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OpenCommand

Eukie
April 19, 2014

Introduction

The Phoenix Command Combat System (PCCS) is renowned in roleplaying circles for its crunchy complexity. With the Advanced Rules in play, every shot fired will require two to four dice rolls against
extensive tables using lists of modifiers spread across at least four pages. The game requires frequent
use of mental arithmetic; damage from a single source can range from 1 to 1 000 000, all of which must
be added up towards an accumulated damage total, and then that value is multiplied by a factor. And
who wants to quickly multiply 103 447 by 10/13 when the action is intense and the stakes are high?
The system is also painfully opaque; it claims to be realistic, but its hard to tell whether its really
realistic or just wears the skin of realism when all of its supposedly realistic mathematical models are
hidden behind layers of tables and rounded values. Reputedly, Leading Edge Games even purposely
altered the occasional number to make reverse-engineering PCCS more difficult.
OpenCommand is a Phoenix Command Combat System retroclone that seeks to create a PCCS-like
game experience while at the same time making the systems core mechanics more transparent for referees and game masters, both in order to allow them to design their own weapons and campaign settings
for PCCS, and to allow them to adapt PCCS-like mechanics to their own games.
OpenCommand is not fully compatible with PCCS. While most of the mechanics are near-identical,
OpenCommand will use different values and representations, resulting in both subtly and greatly different results. OpenCommand will not fully recreate PCCS (after all, the original game still exists),
but will attempt to recreate the experience of realistic (or, perhaps, sureal istic) modern firearms combat.

Tools for Playing OpenCommand

OpenCommand requires three six-sided dice and two ten-sized dice, as well as pencils and paper.

Character Generation

Characters in OpenCommand have six attributes that determine all the mechanical capabilities of the
character. These are Strength (STR), Intelligence (INT), Will (WIL), Health (HTL) Agility (AGL) and
Gun Combat Skill Level (GCSL). All other mechanical characteristics are derived from one or more of
these attibutes, or from external situations affecting the character, such as how much weight theyre
carrying.
STR, INT, WIL, HTL and AGL are all determined randomly. When creating a character, determine
the value of each attribute, in order, by rolling three six-sided dice and taking the sum of the results.
This will result in attributes that range from 3 to 18, where low values indicate lesser competency and
high values indicate greater competency. An average person in OpenCommand has 10 to 11 in most

attributes. GCSL ranges from 1 to 20 and is determined by the referee.


Strength is a measure of the physical strength of a character. A character with a high strength has an
above-average ability to carry heavy loads, lift heavy objects, run fast and control the recoil of powerful
weapons. In order to determine how fast a character can walk or run while carrying a heavy load, refer
to the table below. STR is the numerical measure of the characters Strength, and Base Move (BM) is
an abstract measure of the characters average walking speed. The value for a given STR and BM is the
maximum load, in kilograms, a character can carry and still move at that BM. If the field is empty, the
character cannot move that fast, even if they are completely unencumbered.

STR
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

Max BM
2.5
2.5
3
3
3
3
3
3
3
3
3
3
3
3.5
3.5
4

1
47
56
65
71
74
76
77
77
77
78
82
87
98
115
145
195

Encumbrance
Base Move
1.5
2 2.5
3
26 14
8
31 17 10
36 20 11
6
39 22 12
7
41 23 13
7
42 24 13
7
43 24 13
7
43 24 13
7
43 24 13
7
44 24 13
7
45 25 14
8
49 27 15
8
54 30 17
9
64 36 20 11
80 45 25 14
108 60 33 19

3.5

6
8
10

Max lift
151
183
210
229
242
248
250
250
251
255
265
284
318
374
469
633

Agility is a measure of the flexibilty and smoothness of a characters motions. A character with a high
agility can sprint fast and perform more actions in a given period of time. In order to determine the
Maximum Speed (MS) of a character, cross-index BM and AGL on the table below. MS is an abstract
measure of a characters ability to sprint in combat situations.

AGI
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

1
1
1
1
2
2
2
2
2
2
2
2
2
2
3
3
3

Maximum Speed
Base Move
1.5 2 2.5 3 3.5
2 2
3 3
4
2 3
3 4
4
2 3
4 4
5
2 3
4 5
5
3 3
4 5
6
3 4
4 5
6
3 4
5 6
7
3 4
5 6
7
3 4
5 6
7
3 4
5 7
8
3 5
6 7
8
4 5
6 7
8
4 5
6 7
9
4 5
6 8
9
4 5
7 8
9
4 5
7 8
9

4
4
5
6
6
7
7
8
8
8
9
9
9
10
10
10
11

Intelligence is a measure of the intuition and mental reflexes of a character. A character with a high
Intelligence has above-average reflexes and perception, and can respond faster to new situations, as well
as aim faster. In order to determine the number of Combat Actions (CA) a character has, cross-index
MS and the sum of INT and GCSL on the table below.

MS
1
2
3
4
5
6
7
8
9
10

4
1
1
2
2
3
4
4
5
5
6

5
1
1
2
3
3
4
5
5
6
7

6
1
1
2
3
4
4
5
6
6
7

7
1
2
2
3
4
5
5
6
7
8

8
1
2
2
3
4
5
6
6
7
8

9
1
2
3
3
4
5
6
7
8
9

10
1
2
3
4
5
5
6
7
8
9

Combat Actions
INT + GCSL
11 12 13 14
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
6
6
6
6
7
7
7
7
8
8
8
8
9
9
9 10 10
10 10 11 11

15
1
2
3
5
6
7
8
9
10
12

16
1
2
4
5
6
7
8
10
11
12

17
1
2
4
5
6
7
9
10
11
12

18
1
3
4
5
6
8
9
10
12
13

19
1
3
4
5
7
8
9
11
12
13

20
1
3
4
5
7
8
10
11
12
14

Health is a measure of the physical resilience of a character. A character with a high Health can survive
abnormally grevious or critical wounds incurred on the battlefield. In order to determine how much more
or less critical a Wound is, determine the Constitution Bonus (CON) of the Wound using the following
table. Whenever a character acquires a Wound, their CON is added to the Damage Class (DC) of the
Wound.

HLT
CON

3
12

4
9

5
7

6
5

7
4

Constitution Bonus
8 9 10 11 12 13
2 1
0 -1 -2 -3

14
-3

15
-4

16
-5

17
-5

18
-6

Willpower is a measure of a characters ability to withstand and ignore the effects of extreme pain in
combat. A character with a high WIL can continue fighting even when affliced with grevious wounds,
and has an above-average ability to ignore the effects of extreme pain. In order to determine a characters
Knockout Value (KV), cross-reference their GCSL and WIL in the table below.

GCSL
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

3
17
24
28
31
33
35
37
38
39
40
41
42
43
43
44
45
45
46
46
47

4
20
27
31
34
36
38
39
41
42
43
44
45
46
46
47
48
48
49
49
50

5
22
29
33
36
38
40
42
43
44
45
46
47
48
49
49
50
50
51
52
52

6
24
31
35
38
40
42
43
45
46
47
48
49
50
50
51
52
52
53
53
54

7
26
32
37
39
42
43
45
46
47
49
50
50
51
52
53
53
54
54
55
55

Knockout Value
WIL
8
9 10 11
27 28 29 30
34 35 36 37
38 39 40 41
41 42 43 44
43 44 45 46
45 46 47 48
46 47 49 50
48 49 50 51
49 50 51 52
50 51 52 53
51 52 53 54
52 53 54 55
53 54 55 56
53 54 55 56
54 55 56 57
55 56 57 58
55 56 57 58
56 57 58 59
56 57 59 59
57 58 59 60

12
31
38
42
45
47
49
50
52
53
54
55
56
57
57
58
59
59
60
60
61

13
32
39
43
46
48
50
51
53
54
55
56
57
57
58
59
59
60
61
61
62

14
32
39
43
46
49
50
52
53
54
55
56
57
58
59
60
60
61
61
62
62

15
33
40
44
47
49
51
53
54
55
56
57
58
59
60
60
61
61
62
63
63

16
34
41
45
48
50
52
53
55
56
57
58
59
59
60
61
62
62
63
63
64

17
34
41
45
48
50
52
54
55
56
57
58
59
60
61
61
62
63
63
64
64

18
35
42
46
49
51
53
54
56
57
58
59
60
61
61
62
63
63
64
64
65

Movement and Actions

In OpenCommand , combat is divided into Phases. Each Phase is two seconds long. During a Phase,
each character receives their full alotment of Combat Actions. Each Phase is also divided into four
Impulses, which are half a second long. A characters CA are divided as evenly as possible among the
four Impulses. If, after dividing evenly, the character has 1 CA remaining, that CA is added to the first
Impulse of every Phase. If the character has 2 CA remaining, those CA are added to the first and third
Impulses of every Phase respectively. If 3 CA remains, they are added to the first, third and fourth
Impulses of every Phase, respectively.
Combat Actions may be used to perform a variety of actions, including but not limited to moving,
aiming, shooting, reloading, opening doors, changing the position of the fire selector of the characters
weapon, issuing orders, changing stance or climbing a tree. For each CA a character has during an
Impulse, they may perform one action. Some actions require more than one CA to perform; in that case,
those CA are all used to perform that action, which reduces the total number of actions that character
can perform that Impulse. If a character wishes to perform an action that requires more CA than they
have that Impulse, or more CA than they have left that Impulse, they can devote their remaining CA
to that action. During their next Impulse, they must devote the remaining CA necessary to perfom
the action, or abort the action before it can have any effect. In some cases, multiple actions may be
combined into a single action. Movement and aiming can be combined into a single action, but two aim
actions cannot be combined to one aim action. Beyond these rules, the Referee decides whether actions
can be combined. If one of the actions requires multiple CA, the combined action devotes that CA to

that action in addition to performing the other action. For example, moving while assuming a Firing
Stance devotes 1 CA to moving (usually completing the move action) and 1 CA to assuming the Firing
Stance.
In general, the CA cost of actions not listed is three times the number of seconds the action would take
an average person to perform.
Each Impulse of combat, each character choses which actions to devote their CA to. When all the
characters involved in the combat have devoted all the CA they received that Impulse, the effects of
those actions are resolved simoultaneously.

4.1

Movement

In OpenCommand it is important to keep track of the position and facing of each character on the
battlefield. Use of a hexagonal map and/or counters with marked facings is recommended.
Characters have a Field of Movement that is 120 wide, centered directly in front of them and extending
60 to either side. When taking a move action, a character may move to any accessible location within 2
meters inside their Field of Movement. At the end of their move action, they may chose to change their
facing by up to 60 . The CA needed per move action depends on the characters Stance, given in the
next section.
If a character wishes to change their facing when not moving, they may change their facing by up to
120 per CA devoted to changing their facing, or by 60 per CA if in a Firing Stance (p. 5).
4.1.1

Stances

Characters may hold any of four movement Stances; Standing, Low Crouch, Hands and Knees, or Prone.
Each offers a compromise between making a smaller target and moving fast. The following table lists
the Target Size ALM when fully exposed, the movement cost per two meters in CA, and the cost in CA
to transition from one Stance to another. The action to transition between Stances can be combined
with movement actions.
Stance
Standing
Low Crouch
Hands and Knees
Prone

Standing
1
1
3

Change stance to:


Low Crouch Hands & Knees
1
1
0
0
2
2

Prone
2
1
1

Move
1
2
3
4

Size ALM
+7
+7
+6
+2

ALM Bonus
Braced Not braced
+4
+0
+5
+3
+5
+3
+7
+6

Firearms

Characters in OpenCommand may at times with to discharge firearms, launch rockets or throw
grenades at their enemies. The chance of actually hitting the target must be determined. This is a
process which takes into account range, the skill of the shooter, the accuracy of the firearm, how well
the shooter has aimed, visibility, and other factors. The skill of the shooter is represented by their
Skill Accuracy Level (SAL), and the effects of all other factors are represented by Aim Level Modifiers
(ALMs). The sum of the SAL and all applicable ALMs is the Effective Aim Level (EAL), which is used
to determine and resolve the probability that a shot hits.

5.1

Assuming a Firing Stance & Bracing

Characters may devote 2 CA to assume a Firing Stance. In the Firing Stance, the character is aiming
down the sights of the weapon. Assuming a firing stance may not be combined with aim actions. If a
5

character aims without having assuming a Firing Stance, they incur a -6 Hip Fire ALM to their shot.
Characters may devote 1 CA to Brace their weapon. When the weapon is properly Braced, the character
receives a bonus to their ALM. Bracing may not be combined with aim actions or actions to assume a
Firing Stance, but a weapon may be Braced once a Firing Stance has been assumed. The ALM bonus
for Bracing is dependent on the characters Stance, and can be found on page 5.

5.2

Aiming and Firing

Prior to making a shot, a character must aim at their target. A character can only aim at a target
that is in front of them; i.e. within a 30 on either side of their facing. (p. 4) Each weapon will have a
table with aim time, in CA, in the left column, and Aim Time ALMs in the right column. Spending a
number of CA aiming at a visible target will add the corresponding ALM to the shooters EAL. This is
not cumulative, so only one Aim Time ALM is ever in effect on a shot.
The act of firing is included in the aiming time; aiming for 5 CA and then shooting requires only 5 CA,
regardless of whether the shooter fires single shots, bursts of automatic fire, or is laying down supressive
fire. Subsequent shots or bursts at the same target use 1 CA per extra shot or burst and has a cumulative
+1 to the aiming time.

5.3

Rate of Fire and Reloading

After a shot has been fired by a weapon, the shooter must place a new round into the chamber of the
weapon to be able to fire the weapon again. Working the action of a weapon to load a new round from a
clip or magazine takes a number of combat actions equal to the weapons Rate of Fire (ROF), which can
be found on the weapons data sheet. If the ROF is an asterisk (*), the weapon is semi-automatic, and
automatically loads a new round into the chamber when fired; no CA must be devoted to chambering a
new round. If the ROF is an asterisk followed by a number, the weapon is capable of fully automatic fire.
The number gives how many rounds can be fired per Impulse. Bursts of automatic fire may not exceed
this number. Automatic weapons load new rounds into the chamber when fired, and for ROF purposes
can be considered semi-automatic. If the ROF is two asterisks (**) the weapon is capable of firing in
three-round bursts. Treat it as an automatic weapon, but when firing bursts, the bursts cannot be longer
than 3 bullets. If the ROF is two asterisks followed by a number, the weapon is capable of three-round
bursts and fully automatic fire. If the ROF is a dash (), the weapon does not have a magazine and
must be reloaded between each shot.
Once all the bullets in the magazine or clip of a weapon has been fired, a number of CA equal to the
weapons Reload Time (RT) must be devoted to reloading the weapon. The number of rounds in a
magazine or clip are given by the weapons Ammunition Capacity (Cap). For belt-fed machine guns,
multiple belts may be linked to increase the effective Ammunition Capacity.

5.4

Moving Target or Shooter

Its harder to aim at a target that is moving than it is to aim at a target that is not moving; the
person aiming has to not only make the sights of the weapon stop swaying back and forth, they have
to do so while moving their weapon to keep up with the moving target. If the target is not moving
at all, no target movement ALMs apply. If the target is spent actions to move during their turn, the
movement-ALM is between 10 and 5. Determine the value by cross-referencing the range to the
target, in meters (round up), and the velocity of the target, in meters per second (round up), on the
table below. Unless otherwise noted, a shooter cannot benefit from more than two Impulses of aim
at a moving target. The shooter may hold their fire while maintaining their aim, but they will not be
able to use the ALM-bonuses they could get from having aimed for more than two Impulses worth of CA.

When the shooter is moving, it is likewise more difficult to aim at a target as the natural movement
of the body jostles the gun. If the shooter has spent an action to both move and aim this impulse, an
additional movement-ALM applies. This movement-ALM is between 10 and 5. Determine the value
by cross-referencing the range to the target, in meters, and the velocity of the shooter, in meters per
second, on the table below. A moving shooter can never benefit from more than a single Impulse of aim.

Speed
1 m/s
2 m/s
3 m/s
4 m/s
5 m/s
6 m/s
7 m/s
8 m/s
9 m/s
10 m/s
40 km/h
50 km/h
60 km/h
70 km/h
80 km/h
90 km/h
100 km/h

5.5

10
-5
-6
-7
-8
-9
-9
-10
-10
-10
-10
-10
-10
-10
-10
-10
-10
-10

20
-5
-5
-5
-6
-7
-7
-8
-8
-8
-9
-9
-10
-10
-10
-10
-10
-10

40
-5
-5
-5
-5
-5
-6
-6
-6
-7
-7
-8
-8
-9
-9
-9
-10

Movement ALM
Range
70 100 200 300

-5
-5
-5
-5
-5
-5
-5
-5
-5
-6
-7
-7
-7
-8
-8

-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-6
-6
-7
-7

400

600

800

1000

-5 (2+ Impulses aim allowed)

-5
-5
-5
-5
-5
-5
-5
-5
-5
-5

-5
-5
-5
-5
-5
-5
-5

-5
-5
-5
-5
-5

-5
-5
-5

Range

It is more difficult to hit a target that is far away than a target that is very close. The range to the
target gives an ALM bonus or penalty to the EAL to represent this. The ALM for various ranges (round
up) can be found in Range ALM on page 14.

5.6

Single Shots

When the EAL for a shot has been determined, refer to table Hit Probability on page 14. The left
column lists EALs while the centre column lists the corresponding target number. Find the EAL for the
shot (round up) and the corresponding target number, then roll 1d100. If the roll is less than or equal to
the target number, the shot hits. A value of HIT is a guarranteed. If it penetrates armour, it causes
a Wound; see section Hit Locations, Penetration, and Wounds, (p. 10) If the roll is greater than the
target number, the shot did not hit its intended target.

5.7

Automatic Fire

Automatic Fire attacks are bursts of automatic fire tracked across an area. To make an Automatic Fire
attack, you must chose a beginning hex and an ending hex (the area between these is the Arc of Fire),
and a number of shots to fire. The number of hexes over which the burst is tracked, given by the number
of hexes between the starting and ending hexes, both inclusive, cannot be smaller than the Minimum
Arc of the weapon at the relevant range, and cannot extend outside your Field of Fire. The number of
shots to fire cannot be greater than the weapons Rate Of Fire. To hit with a burst of Automatic Fire,
you must first determine whether you hit the right elevation. Determine the Effective Aim Level of the
shot without taking Targer Size ALMs into account. When the Effective Aim Level for a shot has been
determined, refer to table Hit Probability on page 14. The left column lists Effective Aim Levels while
the column marked Auto Fire lists the corresponding target number. Roll 1d100 against the number
corresponding to your Efeective Aim Level. If you roll greater than the target number, the burst was

not fired at the right elevation and misses. If you roll less than or equal to the target number, the burst
was fired at the right elevation, and may hit.
The Target Area is a cone-shaped area that extends 200 meters behind and 200 meters in front of the
Arc of Fire, although it cannot extend to behind you. If you fired at the correct elevation, all exposed
targets inside the Target Area are elegible targets and may be hit by the burst. For each elegible target,
cross-reference the width of the burst, in meters, at the target and the number of bullets fired on table 1
(p. 15) to get the target number. If the target number is an asterisk (*) followed by a number, that many
bullets hit the target. Otherwise, roll 1d100. If you roll greater than the target number, that target is
not hit. If you roll less than or equal to the target number, that target is hit by a single shot. Repeat
this process for all elegible targets. (You cannot hit more times than the number of bullets than you
fired. If this becomes an issue, the outcome is decided by the Referee.)
When a you have spent an Impulse firing a burst of automatic fire, you may wish to sustain the burst
on your next Impulse in order to continue spraying bullets merrily in the general direction of your
enemies. Treat this as another burst of automatic fire using the rules above. Subtract the weapons
Semi-Automatic Burst (SAB) value from your EAL before rolling; this represents automatic firearms
tendency to climb when fired for long bursts, and the increasing level of difficulty you experience
trying to keep your weapon under control. The SAB penalty is cumulative for each subsequent burst;
the second burst is fired at Effective Aim LevelSAB, the third burst is fired at Effective Aim Level2
SAB, the fourth burst is fired at Effective Aim Level 3 SAB, etc. This penalty disappears when you
have spent an Impulse not making Automatic Fire attacks.
It is possible to use a non-automatic weapon to lay down suppressive fire. The shooter selects a number
of bullets to fire; this is the ROF of the weapon. For each bullet beyond the first, add 1 to the CA cost
of making the shot. Then resolve normally as supressive fire laid down by an automatic firearm. This
does not incur the SAB penalty. It is possible to fire a weapon capable of automatic fire in single shots
to lay down supressive fire.

5.8

Shotguns

When firing a shotgun loaded with buckshot ammunition, use the following rules to determine whether,
and how many, pellets hit, rather than the rules for single-shot firearms. First, determine whether the
attacker has aimed the shotguns pattern at the target correctly. Determine the EAL for the pattern
by taking the sum of the shooters SAL and the applicable ALMs. Normal size ALM does not apply;
instead, use the greater of size ALM and the shotguns Shotgun Aim Level Modifier (SALM) for the
given range. Use the EAL to find the target number in table Hit Probability (p. 14), using the Single
Shot column. Roll 1d100. If the result is less than or equal to the target number, the pattern hit the
target. All persons are elegible to be hit if they are within Pattern Radius (PR) meters of the centre of
the target. If no PR is given, only the target can be hit.
Then, for each person elegible to be hit, determine if any pellets hit by rolling against the shotguns
Base Pellet Hit Chance (BPHC) for the relevant range. A number preceeded by an asterisk (*) indicates
that number of pellets hit the person. Otherwise, it is the target number for a 1d100 roll. A roll equal
to or less than the listed value means that a single pellet hits the person. Each weapon has a table of
PEN and DC values for various ranges; each pellet hits the person with the PEN and DC listed on the
corresponding range column. If the range does not have its own column, round upwards to the nearest
existing column. If no such column exist, the pellets are ineffectual at that range, and can be disregarded.
If no BPHC is listed, this means that the pellets have not had a chance to spread significantly and are
treated as a single projectile with the listed DC and PEN.
When firing an automatic shotgun loaded with buckshot in supressive fire, determine the elevation as one
would with a non-shotgun weapon. All exposed persons up to the listed maximum effective range of the
shotgun are elegible to be hit by a pattern. Cross-referencing the Arc of Fire and the automatic shotguns
ROF, the target number determines how many patterns hit. Then, for each target, for each pattern that
hit that target, determine the number of pellets that hit using the shotgun rules described in this section.
8

When firing an automatic shotgun loaded with buckshot in non-supressive, automatic fire, determine the
number of hits as one would for a non-shotgun weapon. Each hit represents that a pattern hit. Then
for each target, for each pattern that hit that target, determine the number of pellets that hit using the
shotgun rules described in this section.

5.9

Explosive Weapons

The use of explosive weapons covers the use of hand grenades, explosive rocket-propelled anti-tank
weapons, and grenade launchers. These weapons are aimed and fired in the same way as firearms, but
special rules apply to their handling and the detonation of their warheads.

5.9.1

Scatter

When an explosive warhead or grenade misses its target, it is still important to determine where the
explosive landed, in order to determine if any nearby persons are harmed in the blast. When rolling
against a number on the Single Shot table (or Automatic Fire table for automatc grenade launchers)
a roll less than or equal to the target number is a Contact Hit and uses range-category C. A roll
greater than the target number indicates that the explosive has landed some distance away. For the roll,
determine what the minimum EAL needed to hit range-category C would have been. This is SA
Find the SA in the table below (round down). The corresponding value under the Scatter heading
is the range, in meters, the explosive lands away from the target.
Explosive Weapon Scatter
SA
Range
0
0
2
1
7
2
10
3
12
4
13
5
14
6
15
7
16
8
17
9
18
10
19
12
20
13
21
15
22
18
23
20
24
24
25
27
26
31
27
36
28
42
29
49
30
60

5.9.2

Hand Grenades

Hand grenades must be armed before they are thrown, which takes a number of actions equal to their
Arm Time. The grenade can then be thrown. The process of aiming and throwing a grenade is similar

to that of discharging a firearm, and uses the aim time modifiers in the following table. Additionally, a
grenade will not explode until a number of Phases equal to its Fuse Length (FL) have passed after its
safety lever has come off. The safety level will come off when the grenade is thrown. It is possible to remove the safety level and wait for a number of Impulses before throwing the grenade to make it detonate
earlier even when still in flight. This places the grenadier at an extreme risk of being killed by their
own grenade. If the FL is given as I, the grenade has an impact fuse and will detone on impact. If
the FL is given as V, the grenade has a variable length fuse that can be set by the user prior to throwing.
Hand Grenades may be aimed in the same manner as firearms, using the following table:
Grenade ALM
Aim Time ALM
1
-26
2
-18
3
-14
4
-12
6
-11
8
-10

5.9.3

Concussion Damage

Whenever an explosive detonates, the explosive mass deals concussion damage. Each explosive weapon
has a table of Concussion Damage at a various ranges. If a person is exposed within the range given by
the last range category, they will acquire a Wound with a PD equal to the sum of Concussion Damage
and their CON. If a range does not have a column, round the range upwards to the nearest existing
column.

5.9.4

Shrapnel Damage

Whenever most grenades or warheads detonate, they scatter small, high-velocity fragments of metal
around. These fragments, called shrapnel, are highly dangerous. For each exposed person within
the range given by the last range category, determine if any shrapnel hits by rolling 1d100 against the
grenades Base Shrapnel Hit Chance (BSHC) for the relevant range. If a range does not have a column,
round the range upwards to the nearest existing column. A number preceeded by an asterisk (*) indicate
that number of pieces hit the person. Otherwise, it is the target number for a 1d100 roll. A roll equal to
or less than the listed value means that a single piece of shrapnel hits the person. The pieces of shrapnel
use the DC and PEN listed in the relevant range column.

Hand-to-Hand Combat

Hit Locations, Penetration, and Wounds

Whenever a character gets shot or hit by shrapnel, the projectile may penetrate deep enough to do
serious damage, or bounce off harmlessly. If the projectile is not stopped by armour, it may make a
shallow glancing wound in the victims shoulder, or it may penetrate deep into their body, breaking
bones and rupturing organs on its merry way through the person. If they first penetrate, heavier, faster
rounds cause more violent destruction of tissue and organs. These factors are taken into account through
a projectiles Penetration (PEN), Damage Class (DC) and its hit location.

7.1

Hit Location

First, determine where the projectile hit. Roll 1d100 and refer to table 3 (p. 17). If the target was
peering out from behind or over cover, reference the range of values in the Exposed column. If the
10

target was standing in the open or otherwise exposing most of or all their body to the shooter, use the
Fully Exposed column. This is the hit location. Cross-reference the hit location and the EPEN (p. 11),
rounding down, of the shot on the table to get the Location Damage. If the EPEN is less than the first
value for which there is a listed Location Damage, the bullet or fragment has not penetrated deep enough
to cause any significant damage. If the EPEN is greater than the last value for which there is a listed
Location Damage, the bullet has penetrated all the way through the target, and may continued into any
other characters along the same line of fire. The Location Damage is the rightmost value on the same
row.

7.2

Penetration

For the given hit location, determine the Effective Protection Factor (EPF) of any armour the target
may be wearing. The EPF is the sum of all Penetration Factors (PFs) of objects the projectile had to
pass through to reach the target. Then, determine the Effective Penetration (EPEN) using the following
formula:
EPEN = PEN EPF

(1)

If EPEN is zero or less, the shot was not powerful enough to penetrate the targets armour, and can be
ignored. If EPEN is less than or equal to EPF, the shot has significantly been reduced in velocity by
the armour; if the DC is higher than 7, reduce it to 7 in the Gunshots and Shrapnel Wounds section.
If EPEN is greater than EPF, the shot has penetrated the armour while retaining most of its velocity.
Use the weapons DC for the corresponding range in the Gunshots and Shrapnel Wounds section.
As an optional rule, players and referees who wish to model the effects of bullets and shrapnel glancing
at different angles against armour may instead opt to use the following formula which incorporates a
1d10 roll:
EPEN = PEN EPF (1 +

7.3

1d10 1
)
6

(2)

Gunshot and Shrapnel Wounds

Whenever a character takes damage from a gunshot or shrapnel, they acquire a ballistic Wound. The
Wounds severity is represented by the Physical Damage (PD) quality. The PD of the Wound is the
sum of the weapons DC for the corresponding range, the targets CON, and the number given by crossreferencing the hit location and EPEN on table 3 (p. 17). If the PD of the Wound is 16 or greater,
note it on the targets character sheet. If the PD of the Wound is less than 16, it is an insignificant
scratch or bruising, and can be ignored. If the PD of the Wound is 120 or greater, the Survival Roll (see
section 8) is impossible, and the character dies instantaneously. If the EPEN was enough to reach the
shaded region of the hit location, the Wound is a Disabling Wound.
PD = Location Damage + DC + CON

7.4

(3)

Concussion Wounds

Whenever a character takes damage from the blast of a grenade, they acquire a concussion Wound. The
PD of the Wound is the sum of the weapons Concussion Damage for the corresponding range and the
targets CON:
PD = Concussion Damage + CON

7.5

(4)

Knockout

When a character becomes wounded, the shock and pain may cause the character to become incapacitated. This does not necessarily mean that the character is unconscious; it merely means that the
character becomes unable to perform actions that matter in a firefight (although writing in pain and

11

screaming may have a demoralizing effect on other combatants...), whether due to fear, pain or having
slipped into shock. Whenever a character acquires a Wound, the character must roll to see if they are
incapacitated. Whenever a character receives a Wound, their player or the referee rolls 3d6. If the
sum of the dice is greater than the characters KV minus the PD of the biggest Wound the character
has acquired so far (rounding down), the character is incapacitated for a period of time. Even if the
Wound(s) the character received were small, they must still use the PD of the biggest Wound they have
acquired. Regardless of the values of KV and PD, rolling 17 or 18 always results in the character becoming incapacitated, and rolling 3 or 4 never results in the character becoming incapacitated.

Knockout: 3d6 vs. KV PD

(5)

The following table gives the period of time the character is incapacitated for. Cross-reference the first
row and the amount of damage from the biggest Wound the character has, rounding down. After that
many phases have passed, that character rolls against the target number listed in the far right column on
the same row. On a roll less than or equal to the target number, the character is no longer incapacitated,
and may act as normal. If the roll is greater than the target number, cross-reference the PD and the
second row. After that many phases have passed, the character again attempts a recovery roll, this time
against the target number given in the rightmost cell of the second row. If they fail this roll too, the
character is incapacitated for a number of periods equal to the value found by cross-referencing the PD
and the third row, etc. After the full period given by the tenth row has passed, the character is no longer
incapacitated. (Unless theyre dead.)

Period
1
2
3
4
5
6
7
8
9
10

7.6

30
0
1
0
0
1
0
1
2
2
3

35
2
0
1
1
2
3
3
5
7
10

40
5
2
4
4
6
9
12
17
25
34

45
18
8
11
15
21
31
42
60
86
4 min

Incapacitation Period
Physical Damage
50
55
60
64
8 min 26 min
27
3 min 11 min
37
4 min 15 min
53
6 min 22 min
75
9 min 30 min
4 min 12 min 42 min
5 min 17 min 61 min
7 min 24 min 85 min
10 min 35 min 2 hours
14 min 49 min 3 hours

65
91 min
38 min
53 min
75 min
106 min
2 hours
4 hours
5 hours
7 hours
10 hours

5
2
3
4
6
9
12
17
24
35

70
hours
hours
hours
hours
hours
hours
hours
hours
hours
hours

RR
10
11
13
14
17
20
25
33
50
100

Disabling Injuries

When a projectile hits with enough EPEN to reach the shaded portion of the hit location on the hit
location table (p. 17), the resulting Wound is considered a Disabling Wound. Disabling Wounds are
wounds that have broken bones or severely damaged muscles. Disabling Wounds severely restrict the
capabilities of a character. Treat Disabling Wounds as Wounds with the additional effects: A Disabling
Wound above the waist (hit locations in the range 01-41 on the Exposed column) inflicts a +2 CA
cost to movement. A Disabling Wound to below the waist (locations 42-100) inflicts a +12 CA cost
to movement. Disabling Wounds to the Shoulder, Arm Flesh, Arm Bone, Elbow, Forearm Flesh or
Forearm Bone locations disable the relevant arm; it cannot be used to hold weapons, reload weapons,
throw grenades or be used in melee combat. Disabling Wounds to the Thigh Flesh, Thigh Bone, Knee,
Shin Flesh, Shin Bone and Ankle - Foot location disable the relevant leg; it cannot be used for kicks in
melee combat. These effects disappear when the Wound has healed.

12

Survival and Recovery

Characters who become wounded in combat run the risk of dying of their wounds, whether through
organ failure, blood loss or fatal trauma to critical parts of the body such as the heart, spine or brain.
All Wounds a character acquires have a Healing Time (HT), a Survival Roll (SR), and a Critical Period
(CTP). The respective values of these can be found by cross-indexing the PD of the Wound (round
down) and the medical attention the character is receiving on the Medical Aid and Recovery table on
page 18. If a character, while still alive, receives new and better medical aid, their CTP is extended to
the value given by the new level, and their SR likewise increases. A character who has taken a Wound
will have a greater chance of survival if they receive First Aid than if left untreated, and are guarranteed
to survive a little longer which may be just the extra time the character needs to be rushed to an Aid
Station, where their chances to survive increase yet again.
All Wounds take the amount of time given by HT to heal naturally. If a character has received qualified
and adequate medical attention at a Trauma Centre for a full third of a Wounds Healing Time, reduce
the total HT for that Wound by 20%. After an amount of time equal to the CTP of a Wound has passed,
the character must roll 1d100. If they roll less than or equal to that Wounds Survival Roll value, they
are guarranteed to survive the injuries represented by that Wound. If they roll greater than the Wounds
SR, the character has died from the Wound. If the SR field is empty, no Survival Roll is possible, and
the character will die at the end of the Critical Period unless they receive more advanced medical aid.

Appendix A: Tables

13

EAL
27
26
25
24
23
22
21
20
19
18
17
16
15
14
13
12
11
10
9
8
7
6
5
4
3
2
1
0
-1
-2
-3
-4
-5
-6
-7
-8
-10
-13
-17
-27

Hit Probability
Single Shot Burst Elev
HIT
HIT
99
HIT
98
99
94
98
89
95
81
92
73
89
64
84
56
79
48
73
41
68
35
62
29
57
25
51
21
46
17
42
14
37
12
34
10
30
8
27
7
24
6
21
5
19
4
17
3
15
3
13
2
12
2
11
2
9
1
8
1
7
1
7
1
6
1
5
1
5
0
4
0
3
0
2
0
1
0
0

Range
1
2
3
4
5
6
7
9
10
12
13
14
17
19
22
25
29
33
38
44
50
58
71
82
94
108
125
144
166
191

14

Range ALM
ALM Range
37
220
32
253
29
292
27
336
26
387
24
446
23
514
22
592
21
682
20
786
19
905
18
1043
17
1201
16
1384
15
1595
14
1837
13
2116
12
2438
11
2809
10
3236
9
3728
8
4295
7
4948
6
5701
5
6568
4
7567
3
8717
2
10043
1
11570
0
13330

ALM
-1
-2
-3
-4
-5
-6
-7
-8
-9
-10
-11
-12
-13
-14
-15
-16
-17
-18
-19
-20
-21
-22
-23
-24
-25
-26
-27
-28
-29
-30

Arc

0.5
0.6
0.7
0.8
0.9
1

3
4
5
6
7
8
10
11
13
15
17
19
22
25
29
33
38
44
50

Index
30
29
28
27
26
25
24
23
22
21
20
19
18
17
16
15
14
13
12
11
10
9
8
7
6
5
4
3
2
1
0
-1
-2
-3
-4
-5
-6
-7
-8

Automatic Fire Hit Chance


ROF
3
4
5
6
7
8
9
*3 *4 *5 *6 *6 *7 *8
*2 *3 *4 *5 *6 *6 *7
*2 *3 *3 *4 *5 *6 *6
*2 *2 *3 *4 *4 *5 *5
*2 *2 *3 *3 *4 *4 *5
*1 *2 *2 *3 *3 *4 *4
*1 *2 *2 *2 *3 *3 *4
*1 *1 *2 *2 *2 *3 *3
90 *1 *2 *2 *2 *2 *3
78 *1 *1 *2 *2 *2 *2
68 91 *1 *1 *2 *2 *2
59 79 99 *1 *1 *2 *2
52 69 86 *1 *1 *1 *2
45 60 75 90 *1 *1 *1
39 52 65 78 91 *1 *1
34 45 56 68 79 90 *1
29 39 49 59 69 78 88
26 34 43 51 60 68 77
22 30 37 44 52 59 67
19 26 32 39 45 52 58
17 22 28 34 39 45 50
15 19 24 29 34 39 44
13 17 21 25 30 34 38
11 15 18 22 26 29 33
10 13 16 19 22 26 29
8 11 14 17 19 22 25
7 10 12 15 17 19 22
6
8 11 13 15 17 19
5
7
9 11 13 15 16
5
6
8 10 11 13 14
4
6
7
8 10 11 12
4
5
6
7
8 10 11
3
4
5
6
7
8
9
3
4
5
5
6
7
8
2
3
4
5
6
6
7
2
3
3
4
5
5
6
2
2
3
4
4
5
5
2
2
3
3
4
4
5
1
2
2
3
3
4
4

10
*9
*8
*7
*6
*5
*5
*4
*3
*3
*3
*2
*2
*2
*1
*1
*1
98
85
74
64
56
49
42
37
32
28
24
21
18
16
14
12
10
9
8
7
6
5
4

Table 1: Automatic Fire Hit Chance Table

15

36
*33
*29
*25
*22
*19
*16
*14
*12
*11
*9
*8
*7
*6
*5
*5
*4
*4
*3
*3
*2
*2
*2
*2
*1
*1
*1
87
76
66
57
50
43
38
33
28
25
21
19
16

54
*50
*43
*38
*33
*28
*25
*22
*19
*16
*14
*12
*11
*9
*8
*7
*6
*5
*5
*4
*3
*3
*3
*2
*2
*2
*2
*1
*1
99
86
75
65
56
49
43
37
32
28
24

Situational Modifiers
Hip fire
Using sling for support
One-handed fire (rifle)
One-handed fire (pistol)
Folding stock not used
Pistol with shoulder stock
Bipod deployed but not braced
Bipod mounted weapon
Tripod mounted weapon
Pintle mounted weapon

Visibility Modifiers
ALM
-6
+1
-7
-4
-4
+3
-2
+3
+5
+11

ALM
-2

Dusk
Night
Full Moon
Half Moon
No Moon
Smoke
Haze
Fog
Gas Mask
Teargas

Situational Target Size Modifiers


ALM
Target Size Auto Elev
Peeking from cover
-4
-3
Shooting from cover
+0
+2
Standing Stance
+7
+14
Low Crouch Stance
+6
+11
Prone Stance
+2
+2
Hands and Knees Stance
+6
+8

Auto Width
-3
+2
+1
+3
+2
+1

Table 2: Standard Target Size Modifiers Table

16

-4
-6
-12
-6
-6
-6
-7
-8

17

Roll
Cover Exposed
01-03
01
04-17
02-03
18-22
04
23-33
05-06
34-25
07
36-37
08
38-49
09
50-61
10
62-66
11
67-72
12
73-75
13
76-79
14
80-82
15
83-88
16
89-94
17
95-100
18
19-20
21-22
23
24-25
26
27
28
29
30
31
32
33-34
35-36
37-40
41-43
44-57
58-62
63-76
77-80
81-84
85-89
90-94
95-100
Location
Head Glance
Forehead
Eye - Nose
Mouth
Neck Flesh
Neck Spine
Shoulder Glance
Shoulder
Arm Glance
Arm Flesh
Arm Bone
Elbow
Forearm Flesh
Forarm Bone
Hand
Weapon
Torso Glance
Base of Neck
Lung - Rib
Lung
Heart
Liver - Rib
Liver
Stomach - Rib
Stomach
Stomach - Spleen
Stomach - Kidney
Liver - Kidney
Liver - Spine
Intestines
Spine
Pelvis
Leg Glance
Thigh Flesh
Thigh Bone
Knee
Shin Flesh
Shin Bone
Ankle - Foot
0
-31
-21
-3
-28
-21
-28
-17
-14
-35
-17
-17
-42
-28
-35
-42
-35
-35
-21
-17
-35
-35
-28
-21
-17
-17
-21
-14
-14
-28
-17
-17
-35
-17
-28

-7
-42
-28
-14
-35
-21
-35
-28
-21
-42
-28
-28
-49
-35
-42
-49
-42
-42
-21
-28
-35
-42
-28
-28
-28
-28
-28
-21
-21
-35
-28
-28
-42
-28
-35

-28

-24
-35
-42
7
-35
-21
4
-35
-23
-28
-6
4
4
-14
-3
-7
-24
-10
-10
-35
-10

4
-31
-17
2
-24
-10
-24
-10
-10
-35
-11
-17
-35

0.3
-5

-24

-19
-35
-38
7
-35
-21
14
-35
-14
-28
2
14
14
-6
5
0
-19
-5
-5
-28
-5

0.4
0
-14
4
-24
-12
8
-19
-5
-19
-5
-10
-28
-7
-17
-23

-21

-16
-35
-38
8
-35
-14
20
-28
-10
-17
6
20
20
-2
9
4
-16
-2
-2
-24
-2

0.5
0
-14
4
-8
-9
12
-17
-2
-17
-2
-10
-24
-5
-14
-22
-13
12
11
8
54
22
37
-4
5
8
38
42
29
12
14
15
-13
11
-2
1
1
-21
-19
82
43

60
57
22

79
41
40
14
10
37
40
44
58
55
21

2
8
-14
-3

17
2
7
-21
-8

-14
-2

6
9

39

17

52
14

10

1
6

18
13

-5

0
6

18

17
11
11
56
39
38
11
6
32
38
42
29
14
15
15

-5

-3
6

1
-5
2
-10
-22

12

10

53

53

53

13

-7
2

6
10

57

60

82

54

13

-7

6
11

58

60

83

55

53

76

76
53

EPEN
1.5
2 2.5
19
72
74
76
67
73
73
11
37
53

1
13
69
64
9
1
13

Table 3: Hit Location and Damage

0.2
-11

0.1
-21

Location Damage

-7

15

11

8.7

22

11

30

32

10

18

PD
16
23
27
30
32
34
36
37
38
39
41
42
44
45
46
53
57
60
62
64
66
67
68
69
76
80
83
85
87
89
90
91
94
97
99
106
110
113
115

HT
23
30
34
37
40
41
43
44
45
47
48
50
51
52
54
61
65
68
70
72
73
75
76
77
84
88
91
93
95
96
98
99
102
105
107
114
118
121
123

CTP
79 hours
75 hours
72 hours
68 hours
65 hours
62 hours
59 hours
56 hours
53 hours
51 hours
46 hours
41 hours
37 hours
34 hours
31 hours
11 hours
4 hours
93 min
35 min
13 min
6 min
5 min
4 min
90 phases
85 phases
81 phases
76 phases
71 phases
67 phases
62 phases
57 phases
52 phases
38 phases
25 phases
1 phase
1 phase
1 phase
1 phase
1 phase

No Aid

SR
95
90
86
82
78
74
70
67
64
61
55
49
45
40
37
13
5
2
1

CTP
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
23 days
19 days
16 days
13 days
10 days
8 days
7 days
6 days
5 days
15 hours
2 hours
22 min
6 min
4 min
87 phases
75 phases
67 phases
57 phases
44 phases
30 phases
15 phases
10 phases
8 phases
6 phases

CTP
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
6 days
21 hours
4 hours
63 min
36 min
29 min
25 min
22 min
19 min
15 min
10 min
5 min
3 min
75 phases
60 phases

SR
99
98
97
96
95
95
94
93
92
91
89
88
86
84
83
69
57
47
39
32
27
22
18
15
2

Aid Station

CTP
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
5 days
18 hours
5 hours
3 hours
2 hours
2 hours
2 hours
95 min
75 min
50 min
25 min
17 min
13 min
10 min

SR
100
99
99
98
98
97
97
96
96
95
95
94
93
92
91
83
75
69
62
57
52
47
43
39
15
6
2
1

Field Hospital

CTP
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
25 days
18 days
72 hours
21 hours
12 hours
10 hours
8 hours
7 hours
6 hours
5 hours
3 hours
2 hours
68 min
52 min
40 min
Table 4: Medical Aid and Recovery Table

SR
96
93
89
86
83
80
77
74
71
69
64
59
55
51
47
22
10
5
2
1
1

First Aid

Trauma Centre
Survival Roll
Trauma Centre Tech Level
13
14
15
16
17
18
100 100 100 100 100 100
100 100 100 100 100 100
99 100 100 100 100 100
99
99 100 100 100 100
99
99
99 100 100 100
99
99
99 100 100 100
99
99
99 100 100 100
98
99
99 100 100 100
98
99
99
99 100 100
98
98
99
99 100 100
98
98
99
99 100 100
97
98
99
99
99 100
97
98
98
99
99 100
96
97
98
99
99 100
96
97
98
99
99 100
92
94
96
98
98
99
89
91
94
97
98
99
85
89
92
95
97
98
82
86
90
94
96
98
79
83
88
93
95
98
75
81
86
92
95
97
72
78
84
91
94
97
70
76
82
90
93
97
67
74
81
89
93
96
45
54
65
79
86
93
30
40
53
70
79
89
20
30
43
62
73
86
13
22
34
55
68
82
9
16
28
49
63
79
6
12
22
44
58
76
4
9
18
39
54
73
3
6
15
35
50
71
1
3
8
24
40
63
1
3
15
29
54
1
9
21
46
1
5
21
1
10
5
2

10

Appendix B: Sample Weapons: Modern

11

Appendix C: Sample Weapons: Science Fiction

12

Appendix D: Creating Weapons

12.1

Firearms
Type
Belt
Belt (in carrier)
Stripper clip
Detachable box magazine, non-bullpup
Detachable box magazine, bullpup
Pistol magazine
Internal magazine
Loose rounds

Combat Actions
12
14
8
8
10
4
4.25 number of rounds
10 number of rounds

Table 5: Reload Time Table


Reload Time
Action
Bolt Action
Double Action
Lever Action
Single Action
Semi-Automatic
Automatic
Three-round Burst
Automatic w/ 3RB
Single Shot

ROF
3
1
2
2
*
*X
**
**X
-

Table 6: ROF Table


ROF
X =

rounds per minute


120

(6)

Ammunition Capacity This value is equal to the number of rounds that can fit in a magazine for
the weapon. For a single-shot weapon, this is always 1. For belt-fed weapons, its a common belt length
(in rounds).
Knockdown
KD = bullet mass velocity 0.0011

(7)

Where the bullet mass is measured in grams and the velocity in meters per second. The KD of the
weapon is for the bullet at the velocity it has as it leaves the muzzle, but its emminently possible to
calculate the KD of the bullet at any range.
Semi-Automatic Burst

velocity
SAB = 1.8 bullet mass
gun mass

(8)

Where the bullet mass is measured in grams, the gun mass is measured in kilograms, and the velocity is
the muzzle velocity, measured in meters per second.
19

Aim Time

no scope,
1.37 (sight radius)0.53
11
Maximum Aim Time = low-powered scope,

high-powered scope,
12
Where the sight radius is measured in centimetres.

21.48+0.66 weight/0.4536

)
iron
sights,
5

log
(
2 2( (0.4753ln(weight/0.4536)+0.1659)ln(time)+0.57)1

1.48+0.66 weight/0.4536
2
Aim Time ALM =
scope,
5 log2 ( 2( (0.5704ln(weight/0.4536)+0.1991)ln(time)+0.55)1 )

21.48+0.66 weight/0.4536

stockless SMG, 5 log2 (


)
2( (0.3327ln(weight/0.4536)+0.1161)ln(time)+0.7)1
Where the time is in Combat Actions and the weight is measured in kilograms.
PEN

range 
energy
Pointed bullets,
A (0.0305 calibre
+ 5.87) 0.995 18.288
range
energy
+ 0.13) 0.995 18.288
Round-nosed bullets, A (0.363 calibre

FMJ, 1.00
A = JHP, 0.95

AP, 1.44
Where the energy is the energy of the bullet at the muzzle, in Joules, and the range is the range to the
target, in meters.

PEN =

Damage Class

In the Phoenix Command Combat System, the DC of a weapon is:

range
) 10.03
FMJ, 2.1827 ln(energy 0.995 18.288
range
DC = JHP, 2.2271 ln(energy 0.995 18.288 ) 8.873
range

AP, 2.0837 ln(energy 0.995 18.288 ) 9.5743


Rounded to the nearest whole number between 1 and 10. Energy is the kinetic energy of the bullet at
the muzzle, in Joules. The range is measured in meters.

In OpenCommand , the DC of a weapon is:

range
) 10.03)
FMJ, 7 (2.1827 ln(energy 0.995 18.288
range
DC = JHP, 7 (2.2271 ln(energy 0.995 18.288 ) 8.873)
range

AP, 7 (2.0837 ln(energy 0.995 18.288 ) 9.5743)


Rounded to the nearest whole number.
Minimum Arc

energy
(9)
weapon mass
Where the energy is the kinetic energy of the bullet at the muzzle, measued in Joules. The weapon mass
is measured in kilograms.
MA = 1.8288 0.0008

13

Appendix E: Bibliography

OpenCommand is based on materials and ideas presented in Phoenix Command Small Arms Combat System, Phoexnix Command Advanced Damage Tables for Small Arms, Phoenix Command Special
Weapons Data Supplement, Phoenix Command Civilian Weapons Data Supplement, Phoenix Command
WWII Weapons Data Supplement, Swords Path Glory: Book I and Swords Path Glory Book II, by
Barry Nakazono. Many of the formulas in Appendix D were based on formulas found on the website
http://pccs.understairs.nl/weapondesign.html. This document is a work in progress and wilful and/or
unwitting contributors may not have been accredited in part or in full.
20

14

Appendix F: Formulas

Combat Actions:
CA = MS

(INT + GCSL + 6) (160 (INT + SAL + 6)1.025 )


2500
r
MS = 2 BM

AGL
10

(10)

(11)

Note that mass is here measured in kilograms, not pounds.

BM = (0.0014 STR3 0.0409 STR2 + 0.3982 STR + 1.6276)


Constitution:
CON =
Knockout Value:
KV = 13 +

ln(weight) ln(0.45 17.875)


(12)
1.177

10
7 ln ( HLT
)
0.7

(13)

7 ln (0.5 GCSL WIL)


0.7

(14)

Incapacitation Period:
Time = 0.00017 e1.75
Shot Accuracy Level In Phoenix Command :

GCSL

GCSL
SAL =
GCSL

GCSL

PD
7 +0.351d10

= 0,
0

= 1,
5
= 2,
7

3, GCSL + 6

(15)

(16)

In OpenCommand :
SAL = GCSL

(17)

Hitting: The following use OpenCommand s GCSL and SAL values; replace EAL + 6 with EAL
to get PCCS values.
P(Hit)single shot = erf(0.0947 e0.1176(EAL+6) )

(18)

P(Hit)autofire elevation = erf(0.0178 e0.18(EAL+6) )

(19)

P(Hit)autofire arc = ROF 0.0138 e0.1401Index

(20)

Index = Auto Width ALM + 16.189 ln(arc width)

(21)

In meters instead of PCCS hexes:


Index = Auto Width ALM + 16.189 ln(

arc width
)
1.8288

(22)

Grenade Scatter:
Range = 0.397 e0.1472EAL

21

(23)

Wounding
PEN
1)
(24)
EPF
Currently OpenCommand uses the simplification that if EPEN 2 EPF, the shot deals full damage,
and otherwise it deals 7 damage. The above equation is, however, more accurate.
PD = Location Damage + CON + DC + 7 2.1827 ln(

Healing Time
HT =

0.7
PD + 7
ln(2)

Survival Roll
SRno aid = 100 0.990.1e

(25)

PD

SRfirst aid = 100 0.990.075e

(26)

PD

SRaid station = 100 0.990.01875e

(27)

PD

SRfield hospital = 100 0.990.009375e

(28)

PD

SRTL 13 trauma centre = 100 0.990.004e

(29)

PD

(30)

ePD

SRTL 14 trauma centre = 100 0.99 330

(31)

ePD

SRTL 15 trauma centre = 100 0.99 470

(32)

ePD

SRTL 16 trauma centre = 100 0.99 850

(33)

ePD

SRTL 17 trauma centre = 100 0.99 1300

(34)

ePD

SRTL 18 trauma centre = 100 0.99 2600

(35)

Critical Period

CTPFirst Aid =

PD < 20000,
PD 20000,

CTPFirst Aid =

6.27105
PD

+ 1.47 106 e2.0110


1

P D

0.191


(36)

3
6.27 105
+ 1.47 106 e2.0110 P D 0.191
PD

(37)

3
6.17 106
+ 1.27 107 e1.9510 P D 3.7
PD

(38)

3
3 107
+ 1.22 108 e2.1310 P D + 8.53
PD

(39)

CTPAid Station =

CTPField Hospital =
CTPTrauma Centre =

3
1.57 108
+ 4.46 108 e2.1410 P D 420
PD

22

(40)

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