TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Written By:  Mark Chase (mchase@meta-earth.com) 
   
  Additional Plug-Ins: Doyle Erin West 
   
  All material within, Copyright 2000, all rights reserved 
  Home Base 
  Meta-Earth 
  http://www.meta-earth.com 
   
   
  A Plug-in for the Fuziontm Roleplaying Game 
  
   
  ATOMIK WAR, p.  
   
  2 
  Table of Contents 
  (Warning: Contents Under Pressure) 
   
  TABLE OF CONTENTS.............................................................................................................................................................2 
  INTRODUCTION........................................................................................................................................................................4 
  ABOUT ATOMIK FUZION .............................................................................................................................................................4 
  PLAYING FUZION .......................................................................................................................................................................4 
  ATOMIK WAR 3.0 EXTREME (A.W.E).........................................................................................................................................4 
  DISCLAIMER..............................................................................................................................................................................4 
  BASIC TRAINING......................................................................................................................................................................5 
  GETTING STARTED....................................................................................................................................................................5 
  FUZION TERMS AND DEFINITIONS ...............................................................................................................................................5 
  CAMPAIGN SETTINGS AND LEVELS..............................................................................................................................................5 
  THE PLAY OF THE GAME............................................................................................................................................................5 
  DETERMINING INITIATIVE............................................................................................................................................................5 
  GETTING DOWN TO BUSINESS ...................................................................................................................................................6 
  TAKING ACTION.........................................................................................................................................................................6 
  WHAT CAN YOU DO? ................................................................................................................................................................7 
  MOVEMENT...............................................................................................................................................................................7 
  THERE'S SPEED, AND THEN THERE'S SPEED ....................................................................................................................8 
  HE WHO GOES FIRST..................................................................................................................................................................8 
  SPEED, STANDARD EDITION.......................................................................................................................................................8 
  SPEED 2, PHASE CONTROL .......................................................................................................................................................8 
  ACTION RESOLUTION SYSTEM .............................................................................................................................................9 
  RESOLVING ACTIONS.................................................................................................................................................................9 
  STATIC RESOLUTION .................................................................................................................................................................9 
  LOW VARIABLE RESOLUTION......................................................................................................................................................9 
  MEDIUM VARIABLE RESOLUTION ..............................................................................................................................................10 
  HIGHLY VARIABLE RESOLUTION................................................................................................................................................10 
  WHAT DIE TO USE?.................................................................................................................................................................10 
  CRITICAL SUCCESS/FAILURES..................................................................................................................................................10 
  COMBATUM CINEMATICUS..................................................................................................................................................11 
  MAKING THE ATTACK...............................................................................................................................................................11 
  ALL THE BETTER TO SLAY YOU WITH........................................................................................................................................11 
  RANGE ...................................................................................................................................................................................12 
  EXPLOSIONS AND AREA OF EFFECT.................................................................................................................................13 
  AREA OF EFFECT.....................................................................................................................................................................13 
  HITTING THE TARGET ...........................................................................................................................................................15 
  EXPANDED HIT LOCATION PLUG-IN...........................................................................................................................................15 
  GRAPHIC VIOLENCE, ON A GRAPH ....................................................................................................................................16 
  MAPPED HIT LOCATION PLUG-IN..............................................................................................................................................16 
  HITTING THE TARGET...............................................................................................................................................................18 
  HIT LOCATION DETAILS............................................................................................................................................................20 
  
   
  ATOMIK WAR, p.  
   
  3 
  A KNIFE IN A GUNFIGHT .......................................................................................................................................................21 
  MELEE/HTH COMBAT PLUG-IN................................................................................................................................................21 
  HAND-TO-HAND COMBAT.........................................................................................................................................................21 
  MELEE WEAPONS ...................................................................................................................................................................21 
  ALL GUNS BLAZING ..............................................................................................................................................................22 
  RANGED COMBAT PLUG-IN......................................................................................................................................................22 
  AUTOFIRE RULES! ...................................................................................................................................................................22 
  AUTOFIRE RATIO THREE WAYS................................................................................................................................................23 
  ARCHERY ATTACKS.................................................................................................................................................................23 
  ACTION EXTREME .................................................................................................................................................................24 
  THE ACTION PACK PLUG-IN .....................................................................................................................................................24 
  DIE HARD WITH A BATTERING .................................................................................................................................................24 
  WE HAVE A SITUATION HERE!..................................................................................................................................................26 
  SPECIAL EFFECTS AND PYROTECHS.........................................................................................................................................27 
  JOHN WOO'S ACTION THEATER................................................................................................................................................29 
  THE QUICK AND THE DEAD..................................................................................................................................................30 
  QUICK DAMAGE PLUG-IN .........................................................................................................................................................30 
  TERMS AND DEFINITIONS .........................................................................................................................................................30 
  DERIVING DAMAGE CLASSES ...................................................................................................................................................30 
  OTHER DERIVED CHARACTERISTICS.........................................................................................................................................30 
  OTHER CONVERSIONS.............................................................................................................................................................31 
  TAKING DAMAGE CLASSES.......................................................................................................................................................31 
  DAMAGE CLASSES EFFECTS....................................................................................................................................................31 
  HIT LOCATIONS.......................................................................................................................................................................31 
  MULTIPLIER DAMAGE RESOLUTION..................................................................................................................................32 
  MARGIN OF SUCCESS DCS PLUG-IN.........................................................................................................................................32 
  AFTERMATH AND RECOVERY.............................................................................................................................................33 
  INJURY AND RECOVERY PLUG-IN..............................................................................................................................................33 
  THE DAMAGE CLASS (DC).......................................................................................................................................................33 
  REALLY BIG THINGS (KILLS).....................................................................................................................................................33 
  TAKING DAMAGE.....................................................................................................................................................................34 
  RECOVERING FROM DAMAGE...................................................................................................................................................35 
  FIRST AID ...............................................................................................................................................................................36 
  GUNSHOT TRAUMA EFFECTS .............................................................................................................................................37 
  GUNSHOT WOUND PLUG-IN.....................................................................................................................................................37 
   
   
   
   
  
   
  ATOMIK WAR, p.  
   
  4 
   
  Introduction 
  About Atomik Fuzion 
  Atomik Fuzion is collection of "Fuzionable Materials" developed by Mark Chase, for use 
  with any Fuzion RPG gameworld from modern-day, to sci-fi, to high fantasy.  These plug-
  ins include Atomik Magick, Atomik WAR, Atomik Deathmatch (made for Atomik WAR), 
  the mecha gameworlds of Vigilantian, Metal Storm: 2380, and world of Lodoss War RPG 
  (base on the anime), as well as generic plug-ins for LifePath, psionics, and alien creatures. 
   
  Playing Fuzion 
  So. you have this Atomik Fuzion plug-in, but how do you play Fuzion?  First, you must get 
  a set of Total Fuzion rules.  As mentioned (see side bar), the rules to create characters and 
  play the game can be found in any Fuzion RPG book, or at the Fuzion web site.  If you are 
  having trouble finding a Fuzion game book, visit your local gaming store and ask about the 
  R.Talsorian Games, Heroes Games, or Obsidian Studios product line.  I recommend 
  Shards of the Stone (a fantasy world), or Champions: The New Millennium.  For Sci-Fi, 
  you might look into getting Bubblegum Crisis or Votoms.  Eventually, a Fuzion version of 
  Cyberpunk and Mekton, will be released, which should be excellent as well. 
   
  Atomik WAR 3.0 Extreme (A.W.E) 
  The Fuzion system presents a fast and straightforward combat system adequate for most 
  typical RPG campaigns where combat may not play a large role.  However, for those 
  seeking a more realistic or detailed combat system, many may turn to an alternative system 
  or spend weeks developing their own house rules. 
   
  Atomik WAR 3.0 Extreme (or A.W.E.) addresses this issue, offering a a new "Advanced 
  Combat System" designed to plug-in and replace the existing Fuzion combat system.  
  A.W.E. is modular, with various individual plug-ins, which can be used however your 
  campaign requires. 
   
  A.W.E is divided into a series of plug-ins which you can use or discard as you see fit.  
  Together, these plug-ins form the Advanced Combat System known as Total WAR. As of 
  release 3.0, weapons and equipment have been moved to a new sourcebook, Armory, 
  Accessories, and Equipment, or A.X.E., as it may be called. 
   
  Disclaimer 
  Atomik WAR's combat system utilizes some existing rules based on Fuzion books by 
  R.Talsorian Games and Hero Games.  For consistency, some text has been copied for 
  reference purposes only. Fuzion is a trademark of Hero Games and R. Talsorian Games, 
  Inc. Fuzion is a copyright 1998 by Hero Games and R. Talsorian Games, Inc. All 
  trademarks and copyrights used without expressed permission. 
   
   
  What is Fuzion? 
       Fuzion is a unified set of 
  role-playing rules combining 
  the 
  best 
  of 
  the 
  Hero 
  System 
  (Champions) 
  and Interlock (Cyberpunk, 
  Mekton Z).  Not only can 
  Fuzion be adapted to cover 
  nearly every time, place, or 
  setting, but it also has the 
  ability to utilize existing 
  Hero 
  and 
  Interlock 
  rules and materials; if it is 
  marketed 
  as 
  Fuzion 
  Capable, it can be used as 
  part of the Fuzion system. 
        Hero 
  Games 
  and 
  R. 
  Talsorian Games, Inc., jointly 
  developed Fuzion.  Many 
  existing games systems use 
  Fuzion,including Champions: 
  The 
  New 
  Millennium, 
  Sengoku, Usagi Yojimbo, 
  Bubblegum Crisis the RPG, 
  Shards 
  of 
  the 
  Stone, 
  Dragonball Z, and many 
  more.  Fuzion uses a unique 
  Plug-In system that allows for 
  easy addition and removal of 
  rules.  For instance, to add 
  Martial Arts to your campaign, 
  you need only turn to a 
  Martial Arts plug-in. To add 
  Magic, 
  Psionics, 
  or 
  Superpowers, these too may 
  be easily plugged-in to the 
  core rules (Total Fuzion). 
   
  Where Can I Get Fuzion? 
        The basic Fuzion rules 
  (for character generation, 
  combat, game mechanics, 
  and basic plug-ins) can be 
  found in any Fuzion product 
  produced by R.Talsorian, 
  Hero Games, or Gold 
  Rush Games. However, as 
  it is, these companies were 
  kind enough to provide an 
  on-line version of their core 
  rules system.  To obtain this 
  file, please visit the following 
  URL 
  on 
  the 
  Internet 
  (provided the site does not 
  move, of course): 
             
  www.herogames.com/Fuzion/ 
   
   
  
   
  ATOMIK WAR, p.  
   
  5 
  Basic Training 
  "Alright you primitive screwheads, listen up!" 
             - Ash, Army of Darkness 
  Getting Started 
  These Plug-Ins are designed to replace the standard 
  Fuzion rules regarding combat (Conflict and Combat 
  chapter of the Generic Fuzion Rules v5.02).  This system is 
  based off all standard Fuzion rules for distance, time, 
  actions, and conflict resolutions.  All existing rules should be 
  compatible with A.W.E.'s Advanced Combat System. This 
  system is Fully Modular, and consists of several individual 
  Plug-Ins which, though related to each other, can be turned 
  on or off to suit your campaign as you see fit.  Existing 
  Martial Arts Plug-Ins, such as the one in Champtions:tNM, 
  can be added in to expand the functionality of this system.  
  Fuzion Terms and Definitions 
  Below are some basic Fuzion terms used in this book. 
  Actions: "Doing something". 
  AV: Action or Attack Value.  Skill roll made to accomplish a 
  task (Task Roll) verses a DV. 
  Characteristic: The physical ability of the character.  Also 
  called Stats in some games. 
  CP: Character Points.  Points used to buy Characteristics at 
  character creation time. 
  DC: Damage Class.  Basically, 1DC equals 1D6 of damage 
  (Stunning or Lethal). 
  Die Roll:  Usually 3D6 added to your Task Roll (your AV), 
  but alternative dice (such as 1D10 or 1D20) could be used. 
  DV: Difficulty or Defense Value.  The target number (or 
  defense roll of a character) for the AV role. 
  KD: Killing Defense.  Also called Armor.  This is the armor 
  rating of body armor or an armored unit (like a tank).  1 KD 
  protects from 1 point of damage (Lethal and Stun). 
  Lethal Damage: Damage that physically wounds, maims, 
  and can kill.  Also called Killing Damage.  It takes away 
  from both Hit and Stun Points. 
  OP: Option Points.  Points used to buy skills, talents, 
  powers, and sometime equipment.  Given as rewards for 
  role-playing and used for character improvement. 
  SDP: Structural Damage Points.  How many damage points 
  a non-living structure can take.  1 point of Lethal Damage 
  inflicts 1 SDP (Stun does nothing). 
  Stunning Damage: Bruising or knockout damage inflicted 
  by non-lethal things (punches, sleep gas, rubber bullets).  
  Takes away from Stun Points. 
  Campaign Settings and Levels 
  Atomik WAR 3.0 Extreme is designed for modern day to 
  near future campaigns.  It can be adapted to suit far future 
  or historical campaigns (such as the Wild West) as well.  
  A.W.E. is an attempt to increase the realism of combat 
  while at the same time balance the need for cinematics in 
  gaming, which are normally mutually exclusive concepts.  
  To this end, A.W.E. is suitable for most Semi-Realistic to 
  Heroic level campaigns.  Super-Heroic campaigns may find 
  A.W.E. too harsh or not cinematic enough, while Realistic 
  campaigns may find it too cinematic. 
   
  The Play of the Game 
  Combat takes place in Action Rounds (12 seconds) which 
  are comprised for four Action Phases of 3 seconds each.  
  Each character will have a number of Actions during the 
  Round.  For their Action the character should do the 
  following: 
  1. 
  Choose Your Action - You have 1 Action lasting 1 Phase. 
  These Actions can be attacks or involve other types of 
  activities.  If other, skip to 4. 
  2. 
  Check Line of Sight - You can attack anything positioned in 
  front of you or to your sides. 
  3. 
  Check Range - There are 6 ranges - Point-Blank, Close, Near, 
  Medium, Long, and Extreme.  If you are in range you can 
  attack, applying modifiers. 
  4. 
  Resolve Action - In general, roll Stat + Skill + Die Roll vs. your 
  opponent's Stat + Skill + Die Roll or preset Difficulty Value. 
  5. Resolve Damage - If you hit, roll the number of 6-sided dice 
  equal to the DC of the attack or weapon. 
  Determining Initiative 
  Initiative is the order in which PCs and NPCs act during the 
  course of an Action Phase (3 second unit of time).  Typically 
  the one with the highest initiative goes first, but he may 
  chose to Wait, using his Action at some later in that Phase 
  (he cannot hold his Action to the next Phase, however).   
   
  Initiative must be determined at the beginning of each 
  Action Phase for each character who has an Action (some 
  characters may not get an Action during certain Phases, 
  depending on their SPD, if the optional Speed2 system is 
  
   
  ATOMIK WAR, p.  
   
  6 
  used).  There are three methods for determining Initiative: 
  Simple, Reflexive and Awareness based. 
   
  OPTION1: Simple Initiative 
  With Simple Initiative, the Character with the Highest REF 
  goes first.  If there is a tie, DEX, followed by INT, can be 
  used to determine the winner (or a die roll).  Actions are 
  taken in turn.  That is to say, the character that goes first is 
  acting first, not all at once as in some game systems. 
   
  OPTION2: Reflexive Initiative 
  With Reflexive Initiative every character must roll REF + Die 
  Roll.  The highest roll goes first.  If there is a tie, another die 
  roll can be made to break it.  Actions are taken in turn. That 
  is to say, the character that goes first is acting first, not all at 
  once as in some game systems. 
   
  OPTION3: Awareness Initiative 
  Pay attention.  This is an alternative to reflex based Initiative 
  where the sharpest and keenest gets to go first.  Granted, 
  you may have the reflexes of a fox, but if you're dumb as 
  rock with the eyes of a bat, you're outta luck.  With 
  Awareness Initiative every character must roll INT + 
  Perception + Die Roll.  The highest roll goes first.  If there is 
  a tie, another die roll can be made to break it.  Actions are 
  taken in turn. That is to say, the character that goes first is 
  acting first, not all at once as in some game systems. 
   
  Getting Down To Business 
  If your character can see something, he can generally 
  interact with it (i.e., shoot it, kill it, maim it, or destroy it).  If 
  there's anything in the way, it's considered to be blocked 
  and you can't directly interact with it.  If the object is 
  positioned forward of your shoulders, you are considered to 
  be facing the target.  If the object is within reach (roughly 2 
  meters), or you can touch it (or reach out and smash it), this 
  is considered Melee Range (or Point-Blank Range).  Further 
  out than that, you'll need to use some other method to 
  extend your reach. 
   
  Which now brings us to the subject of measurement. In 
  Fuzion, everything is measured in either meters or yards.  
  The difference between a meter and a yard is only about 2 
  inches, so this is not a big deal.  In A.W.E. meters are used 
  by convention.  Roughly speaking, a meter (or yard) is 
  about 3 feet.  Hexes are, by default, 1 meter in size, thus a 
  distance of 5 hexes is 5 meters (or 15 feet) away. 
   
  Movement Scale 
  In Fuzion, two scales of movement are used.  So called 
  "Figurative Movement" is the raw MOVE score compared to 
  another character's MOVE in order to determine which has 
  the higher overall score. This is primarily used to make 
  quick speed decisions (i.e., in a race, each participant adds 
  a die roll to his or her MOVE and the highest total wins).   
   
  Then there is the "Literal Movement".  This measures the 
  actual distance that can be covered, used mostly on hex 
  maps or miniature sets.  The distance you can move has 
  already been determined by the RUN Derived Characteristic 
  (MOVE x2 meters) and Sprint (MOVE x 3 meters).  As 
  always, your Walk score is equal to your MOVE in meters. 
  These numbers will tell you exactly how far you can Walk, 
  Run, or Sprint in a Phase (a 3 second unit of time). 
   
  Terrain 
  The type of terrain you happen to be walking, running, or 
  slipping on can effect movement. Terrain is rated as either 
  Easy, Rough, or Very Rough, and these reduces your 
  overall MOVE characteristic (and subsequently, Walk, Run, 
  and Sprint) in the following manner:  
  Easy 
  Rough 
  Very Rough 
  No Change 
  Half Move 
  Quarter MOVE 
   
  The roughness does not necessarily mean it's full of rocks, 
  only that it's hard to cross for whatever reason.  Easy terrain 
  would be grass, sidewalks, a flat floor, and so forth.  Rough 
  terrain could light brush, tall grass, stairs, or a blood slick 
  floor. Very rough terrain might be a swamp, snow or ice, 
  thick brush, or a mosh pit at a rock concert.  
   
  Time 
  Fuzion uses two ways of measuring time.  "Roleplaying 
  Time" works just like it does in real life: dividing reality into 
  seconds, minutes, hours, days, weeks, etc. The second way 
  is "Combat Time".  Combat Time is divided into 3 second 
  combat Phases.  Anything that takes longer than a phase is 
  considered to be a Long Action, and will take several 
  Phases or Rounds to complete. In extreme cases, you may 
  even want to use minutes or hours to describe especially 
  long actions. 
  Taking Action 
  When your turn comes up in the Round, you can take an 
  Action. Actions are basically things you can do within the 
  span of a few seconds, like use a weapon, dodge, or even 
  start an Action that may stretch over several Phases (like 
  searching a dead body).  In general, you may do one of four 
  things: Attack, Move, Dodge, or take a Non-Combat Action. 
   
  These Actions are as per Standard Fuzion Rules, and 
  included Basic Actions (Attack, Block, Dodge, Move, Grab), 
  Advanced Actions (Aim, Disarm, Escape, Wait), Martial Art 
  Actions, and so forth.  Please remember to use these 
  actions!  Some many players just let their characters stand 
  in a room with a hail of bullets like a big fragging target.  
  Dodge, Dive for Cover, Sprint, get up...  Just do something!  
  It always takes one Action to change weapons, reload a 
  magazine, change the setting on a gun (mode, safety, etc.).  
  
   
  ATOMIK WAR, p.  
   
  7 
  These are considered Non-Combat Actions, though they 
  are combat related. 
   
  Special Actions 
  • 
  Changing a clip or gun setting takes 1 Action. 
  • 
  Reloading a revolver takes 2 Actions. 
  • 
  Reloading shells into a pump-action shotgun takes 1 
  Action per 2 shells. 
  • 
  Reloading a rocket launcher takes 1 Round. 
  • 
  Loading a machine gun belt takes 1 Round. 
  • 
  Unjamming a firearm takes 1d6 Actions.   
  • 
  Binding a wound takes 2-3 Actions. 
  What Can You Do? 
  Below is a summary list of the Basic and Advanced Actions 
  which a character can perform in his Action Phase.  Each of 
  these takes one Action to perform.  Your AV and DV 
  penalties are also list, if any.  Most are Hand-To-Hand. 
   
  BASIC ACTIONS 
  Attack: Shoot or Strike; 1 attack counts as 1 Action. 
  Block: Stops any one attack with a successful Defensive 
  Roll vs the Attacker's Attack roll. 
  Dodge: Makes you harder to hit against all attacks this 
  Phase.  Adds +3 DV, but you cannot attack. 
  Get Up: Get up from being prone. 
  Grab: -2 to perform; lets you grab the target or weapon; -3 
  Defense for both. 
  Run: Move up to your full Combat Move (a Run). 
  Sprint: Move at full Non-Combat Move at 1/2 DEX, 0 REF. 
  Other Action: Any single action not otherwise specified, 
  such as using a Skill, reloading, mounting a weapon, etc. 
  Throw: Throw an object (-4 if object is not made for 
  throwing). 
   
  ADVANCED ACTIONS 
  Abort: Interrupt opponent's turn to use a Defense (Dodge, 
  Block, Dive for Cover), at cost of your next upcoming action. 
  Aim: Each phase taken Aiming adds +1 to Attack, up to 
  your DEX; no other Action possible. 
  Choke Hold: A Grab at -4 REF. 2D6 Killing Attack.  It is not 
  possible to talk while being choked. 
  Disarm: Knock opponent's weapon from his hand. 
  Dive for Cover: Avoid an area attack. Defender makes 
  REF + Athletics skill roll vs 8, +1 difficulty per each extra 
  meter dived. 
  Draw & Attack: Draw weapon and attack in one Action. -3 
  Penalty to attack. 
  Entangle: Immobilize opponent until he can Escape. 
  Escape: Escape from Grabs or Entangles, using 
  STR+Athletics skill vs opponent's STR+Athletics skill. 
  Haymaker: +3 dice damage, with -3 to REF. 
  Move By: Full Move and attack during movement with a -2 
  penalty to REF & DEX. Damage is half of STR + 1 die for 
  every 10meters moved. You will also take one third of that 
  damage yourself (HTH attacks only). 
  Move Thru: Full Move and HTH attack at end of move with 
  a -1 penalty for every 10m.yds moved and a DEX penalty of 
  -3 total. Damage is STR + 1 die for every 5meters moved; 
  you will also take one half of that damage yourself. 
  Recover: -5 to Defense Value, get Recovery back in Stun 
  or END. 
  Sweep/Trip: Opponent falls; takes -2 penalty to his REF 
  next phase, must spend an Action to get up. 
  Wait: Wait for a chance to take your action or hold an action 
  until later. 
  Movement 
  Your MOVE characteristic determines how far and how fast 
  your character can move during the course of a Phase or 
  Round.  Typically, a character can walk up to his MOVE in a 
  3-second Phase, or run up to his MOVE x 2 (or Sprint at 
  x3).  This means is that a character can walk up to his 
  MOVE x  4 in a single Round, or Run up to his MOVE x 8.  
  For example, a character with a MOVE of 5 can potentially 
  walk 20 meters in a 12 second Round, or run 40 meters 
  (which is about 7 to 8 miles per hour).   
   
  Remember, Running and Sprint both take a full Action.  
  Walking is always a free action, and you may perform most 
  other non-movement action while walking. When Sprinting 
  you are at 1/2 your Defense Roll and have an effective 0 
  REF! 
   
  Facing 
  Facing is the direction you are pointing.  Since many Fuzion 
  games are played "in the head" (without maps), the rule 
  simply states that you can face anything positioned forward 
  of your shoulders (or within a 90 degree arc there of). It 
  takes one Move (walking or running) to turn another 90 
  degrees (right or left).  
   
  Line of Sight and Firing Arc 
  Facing is only part of the story. The other part is whether or 
  not you can actually see your intended target. This is called 
  Line of sight.   
   
  Hex Maps 
  If you are using hex map sheets it is easiest to say that 1 
  Hex equals 1 meter (any other scale would force you to 
  recompute movement, speed, and ranges).  Movement and 
  range is fairly straightforward.  Facing changes should cost 
  1 Movement per 2 hex-side changes.  That is to say, if you 
  turn just one facing, or are "zigzagging" down alternating 
  hexes to move in a line, this does not count against your 
  Movement.  But if you turn 2 hex facings, this does take one 
  Movement (walking or running, you cannot turn while 
  sprinting). 
   
   
  
   
  ATOMIK WAR, p.  8 
  There's Speed, and then there's SPEED 
  "Gimme fuel, gimme fire, gimme that which I desire!" 
                - Metallica, Fuel (Reload) 
  He who goes first... 
  This is a "dual Plug-in" allowing for one of two options 
  regarding how to treat a character's Speed (SPD) stat.  The 
  first is the same as what is presented in Champions:TNM, 
  and is listed here for completeness and ease of reference.  
  Speed2 is a new approach, and the subject matter of this 
  Plug-In. 
  Speed, Standard Edition 
  Every Round is divided into four Phases of 3 seconds.  
  Typically, all characters get 1 Action per Phase, taking that 
  action in order according to their determined Initiative.  
  However, players with an exceptionally high SPD may get 
  extra Actions.  For every 4 points of SPD a character gets 
  +1 Action per Phase. 
  Speed 2, Phase Control 
  What purpose does SPD really serve in a non-superhero 
  game?  Nothing, you might say, because SPD 1 is the 
  same as SPD 4 -- everyone gets 4 Actions per Round (1 
  per Phase in the order of Initiative).  The average human 
  would have a REF of 3, SPD 2.  Based on the Speed Chart 
  in Champions:TNM, we can see that SPD is directly 
  proportional to the number of Actions per Round.  A person 
  with SPD 3 goes 3 times in one Round, rather than 4 times 
  which would be the case if taken on a Phase per Phase 
  basis (since there are 4 Phases in 1 Round). 
   
  Put simply, the Speed2 system says that your SPD equals 
  the number of Actions you have per Round.  Fractions do 
  count when computing SPD, therefore, so therefore REF 5 
  equals SPD 2.5, which we will show as 2 \ 3 (not 2/3rds).  
  The notation 2 \ 3 means 2 Actions on Round 1, then 3 
  Actions on Round 2. 
   
  How does this work?  Refer to the Phase Control Chart to 
  determine who goes on what Action Phase during the 
  course of the Round.  For example, a person with a SPD of 
  4 would get to go on each Action Phase, but a person with a 
  SPD of 3 would only get to take an Action on three of the 
  Phases.  This chart is only meant for characters with a SPD 
  below 8.  Anything higher is considered better suited to the 
  Standard Speed system. 
  CHARACTER'S SPEED 
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  1 
  0 
  0 
  0 
  1 
  1 
  1 
  1 
  2 
  2 
  0 
  1 
  1 
  1 
  1 
  2 
  2 
  2 
  3 
  0 
  0 
  1 
  1 
  2 
  2 
  2 
  2 
  4 
  1 
  1 
  1 
  1 
  1 
  1 
  2 
  2 
   
  This table shows how many Actions a character with a 
  certain Speed will have on a given Phase of combat.  For 
  example, the poor sap with a SPD of 1 will only get one 
  Action on Phase 4 (what a loser).  A slightly better loser 
  (with a SPD of 2) will  get 1 Action on Phase 2, and 1 Action 
  on Phase 4.   Jackie Chan, on the other hand (SPD 8), 
  would get 2 Actions on all four Phases.  Remember, 
  characters with a split SPD (say, 2 \ 3) will have Actions on 
  different Phases each alternating Round.  You may take a 
  Free Action on any Phase  (such as walking), even if you 
  have no Actions that Phase, but your action is taken last.  
  Initiative must also be determined each Phase, unless only 
  one character has an Action that Phase. 
   
  Example: Chow Yun (SPD 3) meets up with Speedyman (SPD 5) 
  in a hallway.  Using the simple Initiative (highest REF always goes 
  first) it is determine that Speedyman goes first.  On Phase 1 only 
  Speedyman gets an Action, and he starts by drawing his MP5KA5.  
  On Phase 2 both Speedyman and Chow get an Action, but 
  Speedman still gets to go first.  He is unsure of what Chow is up to, 
  so he decides to Wait (hold his action) until after Chow goes.  
  Chow Yun, already carrying both of his Eagle .357s in hand, uses 
  his first Action to open fire.  Speedyman, who held his Action, 
  decides to spend it in an Active Dodge, given him a +3 to Evade.   
  Despite his best efforts, when we roll to resolve, we find that 
  Speedyman was still hit by one bullet.  On Phase 3 Chow gets 1 
  Action, but Speedyman gets 2 Action!  Still going first,  Speedyman 
  uses his third Action to open up with his MP5KA5, spraying hot 
  lead at Chow.   Chow does not Abort to Dodge, and so does not 
  get a +3 to Evade.  Nevertheless, when we resolve the attack, we 
  see that Speedyman is a terrible shot -- he has missed Chow 
  entirely! It is now Chow's Action, but he takes a Free Action to drop 
  both of his empty pistols, then uses his Action to grab the Mini-Uzi 
  he was packing.   Speedyman still has one Action for this Phase, 
  and uses it to reload his empty MP5KA5.  It is now the 4th and last  
  Phase of the Round, and both Chow and Speedyman get 1 Action 
  (Speedyman, again going first).  Speedyman spends his Action 
  switching modes on his MP5 (from full auto to burst), a foolish 
  mistake on his part.  It is Chow's  turn, and he uses his action to 
  unloading his Uzi's entire magazine. We resolve Chow's attack and 
  see that six rounds have peppered Speedyman.  
   
  
   
  ATOMIK WAR, p.  9 
  Action Resolution System 
  "Follow where they beckon, vengeance on our enemies!  The die is cast." 
  - 
  Julius Caesar, Crossing the Rubicon 
   
  Resolving Actions 
  Whenever your character tries to do something, there is 
  always the question of whether he will succeed or fail.  
  Sometimes the task is so easy that its obvious; for instance, 
  walking, opening an unlocked door, turning on the TV, etc.  
  In those cases you can just tell the GM what you're doing 
  and no die roll is needed.  However, if you're trying to walk 
  in a ship pitching wildly in a driving rainstorm, it may be 
  more difficult. That is where the Action Resolution comes in. 
   
  There are two ways to resolve an action. The first is to 
  resolve an action against another character (i.e. attacking 
  him in combat).  To do this, you will add your Characteristic 
  + Skill + a die roll (your AV, or Action/Attack Value) verses 
  your opponent's Characteristic + Skill + their die roll (DV or 
  Difficulty/Defense Value).  In other words AV vs DV.  The 
  higher number always wins. 
   
      Attacker's AV                     Defender's DV 
   
  Char + Skill + Die Roll   vs    Char + Skill + Die Roll 
   
   
  The second way is to resolve based on how hard it will be to 
  perform the action (typically for use against a situation or 
  inanimate object that has no skills).  How hard it is to resolve 
  the situation is based on how hard it will be to perform the 
  action.  This should be determined by the GM, with DVs 
  ranging from 5 to 30 or more. 
   
  Base Point Difficulty 
  The Fuzion system allows the GM to calibrate a campaign 
  exactly to his liking.  Unlike most RPGs, he can even 
  choose what sort of dice to use.  Standard Fuzion uses 
  either 1D10 or 3D6 for Action Resolution.  However, A.W.E. 
  allows many difference dice options. 
   
  The Unopposed DV Table in Fuzion is tailored for usage 
  with a 3D6 system.  To use 1D10 (or alternative dice), it is 
  necessary to recompute all the DVs on the table.  This is 
  entirely unnecessary if a Base Point DV Table were to be 
  supplied.  And here is that Base Point DV Table! 
  Base Point Difficulty 
  DV 
  Challenged 
  0 
  Everyday 
  4 
  Competent 
  8 
  Heroic 
  12 
  Incredible 
  16 
  Legendary 
  20 
  Superheroic 
  24 
  This Base Point DV (or BPDV) should have added to it a 
  Static Number (like +10) or Die Roll (like 1D10) depending 
  on the selection made on the Action Resolutions Dial. 
   
  Action Resolution Dial 
  The Action Resolution Dial is used to set exactly how 
  variable a Task Resolution is in your campaign.  If you want 
  raw skill and characteristics to have overriding importance, 
  set the Dial low.  If you want random chance to have a 
  dominating role, set the Dial high.  The best bet is a setting 
  somewhere in between.  By setting the Action Resolution 
  Dial you must select a type of die to use when rolling Task 
  Resolutions.  The default for Hero Fuzion is Highly Variable 
  Resolution using 3D6 (+10 or +3D6 to the Base Point DV 
  Table).  The default for Interlock Fuzion Medium Variable 
  using 1D10 (+5 or +1D10 to the Base Point DV Table). 
   
  Whatever Action Resolution setting you choose; it should be 
  used for all task resolutions in your campaign, to insure 
  consistency. 
   
  Static Resolution 
  Simplest is the "Diceless" option; that is to say, AV or DV = 
  Char + Skill.  This is not recommended for a default game 
  setting, but rather, should be used occasionally to speed up 
  the resolution of combat or tasks, or when dealing with trivial 
  matters.  It is very straight foreword, but there is absolutely 
  no variation, other than that given by task modifiers. 
   
  Add nothing to the Base Point DV table -- you may use it as 
  is for Static Resolution. 
   
  Low Variable Resolution 
  Low Variable Resolution uses a single six-sided die to add 
  to AV or DV (that is, Char + Skill + 1D6).  This allows for the 
  Characteristics and skills of the character to outweigh the 
  random chance of the die.  This is good for a hardcore 
  
   
  ATOMIK WAR, p.  10 
  action game, where counting and adding dice may take too 
  long, and the pace of the game is all-important.  It is also 
  good for campaigns where skill and abilities hold a higher 
  importance. 
   
  Add +3 or +1D6 to the Base Point DV table when making 
  Unopposed skill checks. 
   
  Medium Variable Resolution  
  Medium Variable Resolution is a good compromise for any 
  campaign.  It uses a single 10 sided die, the sum of two six 
  siders, or a 1D12, to add to AV or DV (that is, Char + Skill + 
  1D10).  This is almost as quick as Low Variable, but adds 
  more random chance, allowing for a greater degree of 
  success or failure.  2D6 is a bit more random than 1D10 or 
  1D12, and has a probability bell curve. 
   
  Add +5, or +1D10, +1D12, or +2D6 to the Base Point DV 
  table when making Unopposed skill checks. 
   
  Highly Variable Resolution  
  Highly Variable Resolution gives a wide degree of random 
  chance, far outweighing the value of the character's skills.  It 
  uses three six-sided dice, two ten siders, or 1D20, to add to 
  AV or DV (that is, Char + Skill + 3D6).  In fact, it is possible 
  for a character with no skill and low characteristic to 
  succeed at even a Heroic task, just from random chance!  
  Though 1D20 or 2D10 is easier to roll and count (and has a 
  higher max), 3D6 is more random and has a probability bell 
  curve weighted to 11 or 12, instead of the 10 of a 2D10 or 
  1D20.   
   
  Add +10, or +3D6, +2D10, or +1D20 , to the Base Point DV 
  table when making Unopposed rolls. 
   
  What Die to Use? 
  If the GM chooses the Medium or Highly Variable 
  Resolution options he must then pick what sort of dice to 
  use for Task Resolutions in his campaign.  Again, standard 
  Fuzion uses either 3D6 (Highly Variable, for the Hero 
  option), or 1D10 (Medium Variable for the Interlock option).  
  But those are not your only options. 
   
  For Medium Resolution you can take 1D10, 1D12, or 2D6.  
  Which is better?  In the end it amounts to personal 
  preference.  With a 1D10 or 1D12 you need only roll one die 
  and don't have to add so many numbers.  But a 1D10 has a 
  minimum value of 1, a max of 10, and a median of 5. On the 
  other hand 2D6 has a minimum of 2, a maximum of 12 and 
  a Median of approximately 6.5 (or 6 to 7 on the average 
  roll).  A 2D6 also has a bell-curve giving rise to better 
  average but lessening the chance of a critical failure or 
  critical success (about a 2.5% chance).  A 1D10 has a 10% 
  of critical failure or success! 
   
  For Highly Variable Resolutions you have even more 
  options.  You can use the standard 3D6, but 2D10 and 
  1D20 also work quiet well.  The same pros and cons apply 
  as mentioned above.  1D20 has a minimum of 1 and a max 
  of 20, but a median of 10 and no bell-curve.  A 1D20 has a 
  5% chance of a critical success or failure.  With a 2D10 (not 
  a bad alternative), you have a minimum of 2, a max of 20, 
  and a medium slightly above 10 (10 to 11 on average) with 
  a slight bell-curve.  You have close to a 1% chance of a 
  critical success or failure.  3D6, which is the default for most 
  Fuzion games, looks to be the worst!  It has a minimum of 3, 
  a max of 18, and a median floating some where between 10 
  to 11.  3D6 does have a nice bell-curve, but this makes 
  critical success and failures very rare (less than half a 
  percentage). 
   
  Critical Success/Failures 
  While on the topic of Task Resolutions now would be a 
  good time to mention how to handle critical success and 
  failures with these alternative dice systems.  Fuzion is an 
  "open ending" success system.  When you roll the natural 
  score of the min or max for the dice (3 or 18 for 3D6, 1 or 10 
  for 1D10, etc), you get to roll one or two of those dice again 
  and either add or subtract them (add to the score if you 
  rolled critical success or subtract on failure). 
   
  • 
  If you're rolling 1D6: On a critical success or failure roll a 1D6 
  "critical check".  If this rolls 1 (on failure) or 6 (on success), roll 
  1D6 more and add or subtract if from your total. 
  • 
  If you're rolling 2D6: On a critical success or failure roll 1D6 
  more and add or subtract if from your total. 
  • 
  If you're rolling 3D6: On a critical success or failure roll 2D6 
  more and add or subtract if from your total. 
  • 
  If you're rolling 1D10: On a critical success or failure roll 
  1D10 more and add or subtract if from your total. 
  • 
  If you're rolling 2D10: On a critical success or failure roll 
  1D10 more and add or subtract if from your total. 
  • 
  If you're rolling 1D20: On a critical success or failure roll 
  1D20 more and add or subtract if from your total. 
   
   
   
  "You say Carpe Diem, I say Carpe Noctem" 
  - Me 
  
   
  ATOMIK WAR, p.  11 
  Combatum Cinematicus 
  "Good, Bad... I'm the guy with the gun." 
    
   
              - Ash, Army of Darkness 
  Making the Attack 
  In combat, the Attacker combines his Skill (Hand-to-Hand, 
  Melee, or appropriate weapon) with his REF and a die roll to 
  create and Attack Value (AV).  He may also have to add or 
  subtract modifiers from the AV to determine the final 
  outcome (as above).  For example, an attacker with a REF 
  of 5, a Firearms(Pistol) skill of 4, a die roll of 8 has an AV of 
  17.  A -2 mod for Range brings this town to 15. 
   
  The Defender combines his DEX, plus an Evade skill (there 
  are two Evade skills -- Melee and Ranged) and a die roll (or 
  a static number) to produce a Defense Value.  A character 
  with a DEX of 4, Ranged Evade of 3, and a die roll of 6 has 
  a DV of 13.  AV  and DV  (plus die rolls) are compared to 
  determine who won.  See Dynamic and Static DV for more 
  information of DVs. 
   
  Dynamic DV 
  There are two ways to handle defense against attack.  The 
  most common form is Dynamic DV where the defending 
  character rolls his Char + Skill + Die Roll for every attack 
  made against him.  This allows for much more variation and 
  the chances of scoring very high or extremely low -- even 
  the greatest acrobat could stumble make a critical failure. 
   
  However, with Dynamic DV the action can quickly 
  become bogged down with roll after roll to defend.  
  Nevertheless, Dynamic DV is often favorable for games 
  where combat is not as intense and the survivability of 
  the characters is more important. 
   
  Static DV 
  With Static DV characters will not roll dice to find their 
  Defense Value (except when taking an Active Dodge 
  action).  Every character will have a set DV equal to their 
  Char + Skill + some number (usually +5 or +10).  This 
  number is given as per the dice chosen for skill rolls (see 
  Action Resolutions).  In a game using 3D6, Static DV is 
  Char + Skill + 10.  This number is always what the attacker 
  must roll greater than or equal to to hit the target.  If the 
  character chooses Active Dodge, Dynamic DV must be 
  rolled (with the Active or Martial Dodge bonus). 
   
  Static DV makes combat much faster, as only the attacker 
  rolls.  However, the defender's DV will never change (for 
  good or for ill).  On the other hand, the defender can still 
  declare an Active Dodge or other defensive maneuver.  
  Static DV should be used if it seems combat is too slow, or 
  reserved for usage when fighting NPCs. 
  All the Better to Slay You With 
  Surprise Attack 
  An attack that surprises the target, such as an ambush or a 
  stab in the back, gives the Attacker gets a +5 bonus for that 
  attack (but no initiative bonus).  To ambush requires the 
  following conditions: 
  • 
  The opponent is unaware of your location and intention 
  to attack. He may only detect you with a successful 
  Perception roll.  
  • 
  The opponent's attention is distracted or focused on 
  another situation, such as another attack. 
   
  Shooting an Immobile Target 
  Shooting a helpless target which can neither move nor 
  defend itself is fairly straightforward.  You should use the 
  normal Targeting Against Range difficulty table to see if you 
  hit.  As a general rule, shooting an immobile target at point-
  blank range, you are almost 100% assured to hit with all 
  rounds fired.  If you miss, you're a loser. 
   
  Weapon Accuracy 
  Weapon Accuracy [WA] reflects the difference in quality 
  between weapons, and their effect on their user's abilities; 
  the better and easier to use the weapon, the better you use 
  it (and the worse the weapon...). WA's are not always used 
  in Fuzion games, as their use varies from campaign to 
  campaign. When they are brought into play, you will always 
  find them listed in the description of the weapon. To use 
  them, just apply the WA to your Attack roll as with any other 
  Modifier. 
   
  Shooting Blind 
  If you cannot see your target, or your vision is impaired, this 
  is concerned to be Shooting Blind (or near-blind).  
  Conditions for this may vary -- you could actually be blind, 
  permanently or temporarily (i.e., from a hit to the eyes or 
  Flashbang grenade), you may be blind folded, in near or 
  total darkness, or in a room full of smoke. 
   
  The penalty for being totally blind to the target is -6.  The 
  penalty is only -4 if you are partially blinded (smoke, near-
  total darkness).  Some devices (such as Nightvision or IR 
  goggles) compensate for this to a degree.  If you have the 
  Talent "Blind Reaction" you can still counterattack your 
  target in melee combat with no penalty. 
   
  
   
  ATOMIK WAR, p.  12 
  Obstructions 
  When something is between you and your target, it blocks 
  your Line of Sight. You may still shoot at it (assuming your 
  weapon can penetrate the obstacle), but will have to attack 
  blind (-6 penalty).  If you can sort of see your target (a 
  shadow or lighting, etc.), the penalty can be as low as -4. 
   
  What You Can Shoot Through 
  Trees • Brush • Smoke • Tents • Glass • Snow 
   
  What You Can't (Usually) Shoot Trough 
  Concrete • Brick • Metal 
   
  If you have to shoot through a hard object, such as a wall, 
  door, or person, your bullets have to penetrate.  This is 
  discussed later, in the Action Pack plug-in. 
   
  Additional LOS Modifiers 
  There are a great many other modifiers which can effect the 
  attack roll.  Most of these are listed in the Standard Fuzion 
  rules.  However, for reference, some are given below. 
  Completely Blind (i.e., by total darkness) 
  -6 
  Sight obscured(partial darkness, smoke) 
  -4 
  Moving target 
  -1 per 10 metrs 
  Target silhouetted (easier to see) 
  +2 
  Vehicle mounted weapon, off turret 
  -4 
  Firing shoulder weapon from hip 
  -2 
  Aiming 
  +1 per Phase 
  Braced 
  +2 
  Tiny Target (bullseye, eye, vital area) 
  -6 
  Small Target (less than 1m, head, limb) 
  -4 
  Undersized Target (dog or cat sized) 
  -2 
  Large Target (trees, cars, large animals) 
  +2 
  Very Large Target (truck, plane, walls) 
  +4 
  Broad Side of a Barn 
  +6 
  Surprise Attack 
  +5 
  Firing a 2nd or 3rd shot in same Action 
  -1, -2 
  Firing 2nd or 3rd Burst in the same Action 
  -2, -3 (3rd) 
  Firing at Full Auto (F-mode) 
  +0 
  Emptying the magazine! (E-mode) 
  +2 
   
  Partial Cover 
  An obstacle may also only partially block your line of sight, 
  allowing you to try and shoot around it. Determine how 
  much of your target is exposed, then reduce your Attack roll 
  as below.  You may only hit an area that is exposed. 
   
  Cover 
  Modifier 
  Half Body 
  -2 
  Head and Shoulders Only 
  -3 
  Head Only 
  -4 
  Behind Someone Else 
  -4 
  Target prone (lying down) 
  -2 
  Target crouched 
  -1 
   
  Aiming 
  Aiming is not needed, but it can help in hitting a target.  For 
  every consecutive Action you spend aiming, +1 is added to 
  your skill.  However, your Aiming bonus cannot be greater 
  than your DEX score.  That is to say, if your character has a 
  DEX of 6, he can (at most) accumulate a +6 from aiming.  If 
  you are interrupted or distracted at anytime (anything from 
  being hit to sneezing to moving) then all aiming bonuses are 
  lost.  You can't move, actively dodge, or take any other 
  Action without losing the bonuses (you are considered an 
  Immobile Target). If you have a scope which adds a bonus, 
  that bonus is added in addition to your aiming bonus, but 
  you must aim for at least one Action to gain this bonus.  You 
  can also declare what body part you are aiming for (as per 
  Aimed Shots) and apply the appropriate modifier. 
  Range 
  Every gun has a max range.  This is the Extreme Range of 
  the weapon.  For Melee Weapons all ranges must be within 
  2 meters (Point-Blank).  Atomik WAR introduces a new 
  range, Near, between Close and Medium.  Range penalties 
  have been adjusted to be different from those of standard 
  Fuzion, to better reflect the difficulty in reality. 
   
  Point-Blank Range 
  Attacking at point-blank range has massive added effects 
  for ranged firearms.  Instead of randomly rolling to see 
  where the shot hits, you must declare the target location of 
  your opponent.  You will receive a +1 bonus to hit, however, 
  you still incur the penalty to hit your chosen location (so 
  Chest is at no penalty to hit, head is -3 to hit, etc.).  
  Furthermore, all damage is at +1 DC due to the extra force 
  of the firearm's blast and extreme muzzle velocity.  Point-
  blank is only valid for ranged firearms, not melee weapons 
  or Hand-to-Hand. 
   
  Targeting Against Range 
  Sometimes you need to hit an apple, tree, target area, or 
  something else at range.  In these cases, the GM will set a 
  DV based on the range: 
   
  Range 
  DV 
  Point-Blank (< 2m) 
  1 
  Melee (4m or less) 
  4 
  Close (10m or less) 
  8 
  Near (20m or less) 
  10 
  Medium (50m or less) 
  12 
  Long (to the listed range) 
  16 
  Extreme (beyond listed range) 
  16, +1 per +50m 
      Modify appropriately for the Resolution option you are using. 
  Static Variable 
  +0 
  Low Variable 
  +3 or +1D6 
  Med. Variable 
  +5 or +2D6 or +1D10 
  High Variable 
  +10 or +3D6, +1D20, or +2D10 
   
   
  Point-Blank 
  [special] 2m or less of the target. 
  Melee (<4m) 
  [+0] Melee range. 4m or less of the target. 
  Close (10m) 
  [-1] Within 10m of the target 
  Near (20m) 
  [-2] Within 20m of the target 
  Medium (50m) 
  [-3] Within 50m of the target  
  Long (to listed) 
  [-4] 51m to Max Range of the Weapon 
  Extreme 
  [-5, plus -1 for every 50m past listed range. 
  
   
  ATOMIK WAR, p.  13 
  Explosions and Area of Effect 
  "No Boom today.  Boom tomorrow.  There's always a Boom tomorrow." 
                      - Susan Ivanova, Babylon 5 
  Area of Effect 
  Area Effect attacks (explosions, shotgun blast, atom bombs, 
  and so forth) strike an area rather than a character (though 
  the shell could be directly fire upon a character).  The area 
  of effect depends on the kind of attack made or type of 
  weapon involved (i.e., a grenade with a Blast Radius of 3 
  meters).  These types of attacks use the Targeting Against 
  Range rule to see if they hit their area (alternatively, a 
  person could be targeted and hit directly, ouch!).  Anyone 
  within the effected area must roll for damage (see Area 
  Effect Damage) or Dive for Cover to evade. 
   
  For example, Chow Yun throws a grenade toward Jet Li, 
  who is about 10 meters away.  His target is 18 (DV 8 for 
  range, +10 because we are using High Variable 
  Resolution).  His AV total turns out to be 20, so he hits the 
  target area.  Li (and anyone else), standing in the area, 
  must roll for damage or Dive for Cover.  Alternative, if Chow 
  Yun fired a grenade directly at Jet Li, who was 10 meters 
  away, he would roll against Li's DV to dodge.  If hit, Jet 
  would take full damage to the hit location.  Anyone else 
  standing in the area of effect would take explosion's area 
  effect damage as well.  If the grenade missed, but still 
  landed close enough to catch Li in the explosion he will still 
  take damage (unless he Dove for Cover). 
   
  Area Effect: Explosions 
  If the area of effect attack was an explosion, then the effect 
  may spread beyond the listed area of effect (consisting of 
  shrapnel, overpressure, and fire).  Outward from the center 
  of the explosion damage is reduced by 1DC every meter 
  away.  In other words, a 5DC explosion does 5D6 damage 
  to everything within a 1 meter area.  At 1 meter further out 
  the damage is 4DC.  At 4 meters out the damage is 2DC.  
  At 5 meters out the damage is just 1DC and beyond that it's 
  negligible. 
   
  Typical Area Effects 
  Effect Radius 
  40mm Grenade 
  1m per DC 
  Hand Grenade 
  1m per DC 
  High Explosives 
   
  1m per DC 
  Heavy Weapon 
  4m per Kill 
   
  If the attacker fails the roll, the center of the attack shifts 1m 
  for every 1 point by which his missed.  Roll 1D6 to see 
  which direction the center of the attack scatters.  Then roll 
  1D6 to determine how many meters the round fell in that 
  direction. 
   
  Roll 
  Area Effect Result 
  1-2 
  landed short of target 
  2-4 
  landed behind target 
  5 
  landed to right of target 
  6 
  landed to left of target 
   
  Area Effect: Focused 
  Some explosions, like those of a shape-charged explosive, 
  claymore mine, or shotgun have an area effect that is 
  shaped like a cone, rather than a sphere.  This is called a 
  Focused Area Effect.  For such weapons, the area effect or 
  blast radius is only for the forward 30 o to 60o or so.  It is 
  usually more powerful as the full force of the explosion is 
  focused in that direction. 
   
  For example, Little Timmy, skipping through the forest, 
  stumbles over a trip-wire for a claymore mine (poor 
  Timmy!).  The claymore mine is a 1.5 kg explosive shaped-
  charge, so it concentrates 15DC of damage outward for 15 
  meters in a 45o arc.  Timmy is just 4 meters away, so he 
  takes 11DC of damage, tearing him to pulpus pieces. 
   
   
  Pulpus Pieces!  The yummy new treat from KandyWells!  
  Now in tangy Leadbarry for a limited time at S-Mart! 
   
  Area Effect  Damage (Simplex) 
  Anyone standing in an area effect explosion takes damage 
  as listed for that weapon.  For a 6 DC explosion, everyone 
  in the area effect must roll 6D6 damage.  All damage is 
  applied generically, that is, if you roll 12 damage you take 
  12 damage.  For the purposes of armor use the KD listed 
  for the Torso.  However, if the area most impacted is very 
  clear (such as stepping on a mine) the damage may be 
  applied to that area instead. 
   
  For example, when Timmy trips the claymore mine all 
  damage is applied to him generically.  If he happens to be 
  wearing a bulletproof vest, it can help to protect him, but his 
  flak pants won't.  On the other hand, if Timmy had step on a 
  5 DC landmine all damage would be applied to his foot and 
  leg (split evenly across, or as the GM sees fit).  Wearing 
  armored boots and flak pants will shield against land mines, 
  but a bulletproof vest will be of little use. 
   
  Everyone else outside the immediate area of effect takes 
  damage from shrapnel and overpressure (the blast).  This is 
  call the secondary area of effect, and it extends for about 1 
  meter for every DC of damage.  Every meter away from the 
  
   
  ATOMIK WAR, p.  14 
  center of the explosion damage drops by 1 DC until it is 
  effectively nothing.  Anyone standing in this area must also 
  roll for the appropriate level of damage which is applied 
  generically (or Dive for Cover).  That is why when Timmy 
  trips the 15DC claymore mine from 4 meters away he only 
  takes 11DC. 
   
  If directly hit by an area effect weapon (like a missile or 
  grenade) fully damage should rolled and applied directly to 
  the body location struck. 
   
  Area Effect Damage (Complex) 
  Alternatively, and realistically, Area Effect damage 
  can be applied all over the target, rather than 
  generically.  This requires each DC to be rolled on 
  a different location, and then applied all at once to 
  the target (you may also group DCs if there is a 
  great deal of damage).  Roll on the Standard or Atomik Hit 
  Table, or the Upper or Lower Hit Table as appropriate (i.e., 
  use the Lower Hit Table for stepping on landmines). 
   
  For example, if you are hit by 10DCs of damage, each DC 
  could be rolled randomly to hit different areas (i.e., 10 rolls of 
  1DC or 5 rolls of 2DC).  If an area is hit more than once, the 
  total damage it takes is treated as one hit (not multiple hits) 
  for armor penetrating purposes. 
   
  Area Effect: Shotgun Blasts 
  "This is my BOOM stick!" 
  - Army of Darkness 
  Shotgun blast is a special case for area effect 
  weapons.  Typically, a shotgun has a max effective 
  range of about 40 to 60 meters.  This is because the 
  shot spreads out so quickly.  When a shotgun is fired, 
  the blast of pellets will spread out in a cone, increasing its 
  blast radius but lowering the overall damage. 
   
  Unmodified Shotgun Area Effect Table 
  Range 
  DC 
  Area Effect 
  Point-Blank (<2m) 
  -0 
  none 
  5 meters or less 
  -1 
  1 meter 
  10 meters or less 
  -2 
  1.5 meters 
  15 meters or less 
  -3 
  2 meters 
  20 meters or less 
  -4 
  2.5 meters 
  30 meters or less 
  -5 
  3 meters 
  Extreme (beyond listed range) 
  -1 per +10 m 
   
  This table is modified by the Shotgun weapon itself.  A 
  shotgun with a DC of 8 and a Range of x1.5 means it does 
  8 DC at point-blank, and all ranges (above) are multiplied by 
  x1.5 (so at 30 meters it does 4 DC with a 2.5m area of 
  effect).    A sawed off shotgun has a multiplier of x0.5, 
  meaning all ranges are halved, due to the much shorter 
  barrel.  
   
  A shotgun can be fired into an area (indirect fire) or directly 
  at a target.  If fired into an area, anyone in that area my Dive 
  for Cover.  If hit, apply damage as per Area Effect Damage 
  rules (Simplex or Complex).  However, when directly fired at 
  a target, he may make an Evade or Dive for Cover roll, but 
  verse the DV of the attacker.  If directly hit, roll the specific 
  hit location and apply all damage there.  You could use the 
  Complex Area Effect damage, applying half of all DCs to the 
  first location, and then the roll the remaining DCs randomly 
  (roll on Upper or Lower Hit tables depending on where the 
  first hit struck), but this gets complicated. 
   
  Big Booms, Small Places 
  A nice little gag to play on your friends is to roll a grenade 
  into their elevator as the doors close -- they'll have a blast!  
  When something explodes in a confined space, the damage 
  from the explosion is greatly amplified for a variety of 
  reasons.  Primarily, the overpressure from the explosion is 
  tremendous and there is no way it can be released, utterly 
  crushing anything inside.  Shrapnel ricochets around the 
  area relentlessly, a literal maelstrom of burning hot metal 
  and deadly debris.  As a general rule, anyone caught in 
  such a situation will not survive. 
   
  If you must know exactly how much damage is done, 
  consider the table below: 
  Type of Area 
  Damage 
  2x2 meters (Elevator or closet) 
  x4 
  4x3 meters (bathroom or sunroom) 
  x3 
  5x5 meters (room, hallway, bunker) 
  x1.5 
  In a vehicle (car, van, etc.) 
  x3 
  In a tank (very enclosed) 
  x4 
  In an APC 
  x3 
  In a large plane (737, etc) 
  x2 
   
   
   
   
   
   
   
   
   
   
  This section was not left blank intentionally. 
  You must be missing something... 
   
   
   
   
   
  42 
   
   
   
   
  Fnord 
  
   
  ATOMIK WAR, p.  15 
  Hitting the Target 
  "Dodge this!" 
  - Trinity, "The Matrix" 
  Expanded Hit Location Plug-In 
  This is the first of two hit location plug-ins.  This one being 
  the standard method, as present in other Fuzion 
  sourcebooks, in addition to an expanded Hit Location Chart.  
  The second system is "Mapped Hits", which follows. 
   
  Aimed Shots 
  One way to increase the amount of damage in any attack is 
  to aim a shot directly at a particular body part.  You pay a 
  modifier penalty, choose the target, and make the attack.  If 
  you hit, the damage is modified as per the Hit Location 
  Table.  This Hit Location Table is slightly modified over the 
  one presented in standard Fuzion, being somewhat more 
  realistic as far as location sizes are concerned. 
  Location 
  Penalty 
  Effect 
  Head Sub-Area 
  -6 
  See Head Chart 
  Head 
  -4 
  Roll on Head 
  Arm 
  -3 
  1/2 dmg 
  Hand 
  -4 
  1/2 dmg 
  Chest 
  -1 
  1x dmg 
  Shoulder 
  -2 
  1x dmg 
  Stomach 
  -3 
  1.5x dmg 
  Vitals 
  -5 
  1.5x dmg 
  Thigh 
  -2 
  1x dmg 
  Leg 
  -3 
  1/2 dmg 
  Foot 
  -4 
  1/2 dmg 
   
  Random Hit Tables 
  If you do not aim at a specific location, you must roll 
  randomly for each round that hits your target.  The 
  Standard Hit Chart is presented for easy reference.  The 
  Atomik Hit Chart is balanced for probably and realism.  If 
  only his upper body is visibly, use the Upper Hit Chart.  If 
  only his lower body is visible, use the Lower Hit Chart.  
   
  Standard Hit Chart 
  3D6 Roll 
  Location 
  Effect 
  3-5 
  Head 
  Roll on Head 
  6 
  Hand 
  1/2 dmg 
  7-8 
  Arm 
  1/2 dmg 
  9 
  Shoulder 
  1x dmg 
  10-11 
  Chest 
  1x dmg 
  12 
  Stomach 
  1.5x dmg 
  13 
  Vitals 
  1.5x dmg 
  14 
  Thigh 
  1x dmg 
  15-16 
  Leg 
  1/2 dmg 
  17-18 
  Foot 
  1/2 dmg 
   
  Atomik Hit Chart 
  3D6 Roll 
  Location 
  Effect 
  3 
  Right Foot 
  1/2 dmg 
  4 
  Right Hand 
  1/2 dmg 
  5 
  Right Arm 
  1/2 dmg 
  6 
  Right Leg 
  1/2 dmg 
  7 
  Head 
  Roll on Head 
  8 
  Right Shlder 
  1x dmg 
  9 - 10 
  Chest 
  1x dmg 
  11 
  Vitals  
  1.5x dmg 
  12 
  Stomach 
  1.5x dmg 
  13 
  Left Shlder 
  1x dmg 
  14 
  Thighs 
  1x dmg 
  15 
  Left Leg 
  1/2 dmg 
  16 
  Left Arm 
  1/2 dmg 
  17 
  Left Hand 
  1/2 dmg 
  18 
  Left Foot 
  1/2 dmg 
   
  Upper Hit Chart 
  3D6 Roll 
  Location 
  Effect 
  3 
  Right Hand 
  1/2 dmg 
  4 
  Right Arm 
  1/2 dmg 
  5 - 6 
  Head 
  Roll on Head 
  7 - 8 
  Right Shldr 
  1x dmg 
  9 - 10 
  Chest 
  1x dmg 
  11 - 12 
  Left Shldr 
  1x dmg 
  13 - 14 
  Stomach 
  1.5x dmg 
  15 -16 
  Vitals 
  1.5x dmg 
  17 
  Left Arm 
  1/2 dmg 
  18 
  Left Hand 
  1/2 dmg 
   
  Lower Hit Chart 
  3D6 Roll 
  Location 
  Effect 
  3 
  Right Hand 
  1/2 dmg 
  4 - 5 
  Right Foot 
  1/2 dmg 
  6 - 7 
  Right Leg 
  1/2 dmg 
  8 - 9 
  Thighs 
  1x dmg 
  10  
  Stomach 
  1.5x dmg 
  11 
  Vitals 
  1.5x dmg 
  12 - 13 
  Thighs 
  1x dmg 
  14 -15 
  Left Leg 
  1/2 dmg 
  16 - 17 
  Left Foot 
  1/2 dmg 
  18 
  Left Hand 
  1/2 dmg 
   
  Head Chart (roll this on any Head Hit) 
  1D6 Roll 
  Location 
  Effect 
  1 
  Face 
  1 x dmg 
  2 
  Eye 
  2 x dmg 
  3 
  Cranium 
  2 x dmg 
  4 
  Jaw 
  1 x dmg 
  5 
  Throat 
  1.5 x dmg 
  6 
  Ear 
  1/4 dmg 
   
  
   
  ATOMIK WAR, p.  16 
  Graphic Violence, on a Graph 
  "Watch Out!  Son of a Gun!  Superhero Number One!" 
  - KMFDM, "Son of a Gun"  
  Mapped Hit Location Plug-In 
  The Mapped Hit Location plug-in is a different approach to 
  the "random roll" hit charts traditionally used in role-playing 
  games (such as Fuzion). The attempt is to provide a more 
  visual system that better reflects real-world combat. This 
  system is partially derived from Babylon Project RPG by 
  Chameleon Eclectic, though somewhat modified and 
  adapted for Fuzion. It is fully compatible with Total Fuzion 
  and Instant Fuzion, and any RPG in general!  
   
  Pros (the good)  
  • 
  Hits are not completely random. Though they still have a small 
  random element, all hits are logically placed and grouped in a 
  contiguous manner.  
  • 
  Gives a visual and graphic feel to combat. Instead of rolling 
  "Leg hit, Thigh hit, Arm hit", your rolls on the Target Map will 
  show the bullets staggering across the body like in a movie or 
  video game.  
  • 
  Resolves confusion with partially hidden targets, or 
  adversaries standing behind hostages. With a Target Map, a 
  terrorist behind cover (or holding a hostage) can be fairly 
  portrayed, and hitting him (or hitting the obstruction) is 
  seamlessly handled by this system.  
  • 
  Adds greater realism. Soldiers and police are trained to target 
  the center of the body (the Base Target Point for most Target 
  Maps), thus increasing the probability of hitting a vital location. 
  Such silly hits as "Head hit, then left foot hit" will virtually never 
  occur.  
  • 
  There are less to-hit penalties to worry about, since this 
  system automatically handles a number of situations, such as 
  cover, defensive positions, and target shape and size.  
   
  Cons (the not quite as good) 
  • 
  Requires numerous Target Maps. Though the default ones 
  cover most situations, the GM may be required to draw new 
  Target Maps for different positions, animals, monsters, or 
  vehicles, as needed.  
  • 
  "Vitals" (to Head, Vitals, etc.) are much easier to hit, as the 
  chest is the Base Target Point, and "less damaging" locations, 
  such as arms and feet, will happen far less.  
  • 
  It is possible for a valid "hit" to actually miss or strike an 
  obstruction. It is also possible for a "miss" (or a successful 
  dodge) to still hit, though usually is only a glancing hit or on an 
  extremity.  
   
  The Target Map 
  The first chart (on the following page) shows the default 
  Target Map for an upright humanoid target (which should be 
  the case 90% of the time), face on. As can be seen, the 
  center of the target is the Base Target Point, where 
  unaimed shots generally go, but this Base Target Point may 
  be different depending on the situation (more on this later). 
  With the first chart, because it is face on, the left hand side 
  of the chart is the target's right, and the right hand side is the 
  target's left. This should be reversed when shooting a 
  person in the back (so you may use the same chart for both 
  of these situations).  
   
  On the following page you will find eight hexed base Hit 
  Location Maps.  The first are detailed with critical location 
  information.  The second set are clear of these notes.  
  There is also a blank sheet provided for your own sketches.  
  For larger, more detailed maps, visit  
  http://www.meta-earth.com/fuzion/mapped-hits.html 
  (Special Thanks to Otto Blix of STUDiO187 for providing images) 
   
  Base Target Point 
  The Base Target Point is the default target location for an 
  unaimed shot, usually the center of the chest (see the first 
  Chart) for a standing, unobscured humanoid target. 
  However, this Base Target Point (or BTP) can be 
  anywhere on the target, depending on the situation (this 
  must be determined by the GM). If the target is obscured 
  (partially behind a wall or under light cover, etc.), but is still 
  in roughly the same profile as in the chart, the BTP of 
  "center chest" should be used. If your shot hits the 
  obstruction, too bad, that was why he was standing behind 
  cover! The attacker may also designate any other hex point 
  on the Target Map as his aim point, offsetting the BTP at a 
  certain penalty. Examples will follow shortly.  
   
  When shooting non-humanoid targets (a car, a dog, a six-
  legged Klakkath warrior, etc.), the GM need only sketch its 
  silhouette on a scrap of hex-paper and assign the numbers 
  similar to what is illustrated in the first Chart.  
   
  Aiming 
  Declaring that you are shooting at any other spot besides 
  the BTP imposes a penalty to hit. For every hex away from 
  the BTP you have a -1 penalty to hit. Thus, shooting the 
  face is a -3 penalty. Shooting the hand is a -5 penalty. 
  Though this is much different than the penalty listed in the 
  core Fuzion rules, it is more realistic. Shooting a standing 
  target in the foot or hand is a great deal more difficult than 
  shooting the head, even though it is "not as fair" in game 
  terms (who said guns were fair anyway?).  
   
  Aiming (taking time to aim) works as normal, for example, 
  aiming for two actions gives you a +2 to hit. If you were 
  aiming at the head, this balances out, and the head 
  becomes the BTP at little or no penalty.  
  
   
  ATOMIK WAR, p.  17 
   
  
   
  ATOMIK WAR, p.  18 
  Hitting the Target 
  This is what Hex-Base Hit Locations are all about. Even a 
  miss may still hit, though not often.  If you succeed in 
  "hitting" the target, there is a chance that you might not hit 
  the designated BTP. The margin of success, not a random 
  die roll, determines how accurate you hit. The BTP (whether 
  by default or chosen by the attacker) is the intended aim 
  point. If the margin of success was at least 2, then the hit 
  was dead on (i.e., in the BTP). A success of 1 is 1 hex off, a 
  success of "0" (even AV/DV tie) is 2 hexes off, a failure by 1 
  is 3 hexes off, and a failure by 2 is 4 hexes off. Beyond that, 
  it was a total miss. The later cases will usually miss the 
  target, but may have a chance of hitting an outer extremity. 
  • 
  If you succeeded by 2 or better, the BTP was hit dead on.  
  • 
  If you succeeded by 1, the hit was 1 hex off on the Target 
  Map.  
  • 
  If the roll was a "tie" (AV/DV the same), the hit was 2 hexes off 
  (remember, Attacker wins in Fuzion by default)  
  • 
  If you missed, but only failed by 1, the hit was 3 hexes off, and 
  was a "glancing" hit.  
  • 
  If you missed, but only failed by 2, the hit was 4 hexes off, and 
  was a "glancing" hit.  
  • 
  The GM may expand this further, at his discretion.  
  Once the margin of success or failure has been determined, 
  roll 1D6 to determine the direction the shot went (see the 
  first Chart). Then count the number of hexes you were off, 
  and the resulting hex is where the shot hit. If the resulting 
  hex is outside of the Target Map, then you missed (even if 
  you technically succeeded). Furthermore, if the target was 
  behind something (such as an over-turned table), and the 
  resulting roll hits a location that is obscured, then that object 
  (the table) will provide some defensive cover.  
   
  For example, if your hit succeeded by 1, then we see by the 
  numbers above that we were one hex off from the BTP on 
  the Target Map. We roll 1D6 and get a result of 4. Looking 
  at the Chart we see that this shows the round hit in 
  "Direction 4" one hex below the BTP.  
  Note: Any hit which technically failed, but still struck the 
  target, is automatically considered a "glancing" blow, and 
  does half-damage (unless you are using MOS-DC Plug-In). 
   
  For example, Jet jump kicks Chow, going for his BTP (the 
  center chest) and succeeds by 1 (off by 1 hex). He rolls a 2, 
  and it is determined that Chow was hit in the left shoulder.  
   
  Simi-Auto Shots 
  Successive shots from a semi-auto weapon (a handgun, for 
  example), is not autofire. Instead, the weapon may simply 
  be fired more than once in an Action, usually with a penalty 
  (of -1 or -2, etc.). The roll to hit is made for each shot, as 
  normal, dropping back down to the BTP, along with the 
  penalty for the successive shot. If you wish to aim at a 
  particular location, this may pose a penalty for each shot.  
   
  For example, Chow clicks off two shots from his Desert 
  Eagle at Jet. He had aimed for Jet's stomach (-2 to hit), and 
  succeeds by 0 (an AV/DV tie), which means he was 2 
  hexes off and the hit was a "glancing hit" doing half-
  damage. We roll and determine that this has the effect of 
  hitting Jet in the right leg. On his second shot Chow suffers 
  a -2 to hit from recoil, but does not continue to aim (so the 
  BTP is again the chest). He makes the roll with a success of 
  2, hitting Jet square in the chest. Had Chow tried to maintain 
  his aim on the stomach, he would have suffered a -4 to hit.  
   
  Autofire 
  Autofire is a bit different than semi-auto. Instead of rolling for 
  each shot, you only roll once, then determine how many 
  bullets hit. There are several methods of handling Autofire 
  (determining penalty, using Autofire Ratio, etc.), which will 
  not be discussed here. We will simply assume that the 
  target was hit, and the Autofire Ratio has determined the 
  total number of bullets.  
   
  When a target is hit by more than 1 bullet on autofire, each 
  bullet after the first hits one hex away from the previous, and 
  the BTP shifts to the last location hit. That is to say, if you 
  successfully hit the target, and if it was determined that 6 
  rounds could hit, then the first round will hit either on the 
  BTP or a hex or two off, depending on your margin of 
  success (as determined by the rules in "Hitting the Target"). 
  The 2nd round will be 1 hex off (roll 1D6 to determine 
  direction), and that hex then becomes the BTP. The 3rd 
  round will be 1 hex off the new BTP, and the BTP then shifts 
  to that hex. The 4th shot will be 1 hex off the new BTP, 
  shifting the BTP once more, and so forth. Any number of 
  these rounds may still miss if their roll lands them on a "gap" 
  spot on the Target Map.  
   
  This is optional, due to complexity. To better portray 
  the advantages of more accurate weapons or 
  greater skill, any hit which has a margin of success 
  of 2 or better may have that number of bullets 
  (Margin of Success minus 2) all hit the BTP, then each 
  successive bullet after that strike in accordance to the rules 
  above. For example, if the AV Total was 22 and the target's 
  DV was 17, then the success total was 5. Thus, the first 3 
  bullets would hit the BTP, and the remaining rounds would 
  each hit one hex off the previous hex, as above.  
   
  To-Hit Penalties 
  With the Mapped Hit Location Plug-in there are less to-hit 
  penalties to worry about, since this system automatically 
  handles a number of situations.  
   
  All penalties for Range, Environment, and Speed remain the 
  same. There are no penalties for cover, positioning, target 
  size, or shape. These factors are built into the very nature of 
  how Target Maps work.  
   
  For example, there is no additional penalty to hit a target 
  standing behind a brick wall with only his head visible. Your 
  BTP is still his center chest, though it is obstructed. You 
  may change your BTP to his head or neck and hope to hit 
  (or a -3 or -4 penalty), but any shot may still strike the brick 
  wall. If the target was standing behind some tree branches 
  (and the GM had drawn these on the Target Map), then any 
  rounds which hit a hex with a tree limb in it would have its 
  
   
  ATOMIK WAR, p.  19 
  damage greatly reduced (or it may not penetrate at all). 
  Likewise, if the target was standing behind a hostage, and 
  your shot hits a hex covering part of the hostage's body, 
  then the hostage was hit.  
   
  If the target was crouching or lying prone on the ground, you 
  must shift your BTP to this new position. This penalty is 
  listed on the sample Target Maps to hit the default BTP 
  shown. The GM should determine the penalty for the BTP 
  on new positions or targets. Size does not matter, it will 
  simply cover a smaller or greater number of hexes on the 
  Target Map, thus increasing or decreasing the chances of a 
  hit landing on the map.  
   
  Area Effect Damage 
  Simplified, all damage from an Area Effect explosion will be 
  inflicted upon the Base Target Point.  
   
  However, to take advantage of the unique features offered 
  by the Mapped Hit Location Plug-in, Area Effect can be 
  treated in a much more realistic (though complex) fashion.  
   
  First, all damage from an Area Effect explosion should be 
  divided into 5-point units. Thus, if the explosion did 18 points 
  of damage, then there are 3 units of 5 and 1 of 3. The first 5-
  point unit of damage will hit the default BTP. Next, 1D6 is 
  rolled to determine the direction on the Target Map where 
  the next unit will land, and the next damage unit will be 
  applied to this spot. All subsequent damage-units are then 
  applied in a clockwise spiral from this point. If a damage unit 
  hits a "gap" in the target map, then that damage unit 
  missed. The BTP may also change, depending on the 
  situation. For example, if the character stepped on a mine 
  (or a grenade exploded at his feet) then that foot would be 
  the BTP, and all damage would apply upward (rather than 
  outward in an even circle).  
  Note: All damage is applied at once for purposes of 
  penetrating armor. Thus, if 3 damage units of 5 points hit the 
  chest then a total of 15 damage was inflicted. If the target 
  had 12 Armor, then 3 points would have penetrated.  
   
  Shotgun Damage 
  Shotguns (when using shot, not slugs) acts much like Area 
  Effect (above). You can use a simplified method and say 
  that all damage is applied to the BTP (reducing damage for 
  long ranges, as normal).  
   
  However, to take advantage of the unique features offered 
  by the Hex-based Hit Locations Plug-in, Shotgun Damage 
  can be treated in a much more realistic (though complex) 
  fashion. But it does require some quick figuring on the part 
  of the GM.  
   
  Put simply, all damage must be evenly distributed to all 
  "hexes" in a certain Effect Zone (or as close to even as 
  feasible). At point-blank (or in melee range) this "Effect 
  Zone" is simply the target hex that was hit. At each 
  successive "step out" on the Range chart, this zone 
  expands one radius (the Atomik WAR range chart was 
  used). Thus, at Near Range, the total effect zone is two hex 
  radii out, totaling 19 hexes. If 38 damage was rolled, then 
  this damage must be equal distributed to all 19 hexes, in a 
  circular pattern out from the center point (with the majority of 
  "remainder" damage hitting the center point). Note that 
  damage from shotguns is not reduced for range using this 
  system. The fact that much of the damage will miss the 
  target at long ranges balances out. If a damage unit hits a 
  "gap" in the target map, then that damage unit missed.  
   
  For example, a shotgun does 8DC of damage, which is 
  rolled to be 38 hits. At Near Range the total effect zone 
  extends out two radii from the center point, totaling 19 hexes 
  (the center hex, then 6 in the next level, then 12 in the next 
  layer). This actually divides out evenly, with 2 damage 
  points to each hex (how nice). However, if only 20 hits were 
  inflicted, then 2 damage could be dealt to the BTP, and 1 to 
  each of the 19 hexes.  
   
  Example 2: A shotgun blast (8DC) is rolled to inflict 32 hits 
  of damage. At Medium Range the total effect zone extends 
  out three radii from the center point, totaling 37 hexes (the 
  center hex, then 6 in the next level, then 12 in the next layer, 
  then 18 in the next). The center hex takes 2 hit, and the 6 
  surrounding hexes take 1 hit each (totaling 8 damage). In 
  the next layer out, each hex takes 1 hit (brining our total to 
  20), and in the third layer out, 1 point is applied to every 
  other hex until the total of 32 damage is reached (only 12 of 
  the 18 outer hexes were affected). Much of the outer 
  damage has probably missed the target, or had minimal 
  effect by hitting a limb.  
   
  Note: All damage is applied at once for purposes of 
  penetrating armor. Thus, if 5 damage units of 2 points hit the 
  chest then a total of 10 damage was inflicted. If the target 
  had 8 Armor, then 2 points would have penetrated.  
   
  "Shotgun Damage" can be used for Claymore Mines and 
  other Focused Area Effect blasts.  
   
  Shotgun Range Table 
  Note, all ranges are as per Atomik WAR. Original Fuzion 
  range is listed as well.  
   
  Range 
  Effect 
  Radius 
  Hexes 
  Effected 
  (original) 
  Melee < 4m 
  0 
  1 
  Melee 
  Close < 10m 
  1 
  7 
  Close 
  Near < 20m 
  2 
  19 
  (none) 
  Medium < 40m 
  3 
  37 
  Medium 
  Long (list range) 
  4 
  61 
  Long 
   
  Alternate Damage Systems 
  Mapped Hit Location plug-in is fully compatible with other 
  alternate damage plug-ins, such as Quick Damage 
  Classes and or MOS-DC, both in this sourcebook. 
  Together, Mapped Hit Locations with either of these two 
  plug-ins can create a nearly diceless combat system for 
  Fuzion. Only 1D6 is required for determining the hit location, 
  and no dice are used with QDC or MOS-DC.  
   
  
   
  ATOMIK WAR, p.  20 
  With Gunshot Wound Plug-In 
  The Mapped Hit Location plug-in may also work with the 
  Gunshot Wound Plug-in, with a little bit of tweaking.  
  Foremost, you will find below details of all primary hit 
  locations possible with Mapped Hit Location along with a 
  short description. 
  Hit Location Details 
  With this method, it is much easier to hit any physical 
  location on the human body, above and beyond those listed 
  on the standard Fuzion hit table. Therefore, more details will 
  be covered below. All locations are grouped by their 
  traditional Fuzion Hit Locations for armor coverage and 
  backward compatibility (thus anything under the "Chest" 
  category is covered by Chest armor). 
   
  Head (location 3-6) 
  It is important to note that most head armor only covers the 
  top of the head, and the back of the head, leaving the rest 
  (face, jaw, neck) fully exposed. Some helmets have light 
  cover over the face area, either a Plexiglas faceplate, heavy 
  goggles, and so forth. These should be noted on the Target 
  Map (if worn), along with their proper armor value. 
  Top of the Head - x2 Damage. This is the very top of the 
  head, the brainpan if you would, which is very sensitive to 
  high-velocity foreign objects. Usually covered by a helmet.  
  Face - x2 Damage. The region including the eyes, nose, 
  and cheek. In order to target a particular facial feature (i.e., 
  an eye) imposes an additional -4 on top on of penalty to 
  move the Base Target Point to the facial region. 
  Cranium - x2 Damage. Generally, the back of the head, 
  including where the skull meets the spine. Usually covered 
  by a helmet. 
  Ear - 1/4 Damage. It hurts a lot to get hit in the ear, but it's 
  not fatal. Any damage is reduced to 1/4. The ear is often 
  covered by a helmet. 
  Jaw - x1 Damage. Your lower jaw, which is rough living 
  without when it gets ripped off by a .50 Browning round. 
  Throat - x1.5 Damage. The throat region is fairly self-
  explanatory. It contains many important arteries.  
   
  Chest (location 10-11) 
  Wishbone - x1 Damage. Or upper sternum. This is the 
  upper part of the chest, just below the neck. It is still 
  technically part of the sternum. 
  Sternum - x1 Damage. This is the dead center of the chest, 
  and by default, the Base Target Point. 
  Chest - x1 Damage. Most everything else in the chest area, 
  basically whatever your rib cage covers. 
   
  Vitals (location 13) 
  Heart - x1.5 Damage. Slightly to the left of the sternum is a 
  particularly important organ, which, if hit, general results in 
  death. This Vital location is covered by Chest armor. 
  Guts - x1.5 Damage. The guts are the belt line regions of 
  the body, containing the intestines. It is vital due to the 
  extreme bleeding (internal and external) which will occur 
  when this area is ruptured. This Vital location is covered by 
  Stomach armor. 
  Groin - x1.5 Damage. Though not vital as far as one's life is 
  concerned, this area is considered Vital for damage 
  purposes due to the extreme pain at being hit here (for both 
  females as well as males). This Vital location is covered by 
  Thigh area armor. 
   
  Shoulders (location 9) 
  Collar - x1 Damage. The collarbone is considered part of 
  the Shoulders for damage purposes. 
  Shoulders - x1 Damage. The place where your arm bone 
  and collar bone come together. It also includes the shoulder 
  blades on the back. 
   
  Stomach (location 12) 
  Abdomen - x1.5 Damage. Just below the chest is the 
  muscular area (muscular on some people) known as the 
  abdomen. It contains the stomach, liver, and other organs 
  which are not truly vital, but critical. 
  Belly - x1 Damage. Below the abs is the "belly" region, 
  usually containing fatty tissues and other organs, such as 
  the pancreas, kidneys, gall bladder, and so forth. It is not as 
  critical to be hit in the belly, though just below (in the guts) 
  are very critical. 
   
  Arm (location 7-8) 
  Upper Arm - 1/2 Damage. The upper arm. 
  Elbow - x1 Damage. The elbow joint is pretty sensitive, and 
  in fact, if a large caliber bullet hits the elbow it can blow the 
  limb completely off. For this reason, damage is x1, rather 
  than at 1/2. It is also very sensitive, as there is a large nerve 
  here known as the "funny bone". 
  Lower Arm - 1/2 Damage. The lower arm. 
   
  Hand (location 6) 
  Hand - 1/2 Damage. The hand. Individual fingers may be 
  targeted at an additional -3 penalty on top on of penalty to 
  move the Base Target Point to the Hand. 
   
  Thigh (location 14) 
  Thigh - x1 Damage. Also know as the Hips. 
   
  Leg (location 15-16) 
  Upper Leg - 1/2 Damage. The upper leg. There is a very 
  large artery in the upper leg, which can be deadly if it is 
  ruptured. 
  Knee - x1 Damage. The main joint of the leg. It is difficult for 
  injuries to the knee to heal properly, and so if the knee takes 
  significant damage, you will probably be crippled or lame for 
  life. For this reason, damage is x1, rather than at 1/2. In fact, 
  if a large caliber bullet hits the knee it may blow the limb 
  completely off. 
  Lower Leg - 1/2 Damage. The lower leg. 
   
  Foot (location 17-18) 
  Foot - 1/2 Damage. The foot. You may target individual 
  toes at a -4 penalty on top on of penalty to move the Base 
  Target Point to the foot (if you can see the toes), but that's 
  rather silly. 
  
   
  ATOMIK WAR, p.  21 
  A Knife in a Gunfight 
  "Never bring a knife to a gunfight." 
               - Anonymous Advice 
  Melee/HTH Combat Plug-In 
  Melee Combat includes Hand-to-Hand fighting (fist fighting, 
  brawling, Martial Arts) as well as melee weapon fighting 
  (swords, axes, clubs, and so forth). 
   
  A hand-to-hand attack is always made using the Hand-To-
  Hand combat skill (or Martial Arts skill if you are using that).  
  Weapon attacks are made using the skill for that weapon, 
  such as Sword, Knife, Polearm, and so forth.  Evasion 
  against both types is always Melee Evade.  Remember, 
  throwing a knife or axe at someone is not melee combat, it 
  is ranged combat. 
   
  Hand-to-Hand Combat 
  Strike is the basic attack and includes punches and kicks, 
  as well as special maneuvers -- all Standard Fuzion Basic 
  and Advanced Actions (such as strike, block, grab, disarm, 
  martial throw, etc.).  Hand-to-hand damage is normally only 
  Stunning, unless augmented by a weapon (in which case it 
  is Melee combat).  The primary skills used in hand-to-hand 
  combat are Hand-to-Hand (for attack) and Melee Evade (for 
  defense).  Marital Arts plug-ins can be used to augment the 
  potential of this form of combat.  There are several different 
  plug-ins for Martial Arts, all of which should work well with 
  Atomik WAR.   
   
   
  Duke It Out 
  Hand-To-Hand combat (fist fighting, martial arts, boxing, 
  and so forth) is melee combat, only using your body to 
  deliver the blows.  Damage is determined by the Strength of 
  the attacker.  A punch (unmodified by Martial Arts or special 
  moves) does 1 DC of Stun per level of STR.  A kick does 
  the same, plus an additional +1 DC, but suffers a -1 Attack 
  Total penalty.  So, if Chow Yun has a STR of 5, he could 
  punch for 5 DC Stun or kick for 6 DC Stun (of course, he will 
  probably use Martial Arts).   Blocking is done with the hands 
  or arms, so be careful not to block a sword or other lethal 
  melee weapon (a raised arm will not stop a sword...). 
   
   
  Melee Weapons 
  Melee weapons (such as swords and knives) can be used 
  to strike at close range.  Melee weapons have a DC class 
  listed, and minimum STR, along with other stats such as 
  weight and cost.  The weapon will normally deal out Lethal 
  damage equal to its DC (for instance, a 6DC Battle Axe will 
  do 6D6 points of damage).  However, if your STR is below 
  the minimum STR the damage will be less.  For each level 
  under the minimum, you take a -1 REF and -1 DC to use 
  the weapon.  For instance, Little Timmy (STR 2) picks up a 
  6 DC battle-axe with a minimum STR of 5.  He can only do 
  2 DC of damage and suffers a -3 REF penalty.   
   
  On the other hand, for every point of STR you have above 
  the minimum, you do an extra DC of damage, up to twice 
  the weapon's listed DC.  For example, Jet Li strikes at Chow 
  Yun with a short sword (2 DC, 2 min STR).  His STR is 5, 3 
  higher than the minimum of the weapon.  However, he can 
  only do 4 DC with the sword since that is twice the listed 
  DC. 
   
   
   
   
  
   
  ATOMIK WAR, p.  22 
  All Guns Blazing 
  "We need guns.  Lots of guns." 
                      - Neo, "The Matrix"  
  Ranged Combat Plug-In 
  The big difference between Ranged combat and Hand-to-
  Hand/Melee combat is, as you might imagine, a matter of 
  range.  Most guns can fire upwards of 50 to 100 meters for 
  pistols to over a thousand meters for some rifles.  Using 
  ranged firearms adds complexity to combat above that of 
  Hand-to-Hand melee combat (but the same basic principles 
  of game mechanics apply).  You can aim, shoot, target a 
  location, or just fire into a crowd at randomly.  Targeting 
  body locations is actually done more frequently in Real Life 
  than you might think.  The natural tendency when shooting 
  at a target is generally to either shoot at the torso or the 
  head (unless you have a specific reason to shoot the limbs).  
  Few, if any, gunmen will shoot "randomly", unless they are 
  spraying lots of lead, panicking, or just unskilled. 
   
  Aiming 
  Aiming is not needed, but it can help in hitting a target.  For 
  every consecutive Action you spend aiming, +1 is added to 
  your Attack Value.  However, your Aiming bonus cannot be 
  greater than your DEX.  That is to say, if your character has 
  a DEX of 6, he can, at most, accumulate a +6 from aiming.  
  If you are interrupted or distracted at anytime (anything from 
  being injured to sneezing or moving) then all aiming 
  bonuses are lost.  You can't move, actively dodge, or take 
  any other action without losing the bonuses (you are 
  considered an Immobile Target). If you happen to have a 
  scope which adds a bonus, that bonus is added in addition 
  to your aiming bonus, but you must aim for at least one 
  Action to gain this bonus. 
   
  You can also declare what body part you are aiming for (as 
  per Aimed Shots) and apply the appropriate modifier. 
   
  Non-Combat Gun Actions 
  There are several actions you can perform with your gun 
  which do no involve pulling the trigger but still take an 
  action. 
  Ready - Take a gun out of its holster, off your back, and so 
  forth.  This requires one Action unless you make a 
  successful Heroic skill roll to "quick-draw" your firearm (or 
  have the Quick-Draw Gun Fu ability) 
  Reload - It takes one action to eject a magazine and slap in 
  a new one, assuming one is readily available (i.e. on your 
  belt).  For revolvers this may take 2 to 3 Actions.  For pump-
  action (non-clip fed) shotguns, it takes 1 Action per 2 shells 
  to reload.  Some guns may even take longer. 
  Set Safety - It takes one action to set the safety to "On" or 
  "Off", unless you make a successful Competent skill roll with 
  your weapon skill. 
  Set Mode - It takes one action to set the Mode (Single fire, 
  Burst, Full) on your weapon, unless you make a successful 
  Competent skill roll with your weapon skill. 
  Drop Weapon - This is a Free Action. 
   
  Autofire Rules! 
  Rate of Fire is described as RoF.  Autofire rules in Atomik 
  WAR is modified from the standard Fuzion rules and 
  complies with the notation used in A.X.E. (the Weapons and 
  Equipment supplement to A.W.E.).  With Atomik WAR, 
  there are four different RoFs.  These are listed as S/B/F/E 
  (i.e., 2/3/10/30)  -- (S)ingle shot, (B)urst shot, (F)ull auto, and 
  (E)xtended.  
   
  Single Shot (or Semi-Auto) 
  The first mode is Single Shot (S), or Semi-Auto.   Most 
  weapons have S-mode capability.   In S-mode the gun can 
  be fired one to three times (or as listed) in a single Action.  
  That is to say, if a pistol has an autofire S-mode of 2, then 
  you can fire it twice in one Action (3 second Phase), making 
  a separate skill role for each.  Each shot can be fired at a 
  different location or different target all together.  However, 
  each subsequent shot is at an additional -1 Penalty due to 
  recoil factors (-1, then -2 for the 3rd shot).  This is not an 
  issue on weapons with little or no recoil, but most modern 
  weapons do have recoil. 
   
  Burst Fire 
  The (B) mode is Burst.  This is almost always 3 (or 0 for 
  weapons with no Burst mode).  With one trigger squeeze it 
  fires a Burst of 3 bullets.  In one Action you may fire a Burst 
  a number of time equal to your S-mode.  Therefore, an 
  SMG with 2/3/10/30 RoF can fire 2 Burst of 3 bullets in one 
  Action!  The first Burst has no to-hit penalty.  However, the 
  second Burst is at -2, and the third is at -3 to hit as the gun 
  is wildly bucking around. 
   
  If you were targeting a specific location, only the first 
  round of the first Burst will hit the location, all others 
  should be random (accept on guns where noted). 
   
  But how many rounds hit?  When firing a Burst of 3 roll 
  1D6/2 for each individual Burst (round up). 
  
   
  ATOMIK WAR, p.  23 
   
  Full Auto Modes 
  The (F) and (E) modes are Full Auto.  In Full Auto mode you 
  can fire a controlled burst (F), which is the approximate 
  number of rounds the gun can fire in just one second.  As 
  an optional rule, this may vary by +/-1D6 shots, depending 
  on how long you hold the trigger.  Firing F-mode gives no 
  to-hit penalty.  Though the gun is bucking around a bit, the 
  F-mode is a short, controlled burst, and the number of 
  bullet's fired actually increases the probability of a hit such 
  that the penalties and bonuses balance out!   
   
  You can also fire an E-burst (E for Extended, Extreme, 
  Entire Magazine, Empty Out, Eradicate, etc.).  Basically, this 
  is just holding back the trigger for the entire 3 second 
  Phase, spitting out as many bullets as possible.  Most 
  SMGs and assault rifles can completely empty their 
  magazine in three seconds.  Firing (E)xtended gives a +2 
  bonus to hit (but only if you expend greater than the F-mode 
  burst).  This is because you are spraying out so many 
  bullets that it's hard not to hit the target. 
   
  In all cases, if there are fewer bullets in the magazine than 
  you can fire in any  mode, the weapon will of course stop 
  short.  If you were targeting a specific location, only the first 
  round will hit that location, all others should be rolled 
  randomly. 
   
  Shooting at Multiple Targets 
  Also called Strafing, Suppressive Fire, or "Crowd Control".  
  An autofire attack may be directed against more than one 
  target by sweeping the fire across a given area, called a "fire 
  zone".  This fire zone must be within the gunman's firing arc 
  (typically, within 90o in front of him).  At the time of the 
  attack, the width of the Fire Zone must be specified in 
  meters.  The total number of rounds unleashed is divided 
  equal between this area, and his becomes the total number 
  of rounds that can possibly hit a target in that area.  The 
  attack is then made as normal (roll once, as you would for 
  any full autofire attack), with each target defending 
  individually against the attacker's single Attack total.   
   
  For example, Jet Li bursts into a Yakuza hide out.  There 
  are three Yakuza in the room, one near a table, one two 
  meters away from the first, and the third standing one meter 
  from the second.  Jet opens fire with his MP5SD6, strafing 
  across the four meter wide area at full auto (RoF 12).  Thus, 
  3 bullets are thrown into each area, and each soldier must 
  make a Defense roll against Jet's Attack roll, or be hit by (at 
  max) 3 rounds (use Autofire Ratio to determine). 
   
  Autofire Ratio Three Ways 
  So you have fired 30 bullets at your target... But how many 
  hit?  Fuzion presents two different ways to handle Autofire, 
  both using the same Autofire Ratio chart.  Atomik War 
  introduces a third way.   Select one for your campaign. 
   
  The Simple Autofire Way 
  This is the simplest way to handle Autofire.  For every X 
  number of shots in the ratio (2 for Cinematic) one round hits 
  the target.  Thus, with autofire set to 2, 1 round hits for every 
  2 rounds fire.  If 30 rounds were fired, 15 rounds hit!  That's 
  a lot of bullets.  Recommended: Ratio 4 on PCs, 2 on 
  NPCs. 
   
  The Heroic Autofire Way 
  The number of bullets that hit a target is directly proportional 
  to the degree by which you succeeded.  In other words, if 
  the DV was 12 and you rolled a 16, the difference is 4.  So 4 
  bullets hit.  But the number of bullets that hit must be divided 
  by the Autofire Ratio.  Set to Heroic (Ratio 2), the number of 
  bullets that hit would be divided by two.  Even if you fired 30 
  rounds, only 2 would hit!  All fractions are rounded up. Best 
  for superheroic campaign where Bad Guys always miss. 
  Recommended setting: Ratio 2 on PCs, 1 on NPCs. 
   
  The Atomik Autofire Way 
  The Atomik Way combines both Simple and Heroic.  The 
  total number of bullets fired (or Strafed into an area) is 
  divided by the Autofire Ratio to find the max number which 
  could have hit.  The degree of success then becomes the 
  number of bullets that hit a target, up to the autofire max.  
  For example, if set to Heroic (Ratio 2), and firing 30 rounds, 
  then only 15 rounds could hit.  If the degree of success was 
  4, then  4 rounds hit.  If the degree of success was 20, then 
  only 15 rounds hit (15 was max).  Recommended setting: 
  Ratio 4 on PCs, 2 on NPCs. 
   
  Archery Attacks 
  Bows are a special category of ranged attack because 
  they're Strength-based ranged attacks. Bows do 1DC of 
  damage and have 20 meters of range for every 1 point 
  of STR, to a maximum STR of 7. Compound bows and 
  longbows have a maximum STR of 10. Crossbows work 
  like normal firearms. 
  
   
  ATOMIK WAR, p.  24 
  Action Extreme 
  "Alright...  who wants some!" 
          - Ash, Army of Darkness 
  The Action Pack Plug-In 
  The Atomik WAR Action Pack Plug-in presents a number 
  of optional rules, house rules, and rules that just rule, to give 
  any combat scenario a real cinematic movie feel. If you've 
  seen it in the movies, you can probably do it with the Action 
  Pack. 
   
  Warning: This plug-in may contain highly cinematic 
  components, and may not be suitable for young aud... Er, I 
  mean, realistic campaigns. 
   
  Die Hard With A Battering 
  Armor Damage 
  As armor absorbs more and more damage it will begin to 
  lose some of its protective qualities.  This is called armor 
  depletion.  When a piece of armor is hit by Lethal Damage it 
  will lose 1 KD.  Generally, this is just to simplify matters.  
  That is to say, if you are hit, no matter by how much 
  damage, that armor location will lose 1 KD.  If, however, you 
  wish to add further realism, you could optionally say that the 
  damage done must equal half the armor's current KD, but 
  this just adds math and slows down combat. 
   
  For example, Little Timmy is wearing a Kevlar Vest (10 KD), 
  trying to protect himself from his cruel aggressors.  He is hit 
  by 16 points of damage, of which his armored vest absorbs 
  10 points worth.  Unfortunately, it now drops 1 point to 9.  
  On the next attack he is hit by 8 points of damage, and his 
  armor absorbs all of it, but again drops 1 KD.  His armor 
  now just has an 8 KD value. 
   
  Knockback 
  A great deal of damage delivered in a single impact can 
  cause the victim to be knocked down, or even knocked 
  back a meter or more.  To determine how much knockback 
  is taken, simply subtract the subject's (BOD + 1D6) from the 
  DCs of the attack.  If the result is greater than zero, that is 
  the distance he is knocked back.  If the result is zero, the 
  subject is knocked down. 
   
  However, the campaign style can alter this result.  At a 
  Realistic level, the subject can only be knocked down, no 
  matter how much damage was delivered.  On the other 
  hand, in a Superheroic setting, even a slight margin of 
  difference can throw a character back a great distance. 
   
  For example, Little Timmy (BOD 3) is hit by a shotgun blast 
  a point-blank range (9DCs).  We roll 1D6 and add the result 
  of 2 to his BOD, which totals 5.  This is subtracted for the  
  9DC attack, so Timmy is Knockback 4 units.  In a Semi-
  Realistic campaign, this would translate to 2 meters.  
  However, in a Cinematic campaign setting, he would have 
  been blasted 8 meters across the room!  Now that's more 
  like it! 
   
  High Impact Damage 
  This rule can get complicated, and so it is very optional, but 
  it does add a lot of realism.  After all, you can still get hurt 
  even if a bullet does not penetrate your bulletproof vest.  For 
  example, wearing a 16DC Kevlar Vest does offer a good 
  protection.  But even a pistol round impacting such armor 
  will cause severe bruising, pain, and may break a rib or two, 
  even if the bullet does not penetrate the armor itself.  On the 
  other hand, Stun Defense (and such things as High Pain 
  Threshold) often negates these effects all together. 
   
  High Impact Damage (HID) is used to simulate these 
  factors.  You will always take HID if your have Soft or 
  Medium type armor (noted on the armor listings in A.X.E.).  
  Such damage is only Stunning, and Stun Defense will 
  protect.  But remember, for every 5 Stun taken, you take 1 
  Hit of Lethal Damage. 
   
  With Soft (S) type armor, you will always take the full 
  damage of the attack as Stunning hits.  For Medium (M) 
  type armor, you will always take (at minimum) half damage 
  as Stunning hits, even if no Hits penetrated.  If Hits did 
  penetrate, you will take Stun as normal, but will at minimum 
  take at least half damage as Stun.  For these reason, it is 
  often easier to resolve Stun damage first, then apply Lethal 
  damage second. 
   
  For example, Chow Yun (with SD 8) is wearing a Kevlar 
  Vest, (12 KD Soft armor).  Jet Li shoots him with a Glock-
  17, doing 11 Hits of damage.  Chow's jacket absorbs all 11 
  points, however, he still takes 3 Stun from the impact (11 
  Stun Damage minus his SD of 8).  If Jet had shot Chow 
  doing 15 damage, then Chow would have taken 4 Stun, and 
  
   
  ATOMIK WAR, p.  25 
  3 Hits of damage.  This is calculated from 14 damage minus 
  12 DC of the armor, equals 3 Hits & 3 Stun.  But at 
  minimum he will take 12 Stun damage.  This, minus his SD 
  of 8, deals him 4 Stun rather than 3 -- a small difference 
  over all, and hardly worth the trouble in this instance.  
   
  Armor Piercing Attacks 
  Many weapons, missiles, or ammunition types are armor 
  piercing, meaning they are designed to maximize armor 
  penetration.  Most armor piercing projectiles are made of a 
  dense material (such as tungsten or depleted uranium), 
  have a sharp point, or a shape-charged warhead, or any 
  combination there of.  Only half of the Value of the armor 
  can protect against an AP attack. 
   
  For example, if Jet Li is wearing a 10 KD Kevlar vest and is 
  shot by an armor piercing "cop-killer", for 19 damage.  His 
  vest is effectively 5 KD against the hit, so 14 damage 
  penetrates.  However, some AP attacks have their damage 
  reduced against soft-targets (as is the case with cop-killers).  
  This, and other effects, will be described for that type of 
  ammunition.  For instance, the cop-killer that hit Jet Li does 
  half-damage against flesh, so he only takes 7 damage on 
  impact.  Surprisingly, this is less than the 9 he would have 
  taken had the bullet been an FMJ or JHP round.  As you 
  can see, AP ammo has it place in certain circumstances 
  (such as against hard or thick armor), but is less effective in 
  other cases. 
   
  Most armor piercing bullets also list the types of armor they 
  are effective against.  These will be Soft (Kevlar type 
  armor), Medium (ballistic type armor), or Hard (solid metal 
  or steel).  Some fléchette rounds, for example, are armor 
  piercing, but only against Soft armor.  AP(all) means it is 
  armor piercing against all types of armor. 
   
  Alternating Ammo Loads 
  It is often times desirable to load more than one type of 
  ammunition into a gun, be it a revolver, semi-auto, SMG, or 
  machinegun.  In fact, most heavy machineguns, such as 
  Brownings, are typically loading with an alternating 
  arrangement of FMJ, armor piercing, and tracers to achieve 
  maximum effectiveness against a verity of targets. 
   
  Our sample gun is loaded with ammunition types marked 
  "R,G,B,Y" (they may be anything, such as JHP, FMJ, JSP, 
  or whatever), in an alternating sequence. 
  • 
  With semi-auto the matter is simple -- just keep track of 
  the rounds you are firing in the order they are loaded. 
  • 
  With Burst or Autofire, we must first determine how 
  many rounds hit (using 3D6/2 or Autofire Ratio) as 
  normal.  Then simple have the bullets hit in the order 
  they are loaded.  For example, if we hit with 6 bullets, 
  then they struck in the order of R,G,B,Y,R,G. 
  • 
  More realistically, however, the order will be somewhat 
  random since the first or last few (or any in-between) 
  could miss.  Thus, we must roll for each bullet to see 
  what type it was.  Number each load and roll a die to 
  determine (for example, our R,G,B,Y load is denoted as 
  1,2,3,4). 
   
   
  Load 
  Die Roll 
  2 loads 
  Roll Odd/Even 
  3 loads 
  1D6/2 
  4 loads 
  1D4 or 1D6/1.5 
  5 loads 
  1D10/2 or 1D20/4 
  6 loads 
  1D6 
  Therefore, for each of our 6 bullets that hit we roll 1D4 to 
  determine what type it was.  We roll the sequence 
  2,4,3,3,1,4 which translates to G,Y,B,B,R,Y.  Reroll if the 
  number of rounds for the type exceeds the possible number 
  of rounds in that burst - in other words, if you fired 12 
  rounds, and there were 3 of each 4 types, then you can 
  have, at max, 3 hits from one type, because no more than 
  that was fired in this burst. 
   
  Throwing Things 
  Sometimes you might need to throw something, be it a 
  grenade, baseball, dagger, or a bandage to your buddy who 
  just got his arm blown off.  If the throw is uncontested, or of 
  small importance, just let it be done.  But for combat related 
  issues, such as throwing a grenade or dagger at an 
  opponent, you may need to resolve it as an Action. 
   
  To do this, we will use the "Fuzion Baseball Test", since 
  grenades, baseballs, and large knives all weight roughly the 
  same (look, we're trying to make this easy on you, okay?).  
  Thus, this system will work for anything under 1 kilogram. 
   
  To throw a "baseball size" item, simply add your STR + 
  Athletics + Die Roll, and beat the DV to hit the target (or 
  the target area), i.e., if the distance is 12 meters, the DV 
  is 20 (on a 3D6 system).  If the object was not 
  aerodynamic (say you were throwing a book), then 
  subtract -4 from your total.  If you are trying to throw the 
  object into a small target area, such as a window, the 
  GM may apply an additional -2 or -3 to-hit penalty. 
   
  Is the object heavier than a baseball?  Are you trying to 
  throw a refrigerator at an oncoming police car?  Simply add 
  the Difficulty of Lifting the object to the Difficulty of Throwing 
  (above) to get the final Difficulty.  The GM can use Lifting 
  charts provided in other text, or use this guideline value up 
  to 100 kilograms:  Divide the weight in kgs by 10 to get the 
  DV to lift (up to 100 kgs).  Thus, to throw 50 kilogram object 
  adds +5 to the Difficulty. 
   
  Quick Combat Resolution 
  When dealing with lots of NPC goons, fire fights (though 
  exciting) can become tedious, or even boring.  Thus, to 
  speed things along and get back to the plot, the GM can opt 
  for a Quick Combat Resolution.  This should only be for use 
  against cannon-fodder goons, not PCs or major NPCs! 
   
  To resolve AV verses DV, the "diceless" Static Resolution 
  option should be used (see the beginning of this chapter).  
  When a goon is hit by one or more rounds, simply subtract 
  the DC of the gun from the goon's BOD stat.  If BOD ever 
  
   
  ATOMIK WAR, p.  26 
  falls to zero, the goon is out of combat, on the floor dead or 
  dying.  If it falls to negatives, he is very dead or dying very 
  quickly.  If the goon was wearing armor, then 1/5th of the 
  armors KD is subtracted from the weapon's DC. 
   
  For example, Chow Yun bursts into a room with ten Triad 
  goons sitting around.  He sprays them all with his two MAC-
  10s, one held in either hand, and hits all but two of them.  
  Each take at least 3DC of damage, those that were hit by 
  two rounds take 6, and those that were hit by three rounds 
  take 9DC!  All but one of those are killed or incapacitated, 
  except for one big goon who had a BOD of 6.  Even he is 
  seriously wounded, and staggers for the door to escape.  
  But Chow plugs one more round into his back, finishing him 
  off.  Chow then shoot one of the remaining goons, but this 
  goon is wearing a 10KD Kevlar vest.  1/5th of 10KD is 2, so 
  only 1DC is applied against the goon when Chow shoots 
  him.  This drops the goon's BOD to 2, hurting him badly. 
  We Have a Situation Here! 
  Shooting Hostages 
  Or trying to avoid it, can be very difficult.  In a typical 
  hostage situation, the adversary is using another individual 
  as a human shield.  In many cases this individual may be a 
  friend or innocent by-stander, and for heroes, officers, or 
  good-aligned individuals, the safety of friends and by-
  standers should be a high priority.  If you are a bad guy you 
  probably don't care. 
   
  When the bad guy has a hostage, he is for the most part, 
  completely behind him, and usually has a gun pointed at the 
  hostage's head or into his back.  If the gun can be seen, the 
  good guy can try to ascertain the chances of it going off 
  accidentally.  The first thing that should always be done is 
  attempt to negotiate for the hostage's release -- do anything 
  to make the villain more relaxed to catch him off guard or 
  buy time for a comrade to sneak up from behind (or put 
  some other plan into action).  If you must put your gun down 
  (as per the bad guy's likely demands), you'd better have a 
  back-up within quick reach -- you will need to get to it fast!  
  Once you have drop your gun and "surrendered" to let the 
  villain escape with his hostage, most evil-doers cannot resist 
  taking their gun away from the hostage's head, laughing 
  maniacally, and then try to shoot you, the hero.  At this 
  point, you should dive for cover, draw your backup weapon, 
  and nail him through the head.  Naturally, this requires a 
  great deal of skill.  It might be better to just have a partner 
  sneak up behind the villain and waste him. 
   
  If you think you are good enough you can try shooting the 
  weapon or the villain's hand (-4 penalty), and hope the gun 
  doesn't go off.  You could also try to shoot him in the head 
  (at a -4 penalty) or through the eye.  
   
  Using Hostages 
  If you are a bad guy, you should at least know how to use a 
  hostage as a human shield.  If you are a hero, police officer, 
  or good-aligned individual you should never do this.  See 
  the above rule for countering this most nefarious action. 
   
  When you have a hostage, be sure you are completely 
  behind him.  Your head should be behind the hostage's 
  head, and keep your legs as closely aligned to the 
  hostage's legs as possible.  Never have your gun where 
  your enemy can see it.  Always have the gun to the 
  hostage's back, never to the side of his head.  Your enemy 
  may shoot your gun right out of your hand. 
   
  Also, if the hostage is someone your enemy knows, or is 
  friends with, all the better.  If you are shot, pull the trigger no 
  matter what.  Even if you die, at least you die with the 
  satisfaction of ending the story with a heart-twisting tragedy.  
  Laughing manically sometimes helps, too. 
   
  Shooting Through People 
  A human body is quite capable of completely stopping small 
  arms fire.  High-powered bullets, rifle rounds, or large caliber 
  rounds can, however, penetrate a human body and strike 
  whatever is behind.  Sometimes it is necessary to shoot 
  through one person to hit another, generally in an attempt to 
  kill two foes with one shot.  This is not advisable for 
  resolving hostage situations, though it is likely something a 
  dark anti-hero or bad guy might do.  It could also happen 
  accidentally. 
   
  When a person is shot you should roll on the "Bullet 
  Lodge" table provided in the Gunshot Wound plug-in, to 
  see if the bullet was lodge in the body.  If the bullet was 
  not lodged then it blew through.  Whatever damage the 
  body did not absorb (the difference between max 
  damage and damage rolled) can be applied to the 
  person behind him, after it is converted to DCs (divide by 
  6, and round up). 
   
  For instance, Indiana is about to shoot two Nazis, one of 
  whom is standing behind the other.  He shoots the first Nazi 
  doing 5DC damage, and rolls 20 damage.  The bullet was 
  not lodged it the body, so it passes through.  The second 
  bad guy must also make a defense against Indie's AV.  He 
  fails and is also hit by the bullet.  The max 5DC could do is 
  30 damage.  The first soldier already absorbed 20.  
  Therefore, 10 damage points remain.  This should be turned 
  into DC to be rolled again, and for this we divide the 
  remaining damage by 6 and round up (resulting in 2DC).  
  So the second soldier is hit by 2DC of damage, and we roll 
  this to be 7.  You cannot apply more than max (10, in this 
  case), so if we had rolled 11 or 12, we could only have 
  applied 10 damage to the second soldier. 
   
  Dying Action 
  When a PC or major NPC has been killed, and the GM is 
  allowing this rule, he can take one last action before 
  perishing. This action will be taken on the character's next 
  Action (on his turn) as he goes down.  The action could be 
  firing off that last round that counts, hitting the alarm or self-
  destruct button, or simply making a short dramatic 
  monologue such as, "Now you'll never find the Ancient 
  Codex of Power!" even if it is complete irrelevant (such as 
  
   
  ATOMIK WAR, p.  27 
  this line might be if yelled by a Yakuza boss in a cyberpunk 
  campaign... Imagine the players' befuddlement!). 
   
  A character that has been very thoroughly destroyed 
  (eradicated) may not do this. 
   
  When Show-offs Attack... 
  A powerful personality can have a strong effect on the weak 
  minded... By words, actions, or sometimes by their mere 
  presence alone.  This type of attack is called a Presence 
  Attack. A Presence Attack can be many different things, 
  depending on the intent of the attacker: Fear, awe, surprise, 
  surrender, rage, courage, hope, commitment, or other 
  emotions or actions. 
   
  Making a Presence Attack does not require a combat 
  Action, though sometimes performing a combat Action 
  makes a Presence Attack more powerful (see Presence 
  Attack Modifiers table).  Usually 
  a 
  Presence 
  Attack 
  consists of a well-chosen phrase, such as "Surrender or 
  die!" or "In the name of Freedom!" or even just "Stop!" Roll 
  1D6 for every 1 point of PRE; you may add or subtract dice 
  depending on the GM's judgment (see the Presence Attack 
  Modifiers table for suggested modifiers). Total the dice and 
  compare the total against each target's Resistance value to 
  find the effect. 
  PRE Total 
  Possible Effect of PRE Attack is 
   > than RES 
  Target is very impressed; hesitates and must act 
  after the Attacker. 
   10 > than RES Target is very impressed; hesitates and must act 
  after the Attacker.  He also only gets one Action this 
  Round, even if using it to Run.  He may follow a 
  command he is already inclined to do. 
   20 > than RES Target is awed; may not take any Actions, half Dex, 
  and will do what the attacker commands if not 
  against his highest principles. 
   30 > than RES Target is cowed; may surrender, run away, or faint. 
  Target is at Dex 0, and will nearly always follow 
  attacker's command 
  Presence Attacks depend heavily on the circumstances, so 
  the GM should feel free to modify the number of dice in the 
  attack. The table below has some suggested modifiers: 
  Modifier 
  # of Dice 
  Inappropriate Setting 
  -1D6 to -2D6 
  In combat 
  -1D6 
  At a disadvantage 
  -1D6 
  Wrong reputation 
  -1D6 to -2D6 
  Runs against current mood 
  -1D6 to -3D6 
  Repeated PRE attack 
  -1D6 to -2D6 
  Right reputation 
  +1D6 to +2D6 
  Surprise 
  +1D6 
  Exhibiting superior power 
  +1D6 
  Violent action 
  +1D6 to +3D6 
  Good dramatic monolog 
  +1D6 to +3D6 
  Appropriate setting 
  +1D6 to +2D6 
  Target in partial retreat 
  +2D6 
  Target in full retreat 
  +4D6 
  The modifiers and the effects of Presence Attacks really 
  depend a great deal on exactly what's happening and what 
  is intended. The GM should use Presence Attacks to 
  increase the drama of a situation or make things more 
  interesting. 
   
  Special Effects and Pyrotechs 
  When Wizards Attack... 
  If you are using magic, mental powers, or super powers, 
  you may have to deal with some rather odd sorts of attacks.  
  Energy Blasts are made much in the same way as other 
  ranged attacks, taking range and skill into account with 
  other modifiers.  The range of these attacks is usually an 
  effect of the attack (there are various other Magic, Mental, 
  and Superpower plug-ins which go into this). 
   
  In most cases, Mental attacks have no range limitations; 
  they are simply direct line of sight -- if you can see it, you 
  can hit it, no matter how small or far way it is.  Direct, 
  physical ranged attacks, such as throwing a fireball, energy 
  blast, lightning bolt, or heat-ray are subject to all the same 
  rules and penalties as standard Ranged Attacks, including 
  distance, line of sight, cover, speed, and visibility. 
   
  Secondary Fire 
  With all those bullets flying around, bouncing off walls, and 
  breaking off shrapnel, someone is bound to get hurt.  During 
  the course of a firefight, dozens of magazines could be 
  emptied and countless grenades or other explosive devices 
  may be going off.  As this is occurring, bullet that missed 
  their target could hit other people or objects, and fragments 
  from explosions could be spinning about indiscriminately. 
   
  If the GM is using this option, then at the end of every 
  Round he should roughly evaluate the level of destruction 
  and chaos and make all PCs and NPCs roll a "Wild Fire 
  Defense" roll to avoid being hit by such "wild" projectiles.  
  The AV against which they roll depends on how much 
  destruction was unleashed (DV bonus from Dodge and 
  Diving for Cover continue to apply). 
   
  Chaos and Destruction Unleashed 
  Base DV 
  15+ rounds fired, and/or 1 explosion 
  3 
  20+ rounds fired, and/or 1 large explosion 
  5 
  30+ rounds fired, and/or 1 big explosion 
  7 
  40+ rounds fired, and/or several explosions 
  9 
  50+ rounds fired, and/or 3-4 explosions 
  12 
  100+ rounds fired, and/or many explosions 
  15 
  200+ rounds fired, and/or many explosions 
  18 
    
  Modify appropriately for the Resolution Option you are using. 
  Static Variable 
  +0 
  Low Variable 
  +3 or +1D6 
  Med. Variable 
  +5 or +2D6 or +1D10 
  High Variable 
  +10 or +3D6, +1D20, or +2D10 
   
  How large the area of battle is could also effect this table at 
  
   
  ATOMIK WAR, p.  28 
  the GM's discretion.  A large, wide-open area will make the 
  DV significantly less. If hit by secondary fire, the damage is 
  usually only a few DC (and often no more than 3DC tops).  
  Damage should be applied generically to the torso. 
   
  Detecting Gunshots 
  When a gun is fired, someone will likely hear it.  Range, gun 
  type, environment, and so forth, all effect how far the sound 
  can be heard.  Thus, it would be very difficult to tabulate an 
  actual chart showing the Difficulty Values for detecting 
  gunshots.  Nevertheless, a rough guide is provided below. 
  Remember, the GM should modify the actual DV to account 
  of other conditions.  Someone being shot five stories above 
  you may go completely unnoticed, especially if you are 
  playing Metallica at full blast, while the person directly above 
  you has his TV turned up all the way as well. 
   
  To detect a gunshot anyone can make a Perception check 
  (INT + Perception + Die Roll) vs. the total Gunshot 
  Detection DV.  See the following table to calculate this DV.  
  All relevant points should be added up to accumulate the 
  total DV.  This is the DV to hear the actual gunshots.  
  Perception is always used for detecting gunshots. 
  Gunshot Detection DV Table 
  DV 
  Pistol 
  +6 
  Rifle 
  +4 
  Burst Fire 
  +2 
  Full autofire 
  +0 
  Shotgun 
  -4 
  Explosion 
  -8 
  Close (<10 meters) 
  +0 
  Nearby (<50 meters) 
  +2 
  Near (<200 meters) 
  +5 
  Distant (<500 meters) 
  +10 
  Very Distant (1 km) 
  +12 
  Extremely Distant (5 km) 
  +16 
  No extraneous noise (a silent night) 
  -2 
  A bit of noise (crowded room) 
  +0 
  A good bit of noise (loud music, TV) 
  +2 
  A lot of noise (subway, machine room) 
  +5 
  A whole lot of noise (a typical concert) 
  +10 
  A Heavy Metal Rock Concert  
  +20 
  No insulation (outdoors) 
  +0 
  A little insulation (several thin walls) 
  +3 
  A good bit of insulation (several stories) 
  +6 
  A lot of insulation (thick walls, many stories) 
  +10 
  A great deal of insulation (vault door) 
  +15 
  Gun was Surpessed (Silenced) 
  +5 
  Gun was Flash Surpessed 
  +3 
  Subsonic Bullets were used 
  +5 
   
  Modify appropriately for the Resolution Option you are using. 
  Static Variable 
  +0 
  Low Variable 
  +3 or +1D6 
  Med. Variable 
  +5 or +2D6 or +1D10 
  High Variable 
  +10 or +3D6, +1D20, or +2D10 
   
  For example, a pistol shot at close range, using a silencer 
  would have a (21 DV) to anyone to detect (on the 3D6 
  system), which is fairly easy.  On the other hand, it the pistol 
  was using subsonic bullets, the DV to detect the shot would 
  be 26, a good bit tougher.   
   
  On the other hand, if a rifle was fired at one end of an 
  aircraft carrier, someone in the engine room would be at a 
  (44 DV) to detect the shot (Rifle +4, 500 meters away +10, a 
  lot of noise +10, a lot of insulation +10, and +10 if we are 
  using the 3D6 system), which is virtually impossible. 
   
  If someone was shot right next to you in a Marilyn Manson 
  concert, you would be at a 36 DV to notice, which is a 
  frightfully realistic probability. 
   
  Damaging Objects 
  Whether you shoot an object on purpose or if it was hit by 
  stray bullets, it can be destroyed.  And almost anything can 
  be destroyed if it takes enough damage.  Below is listed the 
  Armor, "KD Kills" (Kill-level Armor), SDP (how many hits it 
  can take), and the SDP in Kills. 
   
  Object 
  Armor 
  KD Kills 
  SDP 
  Kills 
  Brush 
  - 
  - 
  5 
  - 
  Rocks 
  28 
  - 
  30 
  - 
  Large Tree 
  - 
  1 
  - 
  1 
  Lamp Post 
  - 
  1 
  - 
  2 
  Pistol 
  1 
  - 
  5 
  - 
  Rifle 
  1 
  - 
  10 
  - 
  Glass Window 
  3 
  - 
  5 
  - 
  Bulletproof Glass 
  20 
  - 
  15 
  - 
  Wood Wall 
  5 
  - 
  15 
  - 
  Sheetrock  Wall 
  3 
  - 
  10 
  - 
  Brick Wall  
  20 
  - 
  30 
  - 
  Concrete Wall 
  25 
  - 
  50 
  - 
  Metal Wall 
  32 
  - 
  70 
  - 
  Metal Lock 
  20 
  - 
  5 
  - 
  Wood Door 
  7 
  - 
  5 
  - 
  Metal Door 
  20 
  - 
  30 
  - 
  Vault Door 
  - 
  2 
  - 
  4 
  Furniture 
  3 
  - 
  15 
  - 
  Console 
  10 
  - 
  20 
  - 
  Machinery 
  10 
  - 
  30 
  - 
   
  This is not a list of how much damage it takes to penetrate 
  the object (such as a wall), but to destroy it.  Though one 
  meter of sheetrock takes 10 hits before it is destroyed, a 
  bullet will rip though it with ease!  And glass will completely 
  shatter when it is penetrated.  These objects provide their 
  KD and SDP as protection to anyone behind them (see 
  Shooting Through Things).  An object is considered 
  functionally disabled when it reaches 0 SDP, but it is not 
  totally destroyed until it is reduced to below twice its SDP 
  value.  See Shooting Through Things, below. 
   
  Shooting Through Things 
  It is unfortunate that so many believe a mere wall will protect 
  them from bullets.  Most walls are made of plaster and 
  paper -- good luck on that stopping a bullet!  Unless the wall 
  is thick wood, metal, brick, or concrete, do not rely on its 
  protective qualities (or lack there of).  Above you will find a 
  chart listing the KD and SDP of many objects, including 
  doors and walls.  The listed SDP is how much damage the 
  object can take before it is considered to be destroyed.  
  Both KD and SDP will provided protection for anyone 
  standing behind the object.  This works pretty much the 
  
   
  ATOMIK WAR, p.  29 
  same as it does for Shooting Through People. 
   
  When shooting through an object (such as a door) that 
  object's KD applies as it normally would.  Any penetrated 
  damage is then applied to the object, which may nor 
  may not knock the SDP to 0.  Remember, even if SDP is 
  reduced to or below 0, the object will remain intact until it 
  is reduced to below twice it's listed SDP.  Next, you 
  should (optionally) roll on "Bullet Lodge" table provided 
  in the Gunshot Wound section, to see if the bullet was 
  lodge in the object (you may alternatively roll 50/50 
  chance).  If the bullet was not lodged, then it blew 
  through.  Whatever damage the object did not absorb 
  (the difference between max damage and damage 
  rolled) can be applied to the person behind the object, 
  after it is converted to DCs (divide by 6, round up). 
   
  For instance, Chow Yun fires a .45 caliber bullet (4DC) 
  through a sheetrock wall to hit a Mafia hitman standing 
  behind it.  He rolls 14 damage, so this is first applied to the 
  wall.  The wall has a KD of 3 (reducing the damage to 11) 
  and an SDP of 10.  The wall's KD armor is reduced to 2 KD 
  (as per Armor Damage rules) and its SDP is -1 (having 
  taken all the damage).  The max 4DC could have done was 
  24, so 10 damage points remain.  We roll on the Bullet 
  Lodged table and see that the bullet was not lodged and 
  blows through.  This should be turned into DC to be rolled 
  again, and for this we divide the remaining damage by 6 
  and round up (resulting in 2DC).  So to the Hitman takes 
  2DC of damage, and we roll this to be 7 hits.  You cannot 
  apply more than max (10, in this case), so if we had rolled 
  11 or 12, we could only have applied 10 damage to the 
  Hitman. 
   
  When the object is destroyed (reduced to below twice it's 
  listed SDP) it will collapse (or have a large hole created) and 
  no longer give protection. 
   
  John Woo's Action Theater 
  Everybody Was Gun Fu Fighting! 
  There are 8 new Actions listed below, and they are 
  considered to be cinematic Gun Fu type actions.  Gun Fu 
  comes from the words, Kung Fu and Gun, and describes 
  the type of hard-core action movies from Honk Kong (John 
  Woo, et al).  It is also typical of many other genres, including 
  the Wild West, "Arnold and Sly" type action movies, sci-fi 
  action thrillers, and so on. 
   
  Gun Fu can be a Martial Arts style, using the Fuzion Martial 
  Arts rules.  It costs 16 OP for the entire package, however, 
  because there is no official "School of Gun Fu Fighting" 
  each of these Martial Arts abilities can be purchased at 2 
  OP apiece, so you a pick and choose what you like.  You 
  will always use the appropriate weapon skill (Ranged 
  Weapons) to perform these maneuvers. 
   
   
  Gun Fu Action Summary 
  Quick-Draw 
  Draw and fire at no penalty 
  Master-Shot 
  +1 to-hit, or +2 to hit a specific location 
  Hit Weapon 
  May shoot target's weapon at no penalty 
  Spin Shooting 
  Spin to shoot any target around you 
  Jump Shooting 
  Fire while Diving or Jumping, -2 DEX, -1 REF 
  Action Shooting 
  Fire during Dodge, Acrobat, etc. -1 DEX,-2 REF 
  No Recoil 
  Ignore recoil penalties 
  Bullet Dodge 
  +5 DEX when dodging fire 
  Quick-Draw: The character may draw and fire his gun in the same 
  action.  There is no penalty to hit on your attack roll, instead of the -
  3 normally incurred.  Useful in a Wild West high-noon shootout. 
  Master-Shot:  The character may instantly aim and fire in the 
  same action.  This gives a +1 REF overall, but a +2 REF for 
  targeting a specific location (minus penalties).  This works well with 
  Quick-Draw. 
  Hit Weapon: The character may shoot the enemy's weapon at no 
  additional penalty. 
  Spin Shooting: The character may spin around to any point 
  behind, beside, or in a complete circle to shoot multiple targets 
  around him, strafe a very wide area, or hit a target directly behind. 
  Jump Shooting: The character may fire at no additional penalty 
  while jumping through the air or while Diving for Cover.  You have a 
  -2 DEX, -1 REF while performing this action. 
  Action Shooting: The character may fire while actively Dodging, 
  rolling across the floor, tumbling, or even cartwheeling, and with no 
  additional penalty.  Basically, he may use his weapons while 
  performing an active Dodge, Acrobatics, or Athletics maneuver.  -1 
  DEX, -2 REF while performing this action. 
  No Recoil: The character can ignore most penalties and side 
  effects of recoil.  This includes the to-hit penalties for firing 
  subsequent rounds and bursts, and any side-effects for firing heavy 
  weapons. 
  Bullet Dodge: You can literally see the bullet coming at you, and 
  can evade it appropriately.  This Action (basically, an enhanced 
  Active Dodge) adds +5 DEX for dodging purposes that Phase.  It is 
  essentially the same as Martial Dodge, and works just the same. 
   
  Using Your Off-Hand 
  Shooting with your "off-hand" (left hand for right-handed 
  people) incurs an automatic -2 penalty.  If you are 
  Ambidextrous you have no "off-hand", so there is no 
  penalty. 
   
  Using Two Guns 
  Some people think it's cool to carry two weapons, one in 
  each hand.  This does, in fact, allow you to lay down more 
  bullets, but whether or not you actually hit with more is yet to 
  be seen. 
   
  Normally, two semi-auto handguns or light SMGs (such as 
  micro-Uzis or MAC-10s) are used, but some big people (7+ 
  STR) can fire rifles in this way, but it is more difficult and 
  somewhat impractical to do so. 
   
  When firing two pistols (or SMGs) you have a -2 to hit with 
  your "on" hand, and a -4 to hit with your "off" hand (if your 
  are ambidextrous both are -2).  You may fire both guns in 
  one Action, make the rolls separately for each weapon.  
  Don't forget to add or subtract the WA for each gun, and 
  apply all appropriate modifiers for bursts and such. 
  
   
  ATOMIK WAR, p.  30 
  The Quick and the Dead 
  "You are dust, and to dust you shall return." 
                      - Genesis 3:19  
  Quick Damage Plug-in 
  Quick Damage Classes is a complete alternative to dealing 
  and taking damage in Fuzion. Instead of having Hit (or Stun) 
  Points and inflicting "Dice" of damage character's simply 
  have Damage Classes, and the Damage Class of an attack 
  will directly effect the character's Damage Class without the 
  rolling of dice and tedious computation.  
   
  This system is intended to greatly speed up combat while 
  minimizing the lose of flexibility and maintaining compatibility 
  with the Fuzion system and other plug-ins. Thus, a gun 
  which does 4DCs of damage still does 4DCs of damage -- 
  its effect is simply treated differently.  
   
  A Character Sheet has been designed to use Damage 
  Classes, and Damage Category Tables (PDF format). It is 
  available at this web address: 
  www.meta-earth.com/fuzion/quick-dmg.html 
  Terms and Definitions 
  SDC: Stun Damage Class -- akin to STUN. SDC is denoted 
  both for inflicting damage as well as taking damage. A 
  punch may do 4SDC, and a character may have a Medium 
  SDC of 8. 
  HDC: Hit Damage Class -- akin to HITS. HDC is denoted 
  both for inflicting damage as well as taking damage. A 
  handgun may do 4HDC, and a character may have a 
  Medium HDC of 8. 
  Armor: Armor now has DC (HDC or SDC), instead of "KD". 
  A bulletproof vest with 4HDC can protect from 4HDC (or 
  SDC) of damage. A padded jacket may have 5SDC, 
  protecting from 5SDC of Stun damage. 
  Math: When doing math, all fractional numbers should be 
  rounded to nearest whole number (.5 and above rounds up, 
  anything below .5 rounds off)  
  Deriving Damage Classes 
  The Derived Characteristics HIT and STUN no longer exist. 
  In their place now exists a "Damage Category Table" with 5 
  levels of damage. These damage levels are Light, Medium, 
  Heavy, Critical, and Terminal, and are computed from 
  BODY (or PHYS in the case of Instant Fuzion). If you are at 
  a damage level less than or equal to Light (but greater than 
  0) you are at Light Damage. Above Light, but less than or 
  up to Medium, you are in Medium, and so forth.  
  DMG Level 
  Value 
  Light 
  x1/2 BOD or PHY 
  Medium 
  x1 BOD or PHY 
  Heavy 
  x1.5 BOD or PHY 
  Critical 
  x2 BOD or PHY 
  Terminal 
  x2.5 BOD or PHY 
   
  Below are sample Damage Category Tables:  
   
      Joe, has a BOD of 4  
  Damage Category Table 
   
  Lt 
  Md 
  Hvy 
  Crt 
  Trm 
  SDC 
  2 
  4 
  6 
  8 
  10 
  HDC 
  2 
  4 
  6 
  8 
  10 
   
      Jack, has a BOD of 5  
  Damage Category Table 
   
  Lt 
  Md 
  Hvy 
  Crt 
  Trm 
  SDC 
  3 
  5 
  8 
  10 
  13 
  HDC 
  3 
  5 
  8 
  10 
  13 
   
       Bruno, has a BOD of 8 
  Damage Category Table 
   
  Lt 
  Md 
  Hvy 
  Crt 
  Trm 
  SDC 
  4 
  8 
  12 
  16 
  20 
  HDC 
  4 
  8 
  12 
  16 
  20 
   
  Buying up Damage Categories can be done with OP, just 
  as done with HITS and STUN. 10 OP can buy +1 DC to all 
  categories for either SDC or HDC. In other words, if Joe 
  (above) spends 20 OP, he can increase his HDC by +2 
  across the table (thus having an Lt value of 4, a Med of 6, 
  and is Terminal at 12). Optionally, a GM may allow a 
  character to increase by +1 DC a single category for 2 OP, 
  but it must remain one less than the next category value.  
  Other Derived Characteristics 
  There are two important Derived Characteristics which must 
  be modified for this system (other than HIT and STUN, of 
  course). These are Stun Defense and Recovery.  
  Stunning Defense (SD) now equals CON / 2 (or PHY / 2 in 
  Instant Fuzion). If a character had a BOD of 5, and an SD of 
  3, he would take 3DCs less damage from Stunning 
  damage. 
  Recovery (REC) now equals (STR + CON) / 4 (or just PHY / 
  2 in Instant Fuzion). This measures how fast the character 
  recovers from damage. You get back this many SDC each 
  turn when you rest, and this many HDC back for each day 
  of medical attention.  
  
   
  ATOMIK WAR, p.  31 
  Other Conversions 
  Armor: To convert Armor (KD) to this system, divide its KD 
  by 4 and round to nearest whole number. Thus, 20 KD of 
  armor comes to 5HDC Armor, and 13 KD of armor comes 
  to 3HDC Armor. HDC always protects from both SDC as 
  well as HDC damage. Any "Stun only" armor, such as Stun 
  Defense, only protects from SDC.  
  Kills: Every 14HDC of damage equals 1 Kill. So 14HDC of 
  armor is the same as 1 Kill of armor, and 28HDC of damage 
  does 2Kills of damage.  
  Kill Damage: To convert Kill Damage (for Human-sized 
  targets) to HDC, take Kills+13 = HDCs (so 1 Kill = 14HDC, 
  and 6 Kills is 20HDC). To convert Kill Damage to HDC for 
  big objects, machines, etc. (which do not suffer from blow-
  through) simply take Kills x 14 = HDC. So 3 Kills = 42HDC 
  (but using Kills vs. Kills would still be much better).  
  SDP Hits: Objects (or vehicles or machines) with SDP Hit 
  Points must also be converted to having HDC (Hit Damage 
  Class). Simply divide its SDP by 4 to get its HDC (so a vault 
  door with 80SDP has 20HDC).  
  Taking Damage Classes 
  Instead of starting with a set number of Hits all characters 
  (unless already injured) will be at 0DC (Zero Damage 
  Class) in both SDC and HDC. Every time they are hit and 
  take damage, these damage classes (SDC and HDC) will 
  increase as appropriate. As mentioned earlier, this is a "less 
  than or equal to" table, so that if Bruno (above) is at 3 or 
  4HDC he is Lightly damaged, and at 10HDC he is 
  considered to be Heavily Damaged (up to 12HDC). Critical 
  damage (for Bruno) runs from 13 to 16, beyond that he is 
  Terminal.  
   
  To understand how Damage Classes work, an examples 
  will be illustrated.  
   
  Joe (STR 3) punches Jack, who has a BOD of 5 (you can 
  see his Damage Table above). Joe's punch does 3SDC, 
  which puts Jack into Light damage, and at the threshold of 
  Medium. If Joe punches him again, doing 3SDC, this gives 
  Jack a total of 6SDC, which is just into Heavy. If that was 
  not enough, Joe then decides to shoot Jack with his pistol, 
  doing 4HDC damage. This places Jack into Medium HDC, 
  and kicks his SDC up to 10 (Critical). Note that "Stun Roll 
  Over", Armor, and Stun Defense, was ignored to simplify 
  this example.  
  Damage Classes Effects 
  The Effect of being at certain Damage Categories is very 
  important. When Heavily and Critically damaged, a 
  character will be impaired and have difficulty functioning ("I 
  can't feel my legs!").  
   
  Stun Effect 
  There are no actual Stun Effects, other than being in a great 
  deal of pain (more so at higher levels). At Critical SDC, the 
  character is at the verge of blacking out, and once in the 
  Terminal range, he is "Unconscious" (Terminally Stunned). 
  At which point he will then begin to slowly Recovery levels 
  of SDC, until he is out of the "Terminal Stun" status.  
   
  To handle Stun Roll Over, simply for every 5SDC which are 
  inflicted, take 1 HDC.  
   
  Dazed 
  A character can be "Dazed" when he takes damage from an 
  SDC or HDC attack (stunned, knocked out, etc.). When 
  damage is taken, make a Resistance roll vs. DCs + 10 (if 
  the character took 5HDCs, roll verses 15). A Dazed 
  character will lose his next Action.  
   
  For example, Joe punches Jack for 5SDCs of Stun 
  Damage. Jack has an SD of 3 (and has no armor), so he 
  just takes 2SDCs. He must pass a Resistance roll verses 12 
  (10 + the 2 Hits), or he will lose his next Action from being 
  "Dazed".  
   
  The GM can omit Dazed rules, or simplify them as he 
  wishes, if it appears to be slowing down combat.  
   
  Hit (or Harmed) Effect 
  Being hit by lethal (or killing) damage is a very bad thing, 
  and tends to have an adverse effect on the human body. At 
  different levels of HDC, a character may be adversely 
  effected. 
  At Light: "Just a flesh wound". No additional Adverse Effect. 
  At Medium: Serious, but not threatening. All AVs are at -1. 
  At Heavy: The character is hurt, bad. All AVs are at -2. 
  At Critical: The character is now at the threshold of death. All AVs are 
  at -4. If bleeding (very often the case) he will take +1HDC per Round 
  unless treated (basic first add to stop bleeding). 
  At Terminal: The character is dying or dead. All AVs are at -6, but the 
  character will usually be unconscious. The character, bleeding or not, 
  will take +1HDC per Round unless stabilized by a Heroic medical task 
  roll (First Aid, Surgery, etc.). 
  Beyond Terminal the character is dead. The GM of a cinematic 
  campaign may still allow an Incredible medical task roll to resuscitate 
  the character at this point.  
  Hit Locations 
  This simplified damage system can still be used with 
  multiple hit location rules. That is, Head hits do double 
  damage, Stomach hits do x1.5 damage, half damage for 
  hits on the limbs, etc. This continues to work as normal. For 
  example, if Jack is shot in the stomach by a 3HDC 
  handgun, he actually takes 5HDC of damage. The damage 
  modification for the location is counted after all armor is 
  considered, just as normal.  
   
  
   
  ATOMIK WAR, p.  32 
  Multiplier Damage Resolution 
  Created By Doyle Erin West, Edited by Mark Chase 
  Margin of Success DCs Plug-In 
  This Plug-In was written to streamline combat in Fuzion with 
  minimal impact to existing Fuzion rules.  With this system 
  all that is needed is a single set of dice (1D10, 3D6, or what 
  ever you use) to determine the to-hit Task Resolution. 
   
  Damage Class 
  All Damage Classes (for HTH, Melee, or firearms) are 
  unchanged, but are considered to represent multipliers 
  instead of "dice of damage".  That is to say, 3DC does not 
  mean "3D6", it means the damage is a x3 multiplier. 
   
  Attacks are rolled as normal, and all modifiers for accuracy 
  and other bonus are applied as normal. Unlike standard 
  Fuzion, ties go to the defender under this system, which is 
  the only change (otherwise, you can consider a tie to be a 
  "0 Success", doing ½ x DC damage). You then calculate 
  your Margin of Success (MOS) by subtracting your AV 
  (Attack Value of the roll) from your Target's DV. Your 
  damage is MOS x DC, applied as normal.  So, if you 
  succeed in an attack by 3 with a 4DC pistol, the target takes 
  12 damage (3 x 4 =12).  However, if your AV vs. DV scores 
  were even you missed (or did 2 points of damage, 
  depending on how the GM wish to treat ties for MOS-DC). 
   
  Autofire 
  Burst - Roll 1D6/3 to determine the number which hit.  Each 
  round's success level is 1 lower than the previous.  So, if all 
  3 rounds hit, and MOS was 2, then the 1st round hit for 
  2xDC, the second for 1xDC, then third for ½xDC.  If only 2 
  rounds hit, and the MOS was 8, then the 1st round hit for 
  6xDC, the second also 6xDC.  All hits are rolled on a 
  random location (the first shot may hit a declared location, 
  as always). 
   
  Auto - Determine the number which hit by Autofire Ratio 
  (though the Autofire Ratio may be discarded since this 
  system has a simple form built-in!).  For each round that hit, 
  take [(MOS ≤ 6) x DC] and each rounds' success level is 1 
  lower than the previous. So, if 2 rounds hit, and MOS was 4, 
  then the 1st round hit for 4xDC, the second for 3xDC, and 
  all others missed.  If, on the other hand, 6 rounds hit and  
  the MOS was 8, then the hits would be, 6xDC, 6xDC, 6xDC, 
  5xDC, 4xDC, 3xDC, 2xDC, 1xDC.  All hit locations are 
  rolled randomly (the first shot may hit a declared location). 
   
  Mapped Hit Location Plug-In 
  Simply off-set the MOS damage to be "MOS(F) +3", but half 
  the damage on all "misses".  That is, if MOF was -2 then 
  1xDC damage, divided by 2 (or 1/2xDC) was done.  If MOF 
  was -1 then 2xDC damage, divided by 2, (or 1xDC) was 
  done.  If MOS was 2, then 5xDC, and so on.  The Cap is 
  MOS 4, which is a 6 multiplier.  Use this table for reference. 
  MOS/F 
  Damage 
  MOF -2   
  ½  x DC 
  MOF -1 
  1 x DC 
  MOS 0 
  2 x DC 
  MOS 1 
  3 x DC 
  MOS 2 
  4 x DC 
  MOS 3 
  5 x DC 
  MOS 4 
  6 x DC 
   
  Area of Effect 
  In an Area Effect attack, the Target must roll his defense (to 
  Dive for Cover), or use his flat DV (Evade+10) and from that 
  calculate a Margin of Failure (MOF), to see how much he 
  failed by.  This then becomes the multiplier for the DCs of 
  the attack. 
   
  Note: If characters are allowed to “Buy down” an attack roll 
  targeted at them, this "buy down" should start at the Full 
  MOS, not the Damage Cap proposed below. 
   
  Damage Cap Switches 
  Below is the switch for damage caps.  Use either Position 
  one or two. 
   
  Position One: The Damage Cap is 6. That is to say, your 
  multiplier cannot exceed 6 because that is the theoretical 
  maximum damage 1 DC can do.  For example, if your MOS 
  is 8 with a 3DC handgun, the damage is only 18 (6 x 3 = 18) 
  because we capped the multiplier at 6. 
   
  Position Two: Roll hit the locations for each attack. Any 
  MOS over 6 could be applied to altering the Point of Impact 
  (POI) on a 1 point per hit location area. In other words, to 
  turn a stomach hit into a head hit, it would cost (stomach, 0, 
  POI; Chest, 1; Shoulders, 1; head, 1) 3 points. Smaller or 
  more specific targets would cost extra. To expand on the 
  above example, to turn that stomach shot into an Eye shot 
  would cost 6 pts. 3 for the move to the head, and 3 for the 
  tiny target of an eye. 
   
  Critical Hit Switches 
  Below is the Switch for handling Critical Hits.  Pick one of 
  the two positions. 
   
  Position One: Critical hit rolls do get added to the damage 
  multiplier, over and above the Damage Cap. This is very 
  deadly and should be used only if the GM knows what he is 
  getting in to.  He could end up with 16xDC damage 
  modifiers. 
   
  Position Two: Critical hits just give +1 to the multiplier, 
  increasing the damage, but not to an extreme. 
  
   
  ATOMIK WAR, p.  33 
  Aftermath and Recovery 
  "There's a big difference between Mostly Dead and All Dead." 
                      - Miracle Max, "The Princess Bride"  
  Injury and Recovery Plug-In 
  So, a 9mm Jacketed Hollow-Point has ripped through your 
  abdomen at point-blank range, ruptured your spleen, and 
  now you're bleeding profusely on the floor screaming in 
  agony.  But what does this mean in game terms? 
   
  In short, you're screwed.  But before anything else, we must 
  understand the basics of how damage works under the 
  Fuzion system (which you probably already know), and 
  how it relates to the fragile bundle of organic chemicals 
  known as the human body. 
   
  The Damage Class (DC) 
  In Fuzion, there are four types of damage: Stunning (which 
  measures shock, pain, bruising, and other light, non-life-
  threatening damage), Lethal (which is killing damage), 
  Structural damage (which measures hits to damage to 
  objects or vehicles), and the last is "Kill-level damage", used 
  for large vehicle or ship-to-ship combat, or for very heavy 
  high-powered weapons. 
   
  Damage is measured in six sided dice, each "D6" 
  representing a unit called a Damage Class (or DC). That is 
  to say, Damage Class 3 (or 3DC) is equal to 3D6.  Each 
  point of DC represents one six sided die when rolling for 
  damage. You roll the specified number of dice, add the 
  results together, and the total is the amount of damage 
  done to your target: Example: I have a 3DC handgun. I roll 
  three dice and get a 5, a 6 and a 3. I do 14 points of Lethal 
  Damage with that attack. 
   
  With the exception of bows and spears, ranged weapons 
  always do damage based on the DC of the weapon. 
  However, damage caused by any part of the body is 
  determined by the Strength of the attacker with fists doing 
  one DC of Stunning Damage for each point of Strength the 
  attacker has (a kick does an extra DC on top of your STR, 
  but suffers a -1 AV penalty). Example: if your Strength is 5 
  you do 5DC STUN punching and 6DC STUN kicking. 
   
  Taking Hits 
  Hits are Lethal Damage.  In Fuzion, all living things have 
  Hits. These are points that represent how much damage 
  they can take. A character generally has as many Hits as 
  his BOD characteristic x5. One Lethal point of damage from 
  a weapon or attack will remove one Hit.  At zero you are 
  dead or dying, and certainly incapacitated.  For example, 
  Little Timmy (BOD 3) has 15 Hits.  If he is shot by a gun and 
  takes 12 Lethal Damage, he is reduced to only 3 Hits, and is 
  barely staying alive. 
   
  Taking Stun 
  Living things also have Stun points; a measure of how much 
  damage they can take before they pass out from pain and 
  shock. Stun damage has no lasting effect, it is only a 
  measure of how much trauma or "bruising" damage one 
  can take.  A fistfight is a good example of something which 
  deals primarily with Stunning Damage (so would sleep gas 
  or a futuristic "stun-ray").  Your Stun is equal to your Hits, 
  (BOD x 5).  One point of damage from a body blow or 
  stunning weapon will remove one point of Stun.  If your Stun 
  reaches zero, you will be knocked out. 
   
  Structural Damage (SDP) 
  "Soft targets" like living things take damage differently than 
  "hard targets" (structures and vehicles). So in Fuzion, 
  inanimate structures, vehicles and other non-organic objects 
  (commonly called "hard targets") have Structural Damage 
  Points instead of Hits or Stun.  SDP is different from Hits, 
  but works the same way -- one point of Lethal Damage will 
  remove one SDP (5 points of Stun will remove 1 SDP as 
  well). 
   
  Really Big Things (Kills) 
  Really big things, such as tanks, battleships, mecha, and 
  starships do such staggering amounts of damage that they 
  are measured in a larger scale called "Kills", to represent 
  the massive forces associated with military hardware, very 
  large objects, or extremely powerful attacks. Conversely, 
  very large or tough things (tanks, mecha, etc.) are also 
  defined as having Kills of structure or armor to represent the 
  huge amounts of punishment they can take ("Kill level SDP" 
  or KD). 
   
  Unlike DCs, Kills represent whole values rather than 
  numbers of dice; a way of simplifying the bucket-o-dice that 
  such attacks would normally require. So when attacking 
  objects with Kills with weapons that do Kills, you will simply 
  subtract the damage done from the Kills remaining, instead 
  of rolling dice for damage. 
   
  
   
  ATOMIK WAR, p.  34 
  Kills and DC 
  Because a Kill represents a whole value, rather than a 
  number of dice, applying damage is greatly simplified.  
  When attacking an object with Kills with a weapon that does 
  Kills, you will simply subtract the damage done from the Kills 
  remaining, instead of rolling a bucket of dice.  For example, 
  Mecharanger-1 attacks the giant evil robot Zeirkrank with a 
  6 Kill laser.  Therefore, any Kills that penetrated Zeirkrank's 
  armor would subtract for his total Kill Hits. 
   
  Damage Scaling 
  Really big guns are designed to hit and damage really big 
  targets. It's nearly impossible to apply the full force of a huge 
  attack to a small target (like a man) because the majority of 
  the damage just doesn't have a big enough surface area to 
  expend itself on. Really big damage is also more likely to 
  expend its force by hurling a small target out of the way 
  rather than directly applying all of its force to the target. By 
  contrast, it takes a lot more force to move a large object and 
  it has a lot more surface area to absorb that force, so it 
  stands there and takes it all. 
   
  Therefore, in Fuzion, small targets (things with damages 
  measured in Hits and SDP) are damaged differently by 
  large-scale 
  attacks. 
  Small 
  Targets 
  (people, 
  cars, 
  motorbikes, Little Timmy) do not take the full force of Kill 
  rated attacks. Instead, they scale down the huge damages 
  done by Kills into smaller, dice based Hits or SDP, 
  representing the results of this effect.  
   
  As a rule, the first Kill of a Kill-rated attack will always be 
  equal to 14DC. Each additional Kill of damage adds only 
  1DC to the base 14DC, because the remaining damage 
  effects just don't have a big enough surface to expend 
  themselves on. 
   
  But all that force didn't just vanish! It's just been converted 
  into Knockback. And since knockback subtracts the BOD 
  (or Kills) of the target from the TOTAL DC done, chances 
  are you still got blown several meters away. Ouch. 
   
  For example, a tank shoots a 4-Kill shell at Little Timmy, 
  who has somehow found a powersuit with 45KD of armor.  
  The impact does 14D6 for being a Kill, plus 3D6 for the Kills 
  above 14.  So Timmy is now faced with 17D6 of damage.  If 
  the rolls are about average this comes to 60 hits, 15 more 
  than the armory can absorb.  Timmy will take 15 hits and be 
  thrown back 17 units (8 to 17 meters depending on the 
  campaign setting). 
   
  As you can see, this does mirror the effect of big weapons 
  in most common action genres (science fiction, animé, 
  superheroes, action movies), where characters are more 
  likely to be maimed or hurled through the air by blast or 
  overpressure effects rather than just obliterated on the spot. 
   
   
   
  DC attack vs. Targets with SDP or Hits 
  No Change 
  Kill Attacks vs. large vehicles with Kills 
  No Change 
  Kill Attacks vs. a big vehicle with SDP 
  Multiply the number of kills by 50 to produce the required SDP or Hits.  
  For example, a mecha attacks a car doing 4 Kills.  4x50 = 200, so the 
  car takes 200 hits. 
  Kill Attacks vs. a small vehicle with SDP 
  Add 13 to the number of Kills done.  This equals the DC value of the 
  attack.  For example, a mecha shoots Little Timmy (for no reason) 
  doing 4 Kills of damage, which equals 17DC. 
  DC Attacks vs. really large vehicle with Kills 
  Divide the DC of the weapon by 14, and round down, to get the Kills.  
  For example, a 36DC weapon would translate to 36/14 = 2.5, rounded 
  down, resulting in a 2 Kill attack. 
  Taking Damage 
  There are two kinds of damage that you can take from an 
  attack; Stunning Damage and Lethal Damage. Stunning 
  Damage is damage that creates pain and shock, but not 
  serious injury. It's "fist fighting" damage, impacts done with 
  the parts of the body, such as hands or feet. 
   
  Stunning damage is always subtracted from your 
  character's pool of STUN points, after being reduced by the 
  higher of either your character's SD or his Armor. When his 
  STUN points are at 0, his body will react by shutting off the 
  pain-and passing out. 
   
  You will take 1 point of Lethal Damage for every 5 STUN 
  that penetrates. 
   
  Lethal Damage, on the other hand, is serious injury that can 
  maim or kill. Anytime a weapon hits you, even if it's just a 
  club, you will take Lethal Damage. In addition, any 
  sharpened part of the body (fangs, claws, horns), can also 
  do Lethal Damage. 
   
  Lethal damage is always subtracted from your character's 
  pool of Hits. When this is reduced to (or below) zero, your 
  character is dying. 
   
  Collateral Damage 
  Since Lethal damage also causes a fair amount of pain and 
  shock, you will lose 1 point of STUN for every 1 HIT you 
  lose, until you run out of Stun points. (Note: you don't get 
  your SD!). Sometimes a Stunning blow is powerful enough 
  that a small amount of Lethal Damage is also done (see 
  above on Taking Damage). 
   
  Stun Rollover 
  When you have lost all of your Stun points, any subsequent 
  Stun damage you take will continue to convert into Lethal 
  damage at the 1/5th rate, reducing your remaining Hits.  If 
  you're beaten senseless and the beating continues, you 
  could well be beaten to death! 
   
  Dazed 
  If you take more than 1/2 of your total Stun in one attack, 
  you are Dazed. A Dazed character may take no more 
  actions that Round and loses his first Action on the next 
  
   
  ATOMIK WAR, p.  35 
  Round. He is also at -5 to all Primary Characteristics.  
  During this time, he cannot move and may take no other 
  actions. He will remain Dazed for the remanded of that 
  Round, becoming "un-dazed" using his first Action on next 
  Round. 
   
  Applying Damage to Objects 
  You can't stun an inanimate object. Therefore, objects will 
  always take both Stunning and Lethal damage.  However, 
  Stun damage only applies 1/5th of its value against SDP, 
  unless deemed otherwise by the GM. 
   
  Impairing Wounds 
  Whenever your Hits have been reduced enough, you will 
  become impaired. At half of your total Hits, all of your 
  Primary Characteristics will be reduced by -2; at 1/4 of total, 
  they will be reduced by -4 points: a Characteristic cannot, 
  however, be reduced to less than 1. 
  Injury Level 
  Penalty 
  Stunned 
  -5, but cannot act 
  0 Stun, or less 
  Unconscious 
  Half total Hits 
  -2 
  1/4 total Hits 
  -4 
  0 or less Hits 
  -6 
   
  Knocked Out 
  Your character is knocked out whenever your Stun is 
  reduced to 0 or below: you are automatically unconscious. 
  You are effectively knocked out, but will regain 
  consciousness once you have recovered enough Stun to 
  put you back over 0 again (see side table below to see how 
  long this takes). 
   
  Death 
  When you reach 0 Hits, you are dying. You will be able to 
  keep moving if you've still got Stun left, but you'll be at -6 
  (GM's Option) to all Primary Characteristics. You will also 
  lose 1 additional Hit (in shock and blood loss) per round (4 
  Phases).  When you lose up to 2x your BOD, you are dead. 
  For example, at the end of our show, Little Timmy dies.  He 
  had a BOD of 3, which gave him 15 Hit points.  At 0 Hits, he 
  is dying -- twitching in a pool of his own blood, gasping for 
  air.  But there is still a chance he can be saved, and he may 
  even be able to perform a "Dying Action" or continue on with 
  massive penalties.  Unless bandaged or treated with First 
  Aid or some other medical skill, he will lose 1 Hit every 
  round from blood lose and trauma.  At -6 hits he is 
  completely dead, and there's no coming back (at least, not 
  for our Little Timmy). 
   
  Recovering From Damage 
  So, your Kevlar vest didn't protect you from that 20mm 
  armor piercing round like you thought it would?  Assuming 
  you aren't dead, the next step is to get better. Your 
  Recovery Characteristic (REC) determines how fast you 
  can get back on your feet, and recover lost Hits and Stun. 
   
  Recovering Stun Damage 
  Stun recovers fairly quickly.  Whenever you take a 
  Recovery Action, you will regain Stun equal to your REC.  If 
  your Stun is below 0, you are unconscious, and thus cannot 
  take any Recovery.  But you're body will recovery at a given 
  rate, even when you are knock out. 
  Stun Level 
  Recover Stun 
  0 to -10 
  Every Phase 
  -11 to -20 
  Every Round 
  -21 to -30 
  Every Minute 
  >30 
  A long time 
  For example, if Jet does a spin-kick on Chow Yun, striking 
  him for 12 Stun damage, Chow can spend his next action 
  Recovering from the blow.  If Chow's REC is 10, then he will 
  recover 10 of those lost Stun points when he takes that 
  Recovery Action.  However, if Jet knocked Chow 
  unconscious, and he was at -11 Stun, then he would 
  recovery 10 Stun at the end of every Round. 
   
  Recovering Hits 
  Hits are actual life-threatening injuries, which should be 
  treated and watched carefully.  Unless you are dying 
  (bleeding to death), you will naturally recovery 1/2 your REC 
  score in a 24 hour period (that is, without proper medical 
  treatment, or in a primitive low tech world). 
   
  However, under medical care you will heal up to your full 
  REC every 24 hours.  By this, "medical care" assumes at 
  least one person, other than yourself, who has a medical 
  skill, and that you are located in a sanitary environment with 
  your wounds dressed and bandaged.  This does not 
  necessarily require you to be in a hospital, but in a hospital 
  surgery and advanced treatments can be performed (see 
  below).   
   
  Having all your hits recovered does not mean you are fully 
  healed.  You may need surgery time and further time to heal 
  broke bones, and so forth. 
   
  Recovering from Death 
  It is possible to save a dying character (with Hits at or below 
  0).  The key is to stop the bleeding and stabilize him.  To do 
  this, another character must make a successful medical skill 
  roll (Paramedical, First Air, Surgery, etc).  The Difficulty 
  Value is two times the number of Hits below 0.   
   
  For example, Wesley, our heroic adventurer, has been 
  nearly killed by a life-siphoning torture machine (Hits now at 
  -10), but his friends have brought him to Miracle Max. Max 
  must make a medical roll against a DV of 22 to save his life.  
  It would take a miracle, but that is what Max is best at. 
   
  Remember, if using a different Difficulty scale (such as a 
  1D10), subtract the appropriate modifiers. 
   
  Crippling Injuries 
  Atomik WAR adds a new level of gruesome detail to 
  combat that carries with it the possibility that a character will 
  suffer from a crippling injury.  This may be temporary 
  (hopefully), but it can be a permanent injury.  Permanence 
  of the injury does depend on the gameworld.  Atomik WAR 
  
   
  ATOMIK WAR, p.  36 
  assumes late 20th, early 21st century technology (TL5) is 
  available.   If, in your campaign, cybernetics and advanced 
  bioengineering is commonplace, many (or all) crippling 
  injuries can be healed. 
   
  Using the Gunshot Wound plug-in a character is hit by a 
  great deal of damage.  Many of these effects are crippling, 
  some severely crippling.  It is quite possible to have a leg or 
  hand blown off, as well as receive deadly spinal injuries. 
   
  A limb is considered crippled if it is destroyed (obviously), 
  but also if it is broken (the bone snaps or fractures).  When 
  a limb is crippled, you can no longer use it, until it is healed 
  (if it cannot be healed, tough).  If it was a hand or arm, you 
  can no longer hold a weapon or use items with that hand.  If 
  it was a foot, your MOVE is halved.  If it was a leg or both 
  feet, you must crawl (1/4 MOVE). 
   
  A damaged or destroyed spine is extremely serious.  It 
  means you are paralyzed from the waist down (or neck 
  down in really horrible cases).  Unless regenerative magic 
  or advanced cybertechnology exists, this is injury 
  permanent.  While you can fully heal your hit points, you 
  cannot walk, and if paralyzed from the neck down, you 
  cannot use your arms either (time to get a new character). 
  First Aid 
  On the battlefield or in a firefight, injuries are common and 
  doctors are not.  This posses a dire problem.  The solution, 
  of course, is for every fighter to be skilled somewhat in the 
  medical arts.  In basic Fuzion, the only medical skill is 
  Paramedic, which can be used at Level 1 or 2 to represent 
  First Aid.  However, in more advanced Fuzion, medical 
  skills break down to First Aid, Paramedics, Surgery, 
  Neurosurgery, and so forth.  This will all depend on the 
  specific gameworld of the campaign. 
   
  In either case, first aid is the art of quickly treating wounds, 
  superficially, in order to stop bleeding and stabilize a patient 
  so that he may survive long enough to receive proper care 
  far away from battle. 
   
  In most cases, even an unskilled person can perform 
  rudimentary first aid successfully.  If a medical kit is 
  available (such as those listed Atomik A.X.E.) use it.  Any 
  and every wound should be bandaged with a clean cloth, 
  and if disinfectants are available, use them too.  All told, first 
  aid treatment generally takes 1 Round, per person, against 
  an Everyday Difficulty Value.  If the subject has received 
  some serious damage, such as internal bleeding or severe 
  internal injuries, the DV will be higher. 
   
  Unless you are treated further in a sanitary environment (as 
  per Recovering Hits) you will heal much slower (half REC 
  every 24 hours), and may have lasting scars, or other, 
  unforeseen complications, like infections. 
  Surgery 
  Many injuries require medical attention beyond simply 
  bandaging the wound.  Superficial surgery includes cleaning 
  and dressing a wound, stitching, and other minor attention.  
  Setting a bone, though extremely important, is also a rather 
  simple medical practice that has been employed since the 
  dawn of civilization.  These require only a few hours of 
  attention, and are considered part of monitored medical 
  attention described in Recovering Hits. 
   
  However, some injuries require the attention of a 
  professional medical doctor or military medic.  The removal 
  of bullets from the body should be done by someone with a 
  high skill in Paramedic or Surgery.  The operation to remove 
  a bullet is usually very short, under an hour, and with a 
  Competent success roll.  Failure, however, can result in an 
  additional 1D6 damage, though the bullet will still be 
  removed.  An unskilled person (with a strong stomach) can 
  also remove a bullet without a success roll, but again, 1D6 
  damage in incurred from the operation, which can be fatal if 
  the patient is already badly injured.  If anesthetics are 
  unavailable, this can be an extremely painful operation 
  (double Stun damage).  Recovery should take a few more 
  days after the operation. 
   
  More severe damage, given from critical hits on the 
  Physiological Effects table, often requires serious medical 
  attention.  After each effect description is listed the type of 
  medical attention required, number of operations, and 
  hospital stay (or stay under supervised care).  For instance, 
  an injury calls for 2 operations, Critical medical care, and 3 
  weeks of recovery.  This means the patient is admitted in a 
  Critical Condition (the highest level of priority).  He will 
  undergo 2 operations during the course his 3 week stay in 
  the hospital, often the first on the day of arrival, and the 
  second a few days after, but could occur the same day or 
  even weeks later.  The patient may not be in the hospital for 
  the full three weeks.  This is only recommended time that he 
  should at least be monitored in case of unforeseen 
  complications. 
   
  In the event that a character has sustain multiple critical 
  injuries (and has manage to survive it), all recovery 
  requirements are accumulative, accept for the recovery 
  time.  The recovery time is the largest of the values listed for 
  the injuries.  For instance, if a character take two critical 
  injuries, one requiring 1 week recovery, Serious medical 
  attention, and 1 operation, and the other requiring 3 weeks 
  of recovery, Critical attention, and 2 operations, then all in 
  all, he is admitted in Critical Condition must have 3 
  operations, and has a recovery time of 3 weeks. 
   
  Often before the required recovery time has expired the 
  character has fully healed (due to a high REC score).  
  Nevertheless, he should take it easy and remain under 
  medical watch for the listed time. 
   
   
  
   
  ATOMIK WAR, p.  37 
  Gunshot Trauma Effects 
  "Game over, man!  Game over!" 
             - Hudson, "Aliens"  
  Gunshot Wound Plug-In 
  It is well known that a bullet hitting your body will not kill 
  you.  It is the effect of the bullet that kills you.  You die only 
  because of what the bullet did, such as puncture your 
  heart, rupture a major artery, shatter your spin, blow out 
  your brains, and so on.  Because of their high velocity and 
  ballistic effects, bullets do a great deal of extraneous 
  damage to a human body.  Most bullets fragment inside 
  the body, or mushroom through tissues, causing very ugly 
  thing to happen to one's internal organs.  The bullet 
  wound charts that follow assumes that the bullet has 
  entered the body.  For a bullet to enter body, at least 1 
  points of Lethal Damage had to have penetrated armor.   
   
  That is to say, if a point of Lethal Damage (not Stun) got 
  past the armor, the bullet is said to have penetrated the 
  body.  Otherwise, if the target only took Stunning (or no 
  damage at all), the bullet clearly did not penetrate.  In such 
  a case it is assumed that all damage (Stunning) was from 
  the kinetic force itself. 
   
  The first step is to determine where the round hit (if you 
  have not already done so), see if the bullet was lodged to 
  penetrated straight through, and finally, see if there was a 
  traumatic effect, and if so, roll on the Traumatic Effect 
  Chart. 
   
  Determining Hit Location 
  The Hit Location must be known in order to use the 
  Gunshot Wound Effects Plug-In.  This should have 
  already been taken care off when the target was hit, and 
  there are various ways to do it (standard hit location chart 
  or Mapped Hit Location Plug-In).  Atomik WAR further 
  narrows down Head Hits to sub-regions (such as Face, 
  Ear, Throat, etc.) and if this region of the Head has not 
  already been determined, you should roll it now: 
   
  Head Hit Chart 
  1D6 Roll 
  Location 
  Effect 
  1 
  Face 
  1 x dmg 
  2 
  Eye 
  2 x dmg 
  3 
  Cranium 
  2 x dmg 
  4 
  Jaw 
  1 x dmg 
  5 
  Throat 
  1.5 x dmg 
  6 
  Ear 
  1/4 x dmg 
   
   
   
  With Mapped Hit Location Plug-In 
  It is entirely up to you (or the GM) if Traumatic Effects are 
  to be used in conjunction with the Mapped Hit Location 
  Plug-In (if that is what you are using instead of random hit 
  charts).  This Gunshot Wound Effects Plug-In is fully 
  compatible, and you should have no (or very little) trouble 
  using it.  If there is any question as to what Mapped 
  Location matches with a standard location, use common 
  sense.  "Top of the Head" is counted as the Cranium, 
  Collar bone should be counted as Shoulder, for Elbows 
  and Knees, just use the Limb Hit table, and so forth.  
   
  Logged Bullets 
  When a bullet has penetrated the body, it may be either 
  be lodged within the body (which is bad) or  it may blow all 
  the way though, which also bad, but not quite as much.  
  Simply roll 3D6 and consult the bellow chart, based on the 
  type of ammunition fired, to determine if it was lodged. 
   
  Bullet Type 
  Lodged on Roll of: 
  Full Metal Jacked 
  8 to 12 
  Jacked Soft Point 
  7 to 14 
  JHP or Cor-Bon JHP 
  6 to 12 
  Hydra-Shok 
  6 to 15 
  Tri-Core 
  6 to 15 
  Black Talon 
  5 to 16 
  KTW Round 
  8 to 12 
  Glaser Round 
  4 to 16 
  Armor Piercing 
  3 to 7 
  Tracer / Incendiary 
  8 to 14 
  Subsonic 
  6 to 13 
  Fléchette (any kind) 
  8 to 16 
  Shotgun Shot 
  6 to 18 
  Shotgun Slug 
  6 to 12 
  20mm or 15mm 
  3 to 5 
   
  If bullet is lodged it may require surgery to remove (a 1 
  Day Serious operation), in addition to whatever other 
  surgery or medical care is need for other damage.  It is not 
  always necessary to remove a bullet.  Sometimes it is 
  actually better not to remove them, so ask your doctor to 
  be sure. 
   
  Next, consult the Traumatic Effects Charts, below. 
   
   
   
   
   
   
  
   
  ATOMIK WAR, p.  38 
  Traumatic Effects Determination 
  If at least 1 point of Lethal Damage impacted the body 
  through armor, you should roll 1D6 to determine if the 
  bullet had a Traumatic Effect or not.  Depending on the 
  campaign setting, if this roll is less than or equal to the 
  Trauma Effect number, then you must consult the Wound 
  Effects Charts to decide what effect the bullet actually had 
  on the body.  Warning: this will be fatal or crippling in 
  many cases!  It should be used with extreme care for PCs 
  and major NPCs!  Roll 1D6. 
   
  Campaign Setting 
  Trauma Effect # 
  Realistic 
  6 (always) 
  Semi-Realistic 
  5 
  Heroic 
  4 
  Cinematic 
  3 
  Legendary 
  2 
  Super-Heroic 
  1 (rarely ever) 
   
  For example, in a Heroic campaign, if the Trauma Effect 
  Roll was 4 or less (a roll of 1 to 4 on 1D6), then we must 
  use the Traumatic Effects Charts below.  Optionally, the 
  GM could set this number differently for PCs verse NPCs.  
  I would recommend Legendary (2) for PCs and Heroic(4) 
  or Semi-Realistic(5) for NPCs or goons. 
   
  Traumatic Effect Chart 
  To use this chart you must know four things: the Type of 
  Bullet, its Caliber, and where it hit, and how much damage 
  it did.  To find the effect you should roll 1D6, 2D6, 3D6, or 
  4D6 (depending on the damage done) and apply 
  modifiers for the Type and Caliber.  With the resulting 
  number consult the Traumatic Effects Chart on the 
  following page for the appropriate location and apply the 
  effects as shown.  For any hit to Vitals on the hit location 
  table, roll on the Chest Hit Chart and add +4. 
   
   
   
   
   
   
   
   
   
   
  Damage Dealt* 
  Dice to Roll 
  Light (1 to 5 dmg) 
  Roll 1D6 
  Serious (6  to 10) 
  Roll 2D6 
  Severe (11 - 15) 
  Roll 3D6 
  Critical (16+) 
  Roll 4D6 
  Type of Bullet 
  Chart Modifier 
  Full Metal Jacketed 
  +0 
  Jacketed Soft Point 
  +1 
  Jacketed Hollow Point 
  +2 
  Cor-Bon JHP 
  +3 
  Hydra-Shok 
  +4 
  Tri-Core 
  +0 / see description 
  Black Talon 
  +5 
  KTW Round 
  +3 
  Glaser Round 
  +6 
  Armor Piercing 
  +0 
  Tracer / Incendiary 
  +1 
  Subsonic 
  -1 
  Fléchette (any kind) 
  -2 
  Shotgun Shot 
  See Calibers 
  Shotgun Slug 
  See Calibers 
  20mm or 15mm 
  See Calibers 
  Caliber 
  Chart Modifier 
  .32 / .38 / .22 LR 
  +0 
  .357 /  .45 / 9mm 
  +1 
  .44 Magnum 
  +2 
  .50 Magnum (pistol) 
  +3 
  5.56mm / .223 / 4.92mm 
  +3 
  .30 / 7.62mm / .308 Rifle 
  +4 
  30-06 Rifle 
  +6 
  .50 Browning 
  +8 
  Shotgun Shot 
  +4 
  Shotgun Slug 
  +8 
  15mm / 20mm 
  +10 
  Other Weapons 
  Chart Modifier 
  Cutting Weapon 
  +0 
  Impaling Weapon 
  +2 
  Blunt Weapon 
  -4 
  Energy Weapon 
  +4, no bleeding 
  An Explosion 
  +0 
  Other Things 
  Chart Modifier 
  Vitals Hit 
  +4 on Chest Chart 
  PC or major NPC 
  -5 (to save their butts) 
   
  * Damage is only what penetrated the armor and struck the body, before 
  the damage modifier for hitting the location is counted. 
   
   
   
  
   
  ATOMIK WAR, p.  39 
   
  Face Hit 
  Effect (Damage x1) 
  Recovery 
  1 - 2 
  A superficial wound.  There will be no lasting scars. 
  Normal 
  3 - 4 
  Superficial, but ugly wound.  There will be long lasting scars. 
  Normal 
  5 - 6 
  Hit rips a terrible gouge through the face.  There will be a lasting scar.  Any "Beautiful/Handsome" 
  advantages are nullified. 
  1 Day or two of medical attention. 
  7 - 8 
  Upper jaw or cheekbone struck and shattered.  You lose a number of teeth, and your jaw will be 
  wired shut for 1 week. 
  1 Week, Serious medical attention.  
  One operation, plus 1D6 weeks for 
  jaw to heal. 
  9 - 10 
  Nose blasted off.  There will be a lasting scar.  This may be repaired by extensive plastic surgery.  
  Any "Beautiful/Handsome" advantages are nullified. 
  1 Week, Serious medical attention.  
  One operation to repair the wound. 
  11 - 12 
  Shattered facial bone, and the round is lodged in the sinus cavity.  Requires surgery to remove. 
  2 Weeks, Serious medical attention.  
  One operation to repair the wound. 
  13 - 14 
  Eye hit (roll odd/even for left/right).  Roll (with the same number of dice) on the Eye hit chart 
  (below) with the same modifiers you used on this one. 
  2 Weeks, Critical medical attention.  
  One operation to repair the wound. 
  15 
  Right between the eyes. Roll (with the same number of dice) on the Cranium hit chart, with a +5 
  modifier. 
  As Per Cranium Hit 
  16 
  Your face is literally blown off. You are permanently blind in both eyes. You must under go 3 
  months of reconstructive surgery to look reasonably normal again.  Any "Beautiful/Handsome" 
  advantages are nullified. 
  3 Months, Critical medical attention.  
  Many reconstructive and surgical 
  operations. 
  17 
  Hit hard through the face, shattering the facial bone and causing extensive cosmetic damage. 
  Furthermore, bone fragments, shrapnel, or the bullet itself punches through into the brain cavity.  
  Roll (with the same number of dice) on the Cranium hit chart, with a +5 modifier. 
  3 Months, Critical medical attention.  
  Many reconstructive and surgical 
  operations. 
   
  Plus 
  results 
  from 
  Cranium Hit. 
  18+ 
  Hit hard through the face, shattering the facial bone and causing extensive cosmetic damage.  
  Furthermore, bone fragments, shrapnel, or the bullet itself punches through into the brain cavity.  
  Roll (with the same number of dice) on the Cranium hit chart, with a +10 modifier. 
  3 Months, Critical medical attention.  
  Many reconstructive and surgical 
  operations. 
   
  Plus 
  results 
  from 
  Cranium Hit. 
  Eye Hit 
  Effect (Damage x2 or as noted) 
  Recovery 
  1 - 2 
  Hit gouges into the eye, but is deflected by the skull.  Damage is only x1. 
  1 Day or two of medical attention. 
  3 - 4 
  Hit gouges into the eye, and is lodged in the sinus cavity.  Damage is only x1. 
  1 Day or two of medical attention. 
  5 - 6 
  One or both (roll odd/even) eyes are blinded (blasted out, seared, hit by shrapnel, etc). You are 
  permanent blind in that (or both) eyes. 
  1 Week, Serious medical attention.  
  One operation to repair the wound. 
  7 
  Hit comes in at an angle and tears through both eyes, blinding both permanently.  However, the 
  bullet passed through doing only x1 damage. 
  1 Week, Serious medical attention.  
  One operation to repair the wound. 
  8 
  Hit through the eye, and is lodged in the sinus cavity.  However, fragments of bone or shrapnel 
  cause further damage inside the head.  The hit does x2 damage. 
  1 Week, Serious medical attention.  
  One operation to repair the wound. 
  9 - 12 
  Hit directly through the eye.  The bullet continues on into the brain cavity.  Roll (with the same 
  number of dice) on the Cranium hit chart, with a +2 modifier.  You are permanent blind in that eye. 
  As Per Cranium Hit 
  13 - 17 
  Hit directly through the eye.  The bullet continues on into the brain cavity.  Roll (with the same 
  number of dice) on the Cranium hit chart, with a +5 modifier.  You are permanent blind in that eye. 
  As Per Cranium Hit 
  18+ 
  Hit directly through the eye.  The bullet continues on into the brain cavity.  Roll (with the same 
  number of dice) on the Cranium hit chart, with a +10 modifier.  You are permanent blind in that 
  eye. 
  As Per Cranium Hit 
  Cranium Hit 
  Effect (Damage x2) 
  Recovery 
  1 - 2 
  A superficial wound.  There will be no lasting scars. 
  Normal 
  3 - 4 
  Superficial, but ugly wound.  There will be long lasting scars. 
  Normal 
  5 - 6 
  Bullet lodged deep into sinus cavity, but does not impact the brain.  Requires surgery to remove. 
  1 Week, Serious medical attention.  
  One operation to repair the wound. 
  7 - 8 
  Bullet tears into the head and either impacts the brain or is imbedded in the skull.  But 
  miraculously, there is no apparent, permanent brain damage caused.  Requires critical 
  neurosurgury to remove the bullet. 
  1 Week, Serious medical attention.  
  One operation to repair the wound. 
  9 - 10 
  Bullet tears into the head impacts the brain, causing lasting brain damage.  Your permanently 
  lose 2 points in either DEX, REF, or INT, or -1 in two of these (you may choose). 
  3 Weeks, Critical medical attention.  
  One 
  neurosurgical 
  operation 
  and 
  several follow up operations. 
  11 
  Brain suffers trauma. Roll 1D6.  If roll is higher than your INT, you are permanently comatose and 
  eventually go brain-dead.  Otherwise, your INT is reduced by the amount rolled, permanently. 
  1 Month, Critical medical attention.  
  One 
  neurosurgical 
  operation 
  and 
  several follow up operations. 
  12 - 13 
  Brain suffers severe trauma. Roll 1D6.  If roll is higher than your INT, you are permanently 
  comatose and eventually go brain-dead.  Otherwise, your INT is reduced by the amount rolled, 
  and you suffer a -1 REF and -1 DEX, permanently. 
  1 Month, Critical medical attention.  
  One 
  neurosurgical 
  operation 
  and 
  several follow up operations. 
  14 
  Sever damage caused to one hemisphere of the brain (roll odd/even for right or left, or choose 
  depending on point of impact).  If the right side was hit, your entire left side is permentantly 
  paralyzed, and vice versa.  You also suffer an over all -1 INT, -1 REF, and -2 DEX, permanently. 
  2 Month, Critical medical attention.  
  Three neurosurgical operation and 
  several follow up operations. 
  15 
  The Medulla Oblongata is messily cleaned out from the brainpan, leaving you severely dead. 
  N/A 
  16 
  Brainstem hit and severed at the base.  Death is instantaneous. 
  N/A 
  17 - 18 
  Your brain is forcefully evacuated from your skull cavity by the sheer impact of the blast, 
  splattering out from the exit wound like a firecracker in a cherry pie.  You die instantly. 
  N/A 
  19 - 21 
  Bullet blasts through head, exploding out the other side, taking half the skull with it.  You die 
  instantly. 
  N/A 
  22+ 
  Head explodes like an overripe watermelon. You are, to say the least, extremely dead. 
  N/A 
  
   
  ATOMIK WAR, p.  40 
  Jaw Hit 
  Effect (Damage x1) 
  Recovery 
  1 - 2 
  A superficial wound.  There will be no lasting scars. 
  Normal 
  3 - 4 
  Superficial, but ugly wound.  There will be long lasting scars. 
  Normal 
  5 - 6 
  Hit tears through the mouth, breaking 1D6 teeth, and cutting the tongue (not critically). 
  1 
  or 
  2 
  days, 
  Serious 
  medical 
  attention.  One orthopedic operation. 
  7 - 8 
  Jaw fractured, 1D6 teeth lost. Requires reconstructive surgery. Your jaw will be wired shut for 1 
  week. 
  1 Week, Serious medical attention.  
  Two orthopedic operations. 
  9 - 10 
  Jaw fractured, 1D6 teeth lost.  Tongue is badly torn, and bleeds profusely, losing 1 Hit a minute 
  unless bandaged.  Requires reconstructive surgery. Your jaw will be wired shut for 1 week. 
  1 Week, Serious medical attention.  
  Two 
  orthopedic 
  and 
  surgical 
  operations. 
  11 
  Jaw fractured, 1D6 teeth lost.  The tongue is torn off, and bleeds profusely, losing 1 Hit a Round 
  unless bandaged.  Requires reconstructive surgery. Your jaw will be wired shut for 1 week.  
  Speech permanently impaaad by da luss ov da tung. 
  1 Week, Serious medical attention.  
  Four 
  orthopedic 
  and 
  surgical 
  operations. 
  12 - 13 
  Hit rips through lower jaw, fracturing it, and into the throat.  Roll (with the same number of dice) on 
  the Throat  hit chart, with a +5 modifier.  Furthermore, jaw will be wired shut for 1 week.  
  1 Week, Serious medical attention.  
  One operation, plus 1 week for jaw to 
  heal.  Plus results from Throat Hit. 
  14 
  Jaw shattered! Requires reconstructive surgery, and your jaw will be wired shut for 1D6 weeks. 
  2 Week, Serious medical attention.  
  Two operations, plus 1D6 weeks for 
  jaw to heal. 
  15 - 16 
  Hit rips through lower jaw, fracturing it, and tears into the back of the head.  Roll (with the same 
  number of dice) on the Cranium hit chart, with a +5 modifier.  Furthermore, jaw will be wired shut 
  for 1 week. 
  1 Week, Serious medical attention.  
  One operation, plus 1 week for jaw to 
  heal.  Plus results from Cranium Hit. 
  17 
  Jaw completely torn away.  Requires reconstructive surgery, and your cosmetic jaw replacement 
  will be wired shut for 2D6 weeks.  You can only ingest liquids and liquefied foods.  Any 
  "Beautiful/Handsome" advantages are nullified. Speech permanently impaired. 
  3 Week, Serious medical attention.  
  Five operations, plus 2D6 weeks for 
  jaw to heal. 
  18+ 
  Hit rips through lower jaw, shattering it, and tears into the back of the head.  Roll (with the same 
  number of dice) on the Cranium hit chart, with a +10 modifier.  Furthermore, jaw will be wired shut 
  for 1 week. 
  2 Week, Serious medical attention.  
  Two operation, plus 1 week for jaw to 
  heal.  Plus results from Cranium Hit. 
  Throat Hit 
  Effect (Damage x1.5) 
  Recovery 
  1 - 2 
  A superficial wound.  There will be no lasting scars. 
  Normal 
  3 - 4 
  Superficial, but ugly wound.  There will be long lasting scars. 
  Normal 
  5 - 6 
  Hit tears into throat and damages vocal cords.  Voice is impaired until healed and 3D6 weeks of 
  physical therapy. 
  1 Week, Serious medical attention.  
  One operation 
  7 - 8 
  Side of the neck is hit and skin is torn open.  You will lose 1 Hit every Round from blood loss, 
  unless quickly treated. 
  1 Week, Serious medical attention.  
  One operation 
  9 
  Trachea hit.  You begin choking on blood and have extreme difficulty breathing.  You will 
  suffocate or drown in blood within 2D6 Rounds unless first aid is applied.  You also lose 1 Hit 
  every Round from blood loss unless treated. 
  1 Week, Serious medical attention.  
  One operation 
  10 
  Neck hit. Major arteries are missed, but vocal cords seriously damaged. Only after 2 months of 
  therapy can you speak again. 
  3 Week, Serious medical attention.  
  One operation 
  11 - 12 
  Neck hit. Major arteries ruptured. You will lose 1 Hit every Round from blood loss, unless quickly 
  treated. 
  1 Week, Critical medical attention.  
  One operation to repair the wound. 
  13 
  Spine fractured. You suffer permanent  semi-paralysis cutting your DEX, REF, and MOVE in half. 
  2 Weeks, Critical medical attention.  
  One operation to repair the wound. 
  14 - 15 
  Neck hit. Major arteries ruptured. You will lose 2 Hits every Phase from blood loss unless quickly 
  treated. Your vocal cords are also damaged. Only after 2 months of therapy can you speak again. 
  1 Week, Critical medical attention.  
  One operation to repair the wound. 
  16 
  Spine shattered. You are permanently paralyzed from the neck down. 
  4 Weeks, Critical medical attention.  
  Three surgical operations. 
  17 - 18 
  Neck hit. Major arteries ruptured. You will lose 2 Hits every Phase from blood loss unless quickly 
  treated. Your vocal cords are torn to pieces. You can never speak again. 
  2 Weeks, Critical medical attention.  
  One operation to repair the wound. 
  19 
  Spine shattered at 3rd vertebra.  Death occurs instantly. 
  N/A 
  20 - 21 
  Head half torn off at the neck.  You will lose 1 Hit every Phase from blood loss and shock unless 
  quickly treated. If you somehow live, you can never speak again. 
  N/A 
  22+ 
  Head is blown off at the neck.  Death occurs instantly. 
  N/A 
  Ear Hit 
  Effect (Damage x1/4 or as noted) 
  Recovery 
  1 - 2 
  A superficial wound.  There will be no lasting scars.  Damage 1/4. 
  Normal 
  3 - 4 
  Superficial, but ugly wound.  There will be long lasting scars.  Damage 1/4. 
  Normal 
  5 - 6 
  Damage is only 1/4th, but the ear is ripped in half.  Plastic surgery can repair this lasting scar. You 
  are partially deaf in that ear (-2 Perception on sound related checks). 
  1D6 days, Serious medical attention.  
  Two plastic surgery operations. 
  7 - 9 
  You are "van Gogh'ed" (you ear is totally torn off).  Plastic surgery can repair this lasting scar. You 
  are deaf in that ear (-4 Perception on sound related checks).   Damage 1/4. 
  1 Week, Serious medical attention.  
  Three plastic surgery operations. 
  10 - 12 
  Ear is totally torn off and the bullet cuts into the side of the head.  Roll (with the same number of 
  dice) on the Cranium hit chart (no bonuses or modifiers).  You are deaf in that ear (-4 Perception 
  on sound related checks).  Damage x 1/2. 
  3 Weeks, Serious medical attention.  
  Three 
  plastic 
  surgery 
  operations.  
  Plus results from Cranium Hit. 
  13 - 14 
  Bullet tears through the ear canal and into the brain cavity.  Roll (with the same number of dice) 
  on the Cranium hit chart, with a +2 modifier.   You are deaf in that ear (-4 Perception on sound 
  related checks).  Damage x1. 
  As Per Cranium Hit. 
  15 - 16 
  Bullet tears through the ear canal and into the brain cavity.  Roll (with the same number of dice) 
  on the Cranium hit chart, with a +5 modifier.  You are deaf in that ear (-4 Perception on sound 
  related checks). 
  As Per Cranium Hit. 
  
   
  ATOMIK WAR, p.  41 
  17 - 18 
  Shoots through one ear and out the other!  Brain takes catastrophic damage.  Death occurs 
  instantly. 
  N/A 
  19+ 
  Bullet tears through the ear canal and into the brain cavity.  Roll (with the same number of dice) 
  on the Cranium hit chart, with a +10 modifier.  You are deaf in that ear (-4 Perception on sound 
  related checks). 
  As Per Cranium Hit. 
  Shoulder Hit 
  Effect (Damage x1) 
  Recovery 
  1 - 3 
  It's only your shoulder. Just count yourself lucky, punk. 
  Normal 
  4 - 5 
  You get lucky.  Nothing vital hit, minimal traumatic effect. 
  Normal 
  6 - 9 
  Shoulder hit and bone chipped.   -1 to use arm. 
  3 Days, Normal medical attention.  
  One minor operation to fix. 
  10 - 12 
  Bullet Imbedded in the bone.  Requires more detailed surgery to remove. 
  -1 to use arm. 
  4 Days, Serious medical attention.  
  One operation to remove bullet. 
  13 - 15 
  Shoulder bone fractured.  -2 to use that arm until healed. 
  1 Week, Serious medical attention.  
  One surgical operation to fix. 
  16 - 18 
  Collar bone broken.  -3 to use that arm until healed. 
  1 Week, Serious medical attention.  
  One surgical operation to fix. 
  19 - 21 
  Shoulder severely injured.  -4 to use that arm, if at all, until healed. 
  2 Week, Serious medical attention.  
  Two surgical operations to fix. 
  22+ 
  Shoulder pulverized!  Severe damage.  Arm rendered useless, until healed. 
  3 Week, Critical medical attention.  
  Four surgical operations to fix. 
  Chest Hit 
  Effect (Damage x1) 
  Recovery 
  1 - 2 
  Nothing vital, but there is internal bleeding. Requires immediate medical or surgical attention or 
  you will bleed to death in 4 minutes. 
  Normal. 
  3 - 4 
  You get lucky.  Nothing vital hit, minimal traumatic effect. 
  Normal. 
  5 - 7 
  Lung punctured.  You die in 20 minutes if it goes untreated. 
  1 Week, Serious medical attention.  
  One operation to repair the wound. 
  8 - 9 
  Nothing vital, but there is internal bleeding. Requires immediate paramedical or surgical attention 
  or you will bleed to death in 3 minutes. 
  Normal. 
  10 - 11 
  Sternum hit and fractured or broken! 
  2 Weeks, Stable medical attention. 
  12 - 13 
  Aorta Hit.  Profuse bleeding (lose 1 Hit per Phase), requires immediate Paramedical attention and 
  emergency blood transfusion. 
  2 Weeks, Critical medical attention.  
  Requires 2 or 3 surgical operations. 
  14 - 15 
  Lung ruptured.  You die in 10 minutes if it goes untreated. 
  1 Week, Serious medical attention.  
  One operation to repair the wound. 
  16 - 17 
  Spine shattered.  You are permanently paralyzed from the waist down. 
  2 Weeks, Critical medical attention.  
  One operation. 
  18 - 19 
  Heart hit!  You will die at the end of the Round, and cannot be saved. 
  N/A 
  20 - 22 
  One lung is torn apart by the mushrooming effect. Requires a three week stay in the hospital for 
  surgery and removal.  With only one lung, you suffer a -2 CON and -1 STR permanently (modify 
  all derived stats accordingly). 
  3 Weeks, Critical medical attention.  
  On 
  ventilator 
  for 
  1D6 
  days. 
  3 
  operations and cost 100 OP to 
  replace the lung. 
  23+ 
  Chest trauma, x1.5 damage!  Shrapnel rips into your lungs.  You must struggle just to keep 
  breathing, as your lungs are filling with blood.  You will lose 1 Hit every Round from blood loss, 
  unless quickly treated. Requires immediate paramedical or surgical attention. Requires surgery 
  and two weeks in the hospital to repair damage. 
  4 Weeks, Critical medical attention.  
  On ventilator for 1 week and 1D6 
  surgical operations to repair damage. 
  Stomach Hit 
  Effect (Damage x1.5) 
  Recovery 
  1 - 2 
  Nothing vital, but there is internal bleeding. Requires immediate paramedical or surgical attention 
  or you will bleed to death in 4 minutes. 
  Normal. 
  3 - 4 
  A kidney was hit.  CON reduced by -1 until stay in hospital is complete.  This only has long term 
  effect if both kidney's are lost (you must have at lest one). 
  2 Weeks, Serious medical attention.  
  Requires 30 OP (cost) to replace the 
  kidney (but you just need one). 
  5 - 7 
  Nothing vital, but serious internal bleeding.  You lose 1 Hit every Round from blood loss.  
  Requires first aid care or medical treatment to stop. 
  Normal. 
  8 - 9 
  Spleen busted!  Also causes severe blood lose (1 Hit every Round).  The ruined spleen must be 
  removed.  If you survive, you must take lots of medications and artificial enzymes for the rest of 
  your life (unless viable organ replacement technology exists). 
  3 Weeks, Critical medical attention.  
  Spleen must be removed. 
  10 - 12 
  Stomach hit, giving severe internal bleeding.  You lose 2 Hits every Round from blood loss.  
  Requires first aid care or paramedical treatment to stop.  
  Normal 
  13 - 14 
  Spine shattered.  You are permanently paralyzed from the waist down. 
  2 Weeks, Critical medical attention 
  (non-recoverable injury). 
  15 - 17 
  The round rips through your body, tearing through your intestinal track and lower stomach.  You 
  lose 1 Hit every Round from blood loss, unless quickly treated. 
  2 Weeks, Serious medical attention.  
  One operation. 
  18 - 19 
  Your guts are torn all to hell, possibly blown right out of your body and hanging out.  You  will lose 
  1 Hit every Round from blood loss, unless quickly treated. 
  2 Weeks, Critical medical attention.  
  One operation. 
  20 - 24 
  Belly Buster!  x2 damage (rather than x1.5).  Your spleen bursts, your stomach ruptures,  your 
  liver is gutted, and your intestines are destroyed.  You lose 2 Hits every Round from blood loss, 
  unless quickly treated.  Even if you recover, you will be on medication, antibiotics, and enzyme 
  supplements for the rest of your life. 
  3 Weeks, Critical medical attention.  
  Two operations. 
  25+ 
  You've taken so much damage you are literally blown in half.  x2 damage (rather than x1.5).  Your 
  spine is shattered and all your abdominal organs are destroyed.  If you are some how still alive, 
  you will lose 1D6 hits every Round from blood loss, and there is no way you can be saved. 
  N/A 
  
   
  ATOMIK WAR, p.  42 
  Thigh Hit 
  Effect (Damage x1) 
  Recovery 
  1 - 3 
  Bullet embedded in hipbone.  Requires more detailed surgery to remove. 
  4 Days, Serious medical attention.  
  One surgical operation to remove 
  bullet. 
  4 - 6 
  You get lucky.  Nothing vital hit, minimal traumatic effect. 
  Normal. 
  7 - 10 
  Nothing vital, but there is internal bleeding. Requires immediate paramedical or surgical attention 
  or you will bleed to death in 4 minutes. 
  Normal. 
  11 - 12 
  Small intestines ruptured.  You will lose 1 Hit every Round from blood loss, unless quickly treated. 
  2 Weeks, Serious medical attention.  
  One operation. 
  13 - 14 
  Large intestines ruptured. You will lose 2 Hit every Round from blood loss, unless quickly treated. 
  2 Weeks, Critical medical attention.  
  One operation. 
  15 - 16 
  Genitalia hit.  Yes, this hurts a lot for both males and females.  Double Stun damage.  This will 
  have a long term crippling effect, but it is not incapacitating. 
  1 Weeks, Serious medical attention.  
  One operation. 
  17 - 18 
  Colon hit.  Same as above, but more traumatic. 
  2 Weeks, Serious medical attention.  
  Two operations. 
  19 - 22 
  Severe Abdominal Trauma!  Large and small intestine ruptures, possible damage to colon or 
  genitalia (flip a coin). You will lose 2 Hit every Round from blood loss, unless quickly treated.  
  CON at -1 for next 3 weeks. 
  3 Weeks, Critical medical attention.  
  Two operations. 
  23+ 
  Abdomen gutted!  x1.5 damage.  Massive trauma to intestinal track, CON permanently reduced 
  by -1.  Damage to colon and genitalia. 
  4 Weeks, Critical medical attention.  
  Three operations. 
  A Limb Hit 
  Effect (Damage x1/2) 
  Recovery 
  1 - 2 
  You get lucky.  Only a flesh wound.  Minimal traumatic effect. 
  Normal. 
  3 - 5 
  Muscle damage incurred.  -1 to use that limb until healed. 
  2 Days, Serious medical attention.  
  One surgical operation. 
  6 - 8 
  Bullet embedded in bone.  -2 to use that limb until healed.  Requires more detailed surgery to 
  remove. 
  2 Days, Serious medical attention.  
  One surgical operation. 
  9 - 12 
  Bone hit, and fractured.  -2 to use that limb until healed. 
  1 Weeks, Serious medical attention.  
  One operation. 
  13 - 15 
  Bone hit and broken.  -3 to use that limb until healed. 
  1 Weeks, Serious medical attention.  
  One operation. 
  16 - 18 
  Bone shattered.  -4 to use that limb until healed.  Permanent -1 to use that limb, until after 2 
  months of physical therapy. 
  2 Weeks, Serious medical attention.  
  One 
  operation. 
   
  Plus 
  physical 
  therapy. 
  19 - 21 
  Limb crippled and rendered useless. The limb is severely mauled, and may have to be 
  amputated.  Even if the limb is saved, there is a permanent -2 to use that limb.  Six months of 
  physical therapy can reduce this to -1, but that is all. 
  3 Weeks, Critical medical attention.  
  Two 
  operations. 
   
  Plus 
  physical 
  therapy. 
  22+ 
  Limb was completely torn away and is utterly useless.  This is a permanent and debilitating injury. 
  3 Weeks, Critical medical attention.  
  Two operations.  Permanent injury. 
  Hand or Foot 
  Effect (Damage x1/2) 
  Recovery 
  1 - 2 
  You get lucky.  Only a flesh wound.  Minimal traumatic effect. 
  Normal. 
  3 - 5 
  Muscle and bone damage incurred.  -1 to use that hand (or -1 to Move if foot) until healed. 
  2 Days, Serious medical attention.  
  One surgical operation. 
  6 - 8 
  Bullet tears through the appendage, shattering bone and ligaments.  -2 to use that hand (or -1 to 
  Move if foot) until healed. 
  2 Days, Serious medical attention.  
  One surgical operation. 
  9 - 10 
  1 finger (or toe) torn off.  Also, you have a permanent -1 to use that hand (no penalty if it was the 
  foot). 
  1 Weeks, Serious medical attention.  
  One operation. 
  11 - 12 
  1D6/2 fingers (or toes) torn off.  Also, you have a permanent -2 to use that hand (no penalty if it 
  was the foot). 
  1 Weeks, Serious medical attention.  
  One operation. 
  13 - 15 
  Hand (or Foot) is blown in half.  All or most fingers (or toes) lost.   You have a permanent -4  to 
  use that hand (or -1 Move if foot). 
  1 Weeks, Serious medical attention.  
  One operation. 
  16 - 18 
  Appendage crippled and rendered useless.  It is severely mauled, and may have to be 
  amputated.  Even if the appendage is saved, there is a permanent -5 to use that hand (or -2 Move 
  if foot0.  Six months of physical therapy can reduce this to -3, but that is all. 
  3 Weeks, Critical medical attention.  
  Two 
  operations. 
   
  Plus 
  physical 
  therapy. 
  19+ 
  Appendage was completely torn away and is utterly useless.  This is a permanent and debilitating 
  injury (-3 Move if foot). 
  3 Weeks, Critical medical attention.  
  Two operations.  Permanent injury. 
   
  
   
  ATOMIK WAR, p.  43 
   
   
   
   
   
   
   
   
  Atomik WAR © 2000 Mark Chase
          AATTO
  OM
  MIIKK  W
  WAARR  
  Advanced Combat Screen
  COMBAT MODIFIERS 
  Range to Target! 
  MODIFIER 
  Point Blank (<2m) 
  +1, +1 DC 
  Melee (<4m) 
  +0 
  Close (to 10m) 
  -1 
  Near (to 20m) 
  -2 
  Medium (to 50m) 
  -3 
  Long (to list range) 
  -4 
  Extreme (past listed) 
  -4,  + -1 /50m 
  Take Cover! 
  MODIFIER 
  Completely Blind 
  -6 
  Sight obscured 
  -4 
  Moving target 
  -1 / 10 meters 
  Target silhouetted 
  +2 
  Half Body 
  -2 
  Head and Shoulders 
  -3 
  Head Only 
  -4 
  Behind Someone 
  -4 
  Target Prone 
  -2 
  Target Crouching 
  -1 
  We have a Situation! 
  MODIFIER 
  Vehicle weapon, no turret 
  -4 
  Shoulder weapon at hip 
  -2 
  Aiming 
  +1 / Phase 
  Braced 
  +2 
  Tiny Target 
  -6 
  Small Target 
  -4 
  Undersized Target 
  -2 
  Large Target 
  +2 
  Very Large Target 
  +4 
  Broad Side of a Barn 
  +6 
  Surprise Attack 
  +5 
  You are Sprinting 
  1/2 Def,0 REF 
  Open Fire! 
  MODIFIER 
  Firing a 2nd or 3rd shot 
  -1, -2 
  Firing 2nd or 3rd Burst 
  -2, -3 (3rd) 
  Firing at Full Auto 
  +0 
  Emptying the magazine! 
  +2 
  Using Off Hand 
  -2 
  Firing two guns 
  -2 / -4 
   
  BASE POINT DV 
  DV 
  Challenged 
  0 
  Everyday 
  4 
  Competent 
  8 
  Heroic 
  12 
  Incredible 
  16 
  Legendary 
  20 
  Superheroic 
  24 
   RESOLUTION MODIFIER 
  Static (diceless) 
  +0 
  Low Variable 
  +3 
  Med. Variable 
  +5 
  Highly Variable 
  +10 
   
  TARGET AGAINST RANGE 
  Point-Blank 
  DV 1 
  Melee 
  DV 4 
  Close 
  DV 8 
  Near 
  DV 10 
  Medium 
  DV 12 
  Long 
  DV 16 
  Extreme  
  16,+1 /50m 
   
  Unmodified Shotgun Area Effect 
  DC 
  Area Effect 
  Point-Blank (<2m) 
  -0 
  none 
  5 meters or less 
  -1 
  1 meter 
  10 meters or less 
  -2 
  1.5 meters 
  15 meters or less 
  -3 
  2 meters 
  20 meters or less 
  -4 
  2.5 meters 
  30 meters or less 
  -5 
  3 meters 
  Extreme (beyond listed range) 
  -1 per +10 m 
   
  Location 
  Penalty 
  Effect 
  Eye (Head) 
  -6 
  2.5x dmg 
  Head 
  -4 
  2x dmg 
  Arm 
  -3 
  1/2 dmg 
  Hand 
  -4 
  1/2 dmg 
  Chest 
  -1 
  1x dmg 
  Shoulder 
  -2 
  1x dmg 
  Stomach 
  -3 
  1.5x dmg 
  Vitals (Chest) 
  -5 
  1.5x dmg 
  Thigh 
  -2 
  1x dmg 
  Leg 
  -3 
  1/2 dmg 
  Foot 
  -4 
  1/2 dmg 
   
  Fuzion Time Table 
     1 Phase = 3 Seconds 
       1 Round = 12 Seconds 
  5 Rounds = 1 Minute 
  25 Rounds = 5 Minutes 
  100 Rounds = 20 Minutes 
   
  Gun Fu Action Summary 
  Quick-Draw 
  Draw and fire for -1 penalty 
  Master-Shot 
  +1 to-hit, or +2 to hit a location 
  Hit Weapon 
  May shoot target's weapon at no penalty 
  Spin Shooting 
  Spin to shoot any target 
  Jump Shooting 
  Fire while Diving or Jumping, -2 DEX, -1 REF 
  Action Shooting 
  Fire during Dodge, Acrobat, etc.-1 DEX,-2 REF 
  No Recoil 
  Ignore Recoil Penalties 
  Bullet Dodge 
  +5 DEX when dodging fire 
   
  AUTOFIRE RULES! 
  Burst Fire: 1D6/2 hit 
  Simple Autofire: Divide RoF by Ratio 
  Heroic Autofire: 1 hit per point above DV, 
  divide by Autofire Ratio 
  Atomik Autofire: 1 hit per point above DV, 
  max is Autofire Ratio 
   
  AUTOFIRE RATIO 
  CAMPAIGN STYLE 
  RATIO 
  Realistic  
  1 
  Semi-Realist 
  1 
  Heroic 
  2 
  Cinematic 
  2 
  Legendary 
  3 
  Superheroic 
  4 
   
  KNOCKBACK 
  CAMPAIGN STYLE 
  KB MOD 
  Realistic  
  down 
  Semi-Realist 
  1/2 
  Heroic 
  1 
  Cinematic 
  2 
  Legendary 
  3 
  Superheroic 
  4 
  DC - Body + 1D6 = Units x KB Mod 
   BIG BOOMS IN SMALL PLACES! 
  DMG 
  2x2 meters (Elevator or closet) 
  x4 
  4x3 meters (bathroom) 
  x3 
  5x5 meters (room or bunker) 
  x1.5 
  In a vehicle (car, van, etc.) 
  x3 
  In a tank (very enclosed) 
  x4 
  In an APC 
  x3 
  In a large plane (737, etc) 
  x2 
   
  THAT HURTS! 
  1 point of Stun for every Hit taken 
  1 Hit for every 5 Stun taken 
  Impairing Wounds 
  Half your Hits, -2 to Characteristics 
  1/4 your Hits, -4 to Characteristics 
  0 Hits left, -6 to Characteristics 
  Stun 
  Stunned if 1/2 Stun taken in one attack 
  lose next action, -5 to all Chars. 
  When Stun at 0, you are knocked out. 
   
  ENDURANCE EXPENDITURE 
  1 END every Round of Combat 
  1 END every Minute of Running 
  1 END every Round of Sprinting 
  2 END every Phase if not breathing 
  1-2 END to exert all Strenght 
  1-5 END to perform a Strenght Feat 
   
  ATOMIK HIT CHART 
  Roll 
  Location 
  3 
  Right Foot 
  4 
  Right Hand 
  5 
  Right Arm 
  6 
  Right Leg 
  7 
  Head 
  8 
  Right Shlder 
  9 - 10 
  Chest 
  11 
  Vitals 
  12 
  Stomach 
  13 
  Left Shlder 
  14 
  Thighs 
  15 
  Left Leg 
  16 
  Left Arm 
  17 
  Left Hand 
  18 
  Left Foot 
   
  SPECIAL ACTIONS 
  Ready Weapon 
  1 Action 
  Set Safty 
  1 Action 
  Set Fire Mode 
  1 Action 
  Drop Gun 
  Free Action 
  Reload Clip 
  1 Action 
  Reload Revolver 
  2 Actions 
  Reload 2 shells 
  1 Action 
  Reload Rocket 
  3 Actions 
  Feed ammo chain 
  3 Actions 
  Unjam Gun 
  1D6 Actions 
  Bind Wounds 
  2-3 Actions 
   
  CHARACTER'S SPEED 
   
  Phase 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  1 
  0 
  0 
  0 
  1 
  1 
  1 
  1 
  2 
  2 
  0 
  1 
  1 
  1 
  1 
  2 
  2 
  2 
  3 
  0 
  0 
  1 
  1 
  2 
  2 
  2 
  2 
  4 
  1 
  1 
  1 
  1 
  1 
  1 
  2 
  2 
   
  
SOURCE: textdata/thevault/Fuzion System [multi]/Fuzion - Atomik Fuzion (Atomik War).pdf