From d02caf35f911c50d51d60bf3e3fe601eec4b610d Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sun, 8 Sep 2019 13:43:52 -0700 Subject: [PATCH 1/3] fixed minor typo in shooting advice modified: Combat Rules/2_Shooting.txt --- Combat Rules/2_Shooting.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Combat Rules/2_Shooting.txt b/Combat Rules/2_Shooting.txt index 86eda812..534b99f2 100644 --- a/Combat Rules/2_Shooting.txt +++ b/Combat Rules/2_Shooting.txt @@ -96,7 +96,7 @@ one Action before the weapon can be fired again. == Hip Firing == Add 3 to a weapon's miss chance. You cannot use optical attachments in hip -firing unless otherwise noted. It is much smarter to takes one action to Aim, +firing unless otherwise noted. It is much smarter to take one action to Aim, and spend the rest of your shots firing. It's also a great idea to take an action at the end of your turn to "hunker," and gain a +2 cover advantage. From 05443007654ca311503675d4d47bfb963e32b581 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sun, 8 Sep 2019 13:57:33 -0700 Subject: [PATCH 2/3] adjusted formatting of grenades and clarified language of frag grenade discription. modified: 06_Explosives.txt --- Items/06_Explosives.txt | 37 ++++++++++++++++++++++++------------- 1 file changed, 24 insertions(+), 13 deletions(-) diff --git a/Items/06_Explosives.txt b/Items/06_Explosives.txt index 44ed8f2e..f09abdc1 100644 --- a/Items/06_Explosives.txt +++ b/Items/06_Explosives.txt @@ -7,7 +7,8 @@ Grenades == ECSC Smoke Grenade $50 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters +Miss Chance: 5 +Range: 10+[DEX or STR]*2 meters Armor Piercing Level: 0 Reflex Modifier: -10 Reflex Save: 110 @@ -30,7 +31,8 @@ at the cost of one action on their next turn. == ECSC CID Chemical Incapacitation Device (Gas grenade) $50 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 5 out to 7+[DEX or STR]*2 meters +Miss Chance: 5 +Range: 7+[DEX or STR]*2 meters Armor Piercing Level: 0 Reflex Modifier: -10 Reflex Save: 90 @@ -51,7 +53,8 @@ at the cost of one action on their next turn. == RMM Flash-Bang Distraction and Clearing Device $50 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 6 out to 10+[DEX or STR]*2 meters +Miss Chance: 6 +Range: 10+[DEX or STR]*2 meters Armor Piercing Level: 0 Reflex Modifier: -10 Reflex Save: 110 @@ -70,16 +73,18 @@ investigation checks. == ECSC Fragmentation Grenade $90 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters +Miss Chance: 5 +Range: 10+[DEX or STR]*2 meters Armor Piercing Level: 1 Reflex Modifier: -10 Reflex Save: 100 - Each Target within the blast radius takes multiple hits. 45 ballistic + Each Target within the blast radius takes three shrapnel hits. 45 ballistic damage per hit, automatically hits armor. Targets take full damage to the torso, legs, and arms (if armor is pierced or not present): (3*45 damage)+2xBleed within a 2.5m radius.Only legs and torso (2*45 damage)+1xBleed within a 5m -radius. At least one hit must damage health to cause Bleed. +radius. At least one hit must damage health to cause Bleed. Recall that multiple +hits create separate wounds, which each must be healed separately. Each character in the radius of a Frag Grenade's range when it goes off may make a Reflex Save of DC 100. If they succeed, they may dive prone up to their @@ -89,7 +94,8 @@ at the cost of one action on their next turn. == ECSC C10 Plastic HE $210 == Damage: 120 explosive damage within a 3m radius, 5m radius indoors. -Ranged Miss Chance (to land where intended): n/a +Miss Chance: 0 +Range: 0 meters Armor Piercing Level: n/a Reflex Modifier: -10 Reflex Save: 110 @@ -112,16 +118,18 @@ at the cost of one action on their next turn. == RMM Frag+ Grenade $140 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters +Miss Chance: 5 +Range: 10+[DEX or STR]*2 meters Armor Piercing Level: 2 Reflex Modifier: -10 Reflex Save: 120 - Each Target within the blast radius takes multiple hits. 50 ballistic + Each Target within the blast radius takes three shrapnel hits. 50 ballistic damage per hit, automatically hits armor. Targets take full damage to the torso, legs, and arms (if armor is pierced or not present): (3*50 damage)+2xBleed within a 3m radius. Only legs and torso (2*50 damage)+1xBleed within a 6m radius. -At least one hit must damage health to cause Bleed. +At least one hit must damage health to cause Bleed. Recall that multiple hits +create separate wounds, which each must be healed separately. Each character in the radius of a Frag Grenade's range when it goes off may make a Reflex Save of DC 110. If they succeed, they may dive prone up to their @@ -131,7 +139,8 @@ at the cost of one action on their next turn. == Frontier Chemical Grenade $70 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters +Miss Chance: 5 +Range: 10+[DEX or STR]*2 meters Armor Piercing Level: n/a Reflex Modifier: -10 Reflex Save: 120 @@ -148,7 +157,8 @@ at the cost of one action on their next turn. == RMM HiEx Grenade $285 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters +Miss Chance: 5 +Range: 10+[DEX or STR]*2 meters Armor Piercing Level: n/a Reflex Modifier: -10 Reflex Save: 130 @@ -166,7 +176,8 @@ at the cost of one action on their next turn. == Frontier Plasma Grenade FP-G5 $360 == Damage: D10 Thermal Damage to exact spot of impact -Ranged Miss Chance (to land where intended): 5 out to 10+[DEX or STR]*2 meters +Miss Chance: 5 +Range: 10+[DEX or STR]*2 meters Armor Piercing Level: 6 Reflex Modifier: -10 Reflex Save: 140 From 8de13062035ea19090c45bd5f9f5bc40e8f23512 Mon Sep 17 00:00:00 2001 From: Bleehu Date: Sat, 28 Mar 2020 12:07:58 -0700 Subject: [PATCH 3/3] added frag grenade table modified: Items/06_Explosives.txt --- Items/06_Explosives.txt | 36 ++++++++++++++++++++++++------------ 1 file changed, 24 insertions(+), 12 deletions(-) diff --git a/Items/06_Explosives.txt b/Items/06_Explosives.txt index f09abdc1..76622557 100644 --- a/Items/06_Explosives.txt +++ b/Items/06_Explosives.txt @@ -79,12 +79,18 @@ Armor Piercing Level: 1 Reflex Modifier: -10 Reflex Save: 100 - Each Target within the blast radius takes three shrapnel hits. 45 ballistic -damage per hit, automatically hits armor. Targets take full damage to the torso, -legs, and arms (if armor is pierced or not present): (3*45 damage)+2xBleed -within a 2.5m radius.Only legs and torso (2*45 damage)+1xBleed within a 5m -radius. At least one hit must damage health to cause Bleed. Recall that multiple -hits create separate wounds, which each must be healed separately. ++-------+------+----------------+----------------+ +| Range | Hits | Damage per Hit | Bleed Tokens | ++-------+------+----------------+----------------+ +| 2.5 m | 3 | 45 damage | 2 bleed tokens | ++-------+------+----------------+----------------+ +| 5 m | 2 | 45 damage | 1 bleed token | ++-------+------+----------------+----------------+ + + Each Target within the blast radius takes hits accoding to the table above. +Grenade shrapnel automatically hits armor if it is present. At least one hit +must damage health to cause Bleed. Recall that multiple hits create separate +wounds, which each must be healed separately. Each character in the radius of a Frag Grenade's range when it goes off may make a Reflex Save of DC 100. If they succeed, they may dive prone up to their @@ -124,12 +130,18 @@ Armor Piercing Level: 2 Reflex Modifier: -10 Reflex Save: 120 - Each Target within the blast radius takes three shrapnel hits. 50 ballistic -damage per hit, automatically hits armor. Targets take full damage to the torso, -legs, and arms (if armor is pierced or not present): (3*50 damage)+2xBleed -within a 3m radius. Only legs and torso (2*50 damage)+1xBleed within a 6m radius. -At least one hit must damage health to cause Bleed. Recall that multiple hits -create separate wounds, which each must be healed separately. ++-------+------+----------------+----------------+ +| Range | Hits | Damage per Hit | Bleed Tokens | ++-------+------+----------------+----------------+ +| 3 m | 3 | 50 damage | 2 bleed tokens | ++-------+------+----------------+----------------+ +| 6 m | 2 | 50 damage | 1 bleed token | ++-------+------+----------------+----------------+ + + Each Target within the blast radius takes hits accoding to the table above. +Grenade shrapnel automatically hits armor if it is present. At least one hit +must damage health to cause Bleed. Recall that multiple hits create separate +wounds, which each must be healed separately. Each character in the radius of a Frag Grenade's range when it goes off may make a Reflex Save of DC 110. If they succeed, they may dive prone up to their