David says...
Materials affect many aspects of a character's life, possibly death, and certainly the effectiveness or use of the items they may utilize. The material something is made from can influence its ability to withstand harsh treatment or direct attack, it can influence its defensive capabilities, and also the modifier to the character when they take damage involving an item of that material. A melee weapon already has the material factored into its damage so no further modification is needed, however if an attack from a melee weapon was to cause that character to then collide or fall onto any given material, that material may well modify the final damage taken.
MATERIAL |
DMG MOD |
AP |
WLR |
NOTES |
MATERIAL |
DMG MOD |
AP |
WLR |
NOTES |
|
Air Cushion |
x 0.5 |
Pile of plates / dishes |
x 1.1 |
|||||||
Asphalt |
x2.85 |
Plank - heavy |
x2.5 |
|||||||
Ball Pit |
x 0.5 |
Plank - light |
x1.75 |
|||||||
Balsa wood |
x0.3 |
Plank - medium |
x2 |
|||||||
Barrels |
x2.5 |
Railings |
x2 |
|||||||
Beach- sand and pebble |
x2.25 |
Road - concrete |
x4.25 |
|||||||
Beach -sand and shell |
x2 |
Road - stone |
x4.1 |
|||||||
Beach - sand and rock |
x2.5 |
Rocks -craggy, large |
x4.5 |
|||||||
Bedrock |
x4.8 |
Rocks - craggy, small |
x3.5 |
|||||||
Cardboard Boxes |
x 0.4 |
Min area = 5³ ft |
Rocks - round, large |
x4 |
||||||
Cement |
x1.4 |
Rocks - round, small |
x3 |
|||||||
Chair - comfy |
x 0.85 |
Rocks - varied, large |
x4 |
|||||||
Chair - heavy |
x2 |
Rocks - varied, small |
x3 |
|||||||
Chair - iron |
x3 |
Roof - aluminium |
x1.5 |
|||||||
Chair - light |
x1.25 |
Roof - clay tiles |
x1.8 |
|||||||
Chair - medium |
x1.5 |
Roof - hardened |
x3 |
|||||||
Cobbles |
x2 |
Roof - lead tiles |
x2.4 |
|||||||
Crates - strong plastic |
x1.25 |
Roof - slate tiles |
x2 |
|||||||
Crates - wood |
x1.75 |
Roof - steel |
x4.8 |
|||||||
Crates - wood and metal |
x2.15 |
Roof - thatch |
x 1 |
|||||||
Door - aluminium |
x1.85 |
Roof - timber |
x4.4 |
|||||||
Door - glass |
x1.5 |
Rubber lyres |
x 1.5 |
Min area = 2³ ft, may cause bounce |
||||||
Door - glass window |
x1.87 |
Rubble / Hardcore |
x4 |
|||||||
Door - iron |
x2.9 |
Rubbish tip |
x1.2 |
Min = 10³ ft | ||||||
Door - iron-bound oak |
x2.8 |
Sand - dry |
x1 |
Min = 3³ ft | ||||||
Door - steel |
x3 |
Sand - dune |
x1.6 |
Min = 3³ ft | ||||||
Door - strengthened steel |
x3.25 |
Sand - wet |
x1.3 |
Min = 3³ ft | ||||||
Door- wood, cheap, internal |
x1.85 |
Scaffolding - wood |
x1.6 |
|||||||
Door -wood, strong, internal |
x2.25 |
Scaffolding - wood and steel |
x2 |
|||||||
Door - wood, strengthened fire |
x2.5 |
Shed Roof - corrugated iron |
x1.75 |
|||||||
Earth - compact |
x3 |
Shed Roof - wood |
x1.85 |
|||||||
Earth - loose |
x1 |
Min = 5 ft deep |
Shed Roof - wood and bitumen |
x1.9 |
||||||
Earth - solid |
x2.2 |
Soil - dry |
x2 |
Min = 3³ ft | ||||||
Fence -chainlink |
x1.05 |
Soil - moist |
x1.7 |
Min = 3³ ft | ||||||
Fence - corral |
x1.3 |
Soil - mud |
x1.4 |
Min = 3³ ft | ||||||
Fence - picket |
x1.4 |
Soil - solid |
x2.2 |
Min = 3³ ft | ||||||
Fence - slatted lathe |
x1.2 |
Soil - wet |
x1.5 |
Min = 3³ ft |
||||||
Floor - brick |
x3 |
Stockade |
x2.5 |
|||||||
Floor -concrete |
x4 |
Tin |
x1.35 |
|||||||
Floor - concrete strengthened |
x4.2 |
Tree - large |
x4 |
|||||||
Floor - heavy wood |
x3.9 |
Tree- medium |
x3 |
|||||||
Floor - light wood |
x3.3 |
Tree - small |
x2.5 |
|||||||
Floor - medium wood |
x3.6 |
Tree Branches - medium |
x1.8 |
|||||||
Glass - normal roof |
x3.75 |
Tree Branches - thick |
x2 |
|||||||
Glass - strengthened roof |
x4 |
Tree Branches - thin |
x1.3 |
|||||||
Glass - unbreakable / bulletproof |
x4.6 |
Wall -aluminium |
x2 |
|||||||
Glass - window, skylight |
x1.5 |
Wall - breeze block |
x2.1 |
|||||||
Glass - windshield |
x3 |
Wall - brick |
x2.75 |
|||||||
Glass - wired |
x2.5 |
Wall - cave |
x3 |
|||||||
Grass - dry |
x0.9 |
Wall - concrete |
x3 |
|||||||
Grass - lawn |
x0.85 |
Wall - concrete strengthened |
x4 |
|||||||
Grass - soft |
x0.75 |
Wall - earth |
x2.3 |
|||||||
Gravel |
x1.9 |
Wall - log |
x2.5 |
|||||||
Hardcore / Rubble |
x4 |
Wall - natural stone |
x3.1 |
|||||||
Haystack |
x0.1 |
Wall - plasterboard |
x1.9 |
|||||||
Hedge |
x0.25 |
Wall - square rocks large |
x3.1 |
|||||||
Ice |
x2 |
6 inch thick |
Wall - steel |
x5 |
||||||
Leaves |
x0.75 |
Min = 5ft deep |
Wall - steel strengthened |
x5.2 |
||||||
Monitor / TV |
x2.5 |
Wall - stone rocks |
x3 |
|||||||
Paving |
x2.2 |
Wall - wood |
x2.3 |
|||||||
Pebbles - large |
x2.85 |
Water |
x 0.5 |
Min = 10 ft deep |
||||||
Pebbles - small |
x2.2 |
DMG MOD: damage modifier applied when character collides/falls/strikes the material type.
AP: Armour Points = These constitute the materials hit points and are reduced by damage.
WLR: Wound Level Reduction = this is the number of Wound Levels this material reduces when used as cover.
Any Wound Levels that do get through normally mean the material loses Armour Points equal to half the level of the wound that gets through (round down).
NOTES: usually this covers the minimum amount/thickness/volume needed for the material to have the DMG MOD and WLR take effect.