DAMAGE CHART
Our original rules set as taken from Wargamer's Digest used a chart with a curve. It had to be used with a straightedge, damage being figured by where the edge cut the curve. Larry Brom used data interpolated from that to design our "Circular damage table" which functioned like a circular slide rule. The table below is, in turn, derived from that. It gives the same result but is easier to duplicate and use.
The result from cross-indexing a D100 roll which produced a hit with the number of rounds fired, is the percent of damage inflicted. Every man begins with 100% of his "Life force". When, due to hits, he is reduced to 0% remaining, he is dead.
| NUMBER OF ROUNDS FIRED |
D100 Roll | 1-5 | 6-10 | 11-15 |
16-20 | 21-25 | 26-30 | 31-35 | 36-40 | 41-45 | 46-50 |
1-7 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 |
8-14 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 |
15-21 | 6 | 12 | 18 | 24 | 30 | 36 | 42 | 48 | 54 | 60 |
22-28 | 7 | 14 | 21 | 28 | 35 | 42 | 49 | 56 | 63 | 70 |
29-35 | 8 | 16 | 24 | 32 | 40 | 48 | 56 | 64 | 72 | 80 |
36-43 | 9 | 18 | 27 | 36 | 45 | 54 | 63 | 72 | 81 | 90 |
44-50 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 |
51-57 | 11 | 22 | 33 | 44 | 55 | 66 | 77 | 88 | 99 | 100 |
58-64 | 12 | 24 | 36 | 48 | 60 | 72 | 84 | 96 | 100 | 100 |
65-71 | 13 | 26 | 39 | 52 | 65 | 78 | 91 | 100 | 100 | 100 |
72-78 | 14 | 28 | 42 | 56 | 70 | 84 | 98 | 100 | 100 | 100 |
79-85 | 15 | 30 | 45 | 60 | 75 | 90 | 100 | 100 | 100 | 100 |
86-92 | 16 | 32 | 48 | 64 | 80 | 96 | 100 | 100 | 100 | 100 |
93-100 | 17 | 34 | 51 | 69 | 86 | 100 | 100 | 100 | 100 | 100 |
Note that as the numbers of the dice that generated a hit go up, the damage increases. but as the number of rounds fired goes up, the damage goes up much faster.
EXAMPLES
- A rifleman has an 71% chance of a hit at 30 inches with one round against an upright man not in cover. Subtract the range of 30 inches from 100. The result is 70. Add 1 for the single round fired at a time, and express the result as a percentage - 71%. He fires 3 rounds.
- Dice results for the first round are 21. That is equal to or less than 71% so it is a hit. Using the same dice results, look on the chart above, cross-indexing the column "1-5" for rounds fired with the third row "15-21" for D100 results. The result is 7 percent damage.
- Dice results for the second round are 82. That is a miss because it is greater than 71%. The net damage result remains at 7 percent damage.
- Dice results for the third round are 66. That is equal to or less than 71% so it is a hit. Using the same dice results, look on the chart above, cross-indexing the column "1-5" for rounds fired with the tenth row "65-71" for D100 results. The result is 13 percent damage for that shot and a net damage for all three rounds of 20%.
- A submachine gunner has an 70% chance of a hit at 30 inches firing 30 rounds against an upright man not in cover. Subtract the range of 30 inches from 50 and double the result Add the total number of rounds fired. 50 - 30 = 20 doubled is 40. Add the 30 rounds = 70 and express the result as a percentage, 70%.
- Dice results for the burst of 30 rounds is 59. That is equal to or less than 70% so it is a hit. Using the same dice results, look on the chart above, cross-indexing the column "26-30" for rounds fired with the ninth row "58-64" for D100 results. The result is 72 percent damage.
NOTE: As the range comes down the percent chance of hit increases. But fire was very much more deadly at closer ranges because the shooter was much more likely to hit the center of the body (his aiming point).
- At or below 20" range, the damage done by all weapons double. As an example, the submachine gunner with the same die roll above would do 72 doubled to 144 percent damage. This doubling does NOT apply to pistol fire, as they were grossly inaccurate. It does not apply to explosive devices such as shells or grenades.
- At or below 10" range, the damage done by all weapons triples. As an example, the submachine gunner with the same die roll above would do 72 tripled to some ridiculous number of percent damage. This tripling does NOT apply to pistol fire, as they were still grossly inaccurate. It does not apply to explosive devices such as shells or grenades.
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