would be target number of 16 to be hit (10 + 2 (Dex) + 4 (flak jacket)). Correct?Originally posted by hunter:
Flak Jacket
AR 4; Max Dex Bonus +6, Armor Check Penalty 0, Cost Cr100, Weight 1kg, TL7
TL12 Vacc Suit
AR 3; Max Dex Bonus +2, Armor Check Penalty -3, Cost Cr 8000, Weight 2kg
So a Vargr Merchant with a Dex bonus of +2 and wearing a Flak Jacket would be target number of 16 to be hit (10 + 2 (Dex) + 4 (flak jacket)). Correct?</font>[/QUOTE]Yep, his AC would be 16.Originally posted by Luthyr:
</font><blockquote>quote:</font><hr />Originally posted by hunter:
Flak Jacket
AR 4; Max Dex Bonus +6, Armor Check Penalty 0, Cost Cr100, Weight 1kg, TL7
TL12 Vacc Suit
AR 3; Max Dex Bonus +2, Armor Check Penalty -3, Cost Cr 8000, Weight 2kg
That needs to be fixed. It should be +5 PV. In T20 terms, it reduces the effective AR of the opponent by 5 points. So if you hit a target with an AR of 7 with an armor piercing round the effective AR rating of the target for determining damage inflicted would be AR 2 (7-5=2).Originally posted by NDS:
One last question
What does the -5 PV value refer to?
From TA#1
T20:SPECIAL AMMUNITION EFFECTS
Armor Piercing Rounds --5 PV.Designed to penetrate ballistic cloth.