Date: Mon, 10 Apr 1995 08:21:14 -0400 From: karl mamer Subject: Alternative combat system (1/2) Okay, here's my attempt at converting the SW:RGP combat system over to a system that uses d4, d6, d8, d12, d20 dice, hit points, to hit tables etc. There's some glaring gaps, like curing wounds, but I trust if anyone uses this combat system, you'll be able to fill in the gaps. I've covered pretty much the ships and weapons from the SW Main rule book and the Movie Trilogy source book. I've also added William Knight's (ANWTK@acad2.alaska.edu) Modified Gee-Tech 10-ga double barrelled blaster to this system because I thought it was a nifty weapon. In essence nearly everything in the SW:RPG can be simply converted to this system except personal weapons. There isn't enough variation in terms of SW:RPG damage, so I've simply made some arbitrary damage assignments based on a gut feeling as to how nastier it would be to take a blast from a Blaster Carbine versus a Sporting Blaster Pistol. This text is quite lengthy so I'm going to split it into 2 parts: PART 1 OF 2 Alternative Combat System ========================= Assigning Hit Points -------------------- Characters, NPCs, and droids, are now assigned hit points. * 8 points for every full D6 of Strength. * 2 points for every pip of Strength. * 3 points for every full D6 of Stamina. * no points for any pips of Stamina. * 1 point for ever full D6 of Dexterity. * no points for any pips of Dexterity. For example, a character with 3D Str. 7 D stamina plus 3D Dex would receive 48 hit points (24 for Ds of Str, 21 for 7 for Ds of Stamina, 3 for Ds of Dex). A character with 3D+1 Str and 3D Dex would receive 29 hit points (24 for Ds of Str , 2 for the plus 1 Str pip, and 3 for Ds of Dex). Gaining More Hit Points ----------------------- Your character gains hit points by the above listed amounts whenever he increases Strength and Dex attributes and the Stamina skill. FYI --- * A standard Stormtrooper would have (16 points for 2D str, 0 points for no stamina, 2 points for 2D dex) 18 hit points * Imperial Navy Troopers would have (20 points for 2D+2 str, 9 points for 3D+2 stamina, 2 points for 2D dex) 32 hit points * Darth Vader would have (24 for 3D str, 24 for 8D stamina, 3 points for 3D dex) 51 points * Han Solo would have (24 for 3D str, 21 for 7D stamina, 3 for 3D+1 dex) 48 points * Bobba Fett would have (28 for 3D+2 str, 21 for 7D stamina, 4 for 4D dex) 53 points As you can see by blaster damages listed below, even a couple well placed blaster shots can take down Darth Vader. This, to me, makes some sense, unlike the D&D world were a Brontosaurus can stomp on a character but he lives to tell about it. Weapons ------- Weapons now do damage which gets subtracted from hit points (unless the character or NPC is wearing armour). Weapons do the following amount of damage for each shot that hits. Weapons also have fire rates as well. Rate of Fire (ROF) is the number of shots a character can fire per 5 second round. Blasters and lightsabers do structural damage which comes into play for vehicles, walls, buildings, etc. Hold-Out Blaster ---------------- Range: 3-4/8/12 Damage: 2d8 Rate of Fire: 1 Structural Damage: 1D2 Sporting Blaster ---------------- Range: 3-10/30/60 Damage: 2d10 Rate of Fire: 1 Structural Damage: 1D2 Blaster Pistol -------------- Range: 3-10/30/120 Damage: 2d12 Rate of Fire: 1 Structural Damage: 1D3 Heavy Blaster Pistol -------------------- Range: 3-7/25/50 Damage: 3d8 Rate of Fire: 1 Structural Damage: 1D3 Blaster Carbine --------------- Range: 3-25/50/250 Damage: 3d8 Rate of Fire: 2 Structural Damage: 1D4 Blaster Rifle ------------- Range: 3-30/100/300 Damage: 3d10 Rate of Fire: 1 Structural Damage: 1D6 Sporting Blaster Rifle ---------------------- Range: 3-40/120/350 Damage: 3d8 Rate of Fire: 1 Structural Damage: 1D4 Light Repeating Blaster` ------------------------ Range: 3-50/120/300 Damage: 4d10 Rate of Fire: 2 Structural Damage: 1D8 E-Web Repeating Blaster ----------------------- Range: 3-75/200/500 Damage: 5d10 Rate of Fire: 2 Structural Damage: 1D10 Bowcaster --------- Range: 3-10/30/50 Damage: 2d8 Rate of Fire: 3 Structural Damage: 1D3 G-Tech 10-ga double barrelled blaster ------------------------------------- Range: 1-6/15/30 Damage: 2d10x2 Rate of Fire: 1(2) Structural Damage: 1D2* see below *MODEL: Modified Gee-Tech 10-ga double barrelled blaster -------------------------------------------------------- Copyright (C) 1994 -William Knight "The Guardian" ANWTK@acad2.alaska.edu TYPE: Blaster (heavy) SCALE: Character (do *NOT* use hit-location tables!!) SKILL: Blaster: sawed-off blaster ("cocking" takes one action) AMMO: 50 (kamamer@io.org change) AVAILABILITY: 2,R,X for original; *very* common on invisible market FIRE RATE: 1 RANGE: 1-6/15/30 BLAST RADIUS: 0/0/3 DAMAGE: 7D/4D/3D (at long range, the shot is wide enough to hit 2 or more targets for 3D each) Revised Rules Game Damage: Each barrel does 2d10 / 2d8 / 2d6 GAME NOTES: This is *the* most popular and widely-used modified blaster weapon available. It is especially common among the criminal element, being easily concealable (0.45m) and very damaging at close range. Mostly used in facilitating heists, extortion, "object lessons", or any kind of organised crime-related violence. Along with a trench coat, of course. This weapon fires an enhanced blaster bolt out of a shortened barrel with multiple-focal point crystals. A diffusion shutter is used to create the "coning" of the blaster bolt. This unconfined bolt attenuates quickly with distance. However at close range, the full shot can be devastating. Do *NOT* use hit location tables for this weapon (except possibly at point-blank range). To reset the diffusion shutter, a sliding lever is placed along the bottom of the barrel. Thus, this weapon must be "cocked" after each shot. This counts as one action. While it has been modified, the modification requires an expert and careful workmanship. Typically only available from invisible market weapon "repair" specialists. Should players wish to make one they will need: the Gee-Tech 10-ga blaster, assorted power tools (power shears, arc welder, plasma spot welder, appropriate parts, and about 16 hours), and a Difficult Weapons Repair roll. Obtaining appropriate parts and expensive power-tools may be very costly. Add to difficulty if missing some tools or parts. Due to the excessive work and spare parts required, this is *not* a jury-rig. Failing the roll upon creation, however, will have potentially lethal results (GM discretion). Here are some of the general modification that have to be done: The power output regulator must be replaced with one from a Repeating Blaster. High capacity power cabling must be used. The barrel must be sawed at 2/5 length. Create four "multiple-focal point" crystals by filing just over the focal point on both sides of each crystal. The four focusing crystals must be carefully placed .124m from emitter. A diffusion shutter must be manufactured and placed 0.06m from the crystals. Shutter should be triggered by pulling of the trigger. Retool trigger assembly. A sliding level must be attached to reset the diffusion shutter. Open emitter valve by 0.002m. Additional Modification by kamamer@io.org Both barrels do not have to be fired. You can single fire a barrel. You can only reset the diffusion shutter (ie cock the weapon) after emptying both barrels. Each barrel fired requires one charge. Bullets from any slug thrower* ------------------------------ Range: Damage: 1D8 Rate of Fire: Structural Damage: special Fragmentation Grenade --------------------- Range: see book Damage: 4D8/3D8/2D8/1D8 Struct. Dam: 1d6/1d3/0/0 Thermal Detonator ----------------- Range: see book Damage: 4D10/3D10/2D10/1D10 Struct. Dam: 1D10/1D8/1D6/1D3 Mine ---- Range: see book Damage: 4D6/3D6/2D6/1D6 Struct. Dam: 1d10/1d3/0/0 Dagger ------ Range: 2-3/5/10 thrown Damage: 1d6 + 1 point of damage per full D of Strength Vibroaxe -------- Range: na Damage: 2d12+ 1 point of damage per full D of Strength Vibroblade ---------- Range: na Damage: 2d10+ 1 point of damage per full D of Strength Vibro bayonet ------------- Range: na Damage: 1d10+ 1 point of damage per full D of Strength Lightsabre ---------- Range: na Damage: 5d10 (1D8 struct damage) Force Pike ---------- Range: na Damage: 3d10 Starfighter and Capital Ship Weapons ==================================== Speeder, Walker, Starfighter, and Capital Ship weapons do their SW:RPG listed D6 in Struct Point damage multiplied by their listed multiplier below. However, listed damage in the SW:RPG is, in this system, for *each* weapon. For example, an X-Wing has 4 Laser Cannons and the listed damage is 6D. Roll to hit for each weapon and then roll the listed damage for each weapon that hits. Vehicle D6 Multiplier Speeder x1 Walker x2 Starfighter x3 Capital Ship x4 Example 1 A character in a Speeder hits another speeder with a Laser cannon listed in the SW:RPG as 4D. The character rolls 4 6-sided dice and scores a 12. The other speeder takes 12 points of damage to its Struct points. Example 2 A character in an X-wing fires his four cannons at a Corellian Corvette. He rolls to hit for EACH cannon. He hits with one of its Laser Cannons (listed in the SW:RPG as 6D). The character rolls six 6- sided dice and rolls a 20. The D6 multiplier according to the table above is x3 so the character hits the corvette for 60 points. If he hit with all four cannons, he rolls six 6-sixed dice four times and totals the damage. Concussion Missiles and Proton Torpedoes ---------------------------------------- Concussion missiles and Proton Torpedoes also do their SW:RPG listed damage in struct. points but they do it at a Capital ship multiplier level, even if fired by a starfighter. Hitting Characters with Speeder, Walker, Starfighter, or Capital Ship weapons --------------------------------------------------------------------- If a character gets hit with one of these weapons, roll the struct point damage, multiply by the modifier, and then multiply by five for the total number of hit points of damage done. Odds are a character is not going to survive anything more than a Speeder gun hit... Capital Ship Batteries ---------------------- Most capital ships mount 50% of their guns for a front fire arc, 20% on a port-side fire arc, 20% on a starboard-side fire arc, and 10% on a rear fire arc. For example a Star Destroyer has 60 turbolaser batteries. 30 turbolasers are mounted forward. 12 mounted on either side and 6 batteries are mounted to fire on a rear arc. Strength Bonus -------------- Characters with at least 4D in Str do additional damage if they hit with a blade/hitting weapon. For ever full D above 3D+2 you do an additional point of damage with a blade weapon. For example 4D Str does +1 hit point damage. 5D Str does +2 hit points damage. 6D Str damage does +3 hit points damage. Slug/bullet throwers -------------------- For the sake of simplicity, all slug throwers do 1D8 damage. Some weapons like SMGs, rifles, hand guns, have different ranges, fire rates, and ammo. Slug throwers do a minor amount of structural damage. A successful slug hit has a 25% chance of inflicting 1 point of structural damage. Armour ------ I debated whether or not armour should be handled as an Armour Class system. That is, better your Armour Class the harder it is to hit you. Instead I felt that armour should take damage before any Hit Point damage is done. No distinction is made for energy and physical attacks, with the exception that non-energy attacks (e.g., knives, lead bullets, but not vibroblades, bowcasters, blasters, or lightsabers) do half (1/2) damage. The formula I used to convert present SW:RPG armour into Armour Hit Points (AHP), from which you deduct damage BEFORE you deduct any points from Hit Points, is as follows: * 10 points for every D against Energy Weapons * 3 points for every pip against Energy Weapons * 3 points for every D against Physical Attacks * 1 point for every pip against Physical Attacks For example, Stormtrooper armour is listed as +1D against energy weapons and +2D against physical attacks. Therefore Stormtrooper Armour has 16 AHPs (10 for the 1D plus 6 for the 2D against physical attacks). Stormtrooper Scout armour is listed as +2 physical and +2 energy. Therefore Scout armour has 8 AHPs (6 for the two pips against energy and 2 for the two pips against physical). If an armour's AHP is reduced to 0, it is destroyed. If it has at least 1 AHP left, it can be repaired. People with Armour Repair skill can repair (if the skill roll is successful) as many AHPs per uninterrupted 3 hour work period as they have Ds of Armour Repair skill. Armour AHPs Protective Helmet* 6 Protective Vest 6 ATAT Crewer Shock Suit 6 Stormtrooper 16 Scout armour 8 Bounty Hunter Armour 16 Field Armour 9 Diamond Web** 3 *against head hits only or against explosive damage, for any other attacks simply add 1 point to AHPs. Unlike the D&D system where the character can get hit a repeated number of times while wearing armour, in this system it is likely that armour will really only make the difference between getting blown away from a blaster shot and surviving a blaster hit so the character can shoot back or get the hell out of there. Personally, I can't see armour taking three or four blaster shots and still being as good as the day it was made. Like modern body armour, armour really amounts to making the difference between a bullet that kills and a bullet that severely (but not fatally) injures. ** Diamond Web: (my own invention, also referred to simply as "Web") Diamond Web is a tight, elastic three-quarters length body glove made from woven diamond filament. It offers a small amount of protection against attacks and blasts. It's of negligible weight and allows free movement. It cannot be worn under armour that requires environmental body gloves like Stormtrooper armour. It can be worn under Field Armour or a Protective Vest. Structural Damage ---------------- Objects, doors, speeders, fighters, AT-ATs, have structural damage points. Take the SW:RPG listed Hull or Body Strength Dice and then use the table below to convert to struct. points. Scale Hull/Body StrengthD multiplier Speeder 5 (add 1 point per pip) Walker 100 (add 25 points per pip) Starfighter 100 (add 25 points per pip) Capital 500 (add 100 points per pip) +1 point per meter in length Take the listed SW:RPG Hull or Body Strength D and multiply it by the Hull/Body StrengthD multiplier. Capital ships also get a one point bonus per meter in length. For example an Incom T-47 airspeeder has a Body Strength of 2D. In this system a T-47 has 10 Struct. Points (2x5). An ATAT has a Body Strength of 6D so it has 600 points. A TIE Interceptor has 300 Struct Points (3D x 100). A Corellian Covertte has 2150 (4Dx500 and 150 points because it is 150 meters in length) points. An Imperial Star Destroyer has 5100 points (7Dx500 + 1600 points because it is 1,600 meters in length). Ships Points (Shields) Landspeeder 10 Airspeeder 10 Combat Snowspeeder 15 Sail Barge 200 Sail Skiff 5 AT-AT 600 AT-ST 300 Z-95 Headhunter 400 (100) A-wing 250 (100) B-wing 300 (200) Y-wing 400 (150) X-wing 400 (100) TIE/In 200 TIE Interceptor 300 TIE Bomber 425 YT-1300 freighter 400 Millennium Falcon 600 (300) Corellian Corvette 2150 (1000) Escort Frigate 2000 (1000) Victory Class Star Destroyer 2900 (1600) Imperial Star Destroyer 5100 (1500) Mon Calamari Star Cruiser 4200 (1500+3000 in backup points) When struct points reach zero, the item is destroyed and any crew and passengers die as well. Alternatively, use the table below. D100 Roll Event 1-40 Craft blows up instantly. All die instantly. 41-60 Irrecoverable, massive containment leak. Engine goes supercritical. Starship will blow up in 6 minutes. Speeders or walkers will blow up in 2 minutes. Crews must make a moderate Dexterity skill check to escape. Crews and passengers who can't escape die. 61-80 Structural cascade failure. Starships will implode in 9 minutes. Starship explodes after implosion. Speeders or walkers will break to pieces in 4 minutes. Crews and passengers in airships can still eject or parachute to safety from a speeder if the altitude is sufficient and they can make a difficult Dexterity skill check. Speeders blow to pieces and kill all crew on hitting the ground. 81-100 Hulled. Any subsequent hit destroys vehicle in massive, instant explosion. Starships experience sudden airloss. Ship is dead in space. Crews with own oxygen supply survive. Crews who can make it to nearby airlocks must make a difficult Dex. skill check. All else die. Speeders lose all power. Pilot must eject or must make a difficult skill check to bring the speeder in for a safe landing or die in a crash. Walkers are simply knocked out and dead. Crews are vulnerable to subsequent hits. Shields ------- Shield strengths count as "virtual" Struct points. Use the Scale to Hull/Body Strength D multiplier table to translate shield virtual Struct points in the same manner as Hull/Body struct points. Capital ships get no additional shield Struct points for length. Shield energy cannot be recharged in normal space. Shields can only be recharged in hyperspace. A ship regains 100 points of shield energy per 5 light-years it travels in hyperspace. When shields reach zero, there's a 30% chance that the shield generator will blow and will not recharge until repaired or replaced. You can use two systems to determine shields. In a more complex system, pilots can shuttle points to front, rear, port, and starboard sides. Alternatively, you can simply have all blaster and laser hits taken from the shield total. The Stuct Point Theory ---------------------- Notice that while an Imperial Star destroyer is 10 times bigger than a Corvette it doesn't have 10 times the struct points. At first this may not make sense, but consider when something is larger, the more likely it is that something can go wrong with it. Depleting a ship of all Struct Points doesn't mean you've blasted every inch of it to pulp. It means you've blasted it enough that you've blasted some combination of very, very critical parts. For example, below a bunker is listed as 350 points and a landing platform is listed as 300. A bunker is many times smaller but offers less critical stuff on the outside. A landing platform, on the other hand, is quite large but there are critical support structures out in the open that can get blasted etc. Other Object Struct Point ------------------------- Object Stuct Point Normal Locked Door 2 Security Door 6 Blast Door/Bulkhead Wall 25 Communications Tower 14 Observation Tower 10 Bunker 350 Landing Platform 300 Imperial Battalion Garrison 2500 Date: Mon, 10 Apr 1995 08:21:16 -0400 From: karl mamer Subject: Alternative combat system (2/2) PART 2 OF 2 Alternate Combat Attack and Defence Tables ========================================== The tables below are used to resolve all combat. For those familiar with D&D, think of your D of weapon skill as your level and Dodge as your Armour Class. Find the table matching your D of weapon skill (ignore +1 or +2 pips, they give you no bonus, but gaining a pip brings you one step closer to using the next higher table), determine the range, and then look down to the row matching the Dodge the target has. A D of Dodge and a D plus a pip of Dodge count the same in defence. However, two pips allow you to progress to the next row. You must roll the listed number or more to hit. When you hit, you then roll for damage. For example, Luke is shooting at a Speeder so he uses the 6D attack table below (because he has a 6D blaster skill). The Speeder driver has a Speeder/Repulsor Operation skill of 4D+1. He's shooting at long range so he looks down the 6D table's Long column to the 4D/4D+1 row. Luke needs a 10 or under to hit. Naturally, there are modifiers. The speeder bike has a manoeuvrability rating of 3D+1. So according to the Vehicle Manoeuvrability table below, Luke is shooting at -2. So he really needs 12 to hit. However, the bike is also moving at 75 kmph. According to the Speed Difference table below, Luke also incurs another -2 to hit. So Luke actually needs a 14 or better to hit. But wait. A speeder is bigger than a normal human and, while not quite the broad side of a barn, is a bit easier to hit. Therefore, look at the Scale Bonus/Penalty Table. Vehicles, Starfighters, and Capital Ships ------------------------------------------ Vehicles, Starfighters, and Capital Ships all use the attack tables below, however they don't cross reference Weapon Skill and Dodge. They do, however, have their matching attributes as follows: Vehicle (Speeder/Walker): Attack Table = Weapon Skill Dodge = Driver's Vehicle Skill Starfighter: Attack Table = Starship Gunnery Skill Dodge = Starfighter Piloting Skill Capital Ship: Attack Table = Capital Ship Gunnery Skill Dodge = Special (see below) Special ------- Capital ships are big, really big. They don't move very quickly. You pretty much can point a gun in their direction and fire and have a good change of hitting. Capital ships can't exactly spin and turn and barrel role like a fighter. Size or length is ultimately used to determine how easy it is to hit. The bigger it is, the easier it is to hit. Use the following Table to Determine what Dodge to roll against: Length in Meters Dodge 0-100 6D 100-299 5D 300-899 4D 900-1599 3D 1600+ 2D Use the above table when characters, vehicles, starfighters, and capital ships are trying to hit stationary targets like buildings, landing pads, communication towers, reactor domes, etc. Natural 20 ---------- A natural 20 ALWAYS hits. Natural means you physically roll a 20 on the D20 die. Regardless of negative modifiers, a 20 is always a hit. For example, you're taking a long shot at character with a high Dodge. The table says you need a 20. Unfortunately, he's moving at 15 kmph, so you incur a -1 to your Die roll. If you roll a 20, you do not incur the -1. You rolled a natural 20 and you've hit. However, imagine you roll a 17. You've got +3 bonus do to fire control. So you've rolled a mathematical 20. However, the target is moving at 15 kmph. Since you haven't rolled a REAL 20 on the D20, you still incur the -1. So you've really rolled, after all modifiers a 19 (17+3-1). You may also consider making a 20 a critical hit Modifiers ========= Movement -------- Any vehicle moving, relative to the attacker, is harder to hit. Use the following table below to determine penalties. Starfighters or Capital ships attacking starfighters or Capital ships do not use this table. It is only for shooting between people with personal blasters and melee weapons, speeders, and walkers. However, people shooting with personal blasters or melee, speeders, and walkers shooting _at_ starfighters or, gasp, capital ships do use this table. Note, a stationary object appears to be moving to a speeder or walker too! Speed Difference Penalty (in km/h) 10-50 -1 51-100 -2 101-200 -3 201-500 -4 501-1000 -5 1001+ -6 Scale Bonus/Penalty ------------------- Target ------ Shooter Char. Speeder Walk. Starfght Starship --------------------------------------------------------- Character 0 +1 +2 +3 +4 Speeder -1 0 +1 +2 +3 Walker -2 -1 0 +1 +2 Starfighter -3 -2 -1 0 +1 Starship -4 -3 -2 -1 0 --------------------------------------------------------- For example a character takes a shot at an ATAT. ATATs are big and it's like hitting the broadside of a barn. The character gets a +2 on his die roll to hit a walker. (Note: consider buildings to be "Walker" sized) Vehicle Manoeuvrability ---------------------- Highly manoeuvrable craft are much harder to hit, hence when attacking a craft with a manoeuvrability rating at 2D or above subtract the following from the attacker's D20 roll to hit: Manoeuvrability Modifier 2D -1 to hit 3D -2 to hit 4D -3 to hit 5D -4 to hit 6D -5 to hit For example, Luke has a starship gunnery skill of 6D, he's shooting at a TIE Interceptor (average Starfighter piloting skill is 5D and the ship has a manoeuvrability 3D+2). Luke is shooting at medium range. Look down at the 6D table, down the medium range column, down to the 5D "Dodge" row. Luke needs a 10 to hit. Luke rolls a 10. This would normally be a hit but the TIE Interceptor has a Manoeuvre rating of 3D+2. Luke incurs a -2 penalty. So Luke really rolls an 8 and misses. Fire Control ------------ Fire control makes it easier for the attacker to hit. For every full D of firecontrol the ship has, add +1 to your D roll to hit. In our example above, Luke rolled a 8 (10 - 2 manoeuvrability penalty). However, his X-wing has 3D of fire control, so he gets a +3 bonus to hit. His roll is 11, so he hits (10-2+3). Profile ------- In general, any attack on a ship's front or rear perspective gives it the smallest profile and makes it harder to hit. Attacker's D20 roll are reduced by -1 when attacking from this perspective. Cover ----- Target is Modifier 1/4 Covered -1 to hit 1/2 Covered -2 to hit 3/4 Covered -3 to hit Visibility Cover ---------------- Target Covered Modifier Light Smoke -1 to hit Thick Smoke -2 to hit Very Thick Smoke -3 to hit Poor Light -1 to hit Moonlight -2 to hit Starlight -3 to hit Darkness -4 to hit Attack Tables 1D DODGE PtBlk Short Med. Long 1D/1D+1 6 7 8 9 1D+2 7 8 9 10 2D/2D+1 8 9 10 11 2D+2 9 10 11 12 3D/3D+1 10 11 12 13 3D+2 11 12 13 14 4D/4D+1 12 13 14 15 4D+2 13 14 15 16 5D/5D+1 14 15 16 17 5D+2 15 16 17 18 6D/6D+1 16 17 18 19 6D+2 17 18 19 20 7D/7D+1 18 19 20 20 7D+2 19 20 20 20 8D/8D+1 20 20 20 20 8D+2 20 20 20 20 9D/9D+1 20 20 20 20 9D+2 20 20 20 20 10D/10D+1 20 20 20 20 10D+2 20 20 20 20 11D/11D+1 20 20 20 20 11D+2 20 20 20 20 2D DODGE PtBlk Short Med. Long 1D/1D+1 5 6 7 8 1D+2 6 7 8 9 2D/2D+1 7 8 9 10 2D+2 8 9 10 11 3D/3D+1 9 10 11 12 3D+2 10 11 12 13 4D/4D+1 11 12 13 14 4D+2 12 13 14 15 5D/5D+1 13 14 15 16 5D+2 14 15 16 17 6D/6D+1 15 16 17 18 6D+2 16 17 18 19 7D/7D+1 17 18 19 20 7D+2 18 19 20 20 8D/8D+1 19 20 20 20 8D+2 20 20 20 20 9D/9D+1 20 20 20 20 9D+2 20 20 20 20 10D/10D+1 20 20 20 20 10D+2 20 20 20 20 11D/11D+1 20 20 20 20 11D+2 20 20 20 20 3D DODGE PtBlk Short Med. Long 1D/1D+1 4 5 6 7 1D+2 5 6 7 8 2D/2D+1 6 7 8 9 2D+2 7 8 9 10 3D/3D+1 8 9 10 11 3D+2 9 10 11 12 4D/4D+1 10 11 12 13 4D+2 11 12 13 14 5D/5D+1 12 13 14 15 5D+2 13 14 15 16 6D/6D+1 14 15 16 17 6D+2 15 16 17 18 7D/7D+1 16 17 18 19 7D+2 17 18 19 20 8D/8D+1 18 19 20 20 8D+2 19 20 20 20 9D/9D+1 20 20 20 20 9D+2 20 20 20 20 10D/10D+1 20 20 20 20 10D+2 20 20 20 20 11D/11D+1 20 20 20 20 11D+2 20 20 20 20 4D DODGE PtBlk Short Med. Long 1D/1D+1 3 4 5 6 1D+2 4 5 6 7 2D/2D+1 5 6 7 8 2D+2 6 7 8 9 3D/3D+1 7 8 9 10 3D+2 8 9 10 11 4D/4D+1 9 10 11 12 4D+2 10 11 12 13 5D/5D+1 11 12 13 14 5D+2 12 13 14 15 6D/6D+1 13 14 15 16 6D+2 14 15 16 17 7D/7D+1 15 16 17 18 7D+2 16 17 18 19 8D/8D+1 17 18 19 20 8D+2 18 19 20 20 9D/9D+1 19 20 20 20 9D+2 20 20 20 20 10D/10D+1 20 20 20 20 10D+2 20 20 20 20 11D/11D+1 20 20 20 20 11D+2 20 20 20 20 5D DODGE PtBlk Short Med. Long 1D/1D+1 2 3 4 5 1D+2 3 4 5 6 2D/2D+1 4 5 6 7 2D+2 5 6 7 8 3D/3D+1 6 7 8 9 3D+2 7 8 9 10 4D/4D+1 8 9 10 11 4D+2 9 10 11 12 5D/5D+1 10 11 12 13 5D+2 11 12 13 14 6D/6D+1 12 13 14 15 6D+2 13 14 15 16 7D/7D+1 14 15 16 17 7D+2 15 16 17 18 8D/8D+1 16 17 18 19 8D+2 17 18 19 20 9D/9D+1 18 19 20 20 9D+2 19 20 20 20 10D/10D+1 20 20 20 20 10D+2 20 20 20 20 11D/11D+1 20 20 20 20 11D+2 20 20 20 20 6D DODGE PtBlk Short Med. Long 1D/1D+1 1 2 3 4 1D+2 2 3 4 5 2D/2D+1 3 4 5 6 2D+2 4 5 6 7 3D/3D+1 5 6 7 8 3D+2 6 7 8 9 4D/4D+1 7 8 9 10 4D+2 8 9 10 11 5D/5D+1 9 10 11 12 5D+2 10 11 12 13 6D/6D+1 11 12 13 14 6D+2 12 13 14 15 7D/7D+1 13 14 15 16 7D+2 14 15 16 17 8D/8D+1 15 16 17 18 8D+2 16 17 18 19 9D/9D+1 17 18 19 20 9D+2 18 19 20 20 10D/10D+1 19 20 20 20 10D+2 20 20 20 20 11D/11D+1 20 20 20 20 11D+2 20 20 20 20 7D DODGE PtBlk Short Med. Long 1D/1D+1 1 1 2 3 1D+2 1 2 3 4 2D/2D+1 2 3 4 5 2D+2 3 4 5 6 3D/3D+1 4 5 6 7 3D+2 5 6 7 8 4D/4D+1 6 7 8 9 4D+2 7 8 9 10 5D/5D+1 8 9 10 11 5D+2 9 10 11 12 6D/6D+1 10 11 12 13 6D+2 11 12 13 14 7D/7D+1 12 13 14 15 7D+2 13 14 15 16 8D/8D+1 14 15 16 17 8D+2 15 16 17 18 9D/9D+1 16 17 18 19 9D+2 17 18 19 20 10D/10D+1 18 19 20 20 10D+2 19 20 20 20 11D/11D+1 20 20 20 20 11D+2 20 20 20 20 8D DODGE PtBlk Short Med. Long 1D/1D+1 1 1 1 2 1D+2 1 1 2 3 2D/2D+1 1 2 3 4 2D+2 2 3 4 5 3D/3D+1 3 4 5 6 3D+2 4 5 6 7 4D/4D+1 5 6 7 8 4D+2 6 7 8 9 5D/5D+1 7 8 9 10 5D+2 8 9 10 11 6D/6D+1 9 10 11 12 6D+2 10 11 12 13 7D/7D+1 11 12 13 14 7D+2 12 13 14 15 8D/8D+1 13 14 15 16 8D+2 14 15 16 17 9D/9D+1 15 16 17 18 9D+2 16 17 18 19 10D/10D+1 17 18 19 20 10D+2 18 19 20 20 11D/11D+1 19 20 20 20 11D+2 20 20 20 20 9D DODGE PtBlk Short Med. Long 1D/1D+1 1 1 1 1 1D+2 1 1 1 2 2D/2D+1 1 1 2 3 2D+2 1 2 3 4 3D/3D+1 2 3 4 5 3D+2 3 4 5 6 4D/4D+1 4 5 6 7 4D+2 5 6 7 8 5D/5D+1 6 7 8 9 5D+2 7 8 9 10 6D/6D+1 8 9 10 11 6D+2 9 10 11 12 7D/7D+1 10 11 12 13 7D+2 11 12 13 14 8D/8D+1 12 13 14 15 8D+2 13 14 15 16 9D/9D+1 14 15 16 17 9D+2 15 16 17 18 10D/10D+1 16 17 18 19 10D+2 17 18 19 20 11D/11D+1 18 19 20 20 11D+2 19 20 20 20 10D DODGE PtBlk Short Med. Long 1D/1D+1 1 1 1 1 1D+2 1 1 1 1 2D/2D+1 1 1 1 2 2D+2 1 1 2 3 3D/3D+1 1 2 3 4 3D+2 2 3 4 5 4D/4D+1 3 4 5 6 4D+2 4 5 6 7 5D/5D+1 5 6 7 8 5D+2 6 7 8 9 6D/6D+1 7 8 9 10 6D+2 8 9 10 11 7D/7D+1 9 10 11 12 7D+2 10 11 12 13 8D/8D+1 11 12 13 14 8D+2 12 13 14 15 9D/9D+1 13 14 15 16 9D+2 14 15 16 17 10D/10D+1 15 16 17 18 10D+2 16 17 18 19 11D/11D+1 17 18 19 20 11D+2 18 19 20 20 11D DODGE PtBlk Short Med. Long 1D/1D+1 1 1 1 1 1D+2 1 1 1 1 2D/2D+1 1 1 1 1 2D+2 1 1 1 2 3D/3D+1 1 1 2 3 3D+2 1 2 3 4 4D/4D+1 2 3 4 5 4D+2 3 4 5 6 5D/5D+1 4 5 6 7 5D+2 5 6 7 8 6D/6D+1 6 7 8 9 6D+2 7 8 9 10 7D/7D+1 8 9 10 11 7D+2 9 10 11 12 8D/8D+1 10 11 12 13 8D+2 11 12 13 14 9D/9D+1 12 13 14 15 9D+2 13 14 15 16 10D/10D+1 14 15 16 17 10D+2 15 16 17 18 11D/11D+1 16 17 18 19 11D+2 17 18 19 20