MATERIAL STRENGTHS

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
SPACE
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.