TEXT: PHOENIX COMMAND FATIGUE 
  RULES 
   
   
   
   
   
  Designed by 
  Cpl Ferro 
   
   
   
  Edited & Additional Ideas by 
  Pvt Kastro 
   
   
   
   
   
   
  The intention of these rules is to simulate the effects of various types of 
  physical fatigue in the Phoenix Command Combat System. Most of 
  these rules have been playtested and found useful in role-playing 
  simulation. Some of them are just ideas. 
   
   
   
  1.1 
  THE BASICS 
   
  Bodily fatigue is measured in Fatigue Points (FP), which come in several 
  forms, depending on how they were gained. Each type is recovered from 
  in a different way, as discussed in the appropriate sections. A character 
  with his full energy reserves will have zero FP. 
  A character’s Analeptic Value (AV) measures how quickly he recovers 
  from exertion. It equals the character´s Health (HLT) characteristic times 
  his Motivation (MOT) characteristic times 0.5, rounding off. 
   
  AV = HLT x MOT x .5 
   
  Example: Steeltoes has a Health characteristic of 17, and a Motivation of 
  6, thus, his Analeptic Value is: 17 times 6 times 0.5, for a total of 51. 
   
  Player-characters should record the following categories on a blank 
  character sheet: Sleep Deficit, Long Term, Hunger, Thirst, Short Term, 
  Limb Fatigue. These terms are described later in these rules. 
   
   
  
  In the figure below, you can see the various types of physical exertion 
  that are dealt with in this rules system. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  How much Fatigue reduces a character’s effectiveness is found by 
  entering the adjusted sum of his current Fatigue Points from all sources, 
  on the Fatigue Effects Table, below. To surpass any given threshold for 
  further exertion, a character must make a roll against his WIL 
  characteristic adjusted as shown on the table. If the character´s life is in 
  danger, add 4 to his WIL for this purpose. If the roll is failed, the character 
  may not exert himself further until he reduces his FP total somehow.  
  1.2 
  SLEEP DEFICIT 
   
  An average human requires eight hours of rest per day. Thus, sixteen 
  hours after the character awakens, if he doesn’t rest he starts gaining 
  Sleep Deficit FP at a rate of 1 FP per hour. 
  Under perfectly comfortable conditions, a person can sleep well over 8 
  hours a day, but when trying to get rested in deficient circumstances, the 
  following table gives guidelines to how various conditions should affect 
  Aerobic
  Work
  FATIGUE POINT SOURCES
  Extended
  Anaerobic
  Long-Term
  Work
  Short-Term
  Work
  Sleep
  Deficit
  Hunger
  Thirst
  Total FP
  Fatigue Effects
  11
  -1 CA
  -1 SA
  -1 to all 3(6) rolls
  WIL + 3
  15
  -2 CA
  -1 SA
  -1 to all 3(6) rolls
  WIL + 2
  19
  -3 CA
  -1 SA
  -1 to all 3(6) rolls
  WIL + 1
  23
  -4 CA
  -1 SA
  -1 to all 3(6) rolls
  WIL
  27
  -5 C1
  -1 SA
  -1 to all 3(6) rolls
  WIL - 1
  31
  -6 CA
  -1 SA
  -1 to all 3(6) rolls
  WIL - 2
  32
  -7 CA
  -1 SA
  -1 to all 3(6) rolls
  WIL - 3
  33
  -8 CA
  -1 SA
  -1 to all 3(6) rolls
  WIL - 4
  34
  etc.
  FATIGUE EFFECTS TABLE
  WIL Roll
  to Continue
  etc.
   
   
   
  "I can take anything… 
  except pain." 
   
  Private Roy 
   
  
  one´s maximum rest time, which is 8 hours under less than ideal 
  conditions. Subtract any applicable conditions, as seen in the table, from 
  eight hours to find the maximum rest time. After that point, the character 
  gains no value from the rest, and may only begin resting again after (6) 
  minus his current Fatigue CA penalty (from the Fatigue Effects Table, 
  above) in hours of activity (the minimum being 1 hour). 
  Notice, also, that at the GM´s discretion, a WIL roll may be warranted if 
  a character tries to sleep through excessive noise or discomfort (this roll 
  may also be modified with a skill such as Survival, or perhaps Meditation, 
  as seen proper by the GM). 
   
  Rest Condition 
  Modifier 
   
  Not prone or in relaxed position 
  -1 hour 
  Lying on bare ground, no padding 
  -1 hour 
  Excessive cold, dry (clothes) 
  -1 hour 
  Excessive cold, wet (clothes) 
  -3 hours 
  Lying on concrete, no padding 
  -2 hours 
  Excessive heat 
  -2 hours 
  Wind 10 HPP+, no shelter 
  -2 hours 
  Precipitation, no shelter 
  -3 hours 
    
  Recovering Sleep Deficit FP: Sleep Deficit is reduced by 1 FP per hour 
  of rest beyond eight, per twenty-four hours. 
     
  1.3 
  HUNGER 
   
  We, humans, have a natural need to nourish our body with food, just as 
  we have to sleep. If a character doesn´t get the nutrient energy his body 
  requires, he starts getting fatigued by it. 
  Enter the sum of the character’s Strength and Health characteristics 
  below to find his Hunger Tolerance. If he isn't drinking water, a 
  character´s Hunger Tolerance may not exceed his Thirst Tolerance (see 
  Section 1.4). If a character hasn’t eaten in twenty-four hours, he gets a 
  general non-combat modifier of -1 to all 3(6) rolls. Overweight characters 
  increase their Hunger Tolerance by 2 days per 1 CA their weight robs 
  them. 
   
   
   
   
   
   
   
   
   
   
     STR +
  HLT
  15 or less
  4 days
  16 - 19
  5 days
  20 - 24
  6 days
  25 - 30
  7 days
  31 - 35
  8 days
  36+
  9 days
    Hunger
    Tolerance
  "Sleep loss is death." 
   
  Mr. Sandman 
   
  
  Within the limits of his Hunger Tolerance, each day a character fails to 
  eat he gains 1 FP. 
  Outside his Hunger Tolerance limits, each day a character fails to eat 
  he gains 2 FP, and loses (3) each from STR and HLT. 
  When a character´s STR drops to 0 due to hunger or dehydration, he 
  doesn´t have any strength left to move even a finger anymore. When his 
  HLT drops to 0, he dies. 
   
  Recovering From Hunger: By ingesting nourishment, a character regains 
  1 HLT and 1 STR per day, and loses 1 FP per restful meal (maximum 3 
  per day). One quarter of the characteristic losses last for a full year, 
  until which all of the lost characteristic points are restored to their initial 
  levels. 
   
   
   
  1.4 
  THIRST 
   
  The human´s need for fluids is even more essential than his need for 
  nutrients. One dies a lot faster from dehydration, than he does from 
  hunger. 
  A character’s Thirst Tolerance equals 3 plus any relevant modifiers 
  from the table below, for a minimum of 1 day. 
   
  Condition 
  Modifier 
   
  Food with high water content 
  +2 
   
  e.g. raw meat, raw greens,  
   
  vegetables, but not dried or 
   
  cooked meat, tree bark, or 
   
  bread 
  Character weight > 200 lbs 
  +1 
  Female 
  +1 
  Only Sedentary work performed       
  +1 
  Excessive heat 
  -1 
  Didn’t eat that day 
  -1 
  Either STR or HLT < 8 
  -1 
   
   
  Within the limits of his Thirst Tolerance, each day a character fails to 
  drink he gains 4 FP. 
  Outside the limits of his Thirst Tolerance, each day a character fails to 
  drink he gains 8 FP, and loses 2 STR and 2 HLT. 
  When a character´s STR drops to 0 due to hunger or dehydration, he 
  doesn´t have any strength left to move even a finger anymore. When his 
  HLT drops to 0, he dies. 
   
   
   
  "I´m tired of listening 
  to your blathering you 
  old fool !” 
   
  Nathaniel 
   
  
  Recovering From Thirst: By imbibing water, a character regains 2 STR 
  and 2 HLT per day, and loses 3 FP. One quarter of the characteristic 
  losses last for a full month, after which all of the lost characteristic 
  points are restored to their initial levels. 
   
   
  1.5 
  LONG-TERM 
  FATIGUE 
   
  Long-Term Fatigue is the kind of exhaustion that is gained by long-term 
  work and physical exertion. Long-Term FP is accumulated per hour. Find 
  the exertion level on the table below, and then modify it by work conditions 
  and the character’s Analeptic Value (AV), to find the Long-Term FP 
  accumulated per hour. 
  The character is presumed to be working at a rate of no more than one-
  quarter of his current Combat Actions value. STR Limit indicates how 
  much of a character’s Strength-based weightlifting limit can be used (the 
  Strength Limits Table can be found at the end of these rules). 
   
   
   
   
   
   
   
   
   
   
  Condition 
  Modifier 
   
  Excessive heat or cold 
  2.0 
  No water, normal day 
  1.5 
  No water, hot day 
  3.0 
  No extra water, hot day 
  1.5 
  Carrying Combat Load 
  2.0 
  Exceeding Combat Load 
  3.0 
  No short breaks allowed 
  2.0 
   
  Special Situation 
  Effect  
   
   
   
   
   
   
  Mild Illness 
  Gain 2(6) FP, one time only, reducible  
   
  only once the illness ends. 
   
      AV 
  Modifier 
    
    < 40 
  2.0 
  40 - 89 
  1.0 
  90 - 139 
  0.5 
    140 +          
  0.3 
   
   
  Work Type
  Hourly FP
  STR Limit
  Sedentary
  .5
  1/4 of normal
  e.g. driving, office, strolling
  Moderate
  1
  1/2 of normal
  e.g. foot travel, piling wood
  Strenuous
  2
  full
  e.g. chop wood, use crutch
  with badly broken leg
   
  "The evening came, 
  and the work went on.  
  And now the men 
  were beyond 
  weariness. Their 
  faces were set and 
  dead. They worked 
  jerkily, like machines. 
  When it was dark the 
  women set lanterns in 
  the car doors, and 
  kept pots of coffee 
  handy..." 
   
  John Steinbeck, The 
  Grapes of Wrath 
   
  
  Recovering Long Term FP: Long-Term Fatigue is reduced by 1 FP per 
  hour of rest, which may be concurrent with sleep deficit reduction; by 1 
  per restful meal, maximum of four meals per day; and by the character’s 
  Health minus 10 per day (minimum 0). 
   
  1.6 
  EXTENDED 
  ANAEROBIC 
  FATIGUE 
   
  Extended Anaerobic exertion is in lieu of ordinary Long-Term Fatigue, 
  and comes when a character exerts himself as much as possible, paced 
  with the minimum necessary rest, for many minutes or even hours. If there 
  are no opportunities for even momentary rests, double the FP taken, and 
  also track Short-Term Fatigue (see Section 1.7). All other work 
  conditions apply. 
  Every hour of Extended Anaerobic exertion causes the character to 
  gain 12 FP. Prorate this to five-minute increments, rounding fractions up. 
  During this time the character’s average Combat Actions (CA) expenditure 
  may not exceed one-half of his CA, and one-half of his Strength-based 
  weightlifting limits. 
   
  Recovery of FP: See Long-Term Fatigue, above. 
   
   
  1.7 
  SHORT-TERM 
  FATIGUE 
   
  Short-Term Fatigue represents exhausting activity with negligible breaks, 
  such as sprinting, leaping, heavy weightlifting, and melee. It can also be 
  gained from jarring bodily impacts such as gunshots and punches to the 
  stomach. Remember to always track Extended Anaerobic also. 
  The conditional modifiers work the same way as with Long-Term 
  Fatigue, but only the following work conditions can apply: 
   
  Condition 
  Modifier 
   
  Excessive heat or cold 
  2.0 
  Carrying Combat Load 
  2.0 
  Exceeding Combat Load 
  3.0 
   
  Apply the character’s AV Mod below (the same one used for Long-Term 
  Fatigue), to any Short-Term Fatigue a character gains due to the special 
  situations, below. 
   
   
   
   
   
  
   
      AV 
  Modifier 
    
    < 40 
  2.0 
  40 - 89 
  1.0 
  90 - 139 
  0.5 
    140 +          
  0.3 
   
  The following table gives Short-Term FP values gained from various 
  special situations. The abbreviations are standard to Phoenix Command; 
  ID stands for Impact Damage, DC for Damage Class, PD for Physical 
  Damage, and SP for Shock Points. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Every Analeptic Value (AV) amount of Phases a character exerts 
  himself, he gains 5 FP. 
    
  Recovering Short Term FP: This depends on what specifically the 
  character is doing to recover: 
   
  • For every 30 Phases of total rest, as in the character has collapsed, 
  he loses AV / 10 worth of FP. 
  • For every 60 Phases of Sedentary work, a character loses AV / 10 
  worth of FP.  
  • For every 5 Minutes of Moderate work, a character loses AV / 10 
  worth of FP. 
    
    
   
  Short-Term
  Special Situation
  FP Gained
  Ram attack to body
  ID / 10
  Strike to body
  ID / 10
  Strike to abdomen
  ID
  Gunshot to body or head
  DC
  (non-glancing)
  Gunshot to abdomen
  DC x 2
  (non-glancing)
  Punctured Lung
  30
  Explosive Concussion
  PD / 100
  Fall, or thrown to ground
  PD or SP / 100
  Dive prone, Knockdown
  2
   
  “I might have said 
  ´over my dead body´, 
  but what I actually 
  meant, was ´over my 
  prone body´.” 
   
  Will, the Lecherous 
  
   
  1.8 
  LIMB FATIGUE 
   
  Limb Fatigue indicates the kind of exhaustion that is developed by 
  straining or taxing a specific limb, like when using an arm to wield a sword, 
  for instance. 
  Individual limb fatigue is measured in Temp* Levels, which stands for 
  Temporary Incapacitation Levels. These Levels are accumulated for 
  engaging in various strenuous activities listed below, for at least ½ or more 
  of the listed number of repetitions or Phases that the character is capable 
  of. If the actual repetition or Phase limit itself for a given activity is 
  reached, the character’s pertinent limb(s) suffer Incapacitation, rolled on 
  the 0 PD line of the regular Incapacitation Table in Phoenix Command 
  Combat System, with a -2 modifier to the 0 - 9 die roll. 
  The maximum number of Temp* Levels a character can accumulate to 
  any of his limbs, is 10, at which Level the limb becomes properly Disabled 
  as described in the Phoenix Command Combat System. This 
  Disablement and all Temp* Levels the limb has suffered, have to be 
  recovered normally, as the rules dictate. 
   
   
  Temp* Level Effects 
  Temp* Levels act like Permanent Disabling Injuries (see Phoenix 
  Command Advance Rules, Section 8.6). That is, each Level increases 
  the AC cost for actions performed by its arm by +1 AC, or the cost of 
  movement for its leg by 50%. Also, Temp* Levels increase a character’s 
  chances of fumbling his weapon (see below). 
  For subsequent exercise, a character with any Temp* Levels in the 
  limb(s) to be used, uses one row higher than normal when finding 
  Repetition or Phase limits, but use new Temp* Level from the normal row. 
  If this puts the character off the top of the table, that action is beyond his 
  capabilities. This does not apply to archers satisfying their other 
  requirements like STR+SL, etc. 
   
   
  Fatigue Due to Injuries 
  Excluding Surface Cuts, a limb which sustains any wound has a chance 
  of suffering a 0 PD line Incapacitation, with a -2 modifier to the 0 - 9 die 
  roll, equaling (The Phase’s wounds’ PD / Disabling Threshold) X 100. 
   
  Temp* chance =  (New PD / Threshold) X 100 
   
  Surface Cuts apply like normal wounds, but only if they are sustained 
  after the limb’s Disabling Injury Threshold is exceeded by cumulative 
  other wounds of any kind. Whips and other supersonic weapons’ chance 
  instead equals the PD taken X 10%. 
   
   
   
   
  “Someone, bring me a 
  pillow, so that I won´t 
  die from cracking my 
  head on those rocks 
  when my feet fail me.” 
   
  Major Abus, The 
  Mountain Bandit 
   
  
  Whip Temp* chance = PD X 10 
   
  Each time a limb recovers from Temporary Incapacitation, it gains +1 
  Temp* Level.  
    
  Recovering From Limb Fatigue 
  A character’s limbs’ recover all at the same time. Temp* Levels for each 
  specific limb dispel consecutively. Enter the character’s total Temp* for the 
  given limb on the table below, to find the recovery time for the levels, and 
  the PD taken due to muscle strain. When using the table, Temp* Levels 
  dissipate in order from the first to the next ones. So, for instance, a 
  character who has three Temp* Levels one of his arms, will recover the 
  first Level in 30 Phases (or 60 seconds), the second Level after the next 4 
  hours, and the third Level after the following 24 hours. 
  In case of accumulating further Temp* Levels to an already fatigued 
  limb, for recovery purposes, the Levels pile up so that the newest one is 
  always the fastest recovering one. If a character has already recovered 
  from 2 Levels, for instance, and still has two more to go, and he then gains 
  1 more Level, the 2 that were left from the original fatigue are recovered in 
  24 hours per Level, but the new Level dissipates in just 2 minutes. 
   
  Example: Conan the Barbarian has, during a wild escape from the 
  sorcerers of the Black Circle, had to fight his way through a horde of 
  some Vendhyan cutthroats, and has now finally found a resting place 
  from an inn in a nearby town. Because of swinging his trusty 
  broadsword and splitting heads with it for the whole night, Conan has 
  developed a Temp*2 to his right arm, and because of ambidextrously 
  switching hands at times, a Temp*1 to his left arm. After losing his 
  horse to an arrow of the bandits, he had to run for many miles, also 
  developing a Temp*4 to both of his feet. 
  Let´s assume that all of his fatigue starts to recover at the same time. 
  The first Levels from all of his Temp* Levels dissipate after the first 2 
  minutes, completely recovering his left arm, and leaving his right arm at 
  Level 1 and his feet at 3. The next Levels dissipate after 4 hours of rest, 
  which leaves Conan´s right arm with no further Temp* Levels, and his 
  feet now have 2 Levels left. As seen from the Recovery Time table, 
  after the first two Levels are gone, the rest will take 24 hours each, so 
  after 48 hours Conan´s feet feel perfect, except for the 2 PD he suffered 
  to both of them from the Temp* Levels beyond 2. Thus, despite having 
  recovered from the fatigue, Conan still has to shrug off a PD Total of 4, 
  due to the tearing of the muscles. Nothing that would bother our mighty 
  savage. 
   
   
   
   
    
  Temp*
  Recovery
  Level
  Time
  1st
  60 Phases
  0
  2nd
  4 hours + meal
  0
  3rd
  24 hours each
  1 each
  PD
  Taken
  
  Strength-Based Activities 
  A character´s Strength (STR) characteristic is the biggest factor in 
  determining how long he can keep on going without developing too much 
  fatigue to his limbs. The following rules deal with various activities that 
  may develop fatigue specifically to one´s limbs. 
  If short breaks are taken, use the Extended Anaerobic rules for 
  accruing bodily fatigue. Otherwise, use the Short-Term Fatigue rules 
  (including Extended Anaerobic x 2, as normal).  
  On the Strength Limits Table (in the end of these rules) find the weight 
  limit in pounds for the current activity. If it isn’t listed, use the limit for an 
  activity that most resembles it. Compare this Strength Limit, to the 
  amount lifted per Repetition or on that Phase, on the appropriate feat table 
  below, to find how many Repetitions (Reps) or Phases worth of activity 
  the character can sustain. In the case of fractions, multiply the fractional 
  amount by 100 to find the 00 - 99 chance of succeeding on that last 
  Repetition or Phase. The selected row also gives the Temp* accrued in 
  the limb(s) used. 
   
   
  Bench Press / Digging / Overhead Lift / Push-Ups: For reference, see 
  the table below. These special rules represent the weight in pounds a 
  character can bench press, or put above his head. This can also model 
  digging. Halve the limit if using only one hand. Digging heavy matter like 
  dirt, manure, or wet snow counts as being over 50% the limit; light 
  matter like apples, garbage, or dry snow is deemed up to 50% the limit. 
  Digging also affects the legs at half rate, so if a character’s arms each 
  took Temp*2, each leg would take Temp*1. For push-ups, apply 25% of 
  the character’s own weight, plus any weight directly carried on his torso, 
  to the bench press limit. 
   
   
   
   
   
   
   
  Chin-Up / Dead Lift / Stock-Lifting:  For reference, see the table below. 
  This represents the weight in pounds a character can haul to do a chin-
  up (including his own weight), or lift to waist level from the ground. 
  Halve the limit if using only one hand. 
  For stock-lifting, like loading a truck, presume one trip of stock 
  weighs 40 lbs, and each round trip takes 21AC. When time is an issue, 
  Reps per minute would equal 1.4 x the character’s CA expended per 
  Phase. 
   
    
  Bench Press, Digging,
  Strength Limit
  Overhead Lift, or Push-Ups
  Temp*
  Within 10% of the Limit
  AV / 50 Reps or Phases
  Temp*2
  Over 50% of the Limit
  AV / 10 Reps or Phases
  Temp*1
  Up to 50% of the Limit
  AV / 2 Reps or Phases
  Temp*1
   
  "If you can lift one 
  hundred pounds 
  twenty times in five 
  minutes, why can't 
  you lift five hundred 
  pounds in twenty 
  minutes?  Are you 
  some kind of Attitude 
  Officer?” 
   
  Sergeant Sugar to his 
  Officer-in-Charge 
   
  
   
   
   
   
   
   
   
   
   
   
  Drag / Worn: This represents the weight in pounds a character can wear 
  and still stand, or can drag across asphalt. Reduce the limit by 25% per 
  limb not in use. 
   
   
   
   
   
   
  Hang: This represents the weight in pounds a character can support while 
  hanging from a bar. Halve the limit if using only one hand; double if 
  using both legs as well. 
   
   
   
   
   
   
   
  Sit-Ups: This represents the weight in pounds a character can haul up off 
  the floor to his bent knees using abdominal power. Each Temp* Level 
  reduces Maximum Speed (MS) by 1. 
   
   
   
   
   
   
   
   
  Melee: Each melee weapon is rated as to the Strength (STR) 
  characteristic needed to wield it easily. Presume unarmed maneuvers 
  to always be within the needed STR, unless the character’s pertinent 
  limbs are weighted with pounds greater than his STR. 
   
   
   
   
   
   
   
  Chin-Up, Dead Lift,
  Strength Limit
  or Stock-Lifting
  Temp*
  Within 10% of the Limit
  AV / 50 Reps or Phases
  Temp*2
  Over 2/3 of the Limit
  AV / 10 Reps or Phases
  Temp*1
  Up to 2/3 of the Limit
  AV / 4 Reps or Phases
  Temp*1
  Strength Limit
  Drag / Worn
  Temp*
  Over 50% of the Limit
  AV Phases
  Temp*2
  Up to 50% of the Limit
  AV Phases x 2
  Temp*1
  Strength Limit
  Hang
  Temp*
  Within 10% of the Limit
  AV / 50 Phases
  Temp*2
  Over 2/3 of the Limit
  AV / 10 Phases
  Temp*1
  Up to 2/3 of the Limit
  AV / 4 Phases
  Temp*1
  Temp* to
  Strength Limit
  Sit-Ups
  Abdomen
  Within 20% of the Limit
  AV / 10 Reps or Phases
  Temp*2
  Over 2/3 of the Limit
  AV / 4 Reps or Phases
  Temp*1
  Up to 2/3 of the Limit
  AV x .75 Reps or Phases
  Temp*1
  STR Requirement
  Melee
  Temp*
  STR < 50% of required
  AV / 50 Phases
  Temp*2
  STR < required
  AV / 4 Phases
  Temp*1
  STR required or better
  AV Phases
  Temp*1
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  Fumbles 
  A character’s chance of Fumbling his weapon with a 3(6) roll during an 
  attack increased by his highest Temp* Level for the relevant arm(s). Thus, 
  Temp*1 means a fumble on an attack roll of 17-18, Temp*2 fumbles on 
  16-18, and so on. Also, add the Temp* Level to the 0 - 9 Fumble roll. 
  Bows, or melee weapons using the 00 - 99 system, increase their 
  Fumble chance from 98, by the Temp* Level times 5. Thus, an archer 
  with one or both arms at temp*2, would fumble on a roll of 88 - 98. 
  The effective Temp* Level is adjusted for the purpose of Fumbling, by 
  the conditions below. 
   
   
   
   
   
   
  Medieval
  STR
  Modern
  STR
  Weapons
  Hands
  Req.
  Weapons
  Hands
  Req.
  Axe, Battle
  1
  18
  Axe, Wood/Fire
  1
  16
  2
  15
  2
  13
  Axe, War
  2
  13
  Baseball Bat
  1
  15
  Club
  1
  10
  2
  12
  Dagger
  1
  6
  Bullwhip
  1
  9
  Mace
  2
  13
  Chainsaw, 18"
  1
  18
  Military Flail
  1
  18
  2
  15
  2
  16
  Chainsaw, 36"
  1
  20
  Nunchaku
  1
  11
  2
  18
  Polearm
  choked
  15
  Chair
  1
  17
  long grip
  18
  2
  14
  Quarterstaff
  choked
  11
  Hammer, 2 lb
  1
  11
  long grip
  13
  2
  9
  Rock, 1.5 lb
  1
  6
  Hammer, Sledge
  1
  21
  Rock, 10 lb
  2
  18
  2
  18
  Spear, Light
  1
  15
  Knife, Pocket
  1
  4
  2
  13
  Pistol
  1
  7
  Spear, Heavy
  2
  15
  Rifle & Bayonet
  1
  17
  Stick
  1
  6
  2
  13
  Sword, Bastard
  1
  16
  Sub-machine Gun
  1
  13
  2
  14
  2
  10
  Sword, Broad
  1
  11
  Sword, Great
  2
  16
  Sword, Rapier
  1
  9
  Sword, Short
  1
  9
  Condition
  Modifier
  Condition
  Modifier
  Wet handle, ribbed
  + Temp*2
  Close Quarters
  Wet handle, smooth
  + Temp*4
  Normal Strike
  + Temp*2
  Oily handle, ribbed
  + Temp*8
  Set Strike
  + Temp*4
  Oily handle, smooth
  + Temp*12
   
  “Look, you stupid 
  bastard, you´ve got 
  no arms left !” 
   
  Arthur, 
  King of the Britons 
   
  “Yes I have.” 
   
  The Black Knight 
   
  -  Monty Python and  
   
  The Holy Grail 
  
   
  Bench Press
  Chin-Ups
  Digging
  Dead-Lift
  Overhead Lift
  Hang
  Drag
  Strength
  Push-Ups
  Stock-Lifting
  Worn
  Sit-Ups
  21
  550
  1200
  3023
  688
  20
  415
    900
  2389
  519
  19
  275
    600
  1589
  344
  18
  185
    405
  1054
  231
  17
  165
    365
    756
  206
  16
  150
    325
    565
  188
  15
  130
    285
    463
  163
  14
  115
    245
    378
  144
  13
  110
    235
    365
  138
  12
  100
    225
    350
  125
  10
    95
    215
    329
  119
    9
    85
    205
    300
  106
    8
    75
    181
    282
    94
    7
    65
    160
    250
    81
    6
    60
    146
    236
    75
    5
    55
    120
    197
    69
    4
    40
      91
    158
    50
    3
    35
      75
    100
    44
    2
    25
      60
      70
    31
    1
    15
      30
      40
    19
  STRENGTH LIMITS TABLE
  
SOURCE: textdata/thevault/Phoenix Command/Unofficial/Phoenix Command - Fatigue Rules.pdf