| A | B | C | D | E | F
--- | --- | --- | --- | --- | --- | ---
1 | Degradation Levels
2 | Condition | Damage Multiplie or hit modifier (depends on gm) | DT | Value | Critical Chance Luck Modifier | Necessary Mechanics Skill to repair up to this level
3 |  |  |  |  |  |
4 | Perfect-120% | x 1.10 or +5 to hit | +2 DT | 120 % | +2 effective Luck | 100
5 | Good-100% | x 1 no bonus or pen | +0 DT | 100 % | +1 effective Luck | 75
6 | Used-75% | x .90 or -5 to hit | -2 DT | 75 % | +0 effective Luck | 50
7 | Heavily Used-50% | x .50 or -10 to hit | ½ DT | 50 % | -1 effective Luck | 25
8 | Poor-25% | x .33 or -15 to hit | ⅓ DT | 25 % | -3 effective Luck | 0
9 | A weapon above 75% degrade at 1% per crit fail, and 5% on a crit fail with a missed luck check. Armor degrades 1% each time damage gets through its DT and by 5% when hit with a critical that gets through the DT.
10 |
11 |
12 | Range Chart
13 | Point Blank | +15% for Short Range weapons; -15% for Long Range and Battle Saddles | 15 ft. |  |  |
14 | Short | +0% | 50 ft. |  |  |
15 | Medium | -10% (-15% for short range weapons*) | 150 ft. |  |  |
16 | Long | -30% for meduim range weapons; -20% for long range weapons; (no short range weapons) | 450 ft. |  |  |
17 | Extreme | -40% (only weapons designated as long range) | +450 ft. |  |  |
18 |  |  |  |  |  |
19 | Called Shots
20 | Target Location | Penalty |  |  |  |
21 |  |  |  |  |  |
22 | Body | -10% ranged / -5% melee |  |  |  |
23 | Limb (includes tails) | -20% ranged / -10% melee |  |  |  |
24 | Head | -30% ranged / -15% melee |  |  |  |
25 | specific part (crotch, knee, eye) | -20% in addition to the appropriate location penalty above |  |  |  |
26 |  |  |  |  |  |
27 |  |  |  |  |  |
28 |  |  |  |  |  |
29 |
30 |  |  |  |  |  |
31 |