# Two Scales

*The Heavy Armory, Siege Engines, Great Guns, and Vehicle Weapons for Exodus NDS. Source: https://exodusnds.com/sourcebooks/heavy-armory/two-scales*

> **One point at vehicle scale is ten points at personal scale.**

That holds for damage, for Armor, and for Blast. A tank with Armor 4 has the equivalent of Resistance 40. A gun that deals 5 Hull Damage deals 50 damage to a person.

This chapter gives the whole procedure for every case where the two scales meet. It agrees with *The Starship Armory* and with the Siege quality of *The Ranged Armory*.

## A Heavy Weapon Against a Person

1. Make the attack. A person is Scale 1, so a Standard gun adds 2 Bane Dice and a Heavy one 3.
2. On a hit, multiply the Hull damage, including Successes, by 10.
3. Subtract the target's Resistance. The rest is Wounds.
4. Critical Injuries are inflicted and rolled as for any weapon.

**Blast X** at vehicle scale: spend 2 Boons, and every person within Short range of the point of impact suffers X times 10 damage, less Resistance.

**Canister, grape, and shrapnel** exist because round shot is a poor way to hit a person. They are in the ammunition tables of Chapters 8 and 10.

**Cover.** A person inside or behind a vehicle or a structure is protected by its Armor. Resolve the attack against the cover.

### The Edge of It

A player character who is hit by a vehicle-scale weapon may spend a Story Point to have been caught at the edge of the shot. The character suffers half the damage, after multiplying and before Resistance.

## A Personal Weapon Against a Vehicle or a Structure

There are three cases, and a weapon is only ever one of them.

### An Ordinary Weapon

1. Work out damage at personal scale: the weapon's damage plus Successes.
2. The target's Resistance is its **Armor times 10**, reduced by the weapon's Pierce.
3. Divide what gets through by 10 and round down. That is Hull Damage.

A musket, a rifle, or a machine gun can hurt an unarmoured cart, car, or boat this way, slowly. It cannot hurt anything with Armor 2. A pistol never hurts a ship.

### A Weapon with Siege X

**Siege** is mass: a trebuchet stone, a powder keg, a mortar bomb. It sits between the two scales, and it multiplies against people as well as walls.

1. Multiply the weapon's damage plus Successes by X. Against a **person**, that is the damage, before Resistance.
2. Against a **vehicle or a structure**, divide by 10 and round down for Hull damage, then subtract Armor.

| Weapon | Hull damage | Against Armor 2 | Against Armor 4 |
|:--|:--|:--|:--|
| Rifle, damage 8, 2 Successes | 1, only against Armor 0 | Nothing | Nothing |
| Heavy Machine Gun, 12, Breach 1, 2 Successes | 1 | Nothing: 1 Armor is left | Nothing |
| Ballista, 13, Siege 3, 1 Success | 4 | 2 | Nothing |
| Counterweight Trebuchet, 14, Siege 6, 1 Success | 9 | 7 | 5 |
| Powder Keg, 14, Siege 3 | 4 | 2 | Nothing |
| Reloadable Rocket Launcher, 14, Breach 3, 2 Successes | 4 | 4 | 3 |
| Anti-Tank Guided Missile, 18, Breach 4, 1 Success | 7 | 7 | 7 |

### A Weapon with Breach X

**Breach** is a weapon built to defeat armour: a shaped charge, a rocket, an armour-piercing round. It does nothing extra to a person.

1. Against a **vehicle or a structure**, multiply the weapon's damage plus Successes by X, divide by 10, and round down for Hull damage.
2. Subtract the target's Armor, **ignoring X points of it**.
3. Against a **person**, the weapon deals its printed damage.

No weapon has both Siege and Breach. Neither uses Pierce against a vehicle.

A weapon cannot inflict a Critical Hit on a vehicle unless it dealt at least 1 Hull Damage.

## Siege and Breach for the Other Armories

When this book is in use, the heavy weapons of the other armories carry one of the two qualities. The engines of *The Ranged Armory* already carry Siege.

| Book | Weapon | Quality |
|:--|:--|:--|
| *The Black Powder Armory* | Swivel Gun, Breech-Loading Swivel, War Rocket, Powder Charge, Dynamite Stick | Siege 2 |
| | Powder Keg | Siege 3 |
| | Petard | Breach 3 |
| *The Modern Armory* | Anti-Materiel Rifle; grenade launchers firing the dual-purpose round | Breach 1 |
| | Disposable Rocket Launcher | Breach 2 |
| | Reloadable Rocket Launcher, Guided Missile Launcher | Breach 3 |
| | Plastic Explosive Charge, Dynamite Bundle | Siege 2 |
| | Satchel Charge | Siege 3 |
| | Breaching Charge | Breach 3 |
| | Limpet Mine, Anti-Tank Mine | Breach 4 |
| *The Stellar Armory* | Rail Lance, Beam Cannon, Shear Projector | Breach 2 |
| | Plasma Cannon | Siege 2 |
| | Missile Tube | Breach 3 |

**Charges set together** add their Hull damage. Twenty Powder Kegs in a mine gallery deal 80.

## Shooting at Cars

An unarmoured car, cart, or small boat is hard to stop with small arms and easy to shoot through.

**The people inside** have light cover from the bodywork, and heavy cover if the engine or a load is between them and the shooter. They are attacked as people.

**A part of the vehicle** may be aimed at. Add 2 Bane Dice.

| Part | A hit that deals 5 or more damage |
|:--|:--|
| A wheel or tyre | Handling and Speed are each 1 worse. With two gone, the driver makes a Hard Operate check each round or loses control |
| The engine | 1 System Damage |
| The steering, the rudder, a mast | The driver adds 2 Bane Dice to Operate checks until it is repaired |

This applies to vehicles of Scale 3 or less with Armor 0 or 1. Against Armor 2 or more, the part is armoured too.

## People Inside

Damage to a vehicle does not pass to the people in it, with three exceptions.

- A Critical Hit result that says so.
- An open vehicle, an open deck, or a gun without a turret. Blast reaches the people on it.
- A vehicle that is disabled while moving. Each occupant makes an Average Reflexes check or suffers 3 Wounds, and 6 if it was flying or at Speed 4 or more.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/heavy_armory/heavy-armory-bail-out.jpg">
