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Wanderer IIIcCombat and Damage Rules
FirearmsUsually, all weapons make the same amount of damage, that is, one Health Level (damage level. The advantage of the heavier weapons are not seen in the amount of damage made, but in theit capacity of piercing armour:
ArmoursThe durability of armour is measured in DRs (protection score). DR tells you the amount of damge the armour can handle before it demolishes, after which it is useless. But an armour which has been shot useless in a gun fight, can be used in close combat. An armour, which has demolished in close combat does not protect at all.
ABOUT POWERED ARMOURS: Powered armour is an armour, which holds an internal source of power. If the armour is paralyzed, it will take a time (about 15 minutes) to take the person in out out from it. A PA is as strong as a hydro-boosted cyberhand. All PAs are totally gasproof and EMP-protected. Panzer of Fortune -magazine says that one can use more than one methods to stop a powered armour: Armies use missiles. I doubt your character has them. Rifles are pretty good, too, but these are hard to acquire as well. Don't bother to even try with light weapons. Some more daring methods are liquid gases to quickly freeze the PA, or the use of mono-weapons / chainsaws. Don't bother to even try with usual melee weapons. Health levelsYour BodyType (BT, finnish, Kehotyyppi, KT), may alternate between weak and exceptional.
Your Health Level
Count your damage as follows:
When you take your first shot, check the influence from the table above. Every
shot drops your health level, until you're "Split and busted."
An example: A cyberboosted solo (BT = exceptional) with a baseball club,
strolls into a setup, which is set by the bartender (BT = average) with an M-16
and an old granma' (BT = weak) in a wheelchair, armed with Mr. 9mm. The
bartender shoots a series of shots, which demolishes the Ceramic plate of the
solo. The solo hits the bartender twice, with his baseball club, when the
bartender becomes "wounded." The granma' shoots the solo, hitting him twice,
when the solo becomes "scratched." The bartender cannot shoot the solo, because
he's so near, so he tries to hit the solo with a bottle, failing because
"wounded" loses all melees (and besides, the ceramic plate would've protected
from the hit, because it was "only" shot). The solo hits the bartender with his
baseball club, when the bartender becomes "invalid," the granma' gives a couple
of more of those 9mm she's got, when the solo becomes "wounded." The solo would
like to give her a merry hell with his baseball club (when the old lady would
become instantly "Split and busted"), but because the solo looses all melee
combats ("wounded"), she can enjoy torturing him for a while, in perfect peace.
ABOUT THE INJURY OF CYBERNETIC PARTS
Here, "hit" means a hit which has already pierced all armour.
The 1st hit scraps all the possible extra machines in the limb. The 2nd hit
will wound the limb to useless, but it is repairable with considerable trouble
(due 120min/skill level). The 3rd hit will scrap your limb into oblivion. If,
for some reason, you cannot acquire a replacement limb, then a professional
repairman (skill 7+) with MAJOR amount of spare parts can make it work after
10 hours of repairing. All cybernetics which are smaller than a limb will fall
apart from the forst hit.
Melee weapons
*A chainsaw will do 2 Health levels damage against non-armoured targets. Other weaponsStunners /Shockers: Usual stunners will stunn a person with a BT Strong or weaker, through light clothing. The military-stunners will operate through heavy kevlar. These stunners will also work on BT "Excellent." Will effect for 5 min. Flashgrenades: The splinters correspond to hits made by pistols. Pressuregrenades: Same effects as bombs have. Cavitygrenades: Will destroy a powered armor. Causes 3 HL damage through Ceramic plate, destroying the armour. Targets with less armour are directly Split and Busted. Battlechemicals: To use chemicals, you need a spray. Of course, you may happen to run into Swats, who will supply you with chemicals by in the form of grenades. Your BT tells the highest type of body, that the chemicals effect on. The characters with higher BT, will experience the same affects without grave drawbacks. About the effect areas:
About the time of the effects:
About taking cover:
List of the gases you can fill your spray /grenades with. Xx min will tell you the amount of time it will be active, $ will tell you the legal price in euroyens per usage. The illegal price varies a lot, but often it is the legal price x 100. Offame: Legal. Famed among the tourists and the joggers. Will banish all hoodlums etc. Effect: Will irritate your eyes and nose a lot, for which you are helpless for a while. BT = Average, 5 min. $ 10. Snooze: Permission. Fairly average stunning gas, used by porters and guards. Effect: The target feels himself tired and confused. He feels all violence so repulsive that he will either run or hide. BT = Strong, 10 min. $ 20 Rat Poison: Illegal. This one has been used in gangwars to conquer HQ's. Even the smell of this will panic anyone. Originally, the gas was made of rats, from where the name derives (rat for rats). The gas can be deadly, if breathed. Effects: After 1 min, fall down with pain, 15 min, presume yourself Split and Busted. BT = average, - $ 5 Acid Tears: Permission. A riot-breaker, used often by corporates. Effect: Causes pain in all sense organs. If breathed without any cover, danger of choking is immediate. If you cannot get fresh air into your lungs innext 5 min, you get 2 HL damage. BT = excellent, 15 min. $ 5 Sledgehammer: Only for military use. The gas operates bt skin-contact. It paralyzes all nerveunits, so that the Weak & Lousy get a heart-attack, and others fall unconscious in 10 seconds. Post-effect: You feel like a truck ran over you. BT = Excellent. 1 hour $ 20. Theater of Agony: Only for military use. This skin-contact gas will make your skinpores bleed. The gas will peel off all exposed skin in 10 minutes. Effect: starts in 10 seconds: nerveunits get overloaded, when you are practically unable to move. The final result is, that you are dying (/Split and Busted/) in a minute, in a shock. (So this is NOT for cosmetic uses) BT = exceptional, 1 min. $ 100. Prop: bright green gas. Explosives:
Manufacturing explosives and fuses is a special skill (mentioned in the
"Special Skills" part in your character sheet). Handling explosives will
demand a sub-skill - from Military skills - called Explosives. Unpicking an
explosive trap requires a tougher skill-level than what the maker had. Of
course - you can also make easier bombs than what your own skill-level is.
Setting an explosive trap in minutes equals your skill-level. Unpicking an
explosive trap in minutes is the required skill level x 2.
So: An explosive trap, made with skill-level 4, will take 4 minutes to set up,
and unpicking it will take ten minutes. You can also make a quick-trap or a
charge, which any bypasser can breal up, mark the skill level 0 in that case.
A quick-trap is very useful in a toilet door, for example. The poor fella
inside won't even see it. On the other hand, it won't necessarily take even a
minute, so you wouldn't have time to set up any kind of a bomb.
The Table on Damage Caused By Explosions: Damage as health levels:
Explosions do not cause any damage to cybernetic limbs, so the normal damage
/ 5, rounding down. If this is against common sense in any situation, torture
a gm.
All players who want their characters to have mines, etc, should ask prop
instructions and GM approval in good time before the game. Notice: After the
evacuation, mines are very, very rare, so the chances of their appearance is
small indeed.
About the explosives, this is something you better know, even if your character
wouldn't know a thing about these (And if your character has nothing to do
with explosives, he really, really doesn't know this stuff):
Explosives operate more better the more competently they are installed, and
less effectively due to wrong sets. A professional can cause a LOT more of
damage with 1 kg, than Scotty Schoolboy with 10 kg.
It is more easier to kill than destroy with explosives. Demolishing buildings
is a lot harder than killing the people inside.
Examples:
100g under the chair will practically send the one who sat there to Saint
Petersburg.
A supporting column (steel) with a diameter of 30 cm is knocked by 15 kg (just
next to it), or with 1 kg, if you happen to know what you're doing. It will be
totally cut.
A concrete column with a diameter of 1 meter, won't even bother with 10 kg
next to it, but a professional can wreck the second floor too with a piece of
properly set 400g.
NOTICE: If you succeed to transport a big bang into anywhere it could matter, and even get to blow it up, contact the GM (Towo) RIGHT NOW. Read: Before you tell anyone anything.
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