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#1
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Quote:
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#2
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First impressions on the traumatic wounds, I like them. I haven't run them through a simulation, but they seem reasonable on their face. I'll let you know if my opinion changes.
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#3
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Glad to hear. I think they might be how I model various other forms of trauma such as Radiation sickness and hypothermia though I've gotta reread those entries and see what tweaks will be needed.
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#4
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So a rough Explosives rule. Addtionally, there's now a hard limit on how many Traumatic injuries you can suffer before being dead outright.(10's of CON attribute).
EDIT: added in clarity on what Traumatic wounds will do if left untreated, a hard limit on how many a character can handle andwhat to do when a weapon that uses Traumatic Force damage hits. Explosive: weapons that deal explosive forms of damage are treated as such: divide the Damage by 10. (Damage÷10) This is the Trauma Factor(TF). Characters hit by such weapons immediately suffer that many Traumatic wounds. On vehicles they reduce its Structure by the net damage ÷10, or divide the Explosive armor value by Ten and apply the net damage of the new value- Trauma factor. If the weapon has fragments, roll for a location for each hit except the first. This will always be whole body damage. Last edited by knightofrubus; 06-25-2021 at 01:16 PM. |
#5
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Changed some core math around(no need to multiply)
Added in what happens when you're lit on fire might need some further tweaks to that but should at least 'work'. The math changes came around after talking with the lead designer for 4th as it might be a direction the next edition eventually goes. |
#6
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Hyper and hypothermia rules are now in. Also, removed the penalty from SP loss.
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#7
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One last update as now Non-lethal damage is factored as is how automatic fire and a few other did bits operate. Calling it a tentative 'done' for now.
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