User Guide
hit chance of 50% (assuming all the other modifiers have been taken
into account). His final to hit chance is only (50% - 15%) 35%.
Damage Threshold. The second step is blocking the damag-
ing energy of the attack. This is known as the Damage Threshold (or
DT). The DT is subtracted from the hit point damage of the attack.
Example: Assume the above attacker succeeds. His attack does 20
points of damage (ouch!). You have a DT of 4. The first four points
of his attack are stopped, with only 16 (still ouch!) getting through
the first phase of your armor.
Damage Resistance. After the DT, the Damage Resistance
(or DR) of your armor takes over. This represents the ability of armor
to slow down and disperse the damaging energy. DR is expressed as
a percentage. This is the percent of the remaining damage that is
nullified. Example: The 16 points from the above attack are still
coming. You have a DR of 20%. The damage is reduced by (16 x .2)
3.2 points of damage (round down), or 3 points. The final attack does
only 13 points of damage, which is a heck of lot better than the ini-
tial 20 points.
Armor is always expressed as: Armor Class, DT/DR.
ENDING COMBAT
At some point combat
must end. Hopefully, you
will be on the victorious
side. If all the combat-
ants on one side are
dead, unconscious, or
have fled, the combat
will end.
If there are no more
hostile creatures remain-
ing, combat will end
automatically at the end
of your turn. If you want
to end combat early, try
the END COMBAT but-
ton on the interface bar.
If hostile creatures
are nearby, you cannot
end combat.
VDSG – RESTRICTED – VTB-OO1-13
RESTRICTED 5—13
Don’t let this happen to you! Proper
weapon maintenance will stop over
95% of all critical failures!
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