And it's finally all done:
Bludgeon Damage:
Punch, knee, head butt - 1D4
Elbow strike - 1D3 (1-2, 3-4, 5-6 on D6)
Elbow jab - 1D2 (odds/evens on D6 or D4)
Kick - 1D6
Short lever (billy club or similar) - 1D6
Long lever (long baton or similar) - 2D4
Articulated lever (Nunchuku) - 2D4+2
Chain (biker’s favourite) - 1D6
Damage Modifiers:
Strength:
V. Weak -2
Weak -1
Average 0
Strong +1
V. Strong +2
Training:
Boxing, brawling or any martial art that uses strikes:
Trainee +1
Adept and above +2
Brawling or any martial art that uses kicks:
Trainee +2
Adept and above +3
Punch-specific:
Haymaker -1
Backfist +1
Melee weapon:
Light (pool cue, empty bottle) 0
Standard (golf club, billy club) +1
Heavy (baseball bat, lead pipe) +2
Covering:
Naked (includes negligible cover such as light gloves or socks) -1
(May not apply under all circumstances)
Soft (casual shoes/sneakers, padded leather or Cordura motorcycle gloves) 0
Hard (leather shoes/boots, gloves with plastic/carbon fibre over knuckles) +1
Heavy (steel-capped boots, brass knuckles) +2
Damage Location:
Head - 2x damage
Abdomen/groin - 1.5x damage
-2 to Stun/Consciousness save number for groin or kidney strikes.
Secondary damage rule as per FNFF2013 with damage inflicted relevant to blunt trauma.
Armour:
Armour stops bullets for which it is rated at point blank range:
Type I - SP14
.22, .25, .32 and .38 Special pistols
Type II - SP22
.45ACP, .357 Magnum & 9mm pistols, .22 rifles
(Legal maximum for civilians in some jurisdictions)
Type III-A - SP30
.44 Magnum and submachine gun 9-mm
(Typically used by on-duty police officers, will also stop .454 Casull and .50AE)
Type III - SP42
High-power rifle: 5.56mm, 7.62 mm FMJ, .30 carbine, .30-06 pointed soft point, 12-gauge rifled slug
Type IV - SP84
Armour-piercing rifle bullet, .30 calibre (1 shot only).
(Typically Torso and groin only, would have a very high EV. Treat MetalGear as Type IV armour - with increased EV for covering more than just Torso/groin.)
Blunt Trauma Damage:
Although the bullet is prevented from penetrating, the force is not entirely stopped, just spread across a wider area. Some force is absorbed by the armour, the rest is transferred through to the body underneath as Blunt Trauma (a.k.a Bludgeon) damage.
Damage transferred is calculated as follows (from standard damage roll):
Type I and II - 1/2 damage, convert to bludgeon
Type III-A and up - 1/ 3 damage, convert to bludgeon
Penetration:
Any round that does penetrate armour (e.g. 5.56mm rifle vs Type II armour) will penetrate the body beneath and do damage.
For any hit, roll damage. If it is greater than the SP of the armour, subtract the SP from the damage and apply balance as killing damage. This is not the same as for an AP round.
If you want to be a real swine, apply the armour’s modifier to the armour’s full SP and apply that value as bludgeon damage to the same area. e.g. Type III-A is SP30 and divides incoming damage by 3 so the thirty points of damage soaked up by the vest becomes 10 points of bludgeon damage in addition to the n points of killing damage taken from the penetrating round.
Note: Due to distance and pure dumb luck (low die roll/glancing blow) a superior calibre may fail to penetrate armour rated for lower calibres. Treat as for standard non-penetrating hits – it’s not engraved in stone that a .308 must penetrate Type I armour.
Bludgeon Damage:
Punch, knee, head butt - 1D4
Elbow strike - 1D3 (1-2, 3-4, 5-6 on D6)
Elbow jab - 1D2 (odds/evens on D6 or D4)
Kick - 1D6
Short lever (billy club or similar) - 1D6
Long lever (long baton or similar) - 2D4
Articulated lever (Nunchuku) - 2D4+2
Chain (biker’s favourite) - 1D6
Damage Modifiers:
Strength:
V. Weak -2
Weak -1
Average 0
Strong +1
V. Strong +2
Training:
Boxing, brawling or any martial art that uses strikes:
Trainee +1
Adept and above +2
Brawling or any martial art that uses kicks:
Trainee +2
Adept and above +3
Punch-specific:
Haymaker -1
Backfist +1
Melee weapon:
Light (pool cue, empty bottle) 0
Standard (golf club, billy club) +1
Heavy (baseball bat, lead pipe) +2
Covering:
Naked (includes negligible cover such as light gloves or socks) -1
(May not apply under all circumstances)
Soft (casual shoes/sneakers, padded leather or Cordura motorcycle gloves) 0
Hard (leather shoes/boots, gloves with plastic/carbon fibre over knuckles) +1
Heavy (steel-capped boots, brass knuckles) +2
Damage Location:
Head - 2x damage
Abdomen/groin - 1.5x damage
-2 to Stun/Consciousness save number for groin or kidney strikes.
Secondary damage rule as per FNFF2013 with damage inflicted relevant to blunt trauma.
Armour:
Armour stops bullets for which it is rated at point blank range:
Type I - SP14
.22, .25, .32 and .38 Special pistols
Type II - SP22
.45ACP, .357 Magnum & 9mm pistols, .22 rifles
(Legal maximum for civilians in some jurisdictions)
Type III-A - SP30
.44 Magnum and submachine gun 9-mm
(Typically used by on-duty police officers, will also stop .454 Casull and .50AE)
Type III - SP42
High-power rifle: 5.56mm, 7.62 mm FMJ, .30 carbine, .30-06 pointed soft point, 12-gauge rifled slug
Type IV - SP84
Armour-piercing rifle bullet, .30 calibre (1 shot only).
(Typically Torso and groin only, would have a very high EV. Treat MetalGear as Type IV armour - with increased EV for covering more than just Torso/groin.)
Blunt Trauma Damage:
Although the bullet is prevented from penetrating, the force is not entirely stopped, just spread across a wider area. Some force is absorbed by the armour, the rest is transferred through to the body underneath as Blunt Trauma (a.k.a Bludgeon) damage.
Damage transferred is calculated as follows (from standard damage roll):
Type I and II - 1/2 damage, convert to bludgeon
Type III-A and up - 1/ 3 damage, convert to bludgeon
Penetration:
Any round that does penetrate armour (e.g. 5.56mm rifle vs Type II armour) will penetrate the body beneath and do damage.
For any hit, roll damage. If it is greater than the SP of the armour, subtract the SP from the damage and apply balance as killing damage. This is not the same as for an AP round.
If you want to be a real swine, apply the armour’s modifier to the armour’s full SP and apply that value as bludgeon damage to the same area. e.g. Type III-A is SP30 and divides incoming damage by 3 so the thirty points of damage soaked up by the vest becomes 10 points of bludgeon damage in addition to the n points of killing damage taken from the penetrating round.
Note: Due to distance and pure dumb luck (low die roll/glancing blow) a superior calibre may fail to penetrate armour rated for lower calibres. Treat as for standard non-penetrating hits – it’s not engraved in stone that a .308 must penetrate Type I armour.