Replace all occurrences of "yard" with "metre" in the following sections:
- B354: "Running", "Swimming"
- B358: "Hearing"
Climbing
| Type of Climb | Modifier | Combat | Regular |
| Ladder going up | no roll | 3 rungs/sec | 1 rung/sec |
| Ladder going down | no roll | 2 rungs/sec | 1 rung/sec |
| Ordinary tree | +5 | 30 cm/sec | 10 cm/sec |
| Ordinary mountain | 0 | 15 cm/sec | 3 m/min |
| Vertical stone wall | -3 | 5 cm/sec | 1 m/min |
| Modern building | -3 | 3 cm/sec | 50 cm/min |
| Rope-up | -2 | 30 cm/sec | 6 m/min |
| Rope-down | | | |
| (w/o equipment) | -1 | 50 m/sec | 10 m/min |
| (w/ equipment) | -1 | 4 m/sec | 4 m/sec |
Different Gravity
Example: You weigh 70 kg and are carrying 15 kg of gear. On a 1.2-G world, that amounts to an extra weight of (70 + 15) × (1.2 - 1) = 17 kg. Since you're already carrying 15 kg, your total encumbrance is 32 kg.
Digging
Digging rate depends on the type of soil, the digger's Basic Lift (that is, ST×ST/10), and the quality of the tools available.
Loose Soil, Sand, etc.: A man can dig BL×50 cubic centimetres per minute (cm³/min).
Ordinary Soil: A man can dig BL×25 cm³/min. One man with a pick can break up to BL×100 cm³/min, making it into loose soil, which is easier to remove. The most efficient way to dig is with one man with a pick, and two shovellers clearing behind him.
Hard Soil, Clay, etc.: Must be broken up first by a pick, at BL×50 cm³/min, and then shovelled at BL×50 cm³/min. A lone man with both pick and shovel can only remove BL×15 cm³/min – he loses time switching between tools.
Hard Rock: Must be broken by a pick at BL×25 cm³/min (or slower, for very hard rock!), and then shovelled at BL×25 cm³/min.
All of the above assumes iron or steel tools! Halve speeds for wooden tools (common at TL5 and below). Divide by 4 (or more) for improvised tools – bare hands, mess kits, etc.
To find the time required to dig a given hole, find the volume of the hole in cubic centimetres by multiplying height × width × depth (all in centimetres, or measure in metres and multiply by 1 000 000 for cm³). Then divide the number of cubic centimetres by the digging rate to find the minutes of work required.
Each hour of work costs 1 FP for loose soil, 2 FP for ordinary soil, 3 FP for hard soil, and 4 FP for hard rock.
Hiking
The distance in kilometres you can march in one day, under ideal conditions, equals 15 × Move.
Jumping
Your Basic Move determines jumping distance, as follows:
High Jump: (15 × Basic Move) - 25 centimetres. For example, a Basic Move of 6 lets you jump 65 cm straight up. For a running jump, add the number of metres you run to Basic Move in this formula. Maximum running high-jump height is twice standing high-jump height.
Broad Jump: (0.6 × Basic Move) - 1 metres. For example, a Basic Move of 6 lets you jump 2.6 metres from a standing start. For a running jump, add the number of metres you run to Basic Move in this formula. Maximum running broad-jump distance is twice standing broad-jump distance.
Lifting and Moving Things
Basic Lift – ST×ST/10 kilograms – governs the weight you can pick up and move.
Throwing
Replace all occurrences of "yard" with "metre".
Example: You have ST 12, giving a BL of 14 kg. You need to throw a 55 kg body over a two-metre pit. Divide weight by BL: 55/14 = 3.9. This falls between 3.0 and 4.0 in the Weight Ratio column, so treat it as 4.0. The associated distance modifier is 0.15. Multiplying by ST, your range is 0.15 × 12 = 1.8 metres. Oops! The body just hit the bottom of the pit.
Replace all occurrences of "yard" with "metre" in the following sections:
- B363: "Movement and Maneuvers"
- B364: "Move"
- B367: "Movement and Combat", "Movement"
- B368: "Step", "Spacing"
- B369: "Reach"
- B371: "Slam"
- B372: "Range"
- B377: "Retreat"
- B378: "Half Damage (1/2D) for Ranged Weapons", "Knockback"
- B382: "Readying Weapons and Other Gear"
Target's Speed and Range
A distant target is harder to hit. As a rule of thumb, a target up to 2 metres away is close enough that there's no penalty to hit. At 3 metres, you have -1 to hit; at up to 5 metres, -2; at up to 7 metres, -3; at up to 10 metres, -4; and so on, with each approximately 50% increase in range giving a further -1 to hit.
Consult the Speed/Range column of the Size and Speed/Range Table to find the exact penalty. For ranges that fall between two values on the table, use the larger penalty. For very distant targets, the table provides distances in kilometres.
Example: Infinity Patrol agent Jenny Atkins is shooting on the firing range. The target is 17 metres away. This rounds up to 20 metres, for -6 to hit.
A fast-moving target is also harder to hit. Consult the same column of the table, but use speed in metres per second (3.6 km/h = 1 m/s) instead of range in metres to find the penalty.
If the target is both distant and fast moving, add range (in metres) to speed (in metres per second), and look up the total in the Speed/Range column to find the penalty to hit. (Do not look up the range and speed penalties separately and add them together! Great range mitigates the effects of speed, and vice versa.)
Examples: Agent Atkins fires her pistol at a Centrum spy who is making a getaway on a speeding motorcycle. Her target is 50 metres away and traveling at 96 km/h, or Move 27. This is a speed/range of 50 + 27 = 77. Per the Size and Speed/Range Table, this gives -10 to hit.
Parrying Heavy Weapons
For the purpose of these rules, treat a punch, kick, bite, etc. as a weapon with an effective weight of 1/20 the attacker's ST. Use half his strength if he made a slam, flying tackle, pounce, or shield rush!
Parrying
Parrying Thrown Weapons: You can parry thrown weapons, but at a penalty: -1 for most thrown weapons, or -2 for small ones such as knives, shuriken, and other weapons that weigh 0.5 kg or less.
Replace all occurrences of "yard" with "metre" in the following sections:
- B394: "Velocity", "Direction and Turning Radius"
- B395: "Pushing the Envelope", "Tactical Movement"
- B397: "Mount Loss of Control Table"
- B398: "Aerial Movement"
- B401: "Striking at Weapons"
- B402: "Attack from Above"
- B406: "Whips"
- B407: "Firing Upward and Downward"
- B408: "Rapid Fire vs. Close Stationary Targets"
- B409: "Spraying Fire", "Suppression Fire"
- B411: "Lariats", "Molotov Cocktails and Oil Flasks"
- B413: "Time to Target", "Cone Attacks", "Dissipation"
- B414: "Scatter", "Explosions", "Fragmentation Damage"
- B417: "Cinematic Explosions", "Cinematic Knockback"
Flight Ceiling
On Earth, an unprotected human has trouble breathing past 2 km, and needs an oxygen mask or an advantage such as Doesn't Breathe past 6 km; see Atmospheric Pressure.
Combat at Different Levels
Change the vertical distance grades to:
- 30 cm of vertical difference, or less
- Up to 70 cm of vertical difference
- Up to 1 metre of vertical difference
- Up to 130 cm of vertical difference
- Up to 170 cm of vertical difference
- Up to 2 metres of vertical difference
- Over 2 metres of vertical difference
Effects of Reach
If your weapon or Size Modifier gives you more than one metre of reach, each metre past the first brings the foe 1 m closer to you. This does not bring you any closer to the foe! For example, a greatsword (two-metre reach) would let you fight as if your foe were one metre closer. If you were standing two metres below him, you would fight as though he were only one metre higher. He would not enjoy a similar benefit unless he, too, has long reach.
Typical Distances
Set distances by common sense and mutual agreement (beforehand, if possible). Some examples: Ordinary stairs rise 20 cm per step. The seat of a chair is 50 cm tall. An ordinary dining table is 80 cm tall. The counter in a shop is about 120 cm tall. The hood of a car, or the bed of a wagon, is about 1 m tall. The roof of a car, or the seat of a wagon, is 130 cm tall.
Replace all occurrences of "yard" with "metre" in the following sections:
- B431: "Falling Velocity Table", "Falling", "Damage from Falling Objects"
- B438: "Dosage"
Dehydration
Replace all occurrences of "quart" with "litre".
Atmospheric Pressure
We measure air pressure in kilopascals (kPa); air pressure at sea level on Earth is 100 kPa.
Trace (up to 1 kPa): Treat an atmosphere this thin as vacuum (see Vacuum).
Very Thin (up to 50 kPa): The air is too thin to breathe. Earth's atmosphere becomes “very thin” above 6 km.
Thin (51-80 kPa): Earth's atmosphere is “thin” between 2 km and 6 km.
Dense (121-150 kPa)
Very Dense (151+ kPa)
Superdense (1 000+ kPa)
These rules assume you are native to 100 kPa and can function normally at 81-120 kPa. If your native pressure differs from 100 kPa, multiply all the pressure ranges above by (your native pressure in kPa/100). For example, if you're native to 50 kPa, a “dense” atmosphere for you would be 61-75 kPa and a “thin” one would be 26-40 kPa.
Cold
Make a HT or HT-based Survival (Arctic) roll, whichever is better, every 30 minutes in “normal” freezing weather. For most humans, this means temperatures below 2°C, but see Temperature Tolerance. In light wind (15+ km/h), roll every 15 minutes. In strong wind (50+ km/h), roll every 10 minutes. Additionally, strong wind can dramatically reduce the effective temperature (the “wind chill factor”). Also see the modifiers below:
| Situation | Modifier to HT Roll |
| Light or no clothing | -5 |
| Ordinary winter clothing | +0 |
| “Arctic” clothing | +5 |
| Heated suit | +10 |
| Wet clothes | additional -5 |
| Every 5° below -20°C effective temperature | -1 |
Damage from Collisions
“Velocity” is how fast the character or object is moving in metres per second (3.6 km/h = 1 metre per second).
Collision Angle
Example: A car with 60 HP, moving at 80 km/h (velocity 22) strikes a pedestrian with 10 HP. The pedestrian was fleeing from the car at Move 5, so this is a “rear-end” collision. Collision velocity is 22 (car) - 5 (pedestrian) = 17. The car inflicts (60 × 17)/100 = 10d crushing damage on the pedestrian; the pedestrian inflicts (10 × 17)/100 = 1d crushing damage on the car.
Heat
In ordinary hot weather, you will experience no ill effects if you stay in the shade and don't move around much. But if you are active in temperatures in the top 5° of your comfort zone or above – over 27°C, for humans without Temperature Tolerance – make a HT or HT-based Survival (Desert) roll, whichever is better, every 30 minutes.
Modifiers: A penalty equal to your encumbrance level (-1 for Light, -2 for Medium, and so on); -1 per extra 5° heat.
In addition, at temperatures up to 15° over your comfort zone (33-47°C for humans), you lose an extra 1 FP whenever you lose FP to exertion or dehydration. At temperatures up to 30° over your comfort zone (48-62°C for humans), this becomes an extra 2 FP.
Intense Heat: Human skin starts to burn at 72°C; see Flame (p. B433) for damage. Even if no damage penetrates your DR, you will rapidly overheat if the ambient temperature is more than 5 × your comfort zone's width over your comfort zone (e.g., in a fire).
Pressure
Adventurers are most likely to encounter extreme pressure in super-dense atmospheres (see Atmospheric Pressure) or deep underwater (where pressure increases by about 10 kPa per 1 m of depth). Pressures in excess of your native pressure – 100 kPa, for a human – are not always immediately fatal, but present serious risks.
Divers and mountaineers use precise tables to determine decompression times based on time spent at a given pressure. For game purposes, at up to 200 kPa (about 10 m underwater), a human can operate for any amount of time and return without risk. At up to 250 kPa (15 m depth), a human can safely operate for up to 80 minutes and return without requiring slow decompression. Greater pressures reduce the safe time without slow decompression: at 400 kPa (30 m depth), it's about 22 minutes; at 550+ kPa (45 m depth), there is no safe period.
Radiation
Measure radiation dosage in milligrays, by using 1 rad = 10 mGy.
Vacuum
For example, on the moon – with its month-long “day” – the temperature can range from -152°C (at night) to 107°C (at noon).
Drinking and Intoxication
For simplicity, one drink is a full mug or can of beer (350 ml), a full glass of wine (120-150 ml), or a shot of spirits (50 ml).
The vehicle rules often deal with distances on the order of hundreds of metres or more, and the game metric of "one yard = one metre" is not appropriate at these magnitudes.
Replace all occurrences of "yard" with "metre" in the following sections:
- B468: "Movement During Combat"
- B478: "Enigmatic Device Table"
- B479: "Random Side Effects Table"
Vehicle Statistics
Move: The first number is Acceleration and the second is Top Speed, in metres/second (multiply by 3.6 to get km/h). These statistics are equivalent to a character's Move and his top speed with Enhanced Move. For ground vehicles, a * indicates a road-bound vehicle, while a ‡ indicates one that must follow rails. For spacecraft, divide Acceleration by 10 to find it in Earth gravities (G), and note that c means the speed of light (300 000 000 m/s).
LWt: Loaded Weight, in metric tons (1 metric ton = 1 000 kg), with maximum payload and a full load of fuel.
Load: The weight, in metric tons, of occupants and cargo the vehicle can carry, including the operator. To find cargo capacity, subtract the weight of occupants (for simplicity, assume 0.1 metric tons per person, including gear).
Range: The travel distance, in kilometres, before the vehicle runs out of fuel.
Draft: For a watercraft, the minimum depth of water, in metres, it can safely operate in.
Stall: For an aircraft, the minimum speed, in metres/second, it must maintain to take off and stay airborne. “0” means it can hover.
Basic Movement
When adventurers use a vehicle for transportation, it is usually enough to know how fast it can move (Top Speed, in metres/second) and how far it can travel (Range, in kilometres).
Long-Distance Movement
Endurance: Divide Range in kilometres by cruising speed in km/h to determine endurance in hours for situations where “loiter” capability matters more than range. The vehicle must carry provisions in order to take advantage of endurance in excess of one day. Food and water are about 5 kg per person per day, but won't keep for more than a month before TL5 (at TL5+, canned goods and similar rations are available).
Vehicle Tables
Replace all occurrences of "ton" with "metric ton".
Measure Top Speed (the second quantity under Move) in metres as m = 0.91 × yards, rounding to whole numbers.
Measure Range in kilometres as km = 1.6 × miles, rounding to whole numbers.
Measure Draft in metres as m = 3.3 × feet.
Ground Travel
Terrain: Figure cruising speed in km/h from Top Speed in m/s as follows:
- Very Bad (deep snow, swamp): Top Speed × 0.2 km/h on wheels or runners, Top Speed × 0.25 km/h on tracks, Top Speed × 0.35 km/h on legs.
- Bad (hills, woods): Top Speed × 0.45 km/h on wheels, Top Speed × 0.9 km/h otherwise.
- Average (dirt road, plains): Top Speed × 0.9 km/h on wheels, Top Speed × 1.8 km/h otherwise.
- Good (paved road, salt flats): Top Speed × 2.2 km/h.
For a road-bound vehicle (e.g. a normal car), use Top Speed only when traveling on a road. Off road, use the lower of Top Speed and 4 × Acceleration in these formulas.
Example: A luxury car with Move 3/52 gets an average travel speed of 52 × 2.2 = 114 km/h on a paved road (Good). On a dirt road (Average), it could manage 52 × 0.9 = 46 km/h. But off road in Average terrain, it would drop to 3 × 4 × 0.9 = 10 km/h!
Water Travel
A powered vessel moves at Top Speed × 3.5 km/h. A sailing craft moves at Top Speed × 3.5 km/h in ideal wind conditions; actual speed can drop to a fraction of this – or even zero – depending on wind direction and strength. A rowed vessel can only sustain a speed of Top Speed × 2.75 km/h (and even this will eventually fatigue the crew).
Air Travel
An aircraft's cruising speed is about Top Speed × 2.8 km/h. Powered aircraft can reach Top Speed × 3.5 km/h at the cost of burning 50% more fuel, reducing Range. Supersonic aircraft (Move 325+) can only use their full Top Speed at high altitudes where the air is thin (4.5 km and above). At low altitudes, Top Speed rarely exceeds 315-360 (1100-1300 km/h).
Space Travel
It takes about (0.12 × velocity in m/s)/(Acceleration in G) seconds to reach a given cruising velocity. A spacecraft moving at that velocity takes roughly (0.28 × distance in kilometres)/velocity hours to travel a given distance. For comparison, the moon is around 400 000 km from Earth, and Mars is 55 000 000 km away at its closest approach.
Example: To accelerate to a velocity of 80 000 m/s in a spacecraft with an acceleration of 1.5G would take (0.12 × 80 000)/1.5 = 6 400 seconds, or about 1.8 hours. At a velocity of 80 000 m/s, you would reach Mars in (0.28 × 55 000 000)/80 000 = 192.5 hours.
It is common to give interplanetary distances in “astronomical units” (AU). One AU is 150 million kilometres, the average distance from the Earth to the Sun. Interstellar distances are often given in light-years (9.461 thousand million kilometres) or parsecs (3.26 light-years). Earth's nearest stellar neighbor, Alpha Centauri, is 4.3 light-years away.
To lift into low Earth orbit requires Move 7 800. To achieve planetary escape velocity and leave orbit requires an extra Move 3 300.
Example: A spacecraft in Earth orbit has a delta-v of 200 000. It uses 3 300 to break orbit and 82 000 to accelerate to a cruising velocity (Move 82 000). It drifts at that speed for 1.4 hours to reach the moon, and then use another 81 000 to decelerate to the moon's orbital velocity. Its remaining delta-v is 200 000 - 3 300 - 82 000 - 81 000 = 33 700.
Some superscience space drives don't have to worry about delta-v – the spacecraft can accelerate constantly! The only requirement for such a spacecraft to leave a planet is that its acceleration exceeds the planet's gravity. When it travels long distances, it requires time in hours equal to the square root of (81.75 × distance in millions of kilometres / Acceleration in G) to complete the trip.
Communicators
Standard communicators are radios. They transmit signals by modulating the intensity, frequency, or phase of long-wavelength electromagnetic radiation. This limits them to the speed of light (300 000 km/s); as a result, they are effectively instantaneous for planetary communications but have a noticeable delay over interplanetary distances. Note also that ordinary radio frequencies cannot penetrate more than a few metres of water.
Detailed HP Calculation
Those who have a calculator or spreadsheet program handy may wish to calculate HP instead of using the Object Hit Points Table. HP are equal to 5 × (cube root of weight in kg) for complex, Unliving objects, and 10 × (cube root of weight in kg) for solid, Homogenous ones (round up). The GM may alter these values for unusually frail or tough objects.
Replace all occurrences of "yard" with "metre" in the following sections:
Replace all occurrences of "ton" with "metric ton" in the following sections:
- B529: "Hull Type"
- B530: "Parachronic Projectors"
Parachronic Field Generator
Subquantum Conveyors: Each metric ton of capacity adds $10 million and 5 kg.
Quantum Conveyors: Each metric ton of capacity adds $150 million and 5 kg.
Two-Quantum Conveyors: Each metric ton of capacity adds $300 million and 15 kg.
Power System
A typical pulsed power system for the field generator costs $50 and weighs 2 kg per kJ.
Conveyor Operation
A typical conveyor, after subtracting its own mass, can transport anywhere from 250 to 1000 kg of occupants and cargo.
Parachronic Detectors
The portable unit most often carried by Infinity Patrol agents costs $560 000 and weighs 25 kg; it is the size of a large backpack, and has a 1 km range. Large models are $1 million and 125 kg per kilometre of range.
Active Defense Modifiers
Above attacker: +1 if 1 m difference, +2 if 130 cm, or +3 if 170 cm
Below attacker: -1 if 1 m difference, -2 if 130 cm, or -3 if 170 cm
Size and Speed/Range Table
Note that there is no Speed/Range modifier for a ranged attack at 2 metres or less – shooting a close target is no easier (and no harder) than attacking it in melee combat!
Examples: A man 8 metres away is -4 to hit. A motorcycle rider 40 metres away, traveling at 30 m/s (108 km/h), has a speed/range of 40 + 30 = 70 metres, which gives -9 to hit. A missile passing within 5 metres while moving at 1 km/s has a speed/range of 5 + 1 000 = 1 005 metres, for -17 to hit.
| Speed/Range | Size Modifier | Linear Measurement |
| (+15) | -15 | 7 mm |
| (+14) | -14 | 10 mm |
| (+13) | -13 | 15 mm |
| (+12) | -12 | 20 mm |
| (+11) | -11 | 30 mm |
| (+10) | -10 | 50 mm |
| (+9) | -9 | 70 mm |
| (+8) | -8 | 100 mm |
| (+7) | -7 | 150 mm |
| (+6) | -6 | 200 mm |
| (+5) | -5 | 300 mm |
| (+4) | -4 | 500 mm |
| (+3) | -3 | 700 mm |
| (+2) | -2 | 1 m |
| (+1) | -1 | 1.5 m |
| 0 | 0 | 2 m |
| -1 | +1 | 3 m |
| -2 | +2 | 5 m |
| -3 | +3 | 7 m |
| -4 | +4 | 10 m |
| -5 | +5 | 15 m |
| -6 | +6 | 20 m |
| -7 | +7 | 30 m |
| -8 | +8 | 50 m |
| -9 | +9 | 70 m |
| -10 | +10 | 100 m |
| -11 | +11 | 150 m |
| -12 | +12 | 200 m |
| -13 | +13 | 300 m |
| -14 | +14 | 500 m |
| -15 | +15 | 700 m |
| -16 | +16 | 1 km |
| -17 | +17 | 1.5 km |
| -18 | +18 | 2 km |
| -19 | +19 | 3 km |
| -20 | +20 | 5 km |
| -21 | +21 | 7 km |
| -22 | +22 | 10 km |
| -23 | +23 | 15 km |
| -24 | +24 | 20 km |
| -25 | +25 | 30 km |
| -26 | +26 | 50 km |
| -27 | +27 | 70 km |
| -28 | +28 | 100 km |
| -29 | +29 | 150 km |
| -30 | +30 | 200 km |
| etc. | etc. | etc. |
Continue this upward progression indefinitely, with each 10× increase in linear measurement giving +6 to SM or -6 to speed/range modifier.
Example: Erin the archer shoots at a dragon. It is 40 metres away and flying at Move 15 (54 km/h): 40 + 15 = 55 metres. Erin rounds up to 70 metres, for a speed/range modifier of -9. The dragon is 6 metres long, which rounds up to 7 metres, for SM +3. Erin's final modifier to hit is -6.
By using the sum of range and speed, the table ensures that when one of range or speed is large relative to the other, only that factor has a significant impact on the outcome. Small variations in speed are negligible when firing at targets at extreme ranges, and vice versa. If a rocket is moving at 1 km/s, it doesn't really matter whether it's 50 or 100 metres away. If an elephant is 1 km away, it hardly matters whether it is walking at 1 m/s or 2 m/s.
Firing Upward and Downward: For every metre of elevation your target has over you, add one metre to effective range. For every two metres of elevation you have over your target, subtract one metre from effective range; if this would reduce effective range to less than half the real ground distance, use half the ground distance instead.
Object Hit Points Table
| Weight | Unliving/ Machine | Homogenous/ Diffuse |
| 5 g | 1 HP | 2 HP |
| 50 g | 2 HP | 4 HP |
| 200 g | 3 HP | 6 HP |
| 500 g | 4 HP | 8 HP |
| 1 kg | 5 HP | 10 HP |
| 1.5 kg | 6 HP | 12 HP |
| 2.75 kg | 7 HP | 14 HP |
| 4 kg | 8 HP | 16 HP |
| 6 kg | 9 HP | 18 HP |
| 8 kg | 10 HP | 20 HP |
| 14 kg | 12 HP | 24 HP |
| 22 kg | 14 HP | 28 HP |
| 33 kg | 16 HP | 32 HP |
| 47 kg | 18 HP | 36 HP |
| 64 kg | 20 HP | 40 HP |
| 111 kg | 24 HP | 48 HP |
| 175 kg | 28 HP | 56 HP |
| 262 kg | 32 HP | 64 HP |
| 373 kg | 36 HP | 72 HP |
| 512 kg | 40 HP | 80 HP |
Optionally, calculate HP as 5 × (cube root of empty weight in kg) for Unliving objects and 10 × (cube root of empty weight in kg) for Homogenous or Diffuse ones. Round up in both cases.
HP and DR of Structures
HP: The structure's Hit Points. Optionally, this can be calculated for buildings: HP = 100 × (cube root of building's empty weight in metric tons), and typical weights per square metre (m²) of area are 0.5 metric tons for wood frame or mud brick, 1 metric ton for steel frame or brick, and 1.5 metric tons for stone.
Structural Damage Table
| Object | DR | HP |
| Ropes and Cables |
| Rope, light (10 mm diameter) | 1 | 2 |
| Rope, heavy (25 mm diameter) | 2 | 3 |
| Steel cable (5 mm diameter) | 14 | 22 |
| Steel cable (10 mm diameter) | 28 | 28 |
| Steel cable (25 mm diameter) | 56 | 36 |
| Bars, Poles, Logs, and Trees |
| Bronze/iron bar (10 mm diameter) | 6 | 12 |
| Bronze/iron bar (25 mm diameter) | 12 | 23 |
| Bronze/iron bar (50 mm diameter) | 24 | 46 |
| Steel bar (10 mm diameter) | 11 | 22 |
| Steel bar (25 mm diameter) | 22 | 44 |
| Steel bar (50 mm diameter) | 44 | 88 |
| Wood (25 mm thick) | 1* | 14 |
| Wood (50 mm thick) | 2* | 18 |
| Wood (100 mm thick) | 4* | 23 |
| Wood (200 mm thick) | 8* | 30 |
| Wood (400 mm thick) | 16* | 37 |
| Doors and Walls (per 1-hex or 1 m² area) |
| Brick wall (75 mm thick) | 8* | 54 |
| Brick wall (150 mm thick) | 16* | 67 |
| Brick wall (250 mm thick) | 24* | 77 |
| Brick wall (500 mm thick) | 48* | 97 |
| Concrete, reinforced (0.2 m thick) | 96* | 80 |
| Concrete, reinforced (0.5 m thick) | 288* | 115 |
| Concrete, reinforced (1.5 m thick) | 720* | 156 |
| Glass, plate (5 mm thick) | 1 | 3 |
| Iron/bronze (6 mm thick) | 12 | 36 |
| Iron (10 mm thick) | 25 | 46 |
| Iron (25 mm thick) | 50 | 58 |
| Steel, mild (3 mm thick) | 7 | 30 |
| Steel, mild (6 mm thick) | 14 | 38 |
| Steel, mild (10 mm thick) | 28 | 47 |
| Steel, mild (25 mm thick) | 56 | 60 |
| Steel, mild (50 mm thick) | 112 | 75 |
| Stone wall (0.3 m thick) | 156* | 94 |
| Stone wall (1 m thick) | 468* | 135 |
| Stone wall (2.5 m thick) | 1 250* | 188 |
| Wallboard (10 mm thick) | 1* | 18 |
| Wood (25 mm thick) | 1* | 23 |
| Wood (50 mm thick) | 2* | 29 |
| Wood (75 mm thick) | 3* | 33 |
| Wood (150 mm thick) | 6* | 42 |
| Wood (300 mm thick) | 12* | 54 |
| Buildings |
| Farmhouse (100 m²) | 2* | 370 |
| Mansion or manor (1 000 m²) | 6* | 1 000 |
| Modern house (200 m²) | 6* | 580 |
| Pillbox (3 m thick concrete) | 1 440* | 460 |
| Skyscraper (50-story, 50 000 m²) | 10 | 3 700 |
| Stone keep (1.5 m thick walls) | 780* | 1 200 |