Sample File Armour a Unit Can Be Given an Armoured Skin, Which Provides a Bonus to Defend Against Rolls to Hit

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Sample File Armour a Unit Can Be Given an Armoured Skin, Which Provides a Bonus to Defend Against Rolls to Hit Sample file Armour A unit can be given an armoured skin, which provides a bonus to defend against rolls to hit. Armour can be bought in increments of 1 to 10. 1 represents just the helmet of the armour, or a small cowling over a critical system for a robot, while 10 represents a full suit of armour that covers the entire body or vehicle. Armour types can not be combined. Heavy Cloth Cost: 5DP per rating Bonus: +1-10x10% vs bite, club, lv projectile, melee, and slashing This is high-tech flexible armour. It looks just like any other normal clothes, but it contains wafer-thin armour panels. The armour panels can be hidden or displayed. Brigandine Cost: 6DP per rating Bonus: +1-10x10% vs bite, club, melee, and slashing Bonus: +1- 10x5% vs thrusting The most popular armour with civilians, it is a cloth jacket with metal plates inside, held in place with rivets – often arranged to make an attractive pattern on the outside of the cloth. Chain Mail Cost: 8DP per rating Bonus: +1-10x10% vs bite, club, crush, melee, and slashing Bonus: +1-10x5% vs low velocity projectile, and thrusting The most expensive armour is mail, due to the time consuming method of construction, where links are riveted together to make a garment of chains. It is a component of a suit of plate mail – or can be worn on its own. Leather Cost: 4DP per rating Sample file Bonus: +1-10x10% vs bite, club and melee, Bonus: +1-10x5% vs slashing and thrusting This is a small leather vest that provides some protection against a range of attacks. Plate Bonus: +1-10x10% vs bite, club, crush, low velocity projectile, melee, and slashing Bonus: +1-10x5% vs thrusting Cost: 10DP per rating Plate armour, is personal armour made from large metal plates, worn on the chest and sometimes the entire body. It gives superior protection to mail. It has largely supplanted mail on the battlefield for those that can afford it. All plate armour is lined with cloth, to pad the wearer, quiet the armour, and reduce wear between the pieces. This, along with the necessary straps, is a significant amount of the expense. Silk Bonus: +1-10x10% vs Low Velocity Projectile Cost: 1DP per rating A silk shirt worn below armour provides excellent arrow protection, as the arrow can be pulled out more easily. It is arrow removal, after all, rather than arrow strikes that are most often fatal. Spiked Armour Bonus: +1-10x10% vs Crush and Bite Cost: 1DP per rating Adding spikes gives protection against crush and bite attacks as the spikes make constrict and bite attacks, where the monster brings delicate parts of their body – the face, underbelly – close to the wearer, more difficult. Ablative Plate Bonus: +1-10x10% vs all projectiles Cost: 20DP per rating This type of armour skin is optimised to prevent missiles and other projectile attacks penetrating to internal systems and crew. It is less effective at stopping energy weapon attacks. Ablative plate gives a percentage resistance against all missile and projectile weapons. Active Nanofibre +1-10 vs all energy weapons and all projectiles Cost 30DP per rating This is the most advanced type of armour available. It can give a resistance against either energy weapons, or missile weapons. It is the armour of choice for spaceships designed by cultures that have a high enough level of technology to provide it. Reflective Plate +1-10 vs all energy weapon attacks Cost 20DP per rating This armour detects incoming energy loads high enough to cause damage. It makes itself both reflective and conductive to both deflect energy attacks and lead dangerous energy loads away from important components. Reflective plate provides a bonus for defending against energy attacks. Attacks per Round Attacks per round are rated on a scale of 1-10. An attacks per round rating of 1 equates to 1 attack per round. An attacks per roundSample rating of file10 equates to ten attacks per round, the maximum. Base humans usually have only one attack per round, and attacks are bought at a cost of 10DPs each. Autorepair Many combat units are equipped with autorepair. The units are able to ‘heal’ themselves so quickly that it can have an effect on the outcome of a combat. Regeneration is done on a 1 to 1 basis, so a rating of 1 in autorepair regenerates 1 point of robustness per round. A rating point of autorepair costs 2DP. Cloaking This is the unit's ability to remain hidden from enemy sensors. Each point of cloaking is multiplied by 10 before being added to rolls to hide. So a rating of 1 in cloaking adds a modifier of +10% to hide rolls. Each point of cloaking costs 3DPs. Motility This is a measure of how far a unit can travel, when deciding how long it takes the unit to reach a destination, for example. This rating is not the number of hexes that a unit can travel per round, it is a measure of the scale at which a unit travels. Each level of Motility costs 1DP. 1 Human Running (less than 10mph) 2 Land Vehicle (10s to 100s mph) 3 Atmospheric Vehicle (around Mach 1+) 4 Interplanetary Vehicle 5 Inter-system Vehicle 6 Galaxy wide Vehicle 7 Inter-galaxy Vehicle 8 Extragalctic Vehicle 9 Large Feature Vehicle 10 Universal Vehicle Tactical maps can be created at any of these scales. The most popular are Land Vehicle scale, Atmospheric Vehicle scale and Interplanetary Vehicle Scale. Deep space battles are also quite common on the higher scales, starting at Inter-system. A unit buys the motility necessary to operate at one of these scales. For example, spending 4 DPs, to receive a motility of 4, allows the unit to travel at interplanetary speeds. If the unit has a lower motility than the scale of the tactical map, it will be completely immobile on that tactical map. For example, a human with motility 1 will not be able to move from square to square, or hex to hex on tactical maps representing Interplanetary Vehicle scale encounters. A movement allowance of a single hex is received by vehicles for use on tactical maps for their motility. On tactical maps below their motility they can move at will in a straight line, and can turn as normal based on their turning circle. Motility (Extra Hexes) Extra hexes of movement can be bought for use on the vehicle's tactical map scale. These extra hexes have no effect at higher andSample lower motility file scales. They can only be used on the map relating to the vehicle's motility. For example, a unit with motility 4 can only use its extra hexes on interplanetary scale tactical maps. Each extra hex costs 1 DP. No matter how many extra hexes are bought the vehicle can not jump to the next higher motility level. Sample file Special Powers This is a catch all rating to represent units that can do unusual, or even magical things. Powers can come from any number of different sources. This may be a character who is highly trained at harnessing their chi, or psionics, or is some kind of alien, advanced-robot, mutant or other non-standard unit, and super powers are innate to them. A powerful, ancient and wise (or devilish) being or force may have granted powers to the item, vehicle or hero. Or perhaps the unit can use some element of their environment as a source of special powers, for example sound waves, the weather, electricity, dark matter, or kinetic energy. Special powers apply to a multitude of magic-using characters, from wild talents at conjuring the elements, to those who have entered into pacts with supernatural beings There is no rigid definition of a special power. It may be used to describe anything from a useful trick that could just as easily be done with conventional technology, to near-godlike abilities, including projection of destructive energy beams and force fields, invulnerability, telepathy, telekinesis, teleportation, super-speed or control of the weather. Special Effect Many units choose base special effect, and their powers are derived from that. Special effects can be quite vague such as Magic or Dark Powers, or quite specific, such as Tiger Powers. The special effect can provide movement powers, attack powers, defence powers, and and also other useful powers that are not easy to define. Characters will be able to harness their special effect in different ways over time, providing them with even more powers. All they have to do is buy them with experience points (more on this later). Area Effected and Range The area effected by powers, and their range, is determined by the number of DPs spent on each power. The bonus to chanceSample of success isfile determined by multiplying the rating by 10, so a rating of 5 equates to an aptitude bonus with that power of 50%. Any other rankings for the spell, such as motility or deadliness are also based on spell rank. So a spell of rank 3, will have, for example, a deadliness of rank 3. Range Table Rank Example Area Effected and Range Cost 1 Human size 2m 25 DP 2 1 building story 4m 30 DP 3 5 story building 20m 50 DP 4 10 story bldg. 40m 60 DP 5 16 story bldg 64m 65 DP 6 26 story bldg. 104m tall 70 DP 7 Huge bldg. 101m – 300m 75 DP 8 skyscraper 301m – 1km tall 80 DP 9 Small-moon <1,000 km tall 85 DP 10 Planet >1,000km 90 DP.
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