Move weapon traits
update armor
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137
C3 Equipment.md
137
C3 Equipment.md
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@ -134,7 +134,8 @@ These work in complete darkness but details are completely lost.
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Below are medical items not normally found in a medkit.
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**Antivenom:** Used to treat specific poisons produced by animals. It provides
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a +5 on Body tests against the specific poison but is reduced by 1 per round after being poisoned.
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a +5 on Body tests against the specific poison but is reduced by 1 per round
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after being poisoned.
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**Stempak:** A syringe that contains stem cells and other drugs that cause the
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rapid regrowth of damaged tissue, healing a single wound. A flesh wound will
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@ -352,6 +353,60 @@ short, long range is 4x short range, and extreme range is 8x short range.
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**Magazine:** the number of rounds found in the weapon's magazine. Weapons that
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list +1 at the end can hold one in the chamber allowing for an additional shot.
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### Weapon Traits
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Like characters weapons often have traits that don't map cleanly into their
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base attributes.
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**3 Round Burst:**<a name="3RoundBurst"></a> Special attack spends 3 rounds of
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ammo, adds an extra attack, rolled as a single die that ignores fumbles.
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**Area of Effect:**<a name="areaOfEffect"></a> Indicates the radius in meters
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of the explosive's effect. The first number is the primary area of effect, the
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second number determines the secondary area of effect. Targets in the secondary
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area get a +1 on defense against the effect. Only one defense test is made per
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explosion.
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**Entangle:**<a name="entangle"></a> Targets that are hit by the attack are
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either damaged or ensnared and unable to move and fight. The attack choses to
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tangle or damage when attacking. Entangled characters need to roll Body or
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Agility(defender's choice) test against TN equal to DV+Mos to escape.
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**Minimum Body:**<a name="minBody"></a> The weapon is cumbersome and
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requires that the user have a listed amount of body or take a penality to
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attack rolls equal to the difference in body.
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**Persistent:**<a name="persistant"></a> Persistent systems cause the target to
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suffer the attack’s effects for a number of combat rounds equal to the original
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Margin of Success of the attack. Damage is calculated using the original MoS,
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minus one for each additional turn after the first one. For example, a MoS 4
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attack would use MoS 3 on the second turn to calculate damage, MoS 2 on the
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third and MoS 1 on the fourth and final turn.
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**Rate of Fire:**<a name="rateOfFire"></a> Automatic weapons gain the 3
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following special attack actions. Automatic weapons are able to be fired at any
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RoF up to their listed RoF.
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*Burst Fire:* spends 5 rounds per RoF used against a single opponent. Each
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point of RoF spent adds an extra attack, rolled as a single die that ignores
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fumbles.
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*Walking Fire:* spends 5 rounds per RoF used. An attack is made against every
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target along a 1+RoF meter long path. Anyone caught between this path and the
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attacker also needs to defend against the result of 1 + RoF number of dice.
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*Suppressing Fire:* full round action that spends 20 rounds per RoF used to
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fill a 5 meter wide area with bullets. Anyone entering the area during the
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round must defend against a single attack roll + RoF. Suppressing fire can be
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used at up to medium range.
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Suppressed NPCs can't move unless they pass a TN 2 + RoF willpower test.
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**Reach:**<a name="Reach"></a> The attack range with this melee weapon is
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extended by 1 meter.
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**Slow Reload:**<a name="SlowReload"></a> The weapon takes an action to reload
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one round or a full round to reload the magazine.
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### Melee Weapons
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This category includes traditional hand-to-hand weapons, which have evolved
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little since the antiquity of humanity. These weapons are used with the
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@ -475,60 +530,6 @@ Fumble | Treat as MoS -9
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use and production. Dynamite comes in it's iconic stick shape which can easily
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be bundled together.
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### Weapon Traits
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Like characters weapons often have traits that don't map cleanly into their
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base attributes.
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**3 Round Burst:**<a name="3RoundBurst"></a> Special attack spends 3 rounds of
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ammo, adds an extra attack, rolled as a single die that ignores fumbles.
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**Area of Effect:**<a name="areaOfEffect"></a> Indicates the radius in meters
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of the explosive's effect. The first number is the primary area of effect, the
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second number determines the secondary area of effect. Targets in the secondary
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area get a +1 on defense against the effect. Only one defense test is made per
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explosion.
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**Entangle:**<a name="entangle"></a> Targets that are hit by the attack are
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either damaged or ensnared and unable to move and fight. The attack choses to
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tangle or damage when attacking. Entangled characters need to roll Body or
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Agility(defender's choice) test against TN equal to DV+Mos to escape.
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**Minimum Body:**<a name="minBody"></a> The weapon is cumbersome and
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requires that the user have a listed amount of body or take a penality to
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attack rolls equal to the difference in body.
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**Persistent:**<a name="persistant"></a> Persistent systems cause the target to
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suffer the attack’s effects for a number of combat rounds equal to the original
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Margin of Success of the attack. Damage is calculated using the original MoS,
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minus one for each additional turn after the first one. For example, a MoS 4
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attack would use MoS 3 on the second turn to calculate damage, MoS 2 on the
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third and MoS 1 on the fourth and final turn.
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**Rate of Fire:**<a name="rateOfFire"></a> Automatic weapons gain the 3
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following special attack actions. Automatic weapons are able to be fired at any
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RoF up to their listed RoF.
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*Burst Fire:* spends 5 rounds per RoF used against a single opponent. Each
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point of RoF spent adds an extra attack, rolled as a single die that ignores
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fumbles.
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*Walking Fire:* spends 5 rounds per RoF used. An attack is made against every
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target along a 1+RoF meter long path. Anyone caught between this path and the
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attacker also needs to defend against the result of 1 + RoF number of dice.
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*Suppressing Fire:* full round action that spends 20 rounds per RoF used to
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fill a 5 meter wide area with bullets. Anyone entering the area during the
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round must defend against a single attack roll + RoF. Suppressing fire can be
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used at up to medium range.
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Suppressed NPCs can't move unless they pass a TN 2 + RoF willpower test.
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**Reach:**<a name="Reach"></a> The attack range with this melee weapon is
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extended by 1 meter.
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**Slow Reload:**<a name="SlowReload"></a> The weapon takes an action to reload
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one round or a full round to reload the magazine.
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## Weapon Accessories <a name="weaponAccessories"></a>
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Modern firearms often support additional attachments.
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@ -640,17 +641,17 @@ Ghillie Suit | 0 | 0 | 1
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Land Suit | 0 | 0 | 1
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Soft Diving Suit | 0 | 0 | 1
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**Armor** | | | | |
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Light Helmet | 1 | 0 | 0
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Helmet | 2 | 0 | 0
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Bike Helmet | 1 | 0 | 0
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Combat Helmet | 2 | 0 | 0
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Leather Jacket | 1 | 0 | 0
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Ballistic Vest | 3 | 0 | 1
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Tactical Vest | 6 | -1 | 1
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Bomb Suit | 8 | -2 | 1
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Shield | Rating | Encumbrance | Acc | DV | Accessibility
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--- | :--: | :---: | :---: | :---: | :---:
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Trash can lid | 1 | 0 | -1 | 1+BOD | 0
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Riot Shield | 4 | 0 | -2 | 2+BOD | 1
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Shield | Rating | Acc | DV | Accessibility
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--- | :--: | :---: | :---: | :---:
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Trash can lid | 1 | -1 | 1+BOD | 0
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Riot Shield | 4 | -2 | 2+BOD | 1
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**Armor Rating:** Personal body armor is rated by its Armor Rating. That rating
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is added to all three of the character’s Wound Levels. Some armor only protects
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@ -664,14 +665,15 @@ penalty.
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### Arc Flash Suit
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Arc flash suits are a type of personal protective equipment worn to protect the
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wearer from electrical discharge. They come in various levels of protection and
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designs from overalls and helmets to full suits. The suit provides electrical
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armor of 3, 4, 5, or 6 depending on the environment.
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designs from overalls and helmets to full suits depending on the environment
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theyre meant to be used in. The suit provides electrical armor of 3, 4, 5, or
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6.
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### CBRN Suit
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CBRN suits, also called HAZMAT suits, are type of full body personal protective
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equipment designed to protect the wearer from direct contacted with and
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contamination by radioactive, biological, and chemical substances. The suit
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provides a Radiation Shielding Factor of 2.
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contamination by radioactive, biological, and chemical substances. Includes a
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gas mask. The suit provides a Radiation Shielding Factor of 2.
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### Desert Suit
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A skintight, liquid cooled suit equipped with a filtered fan system at the
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@ -734,8 +736,9 @@ armor values are added together, and the encumbrance penalties are
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added together with an additional -1 for every layer.
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### Shields
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Shields follow the same general rules as armor however they only protect half
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the users body but don't add to encumbrance like stacking armor does.
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Shields follow the same general rules as armor however they only protect
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the users body from the front but don't add to encumbrance like stacking armor
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does.
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## Vehicles <a name="vehicles"></a>
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Vehicles are mostly the same as modern equivalents. Stats assume a mid size version.
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