Optional Rules (The Reach Campaign)

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Suppressive Fire

These mods expand the suppressive fire rules.

Saving Throws

When rolling saves against suppressive fire, add the following bonus to the roll:

  • Prone without cover +2
  • Half cover +4
  • Almost complete cover +8

Suppressive Fire With All Ranged Weapons

Any ranged weapon capable of multiple shots can be used for suppressive fire. The damage for the suppressive fire is half of normal damage.

  • Weapons marked with # are able to suppress an area of 10 m at the cost of 10 ammo.
    • Machineguns 20 m with 20 ammo
  • Weapons marked with * are able to suppress an area of 9 m at the cost of 9 ammo.
  • Other weapons are able to suppress an area 5 m at the cost of 5 ammo.
    • The save is with +4

Damage and Dying

These rules expand on the basic rules for damage.

Instant Death and Heavy Weapons

Since the line between normal and heavy weapons is blurry, especially when considering high-tech weapons, use this mod to see when damage is instantly lethal.

A character that is reduced to zero HP or lower can sustain a certain amount of damage before dying. If they have taken damage equal to their Con after all their HP are gone, they die instantly. Otherwise they are mortally wounded. The damage in excess of HP are considered Con damage (or critical wounds).

Keeping Critical Wounds Stabilized

A stabilized character, who is not yet hospitalized is still in the danger of dying. Every hour they are out of a hospital, they need to roll a physical save or suffer 1d6 Con damage. If they succeed, in any of these saves, they are safe for the next day. The attention by someone with Heal skill can prevent this damage. If they are active or are being roughly moved around (carried or dragged), the attending medic needs to roll Heal at difficulty 8. If they are in rest and only moved gently (via a stretcher or a vehicle), the difficulty is 6.

Field surgery in a field hospital can stop further damage with a Heal check of difficulty 8. In any case the physical save is only needed once per day in a field hospital.

Hospital level care is enough to prevent further damage.

Healing Critical Wounds

All critical wounds (Con damage) is healed after a period of time in hospital level medical care. Con damage is not healed like HP damage. Some drugs, PSI or other means may heal Con damage in field, at a cost in System Strain.

Permanent Injury

Every time a character is critically wounded, roll a physical save to see if they are left with permanent injuries. If they fail, they will lose 1d6-TL from one of their stats. To see which, check where they were hit (use a hit location die, or the following d6 table).

  1. Head: One random Mental Stat
  2. Right Arm: Dex
  3. Left Arm: Dex
  4. Body: Con
  5. Right Leg: Str
  6. Left Leg: Str