To determine Damage take the Weapons Damage Rating, shift it up by one level for each Degree of Success above the first.
e.g. A shot with a pistol hits with a Degree of Success of 2. Damage is Mediocre, shifted up to a final damage of Fair by the Degree of Success.
| Melee | Ranged | Damage Rating | Conversions | ||
|---|---|---|---|---|---|
| Vanilla Fudge | LMH | Traveller | |||
| - | - | Terrible | 0 | - | 1d |
| Unarmed | Short Bow | Poor | 1 | Scratch | 1d |
| Small Weapon | Long Bow, Small Pistol | Mediocre | 2 | Low | 2d |
| Hand Weapon | Crossbow, Large Pistol, Small Rifle | Fair | 3 | Mid | 3d |
| 2 Handed Weapon | Large Rifle | Good | 4 | High | 4d |
| - | Heavy | Great | 5 | High + Low | 5d-7d |
| Seige Weapons | Support | Superb | 6 | High + Mid | 8d-11d |
| - | Vehicle | Amazing | 7 | All | 12d-15d |
| - | Starship | Legendary | 8 | - | 16d |
| - | Spinal Mount | Beyond Legendary | 9 | - | - |
There are 3 scales of weapons.
For each level of scale higher than the target lower the targets armour by 2 (increase the damage if no armour left to reduce).
For each level of scale lower than the target lower the damage by 1.
In both cases the Targets remaining Armour still applies.
e.g. An unarmoured assailant fires a Pistol at a tank.
The pistol shot hits the Tank with a Fair damage result. Scale reduces the damage two
steps to Poor and then the tanks armour is applied.
The tank then fires back with a Superb damage result. Scale increases the damage two steps to
Legendary.
Armour reduces the damage by its armour value.