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Damage and Hits

ACK!!

SOC-12
How does it work?

How does Lifeforce = hits and how does that work against damage?

I don't have my MT books anymore and I see this referenced occasionally.
 
How does it work?

How does Lifeforce = hits and how does that work against damage?

I don't have my MT books anymore and I see this referenced occasionally.
 
How does it work?

How does Lifeforce = hits and how does that work against damage?

I don't have my MT books anymore and I see this referenced occasionally.
 
Add up Str, Dex and End to get the life force value. then use the Life Force to Hits value table to get your character's hits, expressed as two numbers separated by a /.
e.g.
L.F - H.V
21+ , 3/5
24+ , 4/5
27+ , 4/6

Weapon damage is expressed as hits, which are the equivalent(or very nearly) of the number of dice damage a CT weapon would cause.

Damage is removed from the number before the / first. When this is all gone the character is unconscious or inoperative. Any additional damage is then taken from the number to the right of the /. When this is gone the character is dead.

After combat the number of hits can be converted back into attribute reduction like in CT.

Hope this helps.
 
Add up Str, Dex and End to get the life force value. then use the Life Force to Hits value table to get your character's hits, expressed as two numbers separated by a /.
e.g.
L.F - H.V
21+ , 3/5
24+ , 4/5
27+ , 4/6

Weapon damage is expressed as hits, which are the equivalent(or very nearly) of the number of dice damage a CT weapon would cause.

Damage is removed from the number before the / first. When this is all gone the character is unconscious or inoperative. Any additional damage is then taken from the number to the right of the /. When this is gone the character is dead.

After combat the number of hits can be converted back into attribute reduction like in CT.

Hope this helps.
 
Add up Str, Dex and End to get the life force value. then use the Life Force to Hits value table to get your character's hits, expressed as two numbers separated by a /.
e.g.
L.F - H.V
21+ , 3/5
24+ , 4/5
27+ , 4/6

Weapon damage is expressed as hits, which are the equivalent(or very nearly) of the number of dice damage a CT weapon would cause.

Damage is removed from the number before the / first. When this is all gone the character is unconscious or inoperative. Any additional damage is then taken from the number to the right of the /. When this is gone the character is dead.

After combat the number of hits can be converted back into attribute reduction like in CT.

Hope this helps.
 
Originally posted by Sigg Oddra:
Add up Str, Dex and End to get the life force value. then use the Life Force to Hits value table to get your character's hits, expressed as two numbers separated by a /.
e.g.
L.F - H.V
21+ , 3/5
24+ , 4/5
27+ , 4/6

Weapon damage is expressed as hits, which are the equivalent(or very nearly) of the number of dice damage a CT weapon would cause.

Damage is removed from the number before the / first. When this is all gone the character is unconscious or inoperative. Any additional damage is then taken from the number to the right of the /. When this is gone the character is dead.

After combat the number of hits can be converted back into attribute reduction like in CT.

Hope this helps.
Does this mean if I remember my success versus pen attack stuf right that if a character if hit by a round from a gauss rifle which has a PEN of 7 and he gets a +2 and does 100% damage then a character with a 4/5 hits is down in the first turn from one shot because the damage on a gauss rifle is 4.

Right?
 
Originally posted by Sigg Oddra:
Add up Str, Dex and End to get the life force value. then use the Life Force to Hits value table to get your character's hits, expressed as two numbers separated by a /.
e.g.
L.F - H.V
21+ , 3/5
24+ , 4/5
27+ , 4/6

Weapon damage is expressed as hits, which are the equivalent(or very nearly) of the number of dice damage a CT weapon would cause.

Damage is removed from the number before the / first. When this is all gone the character is unconscious or inoperative. Any additional damage is then taken from the number to the right of the /. When this is gone the character is dead.

After combat the number of hits can be converted back into attribute reduction like in CT.

Hope this helps.
Does this mean if I remember my success versus pen attack stuf right that if a character if hit by a round from a gauss rifle which has a PEN of 7 and he gets a +2 and does 100% damage then a character with a 4/5 hits is down in the first turn from one shot because the damage on a gauss rifle is 4.

Right?
 
Originally posted by Sigg Oddra:
Add up Str, Dex and End to get the life force value. then use the Life Force to Hits value table to get your character's hits, expressed as two numbers separated by a /.
e.g.
L.F - H.V
21+ , 3/5
24+ , 4/5
27+ , 4/6

Weapon damage is expressed as hits, which are the equivalent(or very nearly) of the number of dice damage a CT weapon would cause.

Damage is removed from the number before the / first. When this is all gone the character is unconscious or inoperative. Any additional damage is then taken from the number to the right of the /. When this is gone the character is dead.

After combat the number of hits can be converted back into attribute reduction like in CT.

Hope this helps.
Does this mean if I remember my success versus pen attack stuf right that if a character if hit by a round from a gauss rifle which has a PEN of 7 and he gets a +2 and does 100% damage then a character with a 4/5 hits is down in the first turn from one shot because the damage on a gauss rifle is 4.

Right?
 
I'm assuming here the target is unarmoured or wearing up to a flak jacket(AR3) for a high penetration result(full damage = 3 in MT, it may have been errata that put it higher but I can't find my Challenge with it in).

If you roll exactly what you need to hit then you inflict half damage, rounded down to 1 point, a graze.

If you roll 1 higher than the number you need to hit you cause full weapon damage, 3 in this case.

If you roll 2 or 3 higher than the number you need to hit then double the damage, 6 in this case.

If you roll 4, 5, 6 or 7 higher than the number you need to hit then inflict four times damage, 12 in this case.

If you roll 8 or more higher than the number you need to hit then inflict eight times damage, 24 in this case.

Hope this helps.
 
I'm assuming here the target is unarmoured or wearing up to a flak jacket(AR3) for a high penetration result(full damage = 3 in MT, it may have been errata that put it higher but I can't find my Challenge with it in).

If you roll exactly what you need to hit then you inflict half damage, rounded down to 1 point, a graze.

If you roll 1 higher than the number you need to hit you cause full weapon damage, 3 in this case.

If you roll 2 or 3 higher than the number you need to hit then double the damage, 6 in this case.

If you roll 4, 5, 6 or 7 higher than the number you need to hit then inflict four times damage, 12 in this case.

If you roll 8 or more higher than the number you need to hit then inflict eight times damage, 24 in this case.

Hope this helps.
 
I'm assuming here the target is unarmoured or wearing up to a flak jacket(AR3) for a high penetration result(full damage = 3 in MT, it may have been errata that put it higher but I can't find my Challenge with it in).

If you roll exactly what you need to hit then you inflict half damage, rounded down to 1 point, a graze.

If you roll 1 higher than the number you need to hit you cause full weapon damage, 3 in this case.

If you roll 2 or 3 higher than the number you need to hit then double the damage, 6 in this case.

If you roll 4, 5, 6 or 7 higher than the number you need to hit then inflict four times damage, 12 in this case.

If you roll 8 or more higher than the number you need to hit then inflict eight times damage, 24 in this case.

Hope this helps.
 
And the other thing about the 2+, 4+, etc. levels is that they grant you a 'minimum damage' (1, 2, 3 or 4... I forget). This means even if you can't normally get through the armour, you're okay.

Additionally, of course, you can do 'pinpoint fire' to halve the armour value of your target. This increases task difficulty one level IIRC.
 
And the other thing about the 2+, 4+, etc. levels is that they grant you a 'minimum damage' (1, 2, 3 or 4... I forget). This means even if you can't normally get through the armour, you're okay.

Additionally, of course, you can do 'pinpoint fire' to halve the armour value of your target. This increases task difficulty one level IIRC.
 
And the other thing about the 2+, 4+, etc. levels is that they grant you a 'minimum damage' (1, 2, 3 or 4... I forget). This means even if you can't normally get through the armour, you're okay.

Additionally, of course, you can do 'pinpoint fire' to halve the armour value of your target. This increases task difficulty one level IIRC.
 
By the way: The minimums to damage are after all calcs... so even if it has 10x the AV of your weapon's pen, it will take that minimum. (Note that somewhere, the question was answered that if the pen was less than 10x the AV, not even presumed damage got through.)

Dmg Results Table</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">TH
Made Dmg Min | Dmg
By Mult Dmg | Pen/AV Mult
<0 x0 0 | <0.1 x0
0 x0.5 0 | 0.1-0.9 x0.5
1 x1 0 | 1-1.9 x1
2-3 x2 1 | >=2 x2
4-7 x4 2 |
8+ x8 4 | </pre>[/QUOTE]
 
By the way: The minimums to damage are after all calcs... so even if it has 10x the AV of your weapon's pen, it will take that minimum. (Note that somewhere, the question was answered that if the pen was less than 10x the AV, not even presumed damage got through.)

Dmg Results Table</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">TH
Made Dmg Min | Dmg
By Mult Dmg | Pen/AV Mult
<0 x0 0 | <0.1 x0
0 x0.5 0 | 0.1-0.9 x0.5
1 x1 0 | 1-1.9 x1
2-3 x2 1 | >=2 x2
4-7 x4 2 |
8+ x8 4 | </pre>[/QUOTE]
 
By the way: The minimums to damage are after all calcs... so even if it has 10x the AV of your weapon's pen, it will take that minimum. (Note that somewhere, the question was answered that if the pen was less than 10x the AV, not even presumed damage got through.)

Dmg Results Table</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">TH
Made Dmg Min | Dmg
By Mult Dmg | Pen/AV Mult
<0 x0 0 | <0.1 x0
0 x0.5 0 | 0.1-0.9 x0.5
1 x1 0 | 1-1.9 x1
2-3 x2 1 | >=2 x2
4-7 x4 2 |
8+ x8 4 | </pre>[/QUOTE]
 
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