- ASSAULT RIFLES
- All assault rifles are assumed to have the ability to fire with a semi-automatic ROF of 2, with the exception of anything with a caliber of 7.62mm Caseless or higher.
- -------------------------------------------------------------------------------------------------------------
- LASERS AND MICROWAVERS
- Lasers and Microwavers treat soft armour as 1/2 SP, and hard armour as normal. In addition, Microwavers will cause soft armour to lose 2 SP per hit. Lasers will cause soft armour to lose 4 SP per hit, and hard armour to lose 2 SP per hit.
- -------------------------------------------------------------------------------------------------------------
- LIGHTING MODIFIERS
- WITHOUT OPTICAL AID
- Full Darkness: -5 to hit and awareness
- Minimal Light: -3 to hit and awareness
- Partial Light: -1 to hit and awareness
- Light Smoke/Fog/Rain: -2 to hit and awareness
- Heavy Smoke/Fog/Rain: -5 to hit and awareness
- Thermal Smoke: -2 to hit and awareness
- LOWLITE
- Full Darkness: -5 to hit and awareness
- Minimal Light: -1 to hit and awareness
- Partial Light: No penalty
- Light Smoke/Fog/Rain: -2 to hit and awareness
- Heavy Smoke/Fog/Rain: -5 to hit and awareness
- Thermal Smoke: -2 to hit and awareness
- INFARED
- Full Darkness: -1 to hit and awareness
- Minimal Light: -1 to hit and awareness
- Partial Light: No penalty
- Light Smoke/Fog/Rain: No penalty
- Heavy Smoke/Fog/Rain: -1 to hit and awareness
- Thermal Smoke: -5 to hit and awareness
- THERMOGRAPHIC*
- Full Darkness: no penalty to hit, -2 to awareness
- Minimal Light: no penalty to hit, -2 to awareness
- Partial Light: no penalty to hit, -2 to awareness
- Light Smoke/Fog/Rain: no penalty to hit, -2 to awareness
- Heavy Smoke/Fog/Rain: no penalty to hit, -2 to awareness
- Thermal Smoke: -5 to hit and awareness
- *Awareness penalties do not apply if the awareness test is being made against spotting something with a significant heat signature. Against things without significant heat signatures, or when attempting any sort of fine examination, the penalty is applied.
- -------------------------------------------------------------------------------------------------------------
- RELOADING, DRAWING AND SWAPPING WEAPONS
- Reloading during a firefight requires a Diff 10 REF roll, or the action will take two turns. On a crit fail, the new magazine is dropped, and a Diff 15 REF roll is required to pick it back up.
- Swapping weapons during a firefight requires a Diff 12 REF roll, or the action takes two turns. On a crit fail, the weapon being drawn is dropped, and a Diff 15 REF roll is required to pick it back up. If you are just dropping your other weapon (or letting it hang from a sling) this lowers the Diff to 10.
- Multiple action rules apply to both swapping weapons and reloading.
- -------------------------------------------------------------------------------------------------------------
- HAND TO HAND AND MELEE RULES
- Curb Stomp: Curb stomping someone will always do maximum damage.
- Cheap Shot: When an opponent is either surprised or stunned, all melee or hand to hand attacks done against them do maximum damage.
- Throwing: If thrown at another person, the stun save is made without penalty, but both must make that save, and both also take 1d6/2 damage.
- -------------------------------------------------------------------------------------------------------------
- CHARISMATIC LEADERSHIP
- The minimum amount of people needed to use this skill is reduced to 1.
- -------------------------------------------------------------------------------------------------------------
- MEATSHIELD
- Meatshield's SPs are equal to their BODY, plus whatever the hit location's SP is.
- -------------------------------------------------------------------------------------------------------------
- EXPLOSIVES
- Everyone within the explosive's blast radius is deafened for 4 rounds. Within double the blast radius, a Diff 15 BODY check must be made, success means deafening only applies for 2 rounds, failure means it applies for 4 rounds. Being in an enclosed area doubles the deafening times, and adds +5 to the difficulty of the BODY roll.
- Explosive damage ignores armour, and is treated as half stun, half real. Hard armours are damaged by 1/4th of the explosive damage, and soft armours are damaged by 2 SP. Tamped explosives doubles damage, and halves range. Explosive damage is equally applied to 1d6 seperate body parts to determine specific body area wounds. In addition to the explosive damage, everyone within double the blast radius (This includes the blast itself) is hit by 1d6 pieces of shrapnel, each doing 1d6 damage to a random hit location.
- Enclosed spaces double damage and range of explosives, and cause 2d6 hits of shrapnel each doing 1d6 damage.
- -------------------------------------------------------------------------------------------------------------
- STYLE CIRCUMSTANCE
- +1 to all Wardrobe and Style rolls if you are wearing a style of clothing that corresponds to whoever you are trying to impress (Wearing Businessware around corps, Urban Flash around Chromers, etc)
- -1 to all Wardobe and Style rolls if you are wearing something very out of place (Businesswear in a Chromer Club, Urban Flash in a corp boardroom meeting, etc)
- -------------------------------------------------------------------------------------------------------------
- CLOTHING QUALITY MODIFIERS
- Sub-Average: -2 W&S
- Average: -1 W&S
- Good: 0 W&S
- Very Good: +1 W&S
- Designer: +2 W&S
- Superchic: +3 W&S
- -------------------------------------------------------------------------------------------------------------
- CYBERWARE CHANGES
- Smartgoggles - Gives +2 to smartgun attacks (Requires the targeting scope option)
- Smartguns - A Smartgun gives +1, targeting scope gives additional +2
- Pain Editor - Adds +2 to Stun Saves instead of +2 Endurance
- Interface Plugs - Comes with all additional links
- Boosterware/Speedware/Boostmaster - Add double the bonus to initiative rolls
- -------------------------------------------------------------------------------------------------------------
- ARMOUR WEIGHT CLASSES
- Hard Armours = Automatically fills up your layers (Adding any more armour will give EV)
- Body Plating = Heavy
- Purpose-Made Combat Armour = Heavy
- Subdermal Armour = Medium
- Skinweave = Light (Layering on to skinweave reduces the EV penalty by 1.)
- The weight limits only count towards clothing that is armoured.
- -------------------------------------------------------------------------------------------------------------
- WOUND EVOLUTION
- Serious Wound: +1 wound for every 5 minutes it is left untreated
- Critical Wound: +1 wound for every 30 seconds it is left untreated
- Mortal Wound: +1 wound for every 10 seconds it is left untreated
- -------------------------------------------------------------------------------------------------------------
- STAGED PENETRATION REWORKED
- 1 point of armour subtracted for every increment of 5 damage done, starting at 1. Ex: 2 damage would take 1 SP away, 7 would take 2 SP, etc.
- -------------------------------------------------------------------------------------------------------------
- COMBAT SENSE REWORKED
- Combat sense now adds to Awareness (In a combat situation), as well as Dodge and Athletics in the context of defense rolls.
- -------------------------------------------------------------------------------------------------------------
- INITIATIVE
- Initiative is rolled as 1d6 + REF. For every increment of 5 rolled over 10 (So starting at 15), the penalty for multiple actions is reduced by 1 (This means rolling a 20 for init would make taking two actions only a -1, and three actions a -4).
- -------------------------------------------------------------------------------------------------------------
- BUCKSHOT (HOW TO MAKE IT NOT SHITTY)
- All damage done by buckshot is multiplied by 1.5x, but only AFTER armour is subtracted.
- -------------------------------------------------------------------------------------------------------------
- LUCK REWORKED
- A luck roll at Diff 12 is made whenever a 1 is rolled on a normal skill check. On a successful luck roll, treat the 1 as if it were any other number and add it to whatever numbers to gain your total. If the luck roll is failed, you suffer the effects of a critical failure.
- -------------------------------------------------------------------------------------------------------------
- SHOOTING REWORKED (And by that I mean copied from CP2013)
- When shooting a moving target, it is an opposed test Vs. 1D10 + REF Stat (Boosterware included) + Athletics/Dodge + Range Modifier
- When shooting a non-moving target, a base difficulty is chosen by the GM, and the range modifier is added on to that.
- -------------------------------------------------------------------------------------------------------------
- STUN SAVES
- If the roll is failed by less than four points, you are stunned until you can succeed a stun save, making one every turn. You cannot move, attack or defend - instead, you are staggered in place by the impact.
- If the save is failed by greater than 4 points, you are unconscious for 1d10 consecutive turns following the attack. At the end of the 1d10 turns, roll another stun save.
- WHENEVER a stun save is made (even to recover from one) the greater than/less than 4 rule applies.
- -------------------------------------------------------------------------------------------------------------
- CLARITY ON BTM
- BTM is ALWAYS subtracted after all damage has been calculated. The only thing that comes after BTM are Stun/Death saves, and Specific Body Area Wound rolls.
- --------------------------------------------------------------------------------------------------------------
- SPECIFIC BODY AREA WOUNDS (4 DAMAGE)
- If over 4 damage is ever done at once to a body part, consult this table.
- Limb and Torso:
- You have a broken bone. A broken arm or leg renders the limb useless. A broken rib reduces your MA by half and your REF by -2 (In addition to the -2 you would receive with a serious wound level)
- Head: (1d6.)
- 1-5: A skull fracture causes massive, blinding headaches, reducing your INT, REF, TECH, and COOL stats by half.
- 6: You lost an eye. Roll 1d10, even is right, odd is left.
- NOTE: Broken bones require bone glue or some other equivilent medical treatment to heal, or else they will remain broken for 5x the regular time (40 days)
- --------------------------------------------------------------------------------------------------------------
- SPECIFIC BODY AREA WOUNDS (8 DAMAGE)
- If over 8 damage is ever done at once to a body part, consult this table. No matter what is rolled, you must make a death save at Mortal 0 (or current mortal level +1)
- Limb:
- The limb is either severed or crushed beyond repair and recognition. No more than 8 wounds are taken from this.
- Torso: (1d10. All effects last until medical attention is received)
- 1-3: The lungs have been punctured. You can no longer move, but other than that, no stat penalties are inflicted (Aside from the ones you would obtain from having such a wound level)
- 4-6: There has been major damage to the abdominal organs. You can still move, but INT, REF, MA, TECH, and COOL are all reduced to 1 automatically.
- 7-9: There is major damage to the lower abdomen and groin area. You cannot move, attack, or defend; you're too busy writhing on the ground in pain. No stun roll for you.
- 10: Your lower spine has been hit, and shattered. You can no longer feel, or use your lower body. MA is reduced to 0, but your legs no longer need to make stun saves. This can be fixed through advanced medical treatment, and cyberware.
- Head: (1d6. Character is unconscious until medical attention is received.)
- 1: The skull has been crushed or shattered, suffering 1d6 permanent points each from INT, REF and TECH stats (Brain damage)
- 2: You suffer amnesia, and must forever after make a difficult task attempt to remember people, places, incidents, or things from your past.
- 3: You are blinded in both eyes indefinitely.
- 4-6: It hit something important. You're dead. Roll up a new character
- NOTE: Destroyed organs will require replacements from your friendly neighbourhood bodybank (Or vat grown/cybernetic options if you're fancy)
- --------------------------------------------------------------------------------------------------------------
- FIREARM CRIT FAIL CHART
- On a critical failure with a firearm, roll 1d100 and consult this chart.
- 1-5: Misfire. Roll again, 99-100 equals a hangfire.* (If beam, gauss, etc, technical malfunction)
- 6-10: Firing pin breaks.** Gun may be used in the future as a club. (If beam, gauss, etc, technical malfunction: result same. This can be fluffed as the weapon melting if it's a polymer one-shot.)
- 11-50: Misfeed.** Bullet goes off but feed mechanism jams. Diff 15 Weapons Tech OR Diff 20 Firearms check to clear the weapon next round. Beam weapons are unaffected by this.
- 51-60: Vision obscured. All die rolls cut in half, rounding down, for the next 1d6 turns
- 61-75: Lose balance. Character must make a Diff 20 Athletics roll in order to avoid falling. If character falls, make a Diff 15 Athletics roll to stand up on subsequent turns. If he doesn't fall, his 1d10 roll during his next attack is cut in half, rounding down.
- 76-85: Drop weapon. Diff 15 Reflex roll on subsequent turns to pick it up.
- 86-90: Weapon dropped and goes off. Roll 1d100 again: 1-15 shoot self; 16-20 shoot
- friend; 21-25 shoot enemy; 26-100 scare the hell out of everybody.
- 91-95: Shoot friend. If no friend present, shoot self.
- 96-99: Shoot self.
- 100: Weapon blows up.** Apply 1d6 damage to 1d6 random hit locations.
- *Hangfire: The bullet will discharge randomly in the next 1d10 rounds. If weapon is pointed away from everyone for the appropriate length of time, no problem. If the gun is handled casually, roll 1d100: 1-10 shoot self; 11-15 shoot friend (Self if no friend near); 16-20 shoot enemy; 21-100 miss. If the bullet is ejected and is rolling around loose when it goes off, roll 1d100 (Apply the damage to a leg. It's assumed someone was stepping on the bullet): 1-5 shoot self; 6-7 shoot friend (Self if no friend near); 8 shoot enemy; 9-100 miss.
- **Roll weapon reliablity. If it's a success, nothing happens. If it's a failure, the described effect occurs.
- --------------------------------------------------------------------------------------------------------------
- MELEE CRIT FAIL CHART
- On a critical failure with a melee attack, roll 1d100 and consult this chart.
- 1-10: Character falls, requires one turn to rise.
- 11-20: You're thrown off your stride. Lose next attack pulling yourself together.
- 21-30: All damage from attacks cut in half, rounding down, for 1d6/2 turns.
- 31-40: -4 from next defense roll.
- 41-50: Lose balance. Character must make a Diff 20 Athletics roll in order to avoid falling. If character falls, make a Diff 15 Athletics roll to stand up on subsequent turns. If he doesn't fall, his 1d10 roll during his next attack is cut in half, rounding down.
- 51-65: Character falls. Must make Diff 10 REF roll to stand up on subsequent turns.
- 66-75: Vision obscured. All die rolls cut in half, rounding down, for the next 1d6 turns.
- 76-80: Stumble and twist ankle. Character makes a stun save at no penalty, and moves at half MA for the next 1d10 rounds. If stunned, the character will automatically recover the next round.
- 81-86: Weapon, if present, dropped. Must make a Diff 15 REF roll to pick it up on subsequent turns. If no weapon, roll again.
- 87-93: Weapon, if present, breaks.* If no weapon, take one wound.
- 94-95: Opponent adds +5 to their next attack against you.
- 96: Opponent automatically hits their next attack against you.
- 97-98: Hit nearest friend. Hit self if no friend is near.
- 99: Hit self.
- 100: Hit self for double damage.
- *Roll for reliablity. On a success nothing happens, on a failure it's broken. If no weapon is used (unarmed), the damage is always taken.
SHARE
TWEET
Untitled
a guest
Oct 18th, 2015
71
Never
RAW Paste Data
