For AshWoP SLA Games
Jolt weapons
Official errate from 1992
Use of stun weapons... New stun weapon rules have been added as the existing version of the Jolt Glove is far too powerful, being able to decimate the likes of heavy armour AND unarmoured targets. Now, upon recieving a hit from a jolt weapon, the target must roll a PHYS roll at -20. Powered armour has now been enhanced to eliminate possibility of controls 'freezing' and is now immune to the effects of jolt weapons. People wearing unpowered armour are still susceptible to shock weapons, but make a PHYS roll at -10 instead (due to the extra protection of the armour).
Fear
The way I will be doing fear checks are;
2d10 - ranks in phobia, scores of 11+ means that the character is fine.
Score 8-10 (Stunned momentairly)
Score 5-7 (Stunned for minutes)
Score 2-4 (Unconscious for minutes/fleeing the area)
Natural 2 (Unconscious +1 to ranks of phobia)
Psychosis
2d10 - ranks in pyschosis, 11+ to be unaffected
Equipment notes
Glove Based Weapons (Jolt Gloves, GASH fists, etc)
These are worn over the armour. Apart from Jolt gloves the 'glove weapon' does not interfere with the use of pistols, rifles, etc, except SP Vibrodiscs.
SP Vibrodiscs
These are worn on the forearm with the end of the 'barrel' sticking out just beyond the wrist, ensuring that you cannot accidentally shoot your own hand off.
Bounty
Carrien: 10-15c, standard is 10c, higher values only when stated on BPN.
Greater Carrien: 20c
Mutant Carrien: 25c
Advanced Carrien (Non-operative): 50c, Evidence is required that a carrien was actually an Advanced Carrien
Manchines: 75c
New Generation Manchines: 150c
Alpha Manchines: 200c
Cannibals: 10c
Carnivorous Pigs: 5c
Scavs: 100c
Digger: 1,000,000c
Halloween Jack: 750,000
Claiming bounty
Bounty can only be claimed with proof of kills. Proof is whole torso's OR heads.
Photos or footage of kills counts as acceptable proof, indeed this is the preffered method.
Bullets Vs Armour
This is how I work bullets vs. armour
I'll also be using the 10mm HEAP round as an example (PEN 7, Damage 10, ADS 3)
1a. If the PEN of the bullet (In this case 7) is greater than, or equal to, the PV of the armour then the round penetrates and damage is dealt.
1b. If the PEN of the bullet is less than the PV of the armour the round stops there.
2. If a round penetrates armour than the only damage dealt is the damage value (In this case 10).
3. No matter the case Armour Damage (AD) is dealt to the armour.
4a. When rolling any scores over 20 add to the penetration. It represents the fact that you managed to hit a weak point.
4b. Damage cannot be improved upon, unlike the penetration, with scores over 20 with bullets. Close combat though is another matter entirely.
Close Combat Vs Armour
Below are my rules on penetrating armour/causing damage in close combat. As an example I'll be usuing the Power Claymore (Pen 4, Dam 6, AD 3).
1. As above any rolls greater than 20 will improve the penetration of the strike, not the damage.
2. Unlike bullets it is possible to penetrate a piece of armour with something with low penetration but the damage is reduced by the difference between Pen and PV.
I'll also cover thrown weapons.
1. Grenades are one of the only weapons where the Pen cannot be improved upon by rolls of 21+, the roll is for placement of the grenade, not how well it explodes.
2. Throwing knives, and similiar, weapons can have Pen improved with rolls of 21+ because you are attacking the target directly.
Time frame
Unless stated otherwise there will be a week between BPNs to allow for repairs/purchases/operations/etc.
Ambidexterity and combat
It's cropped up so I thought it best if everyone knows.
Being ambidextrous allows your character to use either hand to attack with any weapon, they are skilled in of course, with no negative modifiers for 'off-hand' or similiar.
Since everyone, according to CD I think, can split their skill for attacking with each hand I need to impose some errata.
1. Off-hand attacks using a split skill still suffer the -4 for being off hand, except for anyone with the ambidextrous skill.
2. Splitting defense isn't affected, defense is fairly passive.
3. It should be obvious that you cannot split attacks with two-handed weapons, unless you happen toi be a stormer with quad-limb. In which case refer to 1, but ambidextrous doesn't count.
Autofire
The way I'll be working autofire weapons is as follows;
Roll to hit as normal.
If you hit roll your autofire skill. For every point over 11 is another hit on the target, to the maximum of the weapons highest ROF.
Skill descriptions and use
This will be updated as and when neccasery.
Gymnastics
This skill can be used to dodge ranged attacks by jumping/diving and rolling. Simply make a skill check and give me the result.
Gambling (May be subject to change.)
A guide to how much you can win/lose at gambling.
Natural 2 (Regardless of final score) - Lose all creds
3-10 - Lose between 10-90% of the stake
11 - Break even
12-20 - Win 2-18% of the starting stake.
21+ - Win 20%, +5% for each incremental step, of the starting stake.
Formulating under the effects of drugs
For those who want to know, and someone has asked, the following modifiers are given to CONC rolls when formulating;
Rush -5
UV -7
Blaze UV -9
Bass -2
Pineal Stim N/A
Beat +1
PI N/A (Your so out of it that it doesn't matter)
KS (all types) N/A
Chain N/A (This is for Karma use, and no Ebb-user will take Karam stuff)
Pain Away -1
Flush -2
Streak Unknown (Never heard of it, so I don't know what it does)
Honesty -4
White Noise N/A
Drum N/A (Your asleep!)