As with
Simple Combat Options, these rules try to further quantify the impact of different technologies (as opposed to the
Dramatic Combat Options, which only try to denote relative advantages).
Armor
Use the same descriptions as in
Simple Combat Options, but the ranges for doing damage change.
| Outcome | Armor Type |
| | 0 | 1 | 2 | 3 | 4 |
| Scratched | 0 | 0 | 0 | 0-1 | 0-1 |
| Clipped | 1 | 1-2 | 1-2 | 2-3 | 2-4 |
| Hurt | 2-4 | 3-4 | 3-5 | 4-5 | 5 |
| Injured | 5-6 | 5-6 | 6 | 6 | 6 |
| Taken Out | 7+ | 7+ | 7+ | 7+ | 7+ |
There is also accomodation for special armors beyond type 4 (FUG 42)
In these rules, armor does not change the difficulty of maneuvers; only prevents wounds.
Weapons
In the Advanced rules, you can add further qualities between weapons.
- Armor Piercing -- AP weapons reduce armor ratings by 2, but are -1 to use.
- Vicious -- Vcs weapons incrase their damage by 1, but any armor greater than 0 is considered 2 levels higher.
etc.
The Advanced Combat Options include the
Combat Modifiers table.
See also:
Gun Thoughts
Combat Rules