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The FLIPPER IS DEAD Collective's Optional Rules For Combat
by CHOPPER, F.I.D. Spokesman
Email -
flipperisdead@yahoo.com or flipperisdead@hotmail.com
Editing and comments by Winterfrost

 

From The Tank. Thanks to Liftshaft, Bob Spanners and Veggie Scumm. This details a series of interesting alterations that can be used to make combat more interesting.

 

SKILL and ACCURACY

Ever wondered how you can kill with a 6mm pistol? TRY THIS:

  1. This makes the ROLL to hit important:

Example:
This allows a good shot with a 9mm accurate pistol to KILL.
WA +2 = Wound Number 3. At short range (DIFF 15), rolling REF: 8 + Skill: 9 + D10 = 22 on average.
(NOTE: You do not include the WA in the roll! - Winterfrost)
7 points over, 7/3=2 extra D6. The hit does 4d6+1 damage. 15 points on average. Mortal 0 wound. With ROF 2 you can shoot them again if you want to be sure...

Be careful with this one. Lucky 10s can cause LOTS of damage. (Maybe too much? - Winterfrost)

- OR-

  1. Makes the firer's SKILL important:
Skill with firearm 1 to 3 4 to 5 6 to 7 8 9 10
Damage +0 +1 +1D6 +1D6 +2D6 +2D6
Rate of Fire +0 +0 +0 +1 +1 +2

So Handgun +10 makes a 5mm pistol a 3D6 weapon.

 

WOUNDS

Ever Heard of blunt trauma? Kinetic shock? Try these...

 

BLUNT TRAUMA

Every D6 of damage stopped by the armour does 1 point of damage no matter what the SP.
If the hit is to a cyberlimb you take it off the limb's SDP. If the target has hard armour, half this damage (1 per 2D6).

Or you can use 1/5 rolled damage. Your call.

Trauma plates of steel (6mm), titanium, or ceramic will reduce blunt damage by 1, 2, or 3 points, but have EV's of 1, 2 and 3 respectively.

So in Metalgear (SP25 hard, EV 2) with Ceramic Trauma plates (Trauma -3, EV 3), a 7.62mm hit doing 6D6+2 =23 damage has the following effect. 23 damage is stopped by armour (SP25)... Trauma is 6 points, less the plate=3. PC takes 3 damage. But with a total EV of 5 they're slow as slugs in combat. (This is incorrect. As Metalgear is a hard armor, the Trauma damage would only be 3 pts. -- 1 per 2D6 as stated for hard armors above -- less the plate is 0 damage! - Winterfrost)

 

KINETIC IMPACT

Also, when hit, roll BOD vs. Damage of hit (before armour). If it is failed, the victim loses an action from the impact -- he is staggered or knocked down by the blow. (I disagree with this one. In my mind, this is what STUN rolls are supposed to emulate. The laws of physics will show you that a man cannot be knocked over by the impact of a bullet. Yes, he can fall to the ground, but this isn't from the force of the bullet, but rather from his body's reaction to the damage, which is what STUN rolls refelct. - Winterfrost)

 

(I've removed the armour layering section. It's been dealt with by the newest CP rules. - Winterfrost)

 

Please send all contributions to winterfrost.geo@yahoo.com

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