Move weapon traits

update armor
This commit is contained in:
squeakypancakes 2025-02-01 09:05:48 -05:00
parent 232817ef45
commit bef836c73b

View file

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