Not forgetting that. On the other hand does your average merchant want to spend 5 x planet size hours on liftoff / reentry?
From page 178:
If an attack inflicted Blast-7 (rolls= 6 6 6 6 6 6 6) totalling
42, the Armor would absorb six of the 6’s for a total of
36; the remaining 6 would continue to injure the target within
the Armor.
What if the dice are 6 6 6 5 5 5 5? In what order are dice applied?
What is the purpose of this rule? Why not simply subtract the dice from the AV and move on?
Deviation Scale. Indirect Fire weapons deviate in units of 50 meters. This may keep the hits in the same Range Band, or may move it to another Range Band.
The idea is that the weapon would inflict damage because it moves at orbital velocities, at least 9 kilometers per second. Smaller weapons can deliver measured amounts of energy as large as a 225 kg conventional bomb. Some systems are quoted as having the yield of a small tactical nuclear bomb. These designs are envisioned as a bunker buster.
T5.09 p.179:
4 Inflict Damage
Any Hit Points which Penetrate Armor or which Overwhelm Protections are applied to the Target. Hit Points reduce the Characteristics of Characters.
Hit Points disable Functions: component systems of vehicles, devices, and weapons.
Hits Against Characters. Regardless of Hit Location, apply Hit Points by their Die amounts to Characteristics randomly. For example, Eneri Dinsha 777777 is Hit by Bullet-2. Roll 2D for Damage inflicted (= 4 and 3). Bullet inflicts Hits to C1 C2 C3. Determine the location of each of the two Hit Dice randomly. The first Die (4 Hit Points) is applied to C2 and reduces it to 3. The second Die (3 Hit Points) is applied to C1 and reduces it to 4. Hits apply to a specific Hit Location,
A Weapon may be able to inflict more than one type of Damage. Each damage is inflicted separately including to a potentially different Hit Location.
Perhaps I have just missed it, or it is in another section (in which case it definitely needs a cross-reference note here), but there still is no specific description of what effect injury has beyond subtracting points from characteristics. In other words, at what point is a character incapacitated, unconscious, dead/dying, etc.T5.09 p.181:
HITS AGAINST CHARACTERS
Hits against characters may be:
Hit (Hits to C1 C2 C3)
Cut (Hits to C1 C2 C3 per Round)
Suff (Hits to C3 C4 C5)
Heat (Hits to C1 C2 C3 C4 C5)
Freeze (Hits to C1 C2 C3 C4 C5)
Hits to C1 C2 C3 reflect the infliction of Hits on Characteristics. Assume, after Armor or Protection absorbs some Hits, there remain three dice of Hits (=3 4 6) on the target Character. The Player determines which characteristics receive which hits in whole die amounts. Against a Character 777777, the Player may elect to assign each die to a different Characteristic (and no Characteristics are reduced to zero), or apply the 4 and 6 to one Characteristic (reducing it to Zero) and the 3 to different Characteristic.
Excess points on a die evaporate and have no effect. Hit dice cannot be applied to a Characteristic of 0.
Additional Hit Types include:
Stun (Unconscious for 1D Rounds)
Blind (Blind for 1D Rounds)
Deaf (Deaf for 1D Rounds)
Fry (Ablind for 1D Rounds)
Effects against the Senses restrict the use of the Sense; if the Character does not have the Sense, there is no effect). Stun (Unconsciousness) renders the Character unable to move or act in any way.
Dice for penetrating armour are assigned by the attacker, the leftover dice that get through are assigned by the target. Any dice that are partly used to penetrate armour don't count for damage.
Thank you. I guess that's implied at different points in the text, but I had not put it all together, particularly that the attacker gets to assign penetration dice.
Page 215, 03 GunMaker, Categories and Types (review):
Suggestion for two new launcher types:
Plasma Launcher
Meson Launcher
Page 216, 04 GunMaker, Weapon Descriptions, Long Guns (review): Since T5 covers the range from TL 0 to TL 33, it would be nice if GunMaker could make some of the well-known artifact weapons -- especially since these weapons (or similar) are listed in T5's tech tables.
Page 580, R-04 Robots Bodies, A Skeletons (review): Would it be easier to map the Skeleton Variants to the Bulk descriptors in VehicleMaker (page 260) or the Burden descriptors in ArmorMaker (page 233/236), which align with the Burden descriptors in GunMaker (page 217)?
Page 220: Laser weapons are indicated to optionally posses both P1-P2-P3 and full auto settings. Are these settings additive, or multiplicative? P3 (double damage) multiplied by full auto (triple damage), combined with a laser's PEN-2, provide a weapon that snickers quietly at Battle Dress.