Damage types
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Every type of attack in the game deals one of several damage types. In addition to Pain and Limb damage, the damage type of an attack may cause additional effects to the target; and in turn, clothing and armor may have certain methods of protection against different damage types.
Damage types
There are 11 types of damage in the game:
- Blunt: Attacks that primarily deal damage through blunt force, striking, or crushing
- Sharp: Attacks that primarily deal damage through cutting, rending, lacerating, or some other incisive action
- Piercing: Attacks that primarily deal damage through puncturing, perforating, or some other thrusting action, but does not include bullets.
- Bullet: Attacks that primarily deal damage through high velocity projectiles such as those fired out of a firearm, but also includes grenade shrapnel.
- Explosion: Attacks that primarily deal damage through deflagration, explosion, or any type of blasting action
- The category of "Special" damage types, which includes:
- Special: Uncategorized special attacks which don't fall in any of the categories above and do not deal damage of a primarily elemental nature such as in the categories below.
- Special-Fire (shortened to Spec-Fire): Special attacks which deal damage through the use of fire, heat, or burning.
- Special-Aqua (Spec-Aqua): Special attacks which deal damage through the use of water and water pressure.
- Special-Ice (Spec-Ice): Special attacks which deal damage through the use of ice, cold, or freezing.
- Special-Electric (Spec-Elec): Special attacks which deal damage through the use of electricity or electric energy.
- Special-Acid (Spec-Acid): Special attacks which deal damage through the use of acidic or corrosive substances.
Effects and countermeasures
Most damage types (other than the Special types) are designed to inflict a type of injury, if the hit dealt at least 1 Limb Damage to the target. However, many types of clothing and armor possess proof ratings, which increase the minimum amount of Limb Damage needed for one damage type to cause an injury.
Three levels of proof ratings exist:
- None, which suggests an absence of protection
- resistant, which raises the minimum amount needed for an injury to 5 damage (in other words, protects from injuries by hits causing 4 damage or less)
- PROOF, which raises the minimum amount needed for an injury to 9 damage (in other words, protects from injuries by hits causing 8 damage or less)
The nomenclature used is <Damage type name>-<Proof rating>, unless the proof rating is "None", then it is omitted entirely.
- Examples: Blunt-resistant, Piercing-PROOF
Not every damage type has a corresponding proof rating; in fact, certain damage types cannot be resisted or proofed at all, and injuries will occur at the minimum level. The table below lists each damage type, alongside their corresponding injury type, and whether or not proof-rated clothing exists for that damage type.
| Damage type | Injury type | Proof-rated clothing? |
|---|---|---|
| Blunt | Fracture | |
| Sharp | Light Wound | |
| Piercing | Deep Wound | |
| Bullet | On an inaccurate hit: Light Wound On a solid hit: Deep Wound Except as otherwise dictated by ammo type effects Trauma plates prevent injuries when struck |
|
| Explosion | Fracture (see this page for details) | |
| Special | None | |
| Spec-Fire | None, but a hit will set the target on fire regardless of limb damage dealt unless body part struck is protected by fire-retardant clothing |
|
| Spec-Aqua | None, but a hit will cause water-soaked for 3 turns, regardless of limb damage dealt | |
| Spec-Ice | None, but a hit will cause frost-slowed for 3 turns, regardless of limb damage dealt | |
| Spec-Elec | None, but a hit will cause stunned for 3 turns, regardless of limb damage dealt | |
| Spec-Acid | None, but a hit will cause acid degradation regardless of limb damage dealt |