Damage Prose in Cyberpunk 2090 | World Anvil
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Damage

The rules modification for damage that we will be using are.
  • Damage may be soaked -You may spend bennies to soak damage.
  • The Golden hour -Each person may make one healing role for damage once within a hour of the injury, after that the wound must be healed over time or in a hospital.
  • Temporary injuries -Whenever you take any wounds from an attack you roll on the temporary injury table, this injury goes away when the wounds are healed.
  • Perminant injuries -When you are incapacttated by an attack you roll on the perminant injury table, you may die, perminant injuries may be healed by surgury or cybernectic replacment.
  • Damage from shaken -A Shaken character who’s Shaken a second time from a damaging attack receives a wound as usual but does not have to roll on the Injury Table.
  • Heavy Weapons -Heavy weapons inflict double damage against extras not in heavy armour
 

Area of effect attacks

There are 2 kinds of area of effect attacks, weapons with a blast template ie Grenades. and template weapons ie Flamthrowers.   Blast weapons must roll to hit as normal, if they hit you may place the blast in your intened location, if they miss they may scatter to a differant location.   Template weapons do not roll to hit you simply place the template, however many template weapons have a roll for possible malfunction. see the actual weapon description for details.   Everything under the template is hit.   For all AOE attacks the people under the template may get the opportunity to dive for cover, this is an Agility roll at –2 to jump out of the way and avoid the damage. If successful, move the character just outside the template (his choice exactly where). Grenades can be thrown back as well. Targets that are Prone or already in cover add the cover bonus they would get against being hit to their armour instead.   Characters inside a vehicle count as being in cover but add the armour of the vehicle to their armour when determining damage. In some cases they may bail out to avoid damage, this is an agility roll at -4. Grenades can be thrown back as well.
Characters inside an armored vehicle are not hit unless the vehicle suffers a critical hit that damages crew, or unless the vehicle is open topped.  

Vehicle Damage

Each raise on the damage roll causes a Wound and one roll on the Vehicle Critical Hits Table.
Each Wound reduces a vehicle’s Handling by 1 (to a maximum of −4).   Most vehicles can take three Wounds before they’re Wrecked.   Vehicles cannot be Shaken, but if they take damage over their Toughness (whether they take a Wound or not) the driver must make a Control Roll.   Called Shots: To target a particular part of a vehicle, the GM assigns a modifier based on the size of the target. If the attack is successful and causes a Wound, it also causes the effects for the matching area listed on the Vehicle Critical Hit Table.  

Wrecked

Occupants:

Those inside a vehicle (and whatever it hits, if it matters) take damage depending on what caused the Wreck:  

COLLISIONS:

If the vehicle is Wrecked from a Collision on the Out of Control Table , the passengers suffer Xd6 damage, where X is equal to the Wounds the vehicle suffered from the collision (don’t forget any Air Bags & Safety Harnesses)  

DAMAGE:

If the vehicle is Wrecked from Wounds caused by enemy attacks, occupants in a land vehicle or speed boat take 3d6 damage, or 5d6 if the GM feels the vehicle was traveling at a high speed (usually in excess of 80 MPH) or some other precarious circumstance.

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