Damage Array
All weapons (including unarmed attacks) express damage as a [Damage Array].
A [Damage Array] holds three values separated by slashes, like this: 5/10/25. These values correspond to the damage dealt on a Fade, Success, and Cool Success, respectively. The first number is [Minimum Damage]. The second is [Normal Damage], and the last is [Maximum Damage]. Refer to Outcomes for more information on Fade, Success, and Cool Success.
For example, you draw your Ranco .357 Equalizer and use Single Shot (a Firearms trick) to shoot at the security guard. You make a roll and score a Fade. According to the outcomes for Single Shot, a Fade deals [Minimum Damage]. The [Damage Array] for your Equalizer is 9/18/45. Since the first number in the array is 9, you deal 9 points of damage to the guard.
Firearms Damage
Each of a weapon's firing modes has its own [Damage Array]. There are three firing modes and corresponding Firearms tricks: Single Shot, Burst Fire, and Full Auto. Some weapons are capable of performing only in one or two of these modes; others can use all three.
When developing new firearms for use in the game, the GM should use the formula shown in the chart below.
| Minimum Damage | Normal Damage | Maximum Damage |
|---|---|---|
| Base Value | Base Value x 2 | Base Value x 5 |
Each firing mode a weapon can use has its own Base Value.
For example, the Graham M21-S has a Base Value of 4 for Single Shot, so its Single Shot [Damage Array] is 4/8/20. It has a Base Value of 9 for Burst Fire, so that [Damage Array] is 9/18/45. The M21-S is not capable of Full Auto, so that [Damage Array] is left blank.
Brawl Damage
Damage dealt by the Brawl skill is based on your Strength score. Calculate your character's Brawl [Damage Array] using the formula below.
| Minimum Damage | Normal Damage | Maximum Damage |
|---|---|---|
| Strength | Strength x 2 | Strength x 5 |
For example, a character with a Strength score of 3 would have an Unarmed Strike [Damage Array] of 3/6/15.
Melee Damage
Melee weapons, like knives and clubs, have their own Base Value which is added to the character's Strength score when calculating its [Damage Array], as shown below.
| Minimum Damage | Normal Damage | Maximum Damage |
|---|---|---|
| Strength + Base Value | (Strength + Base Value) x 2 | (Strength + Base Value) x 5 |
For example, a character with a Strength score of 3 is wielding a knife with a Base Value of 1. So, [Minimum Damage] is 4, [Normal Damage] is 8, and [Maximum Damage] is 20. The Melee Strike [Damage Array] for this weapon when used by this character is 4/8/20.