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“SPHOENDXS COMMAND EXPANSION INTRODUCTION Phoenix Command Expansion contains extrarules and data for use withthe Phoenix Command Combat System (PCCS). The players need to be fully comfortable with PCS to use these rules; new players should practice withthe basic system before using this supplement ‘The Chapter and Section numberings continue the pattern set in the Phoenix Command Advanced Rules; everything is presented as an extension of PCCS. Chapter 6 contains rules that cover special situations and which are easy to add into PCCS, Chapter 8 is for role-playing, and Chapter 9 has very sophisticated rules for ‘Advanced Simulation. A new Chapter has been added as well, speciically for Animal Rules. Incidentally, there are no rules tor Chapter 7 (Referee Assistance) in this supplement. “These rules are designed for complete realism, and some are more detailed than those in either PCCS or Advanced PC. Since all ofthese rules are optional, players can decide for themselves which ones to use and which to omit. Principle Design Barry Nakazono Writing and Design David McKenzie Mlustration and Graphic Design Toni Dennis Quotes and Production Irene Kinzek Research Ray Solomon Phoenix Command Expansion © 1991 Barry Nakazona and David McKenzie Pubished by Leading Edge Games, P.0.80x 70869, Pasadena, CA 91117. Prnted in USA [irighs reserved. This book is protected by copyright. No pat of this book may be reproduced in any {orm 0° by any moans, induding photocopying, of utized by any information storage anc retrioval ‘systems without the writen permission ofthe copyight owners Phoerix Command is a trademark of Leasing Edge Gares. 1991 Leading Edge Games. a TABLE OF CONTENTS INTRODUCTION 6. SUPPLEMENTAL RULES 6.12 Reaction Times 6.13 Target Identification 6.14 Effective Sustained Automatic Burst 6.15 Tracking Fully Automatic Fire 6.16 Thrown Grenade Range Modifiers 6.17 Grenade Penetration of Brush and Foliage 6.18 Overhead Ceilings and Thrown Grenade Range 6.19 Explosive Shock 6.20 Basic Aim Point System 6.21 40mm Canister Round 8.22 40mm Grenade Launcher Arming Range ©LCCDOnSONAGS 8. ROLE-PLAYING RULES 8.7 Expanded Wound Recovery Roll 10 8.8 Medical Skill Level Modifiers 10 9, ADVANCED SIMULATION 9.7 Advanced Aim Point System 12 10. ANIMALS 10.1 Animal Data Table 14 10.2 Animal Hit Location and Damage 15 10.3 Animal Attacks 16 10.4 Rams 17 10.5 Strikes, Kicks, and Stomps 18 10.6 Bites 19 10.7 Animals Attacking Animals 2t BASIC AIM POINT & EXPANDED RECOVERY ROLL TABLE / 13 ADVANCED AIM POINT TABLE / 14 ANIMAL DATA TABLE / 15 ANIMAL HIT LOCATION AND DAMAGE TABLE / 16 ANIMAL ATTACK TABLE / 17 SUPPLEMENTAL RULES Al the cules that follow are presented in independent Sections. Any or all can be used during play, but players should agree on which rules willbe used before the game begins, The rules in this Chapter are similar to the Optional Fuules in PCCS, and the rules in Chapter 6 of Advanced Phoenix Command. They are fairly simple in concept, but only apply in special situations or to specific pieces of equipment. 6.12 ‘When most people are surprised they do not respond immediately. There is a delay, or Reaction Time, between the stimulus and the response. For military personne! the Reaction Time is short andis usually followed by a rellexive dive for cover. For civilians, itis often a long period of confusion followed by panic or cowering, as the situation warrants. Whenever a surprise situation occurs, the surprised combatant rolls 4 six-sided dice and compares the total to his Skill Accuracy Level (SAL) (PCCS Table 10). Ifthe total is less than or equal to his SAL minus 3, he can take any action desired without delay. 11 the total is lass than or equal to his SAL, he can Duck (Section 2.5) reflexively and head for caver, or begin going Prone without delay; note that the decision to go Prone counts ‘as a Duck, and the combatant receives the Duck modifier throughout the time he is going Prone. Once Prone or under cover he can take any action. Ifthe total is greater than the SAL, the combatant loses 1 Action and rolls on his next Action Count (AC) to see if he can React. This roll is made using 3 six-sided dice. It he fails again, he rolls on his next AC using 2 dice, and then using 1 die. After 4 failures he can automatically React. Exampl Two bodyguards, Niki and Sol, are escorting a dignitary on a remote site inspection when abullet zips by thettrio, On their noxt AC Niki and Sol (SAL's of 16), andtne dignitary (GAL 0) each roll 4 six-sided dice. Niki and Sol's AC comes first. Sol rosa 15, which is less than his SAL but not less by 3 or more, so he reflexively dives Prone. Nikirolls a 13, which is less than her SAL, so she cantake any action she wishes. She spends 1 Action {grabbing the dignitary, who has no chance of Reacting since his SALis 0. On Niki's next ‘AG she begins to pull the digritary Prone; the GM decides that this taxes no extra time, ‘and 2 AC later all three are Prone and under cover. The dignitary stil has no idea what |s happening; lett to his own devices he would have been standing in the open for 4 AC. REACTION TIMES “I knew I'd get shot at when I enlisted. | just didn't think I'd get hit.’ arte 6.13 a ‘Target Identification is akey factor incombat. iis common for possible targets to appear suddenly in front of a shooter, but these "targets" might be opponents, allies, or civilians. To avoid disaster, the shooter may want to Identify his target before he pulls the trigger. This does not mean he cannot start aiming; it just means he should Identity the target before shooting. 1 TARGET IDENTIFICATION — Aim is handled normally when doing Target Identification, but each AC spent aiming also gives the shooter a chance to Identily the target. On the frst AC he rolls 4 six-sided dice. ithe total is less than or equal to his SAL, he succeeds: if the rollis greater than his SAL, he fails. On tho next AC of aim he rolls 3 dice; then 2; and finally 1 six-sided die. On the fith Action of aim, Identification is automatic, When a target has been Identilied, it means the shooter has determined whether the targets friend, foe, or neutral. Note that at any time he can fire without Identifying the target. ‘The preceding chances apply to opponents who are visually distinctive and can be easily Identfied by the shooter. This decision is left to the GM; in general , these are ‘opponents who are wearing uniforms or other unusual items of clothing, or who fit definite physical descriotions. It the target does not look unusual, subtract 2 from the shooter's SAL, Also subtract 1 from the shooter's SAL for every full 25 hexes of Range. “If you can see it, Target identification is also a Qualified Skil, and the shooter's Target Identication Skill shoot it. You can Level is added to his SAL when determining the chance of Identifying a target, Ths Skill hove identi & is commonly taught to police and others who contront civilians in a combat environment; always Identity i they are generally 2nd Level in Target Identification once it's dead.’ II Visibility ALM penalties apply due to adverse lighting, they also apply tothe shooter's. SAL for Target Identification. There is also a penalty of 1 to the SAL ifthe shooter isin a Firing Stance using the weapon's sights rather than Hip Firing. This accounts for the shooter's impaired depth of focus when using the weapon's sights. Example: Officer Axly is stalking an armed robber in a grocery store. As he comes around a display of pork rinds, two figures appear tohis right. Axly Changes Facing 60° (1AC) and begins to aim atthe closer figure. His SAL is 10, s0 to Identity the figure he mustroll less than or equal to 10-2 (the robber doas rot look unusual) = 8. On his 1st AC of aim (2AC since the targets appeared), he rolls 4 six-sided dice; the total is 13, so he fails the frst rol but has 1AC of aim on the near target. At the same time the far figure (the robber) takes a shot at Axly which barely misses. The figures are very close together, so Axly cannot bbe sure which of themis firing. He decides not to wait to take his 2nd AC of aim and another Target Identification roll, and pulls the tigger with 1AC of aim at the near target. Fortunately for the innocent bystander, Axly misses. ‘On Axly’s next AC he again takes tAction of aim atthe near target and rolis 3 dice for Target Identification. He rolls a10 and fais, but fires anyway. This time he hits the civilian ‘Meanwhile, the robber fires and strikes Axly in the chest, but Axly's body armor stops the bullet. Axly takes another 1AC of aim at the same target (who has started to fall over, although Axly has not noticed this yet). Axly rolls 2dice and gets an 8. He recognizes his target as a wounded civiian and cancels his third shot. He takes alm at the far target with ‘1AC and rolls 4cice for Target identification. Hegets.a 10 and{ails, as usual. Undeterred, he fires anyway with 1 AC of aim and misses. The robber tums to flee. On the next AC, the robber moves behind cover as Axly fires again. Axly rolls 3 six-sided dice and gets a 40. Axly still does not have definite Target Identification, and his shot misses the robber. ‘The Aly Suregre Philosophy 6.14 eS EFFECTIVE In the basic automatic fire rules of PCCS the Sustained Automatic Burst (SAB) ‘SUSTAINED measures the control of a weapon during long bursts of automatic fr. This applias to ‘AUTOMATIC BURST —_%290!¢withitie or no experience with automatic fie. For more realism, the SAB can be ‘modified by the shooters skilland situation to arrive atan Effective Sustained Automatic Burst (Effective SAB). The Advanced Rules for Effective Minimum Are (Advanced PCCS, Section 6.4 and Table 9C) are used, and the same mosifiers also apply to the SAB. In addition, control of long bursts of automatic fre have the SAB reduced by one-half the shooter's Automatic Fire Skill Level. The shooter's Automatic Fire Skill Level is a Qualified Skil (Section 8.1), andi usually assumedto be half the Gun Combat Skill Level for military personnel. Itis 0 for people with no experience firing fully automatic weapons. 2 aoe Example: ‘Axly is firing @ sub-machinegun in a Standing Firing Stance. He would have the normal ‘SAB value of 3 increased to 7 using the Effective Minimum Arc rules of Section 6.4. This represents a degradation in weapon control when compared to the normal Hip Firing Stanoe. If Axly had 2 Gun Combat Skill Level of4, his Skill evelwith Automatic Fire would bbe one-haif that (2nd), and his Effective SAB would be 7-1 = 6. It the Effective SAB is less than or equal to 0, the woapor's fire can be maintained on line during a long burst. The accuracy of the first burst is determined using normal rules. Ifthe burst hts, subsequent burets will also hit. Ifthe first burst misses, the shooter can re-aim and fre a second burst at the same EAL the next Impulse (Ettective SAB = 0). If the impacts of the bullets are visible in relation to the target, the shooter can track subsequent bursts on target as discussed in Section 6.15. Ifthe Etfective SAB is greater than O, the burst cannot be fully controlled and the normal Continuous Bursts of Automatic Firerules apply (PCCS Section 2.4). Inbrief, subsequent bursts of fire have an EAL equal to the preceding burst’s EAL minus the Effective SAB, Examples: ‘Axly has an Effective SAB of 6 and fires a burst with an EAL of 20. The Odds of Hitting the correct Elevation are 82 (PCCS Table 4G), but Axlyrolis a0 misses. Thenext Impulse he re-aims and tres a second burst whose EAL is 20 (preceding burst's EAL)-6 (Effective SAB) = 14, The Odds of Hitting the correct Elevation are 52. Axly rolls a25 and the burst is at the correct Elevation. Notmal Arc of Fire rules apply for determining the number of hits on each target in the Arc of Fire. The next Impulse Axly continues his burst and has an EAL of 14 (preceding burst's EAL) -6 (Effective SAB) = 8. The Odds of Hitting would be 27. I Axly had an Etfactive SAB of 0 and fired a burst with an EAL of 20, his Odds of Hitting the correct Elevation would stil be 82. Assuming again that he rolls a 90, he misses and ‘would fire again the next Impulse. The EAL of this second burst is 20 (preceding burst's EAL) -0 (Effective SAB) = 20. Tho Odds of Hitting the correct Elevation are again 82. He rolls a 25 and the burst is at the correct Elevation. Normal Arc of Fire rules apoly tor determining the number ofits on each target in the Arcof Fire. The next Impulse he could ‘continue his burst into the target area. Since his Etfective SAB is 0 this is automatic, and ‘each burst would be handled normally until he runs out of ammunition or stops firing. “1'm not interested in making new friends. I don't even like the ones I have.’ Captain Austin 0, Blackwot 6.15 TT ‘Automatic fire can sometimes be Tracked onto the target by watching the bursts trajectory, The shooter must be able to Track the fight ofthe bullets through the use of ‘Tracer Rounds, orby watching them strike abackstop naar the target, tthe targetis within 400hex Range. These rules normally apply to Tracking long range machine gun fire. The effectiveness of this type of Tracking depends on the shooter’ Effective SAB, which measures his control of the burst. The Effective SAB is discussed in Section 6.14. Effective SAB less than or equal to 0 When a shooter has an Effective SAB less than or equal to 0, he has excellent control ofthe weapon’s fre, Ifthe first burst was on target, subsequent bursts can be kepton target if desired. Ifthe first burst missed, the second burst can be Tracked toward the target. To determine the accuracy of the second burst, determine the distance by which the frst burst missed; this is based on the ALM Sum and the Scatter Number. The ALM Sum is the total of all the shot's ALM's except the Target Size Modifier, while the Scatter Number ‘equals the EAL which corresponds to the number roied for the Odds of Hitting minus the shot's ALM Sum. Find the distance (in hexes) by which the first burst missed opposite the Scatter Number on the following Automatic Fire Scatter Number and Miss Distance Table. TRACKING FULLY AUTOMATIC FIRE “Is that an order, sir, or are you just being rude?" Sot. Sono 6.16 CUA ear SENS Scatter Miss: Scatter Miss Scatter Miss Number Distance | Number Distance | Number Distance less than 16 24-25 4 28 7 16-20 26 21-23 ‘The second burst of fire automatically hits the target area. The Arc of Fire of this burst is the greater of the weapon's Minimum Arcor the Miss Distance. Normal rules for the Arc of Fire andhits on target apply. The thirdor later bursts can be poured onto the target area as determined by the weapon's Minimum Arc, Example: A tripod mounted Vickers machine gun fires at a standing target at 300 hex range. The burst’s EAL Is 21 and the shooter rolls a $7 to hit. The burst misses and has a Scatter Number of 25 (EAL of shooter's roll of 97 tohit) -7 (ALM Sum; burst's EAL of 21 minus Target Size Mod of 14) = 18. The burst misses by 2 hexes. ‘The second burst can be tracked on target since the gunner has an Effective SAB less than or equalto 0 andis using tracer ammunition. The second burst automatically hits the target area and has a minimum Arc of Fire equal to the greater of the weapon's IMA (here 1) or the Distance Missed (here 2). This means the second burst nas an Aro of Fire of 2 and normal rules determine hits on the target. The third and subsequent bursts could be maintained on target and would have an Arc of Fire of 1 (the weapon's, MA). Effective SAB Greater Than 0 If the Effective SAB is greater than 0, the shooter cannot completely control the weapon's recoil. Ifhe can see where the rounds ara hitting, he can try to move the next, burstinto the targetarea, Each Impulse of firehe must oll to seeifhe succeeds. The odds ‘of succeeding follow the normal Sustained Automatic Burstrules of PCCS Section3 4, but at half the Effective SAB value. If he fails, the burst misses, Example: Axly has an Effective SAB of 6 and fires at a Kneeling targat 20 hexes away. His frst burst's EAL is 20. He rolls a90 and misses. The Scatter Number is 22 (EAL ‘of shooter's rol of 90 to hit) - 9 (ALM Sum; burst's EAL of 20 minus Target Size Mod of 11)= 13. Axly missed by 1 hex. The bullets' impacts are seen hitting a concrete wall the targetiskneelingnextto, and Axl tries tobring the second burst into the targetarea. Todo so he mustrollnased cn an EAL of 20 (previous burst’s EAL) -3 (half his Effective SAB) = 17. He must roll a 68 or less to hit with the second burst, which would have a minimum Arc of Fire of 1 SS THROWN GRENADE RANGE MODIFIERS ‘The Thrown Grenade Ranges listed in the data tables are for throws by unencumbered people of moderate skill from a Kneeling / Deep Crouch stance with the feet under the body. Personnel who are wounded, Prone, or encumbered with equipment may find their throwing range drastically reduced. The following Thrown Grenade Range Modifier ‘Table gives. a Range Modifier based onthe thrower’ Maximum Speed and Throwing Skill Level. Fornormalmiltary personnelthe Throwing Skill Levelis assumed to be halfthe Gun Combat Skill Level 4 ee MME aa Thrower's Skill Level 6789 10-11 12-14 15+ 7 8 3 112 1814 18 16 17 19 20 24 3 2 4 7 Additional Range Modifiers are listed below. To find the Effective Range Modifier “You may have ‘multiply all applicable modifiers together. To find the actual Range a grenade canbe superior weaponry, thrown, mutiply the Effective Range Modifiertimes the basic Range lstedon theGrenade ut you're also out of Data Tables. ammo, and I've still Stance or Situation Range Modifier got plenty of rocks. Standing and Set 15 Running or on the Move 10 es Knoeling 10 ining 5 Prone 4 Wounded (after recovering from KV Failure) Effective CA CA Disabling Injury to Throwing Arm or Shoulder 2 Example: Gerfel fails his Knockout Roll andis left for dead as the battle rages around him. A few Phases later he recovers his senses, according to the PCCS Incapacitation Time Table (8B). He wakes to find himself 8 hexes from an enemy machine gun team viho are fring athis retreating comrades. Gerfol prepares a grenade and throws it at the enemy. His Maximum Spead is 4 and his Throwing Skil Level is 2, so his Range Modifier based on speed and skillis 8. Since he is wounded and has failed his Knockout Roll, his Effective Combat Actions are 3 rather than their normal value of 4 (PCCS Section 2.10). Thisgives him an additional Range Modifier of3./4 = .75. Gerfelis throwing the grenade froma Prone position, which has an additional Range Modifier of .4, so hs Elfective Range Moditieris '8 (Modifier for Speed and Skil) x 75 (Wounded) x 4 (Prone) = .24. Ifthe normal Range the Grenade can be thrown is 15 hexes, Gerfel could only throw it.24 x 18 = 4 hexes. Gerfel's throw would land a maximum of 4 hexes toward the enemy. 6.17 —_—_——— To handle throwing and shooting grenades through undergrowth, the following Grenade: GRENADE Penetration of Brush and Foliage Table can be used. This table contains four types of PENETRATION OF brush and folage trough which grenades may be fired or thrown. To detormine the Penetration Distance, the range in hexes a grenade can be thrown or firad through brush, BRUSH AND FOLIAGE the thrower simply roll 0-9 numb and cross-Indexes it with the brush ofllage type. CEE SSS ELS Brush or Foliage Type Leafy Tree Light Brush_| Medium Brush “He who laughs last gets shot first.” Coley Nowis Example: Axly hears movement on the other side of abush, He decides it the enemy and tries to re a grenade from his M79 Grenade Launcher through the bush into the hex beyond The bushis + hex deep. Axly role @2 for his 0 - 9 roll when entering the Grenade Penetration of Brush and Foliage Table. This gives @ Penetration Depth of 13 hexes on the Light Brush column, Since this is greater than the bush’s depth, the grenade will penetrate the bush and land according to normal rues for Blind Fire. Had Axly rolled 8, the grenade would have ‘exploded within the bush (Penetration Depth = 0) 6.18 es OVERHEAD CEILINGS _ Inmanygame tuations, overnead cover and ollagelimitthe throwing angel grenades. AND THROWN This was particularly common in Vieinam, butalso apples o combat within forests and in bulgings. Whenever overhead cover or falage is present, the arcin which a grenade can GRENADE BANGE be thrown is imited. It tre grenade is thrown too high, itcan ether Ata branch or vine oF simply bounce off the ceing or wall. Ths can result inte grenade cropping far short of its intended target Todetermine the range grenade canbe throwin the presence of Overhead Folia the following Unobstructed Throwing Range Table is used. The thrower enters the tables let colurmn withthe target range in hexes. He then goes across this ine tothe column with the correct Overhead Foliage Height (in 6 foot hexes). This gives tho Unobstructed Distance the thrower can tow agrenade. Ifthe tower testo throw the arenade further, he must arcitinto the Foliage and nope it doesnot hit an obstruction. To determine the distance the grenade can be thrown through the foliage, the thrower rls ‘20- Srumberandentersthe Grenade Penetration of Brush and Foliage Table (Section 6.17) to find the Penetration Depth, The Penetration Depth plus the Unobstructed Distance gives the maximum range te throw can go. Ithisisless than the seater range, the grenade fas short at this range PIES nner Target Overhead Clearance in hexes Range thex 1.5 hex 2hex hex ‘Axlyisin ajungle wth 1.5 hexes of overhead clearance. His squadmate Gilistwohexes infront of him, and there is an enemy Machine Gun nest 8 hexes beyond Gil. Entering the Unobstructed Throwing Range Table with a Target Range of 10 hexes (using the 11 hex line) and a cover height of 1.5 hexes gives an Unobstructed Distance of 2 hexes. If Axly tries to throw his grenade the full 10 hexes to the Machine Gun nest, it will enter the Overhead Foliage 2 hexes trom his position. Knowing that the grenade could fall dangerously shor, Axly decides to throw it anyway. ‘Axly rolls a0-9 number and enters the Grenade Penetration of Brush and Foliage Table “If | weren't so for Jungle (in Section 8.17). Axly rolls a 3, so the Penetration Distance is 2hexes. His badly wounded grenade penetrates 2 hexes of foliage before it is halted. The total distance of the throw ‘S equal o the Unobstucted Distance (2 nexes) plus he Penetration Depth (2hexes).in and you weren't So this case, a total of 4 hexes. The grenade lands 4 hexes away from Axly, 2hexes from Much bigger than Gil, and a full 6 hexes from the enamy. Jam, I might take Had Axly been even more unlucky and rolled a 7 or more on the Grenade Penetration offense to that.” of Brush and Foliage Table, the grenade would have traveled 0 hexes from the point of entry into the foliage and would have dropped 2 + 0 = 2 hexes from himselt. This would have put it on top of Gil Din the Decisive Throwing Range Modifiers and Overhead Cover Whenathrower's Etfective Range Modifior Section 6.16) isgreaterthan 1, thedistance he can throw a grenade before it enters the overhead cover is his Range Modiier times tho value fromthe Unobstructed Throwing Range Table. Thedistancehecanpenetrate the foliage is not changed. Example: Axly has a Throwing Range Modifier of 2 due to his skill and exceptional characteristics; he can throw a grenade twice as far as a normal person. In the preceding example, his Unobstructed Distance would be 2 hexes times his Effective Range Modifier of 2, or 2x2 = 4 hexes. At this point the grenade enters the Foliage and penetrates another 2hexes before hitting an obstacie and falling. Axly'stotal throw is442=6 hexes, Overhead Ceilings within Buildings ‘When combat is taking place within the confines of a building or other manmade structure, there are many places where the ceiling limits the range a grenade can be thrown. Ifthe ceilings a flat roof with no beams or other structures to obstruct a grenade’, flight, the maximum distance the grenade can be thrown s given by the largest (op) entry ‘on the Unobstructed Throwing Range Table. If beams or door transepts reduce the overhead ceiling, the lowest ceiling height in line with the target should be used. If the thrower's scatter indicates the throw should land beyond the maximum distance listed, he has thrown the grenade too high andithits the ceiling. Ifthe celing is a flat root, ithits the root and falls at the maximum distance. If the ceiling has intervening obstructions, a high throw means the grenade strikes the obstruction and fails short at the obstruction's range. 6.19 Example: Horatio attempts to throw a grenade out of a room through a door into a courtyard beyond. The door is 3 hexes from his position and is 1.5 hexes high. Horatio could throw his grenade up to 8 hexes if he were to arc it perfectly. Horatio attempts to throw his grenade 7 hexes. Unfortunately, he rolls well over his Odds of Hitting the target hex and the grenade scatters 2 hexes long. If the door jam were not present, the grenade would land 7 (target range) +2 (scatter) =9hexes away. Since thisis over the maximumdistance the grenade can be thrown, the throw was too high and ithits the door jam. The grenade ‘drops short and lands 3 hexes from Horatio. eer al EXPLOSIVE SHOCK en, if you don't stop bleeding, I'll never get back to my dinner.” Dr. Oscar Schniderbunk 6.20 The basic rules for explosive damage cover the Physical Damage (PD) caused by concussion and shrapnel. The short term Incapacitation effects of the blast were not included as they do not eftect overall survival and recovery Tomoreaccurately model the Incapacitation effects of ablast, the shor! termeffectscan bo included. These ofects are handled by Shock Points (SP). The SP are used as PD for purposes of Knockout and Incapacitation. They are not, however, included in the PD Total for wound recovery, and are ettective only on the Impulse inflicted. If the target makes his Knockout Roll based on the sum ofthe PD and SP inflicted, the SP are ignored for all future purposes. Ii he fails his Knockout Roll hes Incapacitated following the normal rules. The Incapacitation Time can be taken from the PCCS Incapaetitation Time Table (88) using the PD Total only, and ignoring the SP. To find the SP inflicted, simply enter the following Explosive Shock Point Table with the Explosive PD inflicted on the target. This Explosive PD is the biast's Base Concussion rmoditied by appropriate Blast Mocifers. ES Explosive Explosive Explosive Explosive Shock | Explosive Shock | Explosive Shock PD Points PD Points PD Points Example: ‘AGrenade explodes 2hexes away froma target whois partially behind solidcover. The blast causas 52 (BC) x .5 (Under Partial Cover) = 26 PD. In addition, the target is hit by ‘piece of shrapnel which causes 3 PD. 33 Explosive Shock Points are inflicted based on {an Explosive PD of 26 PD. The Impulse of the blast, the target must make a Knockout Roll based on an effective injury of 26 (Blast PD) + 3 (Shrapnel PD) + 33 (Shock Points) = 62 points, The Shock Points are not included in his PD Total, which is increased by 26 + 3 = 29 points. Ifthe target had a KV of 20 and rolled a 67 for his Knockout Roll he would fail the roll and be incapacitated. I this were his only injury, the Incapacitation Time would be found on Table 8B of PCCS with a 0 - 9 roll and a PD Total of 29 (here using the 0 line). BASIC AIM POINT SYSTEM ‘The basic PCCS Hit Location and Damage Tables assume that the point of aim is the entire exposed target area. This is the case at longer ranges, where the entire target is visible in the sights, and it also applies to close combat in the heat of battle where quick shots are taken at the target as a whole, When the shooter decides to aim at particular, 8 _—_—_—— body areas, however, the Basic Aim Point Table (13A) can be used. There are four Aim Points; Head, Hear, MidBody, and Leg. Whenthe shooter uses one ofthese Aim Points, fis shot distribution tends to center near the point of aim. The Basic Aim Point Rules are used when the shooter is taking a single shot at an exposedtarget. Forthose who desire amore detailed system which covers fully automatic fire and other target exposures, refer to the Advanced Aim Point rules of Section 9.7. Basic Aim Point System When a shooter takes aim at a specific point, the shot's scatter about this point determines the portion of the target that can be hit. For example, ifa shooter aims atthe Head his overall hi probabiity willbe lower because less of the targets in the shot's scatter area. Many shots will go high and miss, while a shot aimed at the Body could scatter high and strike the Head. To account for these effects, the shooter determines his ALM Sum forthe shot normally. The ALM Sums the total of all Shot Accuracy Level Modifiers except forthe Target Size Modifier. The ALM Sum is entered on the left column of the Basic Alm Point Table (1A) for Head, Heart, Mid Body, or Legtofind the shot's Effective Accuracy Level (EAL). The normal Odds to Hit apply. Ifthe shot hits, the Hit Location is found on the PCCS Hit Location and Damage Table (6A) using the In the Open Hit Location ‘column and a Hit Location roll within the percentages given on the Hit Location Range column of Table 13A. Sometimes there are two sets of numbers in the Hit Location Range columns; this is done to account for special situations in the Hit Location and Damage Table (6A). Observant players will note that sometimes the EAL is increased by the use of an Aiming Point, and sometimes the EAL is decreased. Example: ‘Axly takes alm at the Head ot his opponent. His ALM Sum (the EAL without the Target Size Modifier) is 15. Using Table 13A, the shot's EALis 21. Axiy listo hitand succeeds. ‘The Hit Location is taken from the PCCS Hit Location and Damage Table (6A) using the Inthe Open column within the range 00 - 54 (trom Table 13A); from the Head to the Pelvis, lf Axly had taken better aim and had reached an ALM Sum of 27, the EAL would be 25 and the Hit Location would be from within the range 00 - 08 and 14 - 20. jon't be too worried about a Head hit. For most of you it won't make any difference.” ‘Sot. Schustoe King's Men Del Instructor 6.21 ll O_O ‘The MS76 Multiple Projectile Round transforms a 40mm Grenade Launcher into a ‘Shotgun, and was commonly used by troops equipped with M79 Grenade Launchers in the thick brush and elephant grass of Vietnam. The round contains 27 pellets of #4 Buckshot, which is a standard load for a 12 gauge Shotgun. Ballistic data is as follows, BALLISTIC DATA FOR THE. M576_40mm CANISTER ROUND. ‘Target Range in hexes 1015 20 30 40 80 12 111110 9 9 8 7 6 4 2 3 2 2 2 2 2 2 4 14 4 2 4 1 4 6 8 i 13 16 18 23 25°22 43 ‘7 “4 2 1 55 24 13 1 2 2 3 4 7 9 19 Shot PEN (4) OC SALM 27 BPHC PR 40mm GRENADE CANISTER ROUND 6.22 EEE ‘The 40mm grenade is armed by the centrifugal force generated by the rounc's spin. There are two arming fuses commonly available: one has an Arming Range of 2 hexes and is intended for close comisat, while the standard round has an Arming Range of 15 hexes. Ifthe grenade hits a target inside its Arming Range it will not detonate. The impact should be treated as a Blunt Impact of 9 Impact Damage (ID) points using the Strike, Kick, and ‘Stomp Animal Attack Table (176). 9 40mm GRENADE LAUNCHER ARMING RANGE el ROLE-PLAYING RULES PCCS is a pure combat system, butit obviously has many role-playing applications. The rules in this Chapter are designed for use in role-playing situations, and focus on details, of play that might not be of interest to piayers exclusively interested in combat simulation, 8.7 EXPANDED WOUND _The basic wound recovery system involves a single Recovery Roll at the end of the RECOVERY ROLL Critical Time Period (CTP) to determine whether the patient lives or dies. To add more realism and interest in a role playing setting, the following system modifies the Recovery Roll process to allow the GM to break up the CTP into three parts. Atthe end of each third ofthe CTP, the injured person rolls a Modified Recovery Roll ithe rlisless than or equal to his Modified Recovery Roll he survives that third of the CTP. If fails the Modified Recovery Roll he dies at the end of that third of the CTP. If the person makes all three Modified Recovery Rolls he survives andwillrecover. The Modified Recovery Rollis taken from the Modified Recovery Roll Table (13B) opposite the normal Recovery Roll value “Two out of Example: three is bad.” Gorfel sufters a severe wound in battle, and has a Damage Total (DT) of 300. With No Aid his CTP is 4 Hours and his Recovery Roll (RR) is 04. So, after CTP/3= 1.3 Hours, Or. Buer-Scheuk he must make his first Modified Recovery Roll of 3 (from Table 19B opposite a RR value of 04). Geriel rolls a 28 and survives his first 1/3 CTP. Before the next third of his CTP passes, a medic arrives and gives him First Ald. His new CTP is 19 Days and his RR is 10. Sot /Sothisnew CTP after the first Modified Recovery Roll was made, he must make his second Modified Recovery Roll. Thisis 1/3X 19=6.3 Days. So, 6.3 Days (plus 1.3. Hours) afterthe injury, Gertel makes his second Modified Recovery Roll based on the First Aid RR of 10. The Modified Recovery Rollis a 47. Gerfel rols a34 and survives. If Gerfel did not receive better aid within another 6.3 days he would have to make his third and last Modified Recovery Rollot47. Luckily heis transferred o a Tech 13 Trauma Center betore this, and his new CTP is 25 Days and his RR is 88. The third and last Modified Recovery Roll would be made 1 /3X 25 days = 8.3 Days after the second Modified Recovery Roll Gerfel's Modified Recovery Roll would be 98 for this final rol 88 = p> __ ee MEDICAL The basic Medical Aid rules use the normal levels of care available in particular situations, SKILL LEVEL whether First Aid on the battlefield or high-quality care in a Trauma Center. The exact MODIFIERS training of the medic or doctor providing the care is not considered. In reality, the Medical Aid Skill Level of the doctor can make a tremendous difference in the level of aid received, The medic must, however, have the necessary equipment with which to perform his job; not even the world's greatest surgeon can save a critically injured man without the proper tools, 10 To handle Medical Aid from highly skilled personnel, the following Medical Skill Level Damage Total Modifier Table is entered with the medic’s Skill Level and the type of aid being administered, This gives an adjustment to the wounded's Damage Total (DT). Tae SSO OS Hospital | Medical Hospital | Medical Hospital Aid Trauma Aid Trauma Aid Trauma Station Center Station Center Station Center © 180-600 200-700 220 Examples: Ahighly qualified Paramedic, whose Medical Aid Skill Level is 6, administers First Aid to Gerfel, who has a Damage Total of 300. The Medic's skill reduces Gertel's Damage Total by 20, to a value of 280. ‘An expert Surgeon of Medical Aid Skill Level 12 handles the critical operations ina Tech 49 Trauma Center while trying to save a person with a Damage Total of 3200. The surgeon's exceptional skill lowers the DT by 400 to a value of 2800. This improves the Patient's Recovery Roll from a 20 to a 30 (DT 4000 line down to 3000), Underqualified Medics Ifthe medic’s Skill Levels close to the minimum necessary to make fulluse of agiven "If | were a good type offacity, anumber in parentheses appearsin the Medical Skill Level Damage Total physician, do you Modifier Table, This value givesthe Base Odds of periorming the aid: ifthe mediemakes think I'd be worki his Success Roll, he performs the aid listed for that facility. fhe fails, he performs aid at x orning the lower level, for which he is fully qualified. Note that the Hospital entry assumes the this dump? medic's Skill Lovel and training correspond to the same Tech Level as the Hospital Of oy, sca Schneierink ‘Trauma Center. Ifthe medie's training is ata different Tech Level, reduce the Base Odds by 1 for each Level of difference. The rules for Base Odds and Success Rolls are given inall RPG's from Leading Edge Games and in the PCCS Advanced Rules (2nd ed'tion) ‘The Dashed Entries on the table indicate that he medic's Skill evelis not high enough toadminister aid at the facility. Lack of familiarity with equipment and an absence of basic skills make the high quality ofthe facility irrelevant, andthe medic can only provide the care that would be available at a facility for which his Skill Level provides at least an entry in parentheses. Example: A Medic whose Skill evel is 6th arrives ata Field Hospital with Gerfel, who has taken 300 PD. The medichas already performed First Aid with a Damage Total Modifier Cf -20, but at the Hospital he finds there are no qualified surgeons. In desperation he ‘gathers ateamandattempts to administer aid. Sincehe is 6th Skill Level, his Base Odds to administer Hospital level aid are 2 and his Success Rollis 8. The medic rolls a 7 and succeeds, so Gerfel receives the advantages of Hospital Aid; his Damage Total would be 300. I the medic had failed his Success Roll, he could not perform Hospital level aid, but would be able to perform Aid Station level aid with a Damage Total of 260. Note that Damage Total Modifiers do not permanently change the Damage Total or alter the Healing Time, and apply only for one Modified Recovery Roll 11 ———$_ 9.7 ADVANCED SIMULATION ‘The rules for Advanced Simulation are designed for players who want as much realism as possible. They are more detailed than other rules, or deal with more difficult concepts, so their greatest appeal willbe to players who want hardcore realism. Other players may find these rules valuable in special situations, ADVANCED AIM POINT SYSTEM "Your shots will be more consistently accurate if you keep your eyes open.” Sat. Schustee King's Men Ori Instructor The Basic Aim Point rules of Section 6.20 give the shooter the option of aiming at various body areas; Head, Heart, Mid Body, and Leg. Those rules assume that the target is fully exposed. When the target is not fully exposed, ori the players want to accurately handle aimed fully automatic fire, the following Advanced Aim Point System should be used. Single Shot Fire . ‘As discussed in Section 6.20, when a shooter takes aim at a specific point the shot's scatter about that point determines the area of the target that can be hit. Ifa shooter aims at the Head, for example, his overall hit probability is lower because less of the target is inthe shot's scatter area. Many shots will go high and miss, while a shot aimed atthe body ‘could scatter high andstrike the head. To accountfor this, the shooter determines his ALM ‘Sum for the shot as described in Section 6.20; all ALM's are totalled except forthe Target Size Modifier. The ALM Sum is entered in the first column ofthe appropriate Advanced ‘Aim Point Table (14) for Head, Heart, Mid Body, of Legto find the Maximum Target Size ‘ALM (Max TS ALM) for Single Shot (SS) ire. The Max TS ALMis the maximum effective Target Size within the shot's scatter. The shooter adds the smaller of the exposed Target, Size ALM or the Max TS ALM to the shot’s ALM Sum to find the EAL. The normal Odds fitting apply. Ihehits, the Hit Locations foundon the PCS Hit Locationand Damage Table (6A) using the In the Open Hit Location column and a Hit Location rol from within the percentages given on the third column of Table 14. Note that the third column gives all available Hit Locations within the shot’s scatter. if sme of these locations are behind blocking caver, the range of Hit Locations into which the shot hits should be restricted to the exposed areas; just reroll any hits into covered locations. Examples: Axly takes aim at the Head of an opponent who is fring over a wall. His ALM ‘Sumis 15. Using Table 14A, the shor's Max TS ALM is 6. The Shot's EAL is the ALM ‘Sum of 15 plus the lesser of the exposed Target Size ALM of 0 (person firing over cover) or the Max TS ALM of 6. The EAL is therefore 15 +0 = 15. Axly rolls to hit normally and hits. The Hit Location 's taken from Table 6A using the In the Open column within the range 00-64 (rom Table 14A); fromthe Headtothe Pelvis. Sincethe target's Firing ‘Around Cover, only HitLocations from 00 - 17 apply. lAxly had had an ALM Sum of 29, the Max TS ALM would be -3 and the EAL would be 29-3 = 26. A hit would find the hit location from within a 00 - 07 range. 12 Fully Automatic Fire When a burst of fully automatic fire is aimed at a specific target height, the rules for shot placement are similarto those given above for Single Shot ire. The shooter refers tothe appropriate Advanced Aim Point Table (14) and enters the first column with his Minimum Arc (MA) to find the highest ALM Sum possible; the shooter compares this ‘maximum ALM Sum to his shot's ALM Sum and uses the lower of the two to find the Auto Max TS ALM in the second column. The Auto Max TS ALM is used in the seme fashion 2 the Max TS ALM for Single Shot ie; itis the maximum effective Target Size of a person within the shots scatter. The shooter adds the smaller of the exposed Auto Elev Target Size ALM or Auto Max TS ALM to the shot's ALM Sum tofind the EAL. The normal Odds fitting apply. Ifhe hits, the Hit Location is found onthe PCCS Hit Location and Damage Table (6A) using the In the Open Hit Location column and a hit location rol within the percentages given on the third column of Table 14. Note that the third column gives all the available Hit Locations within the shot’s scatter, but only the exposed areas can be hit Example: Axly fires a burst of fire athe Head of a targetting over awall. His ALM Sum“ saw him charging is 15.and his Minimum Are (MA) is 1. Using Table 14A, the shot's maximum ALM Sum i e erorg tm rn oraae i rete aa Bu missed my ah Effective ALM Sum of 18 gives an Auto Max TS ALM value of 1 (Table 14A). This Auto SO Now ll be staying TS ALM is compared to the exposed target Auto Elev TS ALM and the lesser of he two In a Funeral Plot. is added to the Effective ALM Sum to determine the EAL. in tis case the EAL - 13 (Effective ALM Sum) + 2 (exposed target Auto Elev TS ALM) = 15, Axi rolls to hit normally andhits. TheHitLocationis taken trom Table 6A, usingthe Inthe Opencolumn within the range 00-71 and 76- 78 from Table 14); fromthe Headtothe Thigh. Since the target is fring over cover, only Hit Locations from 00 - 17 apply Fred the Singing Bandit Aim Point Tables for the PCCS Advanced Damage Table Supplement The portions of Table 14 labeled Advanced Damage Table Supplement are used only with the PCCS Advanced Damage Table Supplement. They give the range of Hil Locations into which the aimed shot may strike for targets presenting the Front - Rear, Oblique, or Side aspects. These Hit Location ranges are used in the same way as those on Table 6A. The Advanced Damage Table Supplement broaks the body into detailed Hit Locations whose accuracy and resolution take full advantage of the Advanced Aim Point rules. ‘Athigh ALM Sums, the Advanced Damage Table Supplement section of Table 14 gives, the Damage Table Number of the Hit Location directly. The Damage Table Number follows either a "DT" or "S" entry representing Front or Side its repectively. The number preceding the DT or S gives the relative chance of hitting the Hit Location. The shooter rolls a 00 - 99 number and finds the DT or S entry whose value is less than or equal tothe roll. This single roll gives the Hit Location and speeds up play when the range of Hit Locations is small Example: Axly takes a Head shot at an opponent with an ALM Sum of 29. Axly hits his ‘opponent from the Front, and finds the Hit Location by roling a 00 - 99 number. Axly rolls a 34, indicating a hit into Damage Table 2 13 10.1 ANIMAL RULES ‘The following rules provide a system for dealing with Animals in combat. They apply to a wide range of creatures, from guard dogs to dinosaurs, and have been included for use in settings beyond the traditional military environment for which PCCS was originally designed. ANIMAL DATA TABLE “L know what to. do. Let's send one of the disposable characters.” ithe Treachorous The Animal Data Table (15) contains the vital information necessary to use nearly 50, different Animals with PCS. The Animals are arranged in common-sense groupings on the table; African Animals, Canines, and so forth, The last grouping, Dinosaurs, etc. covers some very unusual creatures. Most ofthem are extinct and canbe used by creative players for whatever purposes seem appropriate, while the Dionical is taken from the Living Steel Adventure Game and has been included for players of that system. (For those interestedin Dinosaurs, the Dionicalis closely based on the Deinonichus; if you want to have a Deinonichus in a game for some reason, the Dionicat's data can be used) Many of the terms on the table, suchas Weight, Maximum Speed, Combat Actions, and Skill Level, arg either self-explanatory or are familiar to PCCS players. There are some new terms, however, including the special modifiers that are required to make one table handle such awide range of creatures. A general description of each termis included here; where necessary, they will be further defined in later Sections. Weight ‘The Animal's weight in pounds. Maximum Speed (MS) The Animal's maximum running speed in Hexes Per Phase. Knockout Values (KV) ‘The Animal's Knockout Value (KV) is usedin the same manneras for humans. Normal Incapacitation rules apply each Impulse the Animal is injured. Note that many Animals have two Knockout Values. The frst applies ifthe Animal is wounded when unprovoked ‘or caught by surprise. The second KV is used ifthe Animal is enraged and is charging, attacking, or fleeing. This mode's an Animal's natural adrenalinerush andthe endorphines released when they attack or fle. Target Size ALM (TS ALM) The Animal's exposed Target Size ALM's for Front and Side profi. Hit Location Column ‘The Hit Location Column gives the colurnn used when determining the Hit Location on the Animal Hit Location and Damage Table (16). Rules for this are given in the noxt Section. 14 Hide Protection Factor (PF) This value gives the Protection Factor of the Animal'shide. Treatthis PF as normalbody armor when determining damage from small arms fire. Hide Armor Class (AC) The Armor Class measures the protective properties of the Animals hide when Confronted by penetrating melee attacks. The AC is a two letter code and is discussed in detail in Section 10.2, Thase are the same AC's used in the Phoenix Command Hand- to-Hand Combat System. Hide Blunt Protection Factor (BPF) ‘The Biunt Protection Factor measures protection from bluntimpact.Itisidentical to the BPF of PCCS and PC Hand-to-Hand, andis used in the Animals Attacking Other Animals rules of Section 10.7. Penetration Modifier (PEN Mod) ‘This value helps to adjust damage to account for howbig an Animalis. The Penetration Modifier is mutipliec to the shot's normal PEN value to get the effective PEN; the larger the Animal, the greater the Penetration required to reach an equivalent ceptn. Because ‘one Hit Location and Damage Table is used for Animals of all sizes, a shot's PEN must be corrected before entering the table, Effective Damage Class The Effective Damage Class adjusts the shot’s normal Damage Class (OC) when ‘entering the Hit Location and Damage Table. The logic is the same as for the PEN Modifier; the larger the Animal, the greater the DC must be to cause a similar amount of damage. Again, because one Hit Location and Damage Table is used for all Animals, a shot's DC must be corrected before entering the table. The Effective Damage Class is found in the column under the shot’s normal OC. "You can stop being useless now. The crisis has passed.” Derek 10.2 —_—rnn oo When an Animalis hit by a shot, the Animal Hit Location and Damage Table (16) is used ‘This table is just like the standard PCCS Hit Location and Damage Table (6), with PD, Knockout, and Disabling Injuries handled using normal ules. Note thatthore are a number of dtferent Hit Location Roll Columns on the left side of the table. The first is for Birds, the second for Marine Life, the third for Bipods like Kangaroos, the fourth for stocky. Short Legged Quacrupeds like Bears, and the fith for Long-Legged Quadrupeds like Horses and Dogs. The proper Hit Location Column for each Animal is listed in Tabla 15. To determine the damage to an Animal when itis shot, simply correct the shot's PEN value by multiplying it by the Penetration Modifier from Table 1A. Use this modified PEN and the animal's Hide PF to determine damage normally on the Animal Hit Location and Damage Table (16) with the shot's Effective Damage Class (Table 15) Example: A squirrel hunter inadvertontly comes between a Grizzly Bear and hercub. The Grizzly charges and the huntor has time to get aff one shot with his 22 Magnum Lever Action Rifle. The Odds of Hitting are determined normally using the Grzzly's Target Size ALM of 10 (Frontprotile). Assume tho shot hits. The Grizzly has a Hide PF of 2, @ PEN Mosifier of 4, and an Effective Damage Class of 2 (22 Magnum rifl's DC of 4 corrected tothe Effective DC from Table 154). The shot'snormal PEN of 3.6 is modified to3.8X.4= 1.5, and damage is determined for an EPEN of 1.5-.2 (Hide PF) ~ 1.3 and DC of 2. Ifa 14 were rolled for the Hit Location (using the Short Legged Quadruped Column], the Grizzly would be hit in the Neck - Flesh and the shot would do 5 PD, The charging Bear's KV is 600 ({rom Table 15A), so the Bear does not have to make a Knockout Rolltoremain inaction. The Bear attacks the hunter, whoisin serious trouble. 15 ANIMAL HIT LOCATION AND DAMAGE 10.3 Ee ANIMAL ATTACKS It people want to shoot Animals, it is only fair that the Animals be allowed to defend themselves. Animal Melee is handled on an Impulse by Impulse basis, just ike normal combat. This Section defines the terms and rules which willbe used. Many of these rules are found in other PCCS supplements, but have been placed here for completeness and to make this Chapter stand alone. The Animal Melee Data Table (15B) contains all the melee values required to resolve ‘Animal attacks. Some of the general tarms and ules are discussed below. Detailed attack rules are in the Sections which folow. “Lwouldn't mind Combat Actions (CA) getting mauled by wild —_ The Animal's CA give the number of attacks it can make each Phase. This does not animals so often if it _'"clude movement and actions like a Ram during @ charge, but includes things like Kicks, Claw Strikes, and Bites. Skill Level (SL) Effective Skill Level of the Animal's attacks. This value is used when determining the (Odds of Hitting during melee combat ‘Armor Class (AC) Wheneveran Animal attacks a human, the amount of armor or protective clothing being wom is a major factor in determining potential injuries. An armors protection from Melee attacks is measured by its Armor Ciass and Blunt Protection Factor (BPF). The Armor Class is represented by a two letter code which has been put in terms of mecieval armor types; NO for No Armor as represented by normal clothing, LT for Leather armor or heavy clothing, ML for Mail armor, BR for Brigandine, PL for Plate, and |{for Impenetrable armor (impenetrable to normal melee combat). The following Armor Data Table givesthe Armor Class and BPF for medieval, modern, and high-tech armors. PIES Medieval Modern High Tech Armor Armor Armor didn’t hurt so muct Bwana Dick Clothing Clothing Flexible (light) Leather (untreated) Police Helmet Flexible (medium) Leather (hardened) Flexible (light) Flexible (heavy) Mall (ight) Flexible (medium) Combat Suit Mail (regular) Flexible (heavy) Level 1 Mail (double) Flak Vest Level 2 Brigandine Rigid (light) Level 3 Scale Rigid (medium) Lovel 4 Plate Rigid (heavy) Level 5 Impenetrable Armor The Armor Class given for certain modern and high-tech armorsis Impenetrable. This simply means that normal meleé attacks cannot generate enough force to pierce them. Combatants who are wearing Impenetrable armor do not take penetrating damage, but can suffer Blunt damage as follows. When a Strike hits Impenetrable armor, divide the Impact Damage (ID) of the Strike by the Blunt Protection Factor (BPF) of the armor, and enter the Plate (PL) or BPF 3+ armor line on the appropriate Animal Attack Table (17) with the remaining ID. 16 —— Success Rolls ‘Whenever an Animal attacks a person, the Animal must make a Success Rollo rit The use of Success Rolls is detailed in all of Leading Edge Games’ RPG's and also in the PCCS Advanced Rules Supplement (2nd Edition. In brief the Sucoass Rolls the sum of atask’s Base Odds plus the Animal's Skil Level minus the defender’s Skill Level The Base Odds measure the dificult ofthe task and are given in the Sections detaiiing an Animal's attack. The Animal's SkillLevelis found on Table 188, while the person's Skill Level isthe larger of his Hand-to-Hand Combat or Gun Combat Skil Level. The Animal ‘must roll less than or equal to the Success Roll on the sum of three six-sided dice to hit 10.4 LL ‘An Animal's Ram isan attempt to knock over the target and inflict damage, This applies to everything from a Dog jumping on an opponent to the devastating charge of a Bull or Rhino. To hit, the Animal must make a Success Roll with a Base Odds of 10 (Section 10.3), Ifthe targets hitby the Ram, the Knock Down (KD) value of the Animal's Ram (Table 1B) is used following the normal Knock Down rules of PCCS Section 5.12. In addition to the chance of knocking the target over or off balance, the Ram inticts Ram Impac Damage (1D) withthe PD taken from the Ram Animal Attack Table (17C). Down the let side ofthe table is a column of Hit Locations, which divide the body into its significant ‘eas. The Hit Location of the Ram is based on the targets relative height in relation to the animal and should be determined by the Gamemaster. Normally a person will be hit inthe Legs or Body by a charging beast. Hits to the Head are rare but have been included to cover unusual situations, Atthe top ofthe tables the Armor BPF and Ram Impact Damage section. Choose the BPF line for the target's Armor on the proper Hit Location, and read across that line until you find the Ram Impact Damage done by the Ram. Ifthe amount of the ID falls between {wo columns, use the column with the lower number. ‘Once the correct column has been chosen, follow it down into the body ofthe table and ‘ross-index itwith the Hit Location. The number givens the amount of Physical Damage that the target has taken. In some places, letters are used in the table. AnH" indicates: Hundreds of PD, “K” means Thousands, and "T” means Tens of Thousands. Thus, 1H means 100 PD, and 6K means 6,000 PO. The shaded portion of the table indicates a Disabling Injury whose shook effect can be handled using normal Disabling Injury and Shock rules of PCCS Section 3.3. The KD and ID are normally determined by a number times the roll of a six-sided die (6). When a single number in parentheses is present, the player should rola single die whose number of sides equals the number in parentheses. For unusual numbers, just roll a ten-sided die and reroll any numbers which do not apply; if (7) is shown in he table, for example, the die would be rerolled ian 8, 9, or 10 came up. Example: ‘The Grizzly Bear from the preceding example Rams the squirel hunter. The Grizzly's ‘Success Roll for the Ram is 10 (Base Odds) + 6 (Grizzly's Skill Level trom Table 15) -2 (Hunter's Gun Combat Skill Level) = 14. The Grizzly rolls three six-sided dice; the results are 3, §, and 4, fora sum of 12. This is less than or equal to the Success Roll, so the Bear bits the hunter. The Ram inflicts a KD of 26 times a six-sided dice, here 26 times 4 = 104 points. This easily knocks the hunter off his feet as detailed in PCCS Section 5.12. The hunter takes 1 Impulse to hit the ground and must expend three AC after hitting the ground before he can use his hands or take any action (PCCS Section 5.12). In addition to being knocked down, the hunter also takes 1 to 2 points in Ram Impact Damage. A 2s rolled; using the Ram Animal Attack Table (17C) for a target with BPF = O hit in the Chest, this does 3 PD. 7 RAMS ‘You've got the safari hat, so you'll be our ar Goroon Stautor Ranger al expert.’ — 10.5 3 ——__$ > _i ——— STRIKES, KICKS, AND STOMPS “Why would | want more troops? Some of the ones | have here are still alive.” Iecontia Oly When an Animal tries to Kick or Strike an opponent with its hooves or claws, the Base (Odds are 12, andthe Success Rollis determined as outlinedin Section 10.3, Ifthe Animal makes its Success Rollithitsthe target. Thereis no difference betweena Kickanda Strike; the two terms are just used to describe the way various Animals attack, and cover any attack with a leg or paw. The Stike KD and ID values in Table 15B give the Knock Down and impact Damage inflicted, and Knock Down followsthe standard rules of PCCS Section 5.12, Some animals do not Strike or Kick but will attempt to Trample or Stomp a target Uunderfoot. Animas whose Strikes are limited to this form of attack have an asterisk (°) preceding their Strike ID value. For an animal to make such an attack, the target must be Underneath the Animal. Note that a humansized target must be either knocked down or prone to be trampied by most animals, but that a Triceratops or Apatesaurus can Stomp someone who is standing up. Stomp attacks occur whenever one of these enimals ‘overruns its target, Ramming and Knocking it to the ground and are discussed in more detail later inthis Section. Physical Damage (PD) due to the sheer impact of the blow is determined using the Strike, Kick, and Stomp Animal Attack Table (17B). Down the lett side of the table is ‘a column of Hit Locations, which divide the body into its significant areas, The Animal rolls a 00-99 number, and finds which Hit Location has been hit. Common sense should bbe used when determining the Hit Location; any location which is out ofthe Animal's reach should be re-rolled A the top ofthe table is the Blunt Protection Factor (BPF) and Impact Damage section. ‘Choose the BPF line for he target's armor on the proper Hit Location, and read across that line until you find the Impact Damage done by the Strike. If the amount of the ID falls between two columns, use the column with the lower number. nee the correct column has been chosen, follow it down into the body of the table and coross-index itwith the Hit Location. The number givenis the amount of Physical Damage that the target has taken. In some places, letters are used in the table, An “H" indicates Hundreds of PD, "” means Thousands, and ‘T* means Tens of Thousands. Thus, 1H ‘means 100 PD, and 6K means 6,000 PD. ‘The shaded portions of the table indicate Disabling Injuries whose shock effects can be handled using normal Disabling Injury and Shock rulas ot PCS Section 3 3. Example: The hunter in the preceding example was knocked aside by the Ram of a Grizzly. During the time it takes him to hit the ground and recover, the Bear decides to Strike him with its forepaw. The Success Rollfor this Strike is 12 (Base Odds) + 6 (Bear's Skil Level) -2 (Hunter's Skill Level) = 16. The Bear rolis an 11 on three six-sided dice and hits. The Strike inflicts 4 times (6), here 4 times 3 = 12 1D. The Strike rolls an 82 for Hit Location on the Strike, Kick, and Stomp Animal Attack Table (178), and hits the target in the Right Thigh. Using a BPF of 0 for he unarmored hunter, ths inflicts 72 PD and Disables the Leg The Strike also does 3 times (6), here 3 times 4= 12 KD points. This again knocks the target down, Claws Ifthe Animal has sharp Claws that it normally uses when attacking, a Strike can do additional damage. The Physical Damage (PD) done by the Claws is determined by entering the Animal's Claw Value from Table (15B) on the far right side of Table 17B. At the top of Table 17Bis the Armor Class and Ciaw Value section. Simply choose the Armor Class line which represents the targets armor onthe proper Hit Location, and read across, that line until you find the animals Claw Value. If the Claw Value falls between two ‘columns, use the column with the lower number. 18 (Once the correct column has been chosen, follow it down into the body of the table, and coross-index itwith the Hit Location. This gives the Base PD inflicted. The Base PD times the Strike's ID gives the actual PD inflicted by the cutting action of the claws. As noted above, this damage is in addition to the damage done by the Strike itself Example: The Grizzly from the preceding example has incapacitated a hunter and struck him with its Claws. The Strike was to the Thigh. Using the bear's Claw Value of 10 on. the NO armor line, this does 7 Base PD points. The actual PD is therefore 7 times the ID of the Strike, here 7 X 12 = 84 PD. This is added to the 72 PD done by the Strike, for a total of 156 PD done by a single attack Trampling and Stomping ‘Whenever an Animal runs over a prone targat, ithor intentionally trying to Stomp the target or as the result of the person falling in the Animal's path, the person being overrun must make a Success Roll to avoid being Stomped. The Base Odds to avoidbeing hit are 10. Ifthe Animal doing the Overrun has an asterisk (*) preceding its Kick ID, the Animal's Skill Level s included in the Suocess Roll. If the Animar's Kick ID is not preceded by an asterisk, the Animal's Skill Level is 0 for this type of attack, It the person fails his Success Roll he has been hit. Ifthe Animal's Kick ID is preceded by an asterisk, normal Kick damage rules apply. If the Animal's Kick ID is not preceded by an asterisk, the Animal will not usually deliberately Stomp on the target and the hit is ~anincidental contact ofthe hooves during the Overrun. This type of Stomp does only one- third normal ID. Examples: Black Bart attempts to jump from his Horse onto the lead Horse of a runaway stagecoach. Bartfailshis attempt andfalls under the Horses’ hooves. As he lead Horse runs over Bart, he must make a Success Roll toavoidbeing trampled. His Success Roll is 10 (Base Odds) + 2 (nis Skill Level) + 0 (Horse's Skill Level is 0 since its Kick ID is, ‘not preceded by an asterisk) = 12. He rolisa1 0 and makes his Success Roll, andis not hit by the lead Horse. ‘As Bart is overrun by the second Horse, he must make another Success Roll. He rolls 14, filing his roll, andis hit. The Horse rolls @30 for the Hit Location and hits Bart, inthe Abdomen (Table 17B). The Kick ID is one-third normal (Horse's Kick ID is not preceded by an asterisk), and isa single six-sided dice. The horse rolis a4, and inflicts 11 PD (BPF = 0) “Avoid the sharp, pointy end at all costs.” King's Men Survival Manual 10.6 o_o EE] Han Animal tries to Bite a target, its Base Odds are 14 and he Success Rollis determined as outlined in Section 10.3. If the Animal makes its Success Roll t has bitten the target. ‘Small Animals (those whose Bite Factor is less than 4) will usually Bite the target on the ‘Arm or Leg, depending on what they can reach, while Medium Animals (those whose Bite Factoris between .4 and 4.0) wil Bite a limb or the Neck of the target. To determine where ‘a Medium Animal hits its target, roll a 0 - 9 number; on a 0 it Bites the Neck Hit Location, a2-6is the Forearm, and a7-9isthe Thigh. Large Animals (those whose Bite Factor is greater than 4.0), such as large Sharks and Dinosaurs, can Bite the target like Medium Animals, but can also Bite anywhere on the Head or body. Roll a 0- 9 number for Large ‘Animals; on a roll of 0 - 5 their Bite is into the Neck or Limb like a Medium Animal, while (on @ 6 - 9 the Hit Location is rolled on the Biting Animal Attack Table (17A) randomly. Inall cases, the GM and players should use common sense when finding the Hit Location The Bite KD trom Table 15 measures the Knock Down inflicted. Knock Down follows the standard rules of PCCS Section 5.12 and models the imbalance and Knock Down chances due to the Animal dragging and shaking the target during and after the Bite, 19 BITES Knock Down effects are considered per Phase, whether the Animal attacks with muttile Bites in a Phase or maintains a single Bite throughout the Phase. The maximum Action Count Penalty suttered during a Phase is 4 AC, and a target which is Knocked Down has actually been dragged of his eet by the Animal. The person loses 4 AC and the use of any limb the Animal is Biting, bt the normal penalties of 1 Impulse to hit the ground and 3AC to get to the knees before any action can be taken are not imposed Physical Damage is determined using the Biting Animal Attack Table (17A). This table is used in the same manner as discussed under Strikes to find the Bite’s Base PD. The actual PD inflicted is the Base PD trom Table 17A times the animal's Bite Factor from Table 15. ‘Any Animal that has a Rending Value listed in Table 18 will atompt to hold onto the target after a successful Bite. To maintain its hold, the animal must make a Success Roll with a Base Odds of 16. Each Phase the Animal maintains its hold, the target suffers additional KD effects and takes additional PD. The amount of additional PD inticted is ‘equal to the Rending Value times the PD inflicted on the inital Bite. This represents the ‘Animal continuing to bite, shake, and rond the target. Ifthe animal fais its atternpt to hold ‘onto the target it nas los its Bite or has been thrown off. The animal loses + Phase ast regains its balance and prepares for another attack. "People - you can't The total damage inflicted by a Bite or by continued Rending is limited tothe Animal's live with them, Max PD Factor value from Table 15 times Table 17A's far right entry for the given Hit you can't hit them Location. This represents the Animal doing enough crushing damage to destroy the tissue Y inthebitten area, Once the maximum PD infictad continued Biting or Reding wilifct in the head with a only pain and shock, which are represented by Shock Points (SP), The number of SP ten pound rock.’ inflicted by each Bite is identical to the PD inflicted. Shock Points are treated as PD for the purposes of Knockout but are not included inthe Damage Total and are oly effective on the Impulse they are inflicted. Note that while the maximum PD from any single Bite is limited by the Max PD Factor, individual Bites to the same limb can each inflict this maximum When the total PD inflicted by a Bite and continued Rending puts the total PD inflicted into a shaded portion of Table 17A, the limb has been Disabled Trebor Severed Limbs Bites from very large predators can actually severe the limbs of thelr victums. This also limits the maximum PD inficted. The following entries give the maximum PD which can be inflicted by a Bite before the limb is severed. The PD mustbe inflicted by the Bite and. ending action toa single location. Naturally, to severe the limb, the MaximumBite PD as. limited by the Max PD Factor must be greater than the Maximum PD listed below for this, to occur. Limb Maximum PD Shoulder 5,000 Upper Arm 2,000 Forearm 1,300 Hand m1 Thigh 5,300 Shin 2,500 Example: large Guard Dog attacks a Robber whois armed with apistol. The Dog comes around the corner of a building and the Robber has 2 Impulses to respond before the Dag is on him. The Robber has 6 Combat Actions, and on the 1st Impulse uses 1 AC to turn to face 20 the Dag and another to take aim. On the 2nd Impulse he uses his single AC to aim and fire, Bt misses. On the 3rd Impulse the Dog leaps atthe Robber. The leap is the Dog's, only Action of the Impuise andtakes place on the 3rd Master Phasing Count ofthe impulse (PCOS Section 5,7), This puts him on the Robber after the Robber gets his frst AC of the Impulse on the 2nd Master Phasing Count. The Robber takes a Snap Shot with his frst action and misses. The next action to take place is the Dog's attack. The frst stepis when the Dog Rams the Flobber. The Dog's Ram has a Success Roll of 10 (Base Oads) + 4 (Large Dog's Skill Level) - 2 (Robbar’s Skill Level) = 12. The Dog rolls a9 and hits. At this point the Dog's atompt to Bite the Robber is considered, to determine the location of the Dog's attack The Success Roll for the Dog's Bite is 14 (Base Odds) + 4 (Dog's Skill Level) - 2 (Robber's Skill Level) = 16, The Dog rolls a 10 and hits. «Ifthe Bite had missed, the following roll could stil be used to determine the Ram's Hit Location.) A2 is rolled forthe 0-8 number to determine where the Dog Bites, indicating @ Forearm. The Dog rolls another 0 - 9 numiver to determing if itis the right or left Forearm; on a 0 - 4 it isthe let, fon a5-$ the right. The Dog rolis 2 3 and Bites the left Forearm. The Dog inflicts 4 1D. This gives @ Base PD of 30 PD, The actual PD isthe Bite Factor (Table 18) times the Base PD, here 1.0 X 30 = 30 PD. The Referee deciges hat the Dogs BteHitLocaonreprecerialeapattherobuers “At frst It really cchest while the jaws close on the Robbers extended Forearm. The Ram effects of the it Dog's attack would therefore hit the Body. The Dag rolls a2 for Ram KD and inflicts 5 X fun, me somenoy = 10 KD. This causes the Robber a 2 AC penalty (PCCS Section 5.12). The Flam also Ps causes 1 Ram ID, which inflicts 1 PD. through my head. The Dog's Bite alls a5 for Knockdown andiinflcts 2x5~=10KD points, which represent But it turned out it the Animal's grasp and his dragging on the Robbers arm. Thiscausesthe Robbera4AC was just a Javelin.” penalty but does not knack him dawn (PCCS Section 5.12). The two Knockdown penalties Combine this Phase fora tatal of AC. The Rabber makes his Knockout Roll, but lasas Darantz 1 AC on the 3rd Impulse, 1 on the 4th, 2 AC on the 1st Impulse of the next Phase, and 1 ‘AC on the 2nd. On the 3rd Impulse the Robber loses his first AC and has lost a total of 6A One full Phase after the Dog's fist Bite, (Impulse 3 of Phase 2), the Dog attempts to Rend the Robbers arm. The Dog's Success Rollis 16 (Base Odds) + 4 (Dog's Skil Level) = 2 (Robber's Skill Level) = 18. The Dog automaticaly hits and inflicts its Rend Value of 4.2 times the intial Bite FD of 30, here 1.2 times 20 = 36 PO. The Bite also inficts 10 KD land imposes another 4 AC penalty. The maximum amount of PD which can be inficted by continued Rending is the Max PDFactor (Table 15) times the Hit Location's far right eniry on Table 17A, here .7 X 100 = 70 PD. Once atotal of 70 PD have been inflicted, the biting cannot cause any more, but will continue to cause Shock Points. The Robber now hhas a PD Total of 30 + 36 = 68 and makes his Knockout Roll The Robber loses 1 AC onthe 3rd Impulse, 1 on the 4th Impulse, and 2 AC on the 1st Impulse of Phase 3. This completes his 4 AC penalty and the Robber is now free to take action against the Dog. On the 2nd Impulse he takes a Snap Shot. His EAL is 33 (Range 0- 1) +7 (Robbe's SAL) -6 (hip fire) - 4 (ring pistol with 1 hand) - 10 (shooter moving) = 18 (1 AC aim) + 6 (Dog's TS ALM) = 8. He has an Odds of iting of 07 and misses. On the 3rd Impulse of the 3rd Phase the Robber gets 1 AC before the Dog again Rends his arm. He takes another Snap Shot and misses. On the rd Impulse, the Dog again Rends the Robber's arm. This takes the PD over the Maximum, s0 only 4 PD are inflicted and the PD total ofthe Bite is now 70. in addition tothe 4 PD, the bite intcts 36 - 4 = 32 Shock Points. The Robber now has a PD Total ot 70, and for Knockout this Impulse his effective PD is 66 + 36 = 102. The robber fails his, Knockout Roll andis Incapacitated. Now that resistance has stopped, the Dog settles in for dinner. After the Dag is sated, the Fats come. When the owners retum to the warehouse yard the next day, there is nothing left but bones, 21 ANIMALS ATTACKING ANIMALS “Was that your last bullet? OK then, you're under arrest." ffcer Eric ‘The standard Animal Attack Tables (17).re designed foran Animal'sattackona Human, but can also be used when Animals fight each other. ‘When one Animal attacks another, damage and Knock Down follow the standard rules laid out in the preceding sections for an Animal's attack on a person. There are a few differences which must be discussed, however. For one, all KD, ID, Claw Values, Bite Factors, Rend Values, and Maximum Bite PD values are modified by the target Animal's PEN Moditier when determining damage and effects. This corrects the Animal's attack for the targets size. Anather change is that when applying the Knock Down rules of PECS Section 5.12 to Animals, the KD values should be divided by 8 for Long Legged ‘Quadrupeds, dvidedby 10 for Short Legged Quadrupeds, and divided by 4 for Bipeds with balancing tails before entering the Knock Down Table of PCCS Section 5.12. This ‘accounts forthe greater stably of a Quadruped or a Biped with a tail when compared to the Humans for whom the table was designed. Since Animals normally have limited Combat Actions and attacks, itis most convenient torun out combat Phase by Phase. Attack timing within the Phase can be broken out by impulses using PCCS Section 5.7. Exampl ‘Lion attacks a Mule. On the 1st Phase, the Lion takes a Claw Strike and attempts to Bite the Mule, while the Mule trios to Kick the Lion. Tho Lion’s Strike follows a normal ‘Success Roll to determine ifithits using the Lion's and Mule's Skill Levels. Assume that the Lion hits. The Lion's Strike delivers 2X (6), here 2X 2-= 4 KD which is modified by the Mule's PEN Mod of 5 and divided by 8. The effective KD is 4 X 5/8 = 26 and has no effect, The Lion rolls a4 forthe Strike's ID which is modified by the Mule's PEN Med to 2X4X.5=4 1D. TheLion rolls a 10 or Hit Location and its the Mules left Shoulder. This ‘causes 3 PD (Table 178 with the Mule's BPF of 1). The Lion's Claw Value of Sis modified to3;againstthe Mule's Armor Class of Leather (LT), this does no additional damage. The Mule makes its KV rol The Mule's Kicks handled ike the Lion's Strke; assume that itmisses. The Lion's Bite ‘wouis be handled next; assume thatit hits. The Lion is a Medium animal and rolls @ 0 - 9 for Hit Location, The Lion rolls a 0 and Bites the Mule’s Neck. ifthe Lion rolls a 1 on the six-sided die, the Bite's KD would be 11 X 1 X_5 (Mule's PEN Mod) 8 (Long Legged uadruped) = 1. Thishas no etfect, even though the Lion is now attached to the Head of its target. The Bite has a Bite ID of 8 X.5 (Mule's PEN Mod) = 4 and inflicts 23 Base PD using Table 17A. The Bite PD is the Base PD of 23 X 1.2 (Bite Factor) X 5 (Mule's PEN Mod) = 14 PD. Again, assume the Mule makes its KV rol ‘On the next Phase, the Mule again tries to Kick the Lion and misses while the Lion Rends the Mule's neck. The Rending attack infcts 14 (Intal Bite PD) X5.4 (Lion's Rend Value) X 5 (Mule's PEN Mod) = 38 PD. This Phase, the Lion rolls a 3 for the Bite's KD aiving 11 X 3X .5 (Mule's PEN Mod) /8 =2 KO. The Mule loses its one and only CA for the next Phase, The Mule now has aPD Total of 3 (Strike) + 14 initial Bite) +38 (Rending Bite) = 55 PD. The Mule fails its KV roll and goes down, striking a landmine. 22 ELSTON SET Head AimPoint | Heart Aim Point | Mid Body AimPoint | Knee Aim Point Hit Location Hit Location Hit Location Hit Location Range Range EAL Range EAL, Renge 16 7 18 ‘9 elgesie 222 esses Effective Effective Recovery oll Roll FOE Max TS] PC Table (6) ‘Advanced Damage Table Supplement Mods | Hit Location Front Hit ‘Oblique Hit Side Hit [SS Auto| Range Hit Location Range Hit Location Range Hit Location Range 14 | 00-99 (000-990 000-998 000-998 14 | 00-99 00-999 000.999 000-999 +4 | 00-96 000-951 998-985, 000-948 966-085 oo0-952 950.089 13 foo0.e4 ase.a64 909-918 000823 er7.045 @75-310 000-899 860-877 12] 00-81 Joo0-805 815-827 000-780 795-814 000-767 780-805, 4 000857 681-752 762-767 000620 643-604 724-753 000-693 707-725, 10 oon620 681.685. 771-778 co0se3 610-657 795742 000.653 669-674 9 000513 534-581 00-480 499-520 000-417 48-441 000-168 00-445 000 396 426-435 (0078 390.803, 00-370 (000-949 957-363 00-297 325.240 00-308 00-310 000-268 00-292 00-287 ooc-261 275.287 00.274 00-268 Jooc-2se 272.278 000-271 200-268 270-278 000-258 273.274 000-268 00-267 270-273, ows) 000-266 00 267 000.228 000-243, 00-261 266-266, 000-123 126-128 132-136 139-207 |coo-t42 145-148 182-159 164230 | 00-161 163-166 168-209 oot22 127-129 132136 161-207 {46149 150-157 106-200 | 000-161 173-188 189200 oe-122 128-129 192459 143.201 146149 159-185 160-205 | 000-148 175-180 180-200 osoTi sioTe esoTs opts | 52072 67073 99 0T« | 5081 582 S307 9984 o1DT! ge 0T2 S70TS 99 OTs 55073 99074 345) 4952 6353 9058 sepTe s70Ts o9oTs 57013 9907s 9651 4782 7083. 9984 zoDT2 6207S sooTs 62073 99 DT4 3781 5182 77S3_9084 BYES GSO PC Table (6) ‘Advanced Damage Table Supplement Hit Location Front Hit ‘Oblique Hit Side Hit Range Hit Location Range Hit Locetion Range Hit Location Range 000-929) 000-998 ooo-e9 000-998 000-999 000-00 00.89 000-990 co08s0 e567! 000897 41-849 e6s-s2e 000.849 960.988 904-932 coos 856-861 000-692 841-864 887-908 000852 860-871 913-023 (o00-805 815-827 (000-780 795-814 (000-787 783-805 loo0.7s. 681-750 000-697 643-711 719758 900583 597-703 707-740 ooc-st6_ 681-721 000-609 649-089 727-750 00549 618-692 707-723 [000-820 681-695 00-583 649-657 795742 (000.653 669-674 Jon0.s25 534561 000-490 499-520 00-422 428-443 446-460 000-406 sar-ss4 000-459 504-515 000-405. 436-488 forea51 j016-430 [026-368 428-433 20-408 023.379 200.290 020971 92979 980-403 031-370 380-300 28-349 367.063 038-900 335-048 040-908 395362 [033-059 69-316 046207 995-340 o4g03 205.099 040.056 068-304 056056. 059-293 056:057 062.501 935-337 o7t-a7a 076218 060.065. 077-320 (064-068 080-320 oesi2 09-17 20-28] 067-072 081-100 104-166 194-200 | 071.076 085-104 117-195 219-900 | 086-208 12.17 22.28] 114-168 220-260 266-268 273-280 | 129-192 195-198 236-296 234246 255-276 14-16 24-26] 129-154 206-211 297-286 265-267 | 124-131 195-198 291-257 262-281 | 235-241 257-277 15-15 26-25] 195-199 147-180 2oe-215 242-251 |124-191 195-498 257-206 25-296 261-260 25-25 197-138 148-140 242.251 191-191 198-198, 250-266 261-266 Hit Location Range ee] @ 14] 00-99 9] 8 14| 00-09 10 | 8 14] 00-99 11 | 8 14] 00-99 x2 | 2 14] 00-99 119 | 8 13] 00-99 9 14 | @ 13} 00-85 89-00 a 18 | 7 12] 00-26 9-91 7 16 | 7 12{ 00-8 8 17 | 7 11 [02-76 76-79 5 1¢ | 7 wal os-r1 75-73 19 | 5 905-0 75-77] 4 20 | 8 8] 00-64 76-78) a | 6 7| 10-63 76-75 3 2] 5 6] 1-56 za | 5 5| 19-15 19-54 2 | 4 4| 19-19 26-52 2 25 | 2 3] 10-19 25-50 | 2 [2-9 a | 1 |a0-a8 za | o | 42-47 af 2 [asa 38-42 PC Table (6) Hit Location Range fo00-209 oo0.e98 co0-998 000-995 00-999 000-995 conta covet 000-605 016675 032-687 056.588 Joer-c20 100616 not 122-148 167-184 187-180 |ve7-174 262-286 291.73 296-308 300-306 202304 000-999 0-999 000-909 002-998 046-998 136199 167.174 300.308 404.999 206-498, e126 562.999 566.558 4 D135 red ‘97 OTSS 350735 220735 ‘320735 90 0735 2s 0795 350795, 9 DTa7 99 0137 PON PC Table (6) | Front Hit Hit Location Range 056.866 856-861 215.827 681-750 oai-702 ea-721 ‘681-695 81-691 114158 7 SET ‘Advanced Damage Table Supplement _ ‘Oblique Hit Hit Location Range B77e9 605-318 a7re5 905.314 766779 775792 756-768. 775-767 756-765. 775-704 756.759 775778 756-788 775.777 172.561 167-187 252-486 255.270 258-268 21-206 300-405, 219610 694-567 541.554 26288 291-469 278.266 291-481 291-408 ‘322-342 320-098 04:05 147450 50-268 328998 4090 541-554 35-853 57 D196 52 D196 46 DT 43 0736 400736 00736 380736 92 0796 220736 367-388 985.397 388.398, PN Front Hit Hit Location Range 208-990 27a.286 291-990 319.999 552.990 856-995 965-988 | 790737 99 DT39 160737 99 DT39 76 DTa7 99 OT30 TT DTS? 99 0T38 81 DTS7 99 0739 81 D137 990739 81 DTa7 9 0T30 86 DTS7 99 0730 89 0737 98 DT39 000-998 00-998 000-990 000-990 000-980 000-332 oc-8s3 000-852 00-780 16 637 oat-520 0se-600 88-53 085.579 100-85, 199-170 196-210 196.207 196-202 2re278 299.370 909.313 06-310 308-208 Tr} ‘Advanced Damage Table Supplement ‘1-865 855870 665.910 1-b44 853-864 869-004 795814 642711 717-798 750-758 643-694 717-731 750753, s4a.689 717-728 730-750 643.687 717-720 750-742 643-653 717-719 750-741 201-520 196-259 236-478 490-520 267-459 504515 273-288 286-296 206-445 1272-280 289-295 260-450 291.294 290-308 20392 244) 361380 200.997 975-387 304.35. 978-388 PS Oblique Hit Hit Location Range 000-999 000.998 00-998 002.999 48-099 24131 196-202 ‘206-310 991-998 ‘304-60 298-240 521-298 528-620 ar 0Tas 930735 jse0Tss 290735 240735 25 0735 220T3s 19.0736. 08 OTs 99 DIS? 99 Drs? 195-198 257-990 272.280 269-295 290-999 390:397 946-909) aa0990 505514 621-909 TARO G47 502 969-909 49 0736 76 0737 99 S24 43 0736.75 0737 99 S24 “40 D796 74 OT37 99 S24 37 D796 76 DTST 99.824 32,0736 78 OTST 99 S24 32 D736 81 OTST 99 $24 28 079 81 OTST 99 S24 29.0796 86 OTS? 99 $24 190736 60 DTS? 99 S24 000-908 00-909 900-998 000.999 00-988 000-820 000-820, 000-767 026-589 c28.608 073-540 06-858 086-547 ns18 45-188 21025 268-263, 279296 peace 505-345, 10326 319320 10317 000-990 000-299 002.990 040-098 235-256 210216 31a.920 372.999 580-440 406-438 461-909 461-508 515620, 515617 521-614 540.608, 549.605, 34 D735 sopTs 230135 15 0735 oa ora7 98 0137 Side Hit Hit Location Range 000987 342-677 9n-925 eueart 912023, 732-805 ‘597-703 707-740, 707 725 18-602 oon7s er-672 s2497 216-860 216-416 431-460 267-405. 435-453 286371 409-495 905-368 426-492 905-348 957.388 367.965, 346.963, 349.360 955.357, ‘Side Hit Hit Location Range 000-999 251-299 279-296 305000, 300.999 40 446-999 487-908 BIS 65 60-000 63968 681-960, 639-556 681-504 745951 983-529 745-843. 887-000, 745.840 889-908, r35 84 DT97 99.923 840737 99 S23 a9 DTar 29 S23 91 DTa7 99 S23 ENED CE l Effective Damage Class Location| Hide Weapon Damage Class Column | PF AC BPF 45 67 8 ees Baboon ipa Gorila 1 Biped Alligator SL Quad Water Butlalo Luss ino SL Quad Elophant 9 | SL Quad at or Rod 30/750] 5-1] LL Guaa Mule Deer 90/150 Lt cued Boar 30/150 Lt Gua ek 30/150 Lt ovad Bul 40/400 LL vad Black Bear ‘SL Quad Griezy Bear SL Quad Polar Boar 1 SLQuas Kodiak Boar SLQuad 10-10-10 10 10 10 10 10 5 LL Ouaa 210 10 10 Medium Dog LL Quad 8 10 10 Large Bog 2 6] LLauas 9 10 10 Extra L Dog LL Quad 9 10 Coyote Lt quad 10 10 Hyena : LL quad Wot wo} LL Quad ‘Timber Wall ‘ LL Quad oo Bobeat Cheetah Puma’ Lon Tiger Horses ‘Donkey LL Quad Mule LL vad Throughbree LL Quad Quarter Horse LL usa Warhorse oi LL Quad Marine Life Dolonin 400) Marine Mako Shark @ | 350 Marine Hammemeas 12] 850 Marine Tiger Shark 15° | 1.600 Marine Great White 4,000 1 Marine Great White so" | 13.500 Marine Kier What 5.400 Marine Kier Whale 90° J 18,000 Marine ‘Alosaurus Tyrannesaurus Triceratops Apatosaurus Dicrical ANIMAL DATA TABLE / 153 - MELEE DATA Strikes, Kicks, & Stomps Bites Strike | Claw Bite | Rend | Max PD Value tor | Value | Factor ‘rican Animals Baboon Goria 27x (6) Aligator 17K (6) 5 37X08) Water Buffalo axis) | 2x] 3 “ 4X00) hin 230 x6) | 10x 6) 14X6) Elephant 450 (6) |10X 6) 28X (5) ce at or Rodent ~ Mule Deer 7X66) Boar 16x06) Ek 56 X (6) Bul 135X (5) lack Bear 3 8X (6) Grizzly Boar 16x) Polar Bear 25K (6) Kodak Boar 2X) om ‘Smal Dog @ Medium Dog 3] sxe Large Dog 5x6) ral Dog 10X06) Coyote 3x.) Hyene 12X66) Wott 9x06) Timber Wot 13X06) a 2X06) o 6) x6) ® © 3x08) 18x) o| «7 5X6) 30X48) 2x6) | 2x0) nX66) 37X (5) 2x6) | 2x06) 14x 6) Donkey Mute Throughbred Quarter Horse Wiarhorse co ‘Dolphin 37x (6) | 8X6) 1X9) Mako Shark @ 2x6) 10x16) ee 4ox@ | 6) 24x (6) Tiger Shark 15 80x¢6) | (10) 44X(6) Groat Wte 20 224X(@) | 5X16) mx@, Groat White 30 756 X (6) | 16X46) 375X (6) Killer Whale 20 302.6) | 7X46) 150 (6) 1075 x 6) | 26x (6) 500 X (6) 120X6)] OP 14X16) 11x (6) 422x (6) | 4x(6)| 46x (6) 44a x6) Triceratops 500 x6) | 10X16) 20X(6) 41 6) Apatosaurus 104s x6) | 9x,6)| 49X16) e2x@) Dienical 1x6) | 3) 2x@ 7X66) COTA Class (DC), Effective P H= 100 K-= 1,000 T= 10,000 _X Hit Location Column’ Quadruped De =1 ‘Short Long EPEN EPEN Bird Marine Leg HitLocation | 5 115 2253 4 5 8 10 52253 4 5 810 00-05 00-02) Seal 2K eK aK 7K 8K 8K 06-06 03-03] Eye 3 2K 3K SK 3k 3) ava y 07-13 04-07| Jaw 39 64 62 1H 14-14 08-15 | Neck - Flesh 55555 15-16 16-18 | Neck. Throat 25 25 25 17-17 19-22 Neck- Spine 18-27 23-32] Torso Glance 28-38 39-37 Snoulder- Lung 39-42 38-43 | U Foreeg Flesh 59 43-44 44-48 U Foreleg Bone 45-48 LL Foreieg Fes 60-64 LL Foreleg Bore 65-66 45-4 * Heat 4K 4K 4K aT 2t at 67-71 48 Spine 5 2H 2H a7 7H 8H 72-74 60 Liver 1H 2H GH 4H 6H 9H 75-82 68 ‘Stomach - intest 24 34 36 85 1H 1H 83-92 89 els - Intest 11 20 92 39 71 1H cy : Tail 114 1 U Hindleg Fish a3 U Hindleg Bone 1a LL Hindieg Flesh 14 Hindley Bore voy COE eS Hit Location Column ‘Quadruped pe = 5 Short Long EPEN EPEN Bird Marine Biped Leg Leg | HitLocation | 5 115 225 3 4 5 8 10/5 115 225 3 3-05 Se 7 STI I 08-06 Ge aT 2X 2X 2x or-13 Jaw 62 5H 1K 2K rere | Nock Flesh 39 39 99 99 15-16 15-16 16-18] Neck-Twoat 3 aH aH aH 4H 17-18 97-17 Neck Spine r 9k samme at 18-27 Torso Glance 31 31 31 31 ot ; 46 6 31-39 28-38 Shoulser- Ling 4K a 44 a | 40-40 29-42 U Forte Flesh 311 a1 at at wat 4044 LU Foelog Bone 328 HHH 62-42 45-48 L Foreeg Flesh 20 20.20. 20 20 20 20 43.43 49-51 L Foraeg Bore | 7.42 2039. 60 60.60 60 60 6o| a6 82-82 Heart 2X 2X 2X 2X OX 2X OX] 8 GH IX 2K IX 3X IX 45-52 53-58 Seine 2H 9K AT TIAT AT AT a6 24 3H SH TAT) aT 53-56 59-63 Liver 4K 7K AT IT AT IT 47] 8 4H 2K 9K IT aT oT 87-66 64-75 67-77 Stomach -Intest 1K 2K 2K 2K 2K 2K 2k] 62 3H BH IK 2K 2K 2K 67-73 76-83 78-81 | Pehis- Inest SH 9H 1K 2K 9K 9K ok] 9 20 GH 7H 1K 2K 4k 74-69 64-64 Tat 3131 91 84 91 31 oi]96 45 45 46 46 46 46 84-90 85-88 U Hingleg Flesh 81 2H 2H 2H 2H 2H 2H 2H | | 91-92 89-91 UHindleg Bone | 4 SSE SN ASR eRe UKE 63-96 22-96 Ltindieg Fesn | 24 91.8). 3t Si S1-S1°S1'31 91]56 48 46 40 40.46 45 40 40 40) 97-99 87-89 LHindleg Bone | 2 3 6141 48 18 0474H 2H] 9 5 10 42.22 99 42 67 2H 2H EXITS aS NON OC Weapon Damage Class (DC), Effective Penetration (EPEN), and Physical Damage (PD) 100,000 M = 1,000,000 H= 100K Hilt Location Column Quacruped Short Long Biped Leg Leg 1,000, ‘Kul eye saw Nock -Flsh Nook - Throat Nook - Spine Torso Glance Shoulder - Luro 1 Foreleg Flesh 'U Foreleg Bone | Foteieg Flesh LL Foreleg Bone Hoar Spine Liver Stomach - Intest, Peis Inest Tail U Hindleg Flesh U Hindeg Bone (Hina Flesh Lhindleg Bone = 10,000 xX pe =3 EPEN 5118 225 oH WT eT eT 6 1T 2 aT aT 2 9 692K ann 76 85 85 85 40 2H '2K/9K_ 29 1K 1K 8 912 66 92 oT 45.55 (BOIBK 28 4H 1K 2K 70 2H 3H 4H 9-58 1H 2H a 999 24.5 810 aT at at at ai av at at at ar 3H 4H 4H 4H 4 waa 85 a5 95 85 <5| aK aK 9K 3K 3k | 99 9 3 al Ai 9K 1K 4K | ‘99 99. 9| 16 59 61 6: at 86 6 6 4 60.60 80| ST ST 51 1 57] 816 Bie aKa | aK aK 4K aK aK 4H 4H 4H 4H ai SH 7H BH SH 9H] 9999 Beas a Base 8 10 12 18 9999 foo 17 2 32 69 2H 9999 ol <5 8 1490 2H ‘ANIMAL HIT LOCATION AND DAMAGI Hit Location Column Quadruped Long Leg Hit Location Seu eve Jaw Neck - Flesh Neck - Throat Nock - Spine Torso Glance ‘Shoulder - Lung LU Fozolog Flesh U Fotolog Bons L Foreleg Flesh | Foroieg Bono ve =8 EPEN 12358 G pe =4 EPEN 61182253 4 5 810 Tak at a 6T oT oT oT eT aT 75 31 aT 6T at eT 6T aT af &T 1 6 20 2H SH GH BH aH BH BH 719 19 1 19 19 10 19 19 19 30 2H 2H 2H 2H 2H 2H 2H 2H 2H 783 4K SK’ 5K'8K 6X 6X BK| 14 16 16 18 18 18 18 16 18 18 2.4 GH BKK SK SK 3K 9H 3K) 4 te 18 10 18 18 18 18 7 10 14 19 27 40 3H 1H TH AH ne 212 12 12 1212 12 12 28 42H 67 1K IK 17 96 1H HHGRIGK [APA 7IPR 459 9H 2K 4K 6K 8K 8K 8K BK! 27 4H 9H GH OH OH OH GH OH OH 4 6 1H OH SH BH 1K 2K 2K 2K |e 16 18 10 16 18 10 16 18 10 [1g 4s 80 80 80 80 90 90 80 8] }is 17 22.25 9) 95.48 70 1H 4H 18.18 18 18 18 18 18 18 18 18) 1 1 358 81210 27 oan De = 9 De = 10 EPEN EPEN 1235812358 TREK OK OX 1% aK 4X 4X &x 81K 4K 8K 1K 79 73 78 79 73 7H BH BH BH BH] a4 (21/7) 3T ot] 50 50 50 50 50 ac aT AT ITA sts 1H 1H | 80 1H 1H 1H SH} TT aX BK OF OR SX 6X 8X aX ax] 14 2 8K ak 8k] SH 1H 1H 1H 1H] 1K 1K 1K 1K 1K] SERA ST TAT TTT x 1M oM Ma 6x am 2m a 2a 26 9K 17 1T 1T|44 6k 27 aT a bi 3H gH aH oer 6H eH 6 GH ak ak 3k ak 9k|SK 5k 5K 5K SK ‘BT BT|3k 1X 2x-2K 2x pH 24 2H 2H aan aH a aH 4H 1 axa Heart Spine ver Stomach - ntest Petie- Intest Tail U Hindig Flesh Hindleg Bone LL Hinaiog Flesh L Hindieg Bone 1K 6X 5K 5X 5 an GHOSE ara oH xT at aT aT TH OK 4K 4K 4K 46 2K 4K IT AT sh 0H 1H 1H oH] 2K 7X 8X €X Ox] 7H giar stat] 5H 2T ST et éT| 1K 8K 7K 7K 7K] 77 3K 7K 2T 2T] fim aH 1H 1H aH 11/3079 2H 24 oH 4 2K 9K IT a aT at at tH 8k 9k ST 6T 6T iH 1H 1H HHH a. 66-44 2H a Ew TNs iz Bite Impact Damage (ID) Hit Location Location enosen | romtarget areas within roach of the animal Bn eee) iS OT A BTW AS 47 50 58 56 17 20 24 28 30 32 35 98 41 42 113 18 18 20 21 29 25 27 20 8 10 11 19 14 16 17 18 20 21 5 67 8 91011121314 HK 2K aK aK 5K 6K 8K IT IT 23 24 36 52 76 96 1H 2H 2H 2H 2H 2H 2H (6 224 as GA '80 1H AHR 2H 2H 2H | 25 40 60 90 1H 1H 2H 2H 2H SH 4 6 14 26 40 60 90 1H 1H 2H 2H 2H 2H 12 24 96 64 G4 1H 2H 2H 2M 3H 4H 4H SH 12 18 28 34 40 46 GA lSR TM ae BH loM BH SHIA GH GH 7H GH 2 14 24 30 42 50 58 74 92 1H 2H 2H 2H 42.10 90 96 50 72 9214 1H eS is 2 ‘Armor Class. pL | 6 8 ia pr | 47 9131 Hit Location mL] 35 6 91 if24a57 Lett Right] No}]1234 Head 2 4 OH an Gh 03-07 | Neck 4 03-08 09-09 Shoulder 246 off | 10-16 ‘Upper Chest 24 6142 17-26 | Loworchest | 2 27-33 | Abdomen 4 4-48 | He at 49-49 50-50 Upper Arm 4 51-52 §3-58| Forearm 4 55-55 66:56) Hand _—*| 2 | #iNSO 6) BOS) 57-70 71-83) Thigh an e491 2-99] Shin 2 See 38 63 4a 47 29 32 224 15:16 at aT 3H oH 4H GH oH 4H oH 7H 3H @7 Ti 76 70 Ot 86 6 OT O7|OT 51 54 57 9 61 65 67 69 79 76 34 36 98 39 41 43 44 46 49 51 26 27 29 90 31 33.94 35 37 38 21 22 23 24 25 26 17:18:19 4H 4H SH 5H 6H 6H 7H (BH GHAR SH oH 4H 4H SH 6H 7H BH 9H 1K] 8H 1K 1K 1K 1K 2K 2K 2k 2K 4H SH OH 6H GH OH 1K 1K 1K 8H 9H sk 1K 24 36 56 68 4H) 4H1/2H [BAH 2H "SHH 44H SH GH 6H 7TH) 8H 6H 6 10 14 26 40 64 76 1H 1H 2H 2H 2h 2H Tz 1k KK EEE ‘Armor BPF CIs 170 Ram Impact Damage (1D) Impact Damage (ID) Claw Value TT BE BE St WO AF 53 G2 6G 7377 G4 90 99 06/10 21 43 | PL 25 51 O5 67 7075 5 10 11 14 18 20 24 28 30 99 95 98 41 45 48 50 55 65 | BR |17 35 45 47 50 55 Hit Location 47 81115 17 20 24 26 26 30 32 34 39 41 49 48 56 | ML | 9 19 25 27 90 35 33 4 5 911 19 14 15 16 17 18 19 20 22 28 27 90 5.11 18 17 2025) Lett Right] 234567 8 912191415 1357 wa] eae 72a 30 OH AH TH TK OK EK GK aK OK OK TK BK IT OT 243 02-03 | Face 24 8 70-1 SH SH BH 1K 2K SK 4K 5K 6K TK BK IT 27 412 04-05 | Jaw-Moun | 2 4 @ 69 95 1H 2H 3H 5H 7H OH 1K 2K 2 aK 4K 8K 8K. aaa 06-07 Neck [3 42 45 1H 2H OH 4H 4H 4H 4H 4H 5H SH SH SH SH GH OH 4313 06-05 | BasootNeck | 1 2 3 8 14 99 70 1H 2H SH 4H 4H 4H OH 4H SH SH 442 to-10_ 11-11] Shoulder 123 4 5 5 7 ipiiayteiiaiza asian’ lod 433 12-15 | Upper chest | 1 2 9 6 11 15 27 97 49 61 76 1H 1H 2H 2H OH 3H SH ate t-te | Hear 12 8 10 28 76 1H SH OH TK 1K 2K 2K 3k 4K 8K BK IT ae 47-26 | toworcrost_ | 12 9 6 11 18 27 37 50 69 80 1H 1H 2H 2H GH 4H SH aa 27-0 | Abdomen 13 5 11 20 28 26 49 52 0 68 75 63 90 98 TH 1H 1H rr a4-05 | Groin 3 10 18 35 99 45 59 60 68 75 84 95 TH IH 1H 1H 1H 2H 41720 s6-48 | Ho 12.3 4.5 6 6 12 16 20 23 BBISUISAMISe 4123 49-49 50-50 | Unper Arm 11 2 4 815 19 23 B0MlSe7e2aH IH 4137 51-82 53-56 | Forearm 1 2 3 5 91822 26 37 50 80 ai24 55-95 55-56 | Hand 1 (eas tors 45 4123 87-70 71-83 Thigh 1 1 2 4 6 15/49 BajSiia bel Te sHH IH aH SHO 413719 e4-91_92-99| shin 112 2.8 4 6 9 1298 18 24 38 80TH TH 1H IH 41235 Sormore re Chest ot Abdomen Leg eniios ate greater than 100 8 911 12 13 15 16 17 18 20 6 7 8 91011 1213 14 15, 4456778 8 910 H aH 7H 1K 2K 2K OK 4K BK 6K 1 18 27 97 50 63 80 TH 1H 2H 11 20 20 36 49 52 60 60 75 83 60 46-15 482894 4058072 3H TH TH 2 24 2H H'BH SH GH aH/aH aH SH 22 1617 nu 7K 8K 2H 3H og 1H T2 19 16 18 20 22 2 25 27 90 22 9905 7 40 ASH 23 24 26 28 3031 32 18 19 20 21 22 23 24 1212.13 14 15 15 16 OK 1 IT 2 aT aT oT OH 4H 4H SH 6H 7H 1K SH 1H 1H 9H tH 2H 2H 0 23 28 7 or 4K 2H 33 59 35 40 25 30 18 20 aT at 2k 2K 2H 2H EXPANSION ae ue see ee ee eed Combat System, and allows players to add entirely new aspects to their gaming. Each Section is modular, making it easy for players to use the rules that are mo: interesting to them, ang that apply to their particular game. More thana dozen new eee Reg me Care ae eure) different Animals, from Dogs to African Game to Dinosaurs, and special Hit Location and Damage Tables are presented for Birds, Marine Life, Bipeds, and POST OUC RR Renecc eRe Rte Sie Cee ee eae including Bites, Kicks, Claw attacks, Rams, and special rules for the powerlul Rea ee Cem CO neg Cee RR ee Re Ca cee ear These rules simulate the reaction times of combatants of varying experience. Aim Points: Customized Hit Location Tables are given, allowing players to aim Pee ae eee ae ec seed Odds of Hitting and the altered distribution of hits resulting from aim at the Head, eens ag 40mm Grenade Canister Round: Developed for short-range combat in Vietnam, Ren ier aot eke Tee aie Ee ee ee eet a tea ea fer eso ee aC ate aC Modifiers; Grenade Penetration of Brush and Foliage; Overhead Ceilings and UC eC eg Ue Steen ee nea eae ae ae te an eee eee o LEADING EDGE Se Ct cn ae Cac one A Loeiounceets see

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