Useful RHB information

Apr 6, 2021 2:14 am
Not sure if any of you purchased the Referee's Handbook, but in case you didn't there are a few pieces of information which might be useful to player characters, so I thought I'd post them here as I find them.

Dehydration (p.26): A character can go for 3 days without water. At the end of the 3rd day and each day thereafter, he takes 1D dehydration damage until he dies. Keep track of damage caused by dehydration separately. Each day spent with ample water restores 5 BP of dehydration damage. While a character has any dehydration damage, he is considered fatigued. Vita-iron pills can reduce by half the damage caused by dehydration.

Starvation (p.26): A character can without food for 3 weeks, though he'll lose weight and look unwell. Each day thereafter, the character takes 1D starvation damage. Any character who has gone without food for more than 3 days is considered fatigued as well. Keep track of damage caused by dehydration separately. Each day spent with ample food restores 5 BP of dehydration damage. Vita-iron pills can reduce this damage by half, and certain cybernetic implants can affect how much daily food you require.

Common "Hard" Penalties (p.22)
Zero-g Maneuvers: Trying to perform any type of physical action checks (STR-, AGL, or CRD-based) while in zero-g.
Piloting Starships: Trying to perform any Pilot-related action check while controlling a starship or capital ship (if able).
Heavy/Mounted Weapons: Trying to hit opponents using a heavy weapon mounted to a vehicle, base, structure, etc.
Unarmed vs. Armed: Trying to dodge a melee attack from an armed opponent when you are unarmed.
Dodging Ranged Attacks: Attempting to dodge an attack by a ranged weapon (bullet, laser, etc., but not a hurled weapon) when not behind cover.
Outnumbered in Melee: Attempting to dodge a melee or unarmed attack when outnumbered two-to-one (2:1).
Resisting an Unknown Threat: Attempting to make a resistance check when completely unaware of the threat, such as taking a full drink of poisoned wine (instead of just a small taste first), etc.
Apr 6, 2021 2:23 am
Conditions (p.25)
Blinded: Cannot see. Suffer -20 in all action checks where vision is a factor.
Dazed: Suffer -10 to all action checks.
Deafened: Cannot hear. Suffer -20 in all action checks where hearing is a factor.
Fatigued: Suffer -20 to all action checks.
Forced To Land: Air vehicle can no longer stay in air, must land. Referee adjudicates how vehicle lands, may require Pilot check(s).
Immobilized: Cannot move, but aware and can perform other actions.
Out Of Control: Vehicle out of control. Next turn make Pilot check as only action: failure result in crash or worse, success regains control.
Paralyzed: Unable to move or take actions, but aware.
Prone: On ground. Suffer -20 to dodge or attack with melee=thrown weapons.
Slowed: Half normal MOVE rate.
Stunned: Can take only a single action each turn (no multi-actions).
Surprised: Assumed to roll a 1 for initiative and -10 to any action checks.
Unconscious: Falls prone, unaware, and cannot take any actions.
Weakened: Reduce by half melee or unarmed damage.

Note that all condition can stack with one another, so a dazed and fatigue and slowed character will have his MOVE halved and suffer -30 to all actions!
Apr 6, 2021 2:57 am
Ack. Always suspicious when a GM posts such.
Apr 6, 2021 9:10 pm
Oh, nothing to worry about... :P

Special Weapons

Burstfire Weapons (p.44): If a player wants to spray multiple targets with one burst, he makes one attack roll and divides the rolled damage among the targets equally. He can't divide a burst among more targets than half the number of bullets expanded (rounded up). Thus, if a burst is listed as 5 bullets, then at most he can spray 3 adjacent targets. This is an area attack (p.42).

Entanglement Weapons (p.45): Victims must make AGL checks. If successful, they dive out of range and are prone; otherwise, they are paralyzed. When paralyzed, minor characters are affected for the remainder of the encounter, but major characters continue rolling initiative. The only thing a character can then do on his turn is make an AGL check to wiggle free of the entanglement. He's then ready to act normally in the next turn. Characters with a STR score of 100 or more ignore entangle effects.

Explosive Weapons (p.45): These weapons cause their listed damage in the hex/square they detonate, and half that to everyone in a radius equal to the number of dice in the damage code (in meters). As this is an area attack (p.42), any living thing in that blast radius can try to dodge and dive prone and take half the damage he otherwise would have been inflicted with. A fragmentation grenade would therefore cause 8D to its target and half that to anyone within 8m of it.

Stunner Weapons (p.46): Victims must make a STR check. If successful, they are stunned until the end of their next turn; otherwise, they're unconscious. When unconscious, minor characters are affected for the rest of the encounter, but major characters continue to roll initiative. the only thing a character can then do on his turn is make a STR check to shrug off the effect and wake back up. He's then ready to act normally in their next turn.
Apr 6, 2021 9:17 pm
Robot Combat/Robot Damage (p.46): (optional rule which I'll use): For each 1 rolled on damage dice, you can randomly select a piece of gear, including integrated equipment and that which is carried or worn, and mark it as "damaged". A damaged piece of gear can still be used, but carries a penalty of -20 until it is repaired by a technician (normally done outside of combat). If any integrated piece of equipment if hit a second time, it's destroyed completely and must be replaced rather than repaired.
Additionally, if a robot is hit by a critical success, it might have one of its modes of transportation damaged or destroyed, or could have something else damaged, which would help forward the story. As usual, critical successes and failures are meant to be story deviced, not game mechanics.
Apr 7, 2021 12:23 am
He He He. GM posts stuff about Trudy Damage. He He HE...
Apr 7, 2021 1:48 am
Considering the list of robot immunities, I think playing a robot should come with a few drawbacks (aside form the "just a robot" option). This optional rule brings robots more along other pieces of equipments such as vehicles or starships as it uses pretty much the same damage systems.
Apr 7, 2021 1:58 am
Perhaps even some Long Term Injuries from being nearly Previous Destruction by UNKNOWN persons. Accidents do happen. Not to mention any glitches that Trudy has toward Nero.
Last edited April 7, 2021 2:00 am

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