Destroy: Difference between revisions
(→Siege Engines: aquare rooth math format, specific line about tools not helping) |
(→Math: Potential math flooring note.) |
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There is no increased damage from operators having any tools, from section above, equipped. | There is no increased damage from operators having any tools, from section above, equipped. | ||
==Math== | |||
Somewhere in the used "strength to damage" math there is potential floor() adjustment. It could be used at the start on the players <math>\sqrt Strength</math>. but it could also be used at the end on the final applied damage to the structure. For a single operator this gives no difference either way. For multiple operators it might, if the latter is the case. |
Revision as of 15:59, 28 June 2023
"Destroy" is an action which causes your character to attempt to break a solid object, such as a building or stump, at the expense of Stamina.
The amount of damage you do, if any, is determined by the object's Soak value compared to square root of your current Strength and the type of tool or siege engine you are using.
Destroying objects on a claim, that you don't have "Vandalism" permissions to, requires the Vandalism skill and leaves Vile Vapor of Vandalism.
Palisade has relatively low soak but is immune to "bashing" by hand when covered by an active claim. A siege engine is required.
Wild animals can also destroy objects that prevent them from reaching their target of fleeing. Damage they're able to deal roughly correlates with their size; boars, bears, moose, and mammoths are only stopped by fully dried Palisade or Brickwall.
Tools
- Any axe adds one point of destroy damage
- Pickaxe will add two points of destroy damage
- Sledgehammer will add four points of destroy damage
Siege Engines
- Wrecking Ball has base damage of 40 points. of the single operator will be added.
- Battering Ram has base damage of 20 points. Up to four people can operate it at once, all adding to the damage value.
There is no increased damage from operators having any tools, from section above, equipped.
Math
Somewhere in the used "strength to damage" math there is potential floor() adjustment. It could be used at the start on the players . but it could also be used at the end on the final applied damage to the structure. For a single operator this gives no difference either way. For multiple operators it might, if the latter is the case.