Scaling Damage

Basic Set: Campaigns · p.470

Open source p.470

Large vehicles such as tanks, warships, and starships can have huge
DR and HP scores, and their weapons can inflict massive amounts of
damage. To avoid excessive die rolling, it is best to adjust the damage
scale.
Decade Scale (D-Scale): Use this for battles involving tanks or ships
– or even supers. Divide DR, HP, and damage dice by 10 before combat
starts. Round fractions of 0.5 or more up. (Exception: If the converted
damage is under , treat fractions up to 0.25 as , fractions up to
0.5 as , and larger fractions as .) Convert damage multipliers
to dice first; e.g., ¥25 becomes , which scales to . Do not
divide armor divisors.
Century Scale (C-Scale): Use this for combats involving huge vehi-
cles, such as giant space battleships. Follow the rules above, but divide
by 100 instead of by 10.
Example: A tank has DR 700 and 300 HP; its main gun does
¥30(2) and its machine gun does . In D-scale, it would have dDR
70 and dHP 30; its main gun would do ¥3(2) and its machine gun
would do .
After the battle, multiply remaining HP by 10 or 100, as appropriate,
to convert back.
An attacker can sometimes target a
vehicle’s occupants directly. This is
only possible if the vehicle has an
exposed rider (E), glass windows (G or
g), or an open cabin (O), or if the occu-
pants are on a ship’s deck, cargo bed,
etc. A rider has no cover; someone in
an open or glass-windowed vehicle
has partial cover (legs, groin, and half
the torso). There is an extra -1 to shoot
into or out of a window unless the
occupant is actually leaning out.