By Bill Bridges

Slug guns and energy weapons (blasters, flux swords, etc.) and special tech weapons (wireblades): victory points are used directly as damage points (rather than damage dice, as in the current system).

Slug guns and energy weapons (blasters, flux swords, etc.) and special tech weapons (wireblades): victory points are used directly as damage points (rather than damage dice, as in the current system). Thus, three victory points = three damage points, which are then added to the result of the weapon's normal dice roll (7 for a blaster...). Thus, guns are tougher and tend to activate shields more often (although, as always, the attacker can choose how much or how little of his victory points apply as damage). Of course, critical successes still double the amount, but that amount is now in points rather than dice.

Melee weapons and muscled-powered ranged weapons (bows, thrown rocks, etc.): victory points = damage dice (as usual).

ARMOR: Constant protection points become dice. In other words, half-plate is normally 3 + 3d; now, it is 6d. I should mention that one of the reasons I initially used dice for armor is to give the defender something to do while someone pounds on him, because, as a player, I hate just sitting there taking it. This way, with its unpredictability, seems more appealing to me.

So far, these rules are working for us. We may try implementing different protections for armor (x amount of dice against melee, x amount against slug guns, etc.), as with polymer knit, but I don't want too much bookkeeping or too lethal a system.