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Cyberware Damage

Although cybernetic systems can outperform biological systems, they are also more prone to failure through system damage because they lack bioware's intrinsic capacity for self-repair. In the event that any single wound inflicts Serious or Deadly physical damage, check for possible system damage. If the result was a Serious wound, roll 1 D6 and subtract 4; for Deadly wounds, roll 1 D6 and subtract 2. The die result indicates the number of potential components that might have been damaged. Having determined this number, learn what specific cyberware is affected by rolling randomly or simply by GM fiat. (See also pp. 93-95 of Street Samurai Catalog for more on one method.) Cortex bombs, fingertip compartments, and other such cyberware chosen by the GM cannot be damaged in this fashion, and are not considered when determining possible system damage. If the random roll generates a repeat result consider it a "No system hit" for that particular roll. If the die result indicates that at least one system has potentially been affected, roll 2D6. If the result totals a 2, one of the neural interfaces has been hit. Roll randomly to determine which interface.
Quick Roll Table Serious=1D6-4 or Deadly=1D6-2 If the Number of Systems Potentially Damaged is more than 0, then a secondary roll is done to determine if an interface is damaged. Roll 2D6, a result of 2 indicates Interface Damage. If Interface hit, then jump to Damage Chart to determine damage. If Interface is not hit, then roll on the Damage Table (Left) to determine system affected. Repeat rolls from a single attack do not increase the damage level. If a system is non-existent, it is considered No System Hit.

Damage Chart 0= No damage 1-2 = Light 3-4 = Moderate 5 = Serious 6 = Deadly 7 = Destroyed.

Once a system suffers Light damage, it operates at 50 percent efficiency until repaired or replaced (all bonuses are halved, dropping fractions). For example, a smartgun link with Light damage is only -1 to the Firearms Success Test Target Number, instead of the normal-2. lf the damage is Moderate (or later accumulates to the Moderate level) all bonuses, features, and normal operations cease to function. The aforementioned smartgun link would then be at -0 to the Target Number, and would stop giving any data to the linked character. At the Serious level, moderate system feedback from accrued component damage begins to impede overall performance. Add +1 to Target Numbers for all rolls the character makes; this penalty is cumulative with all other penalties, including other damaged systems. At the Deadly wound level, system feedback goes wild, severely affecting overall performance; the Target Number penalty increases to +2. This penalty is also cumulative. i.e .. two systems at Deadly wound level add +4 to all Target Numbers. In addition to any other penalties normally suffered, if the damage level Exceeds Deadly in severity, the component is considered "destroyed" negating all penalties from the unit's adverse system feedback.

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