I know that this has been discussed before, but I was unable to find it in the
5 minute search of the Archives.
I was trying to design some weapons that would be equipment-friendly for
ITTT for situations such as a research lab is invaded or a freighter is being
boarded. The idea is to suppress the opponents without damaging valuable ITTT
property. It is also nice to reduce the chance of being sued for wrongful
death.
Here is a basic premise for Non-Lethal Weapons:
- If one of the attacker's dice exceeds the defender's die (dice) roll,
1 suppression marker is placed.
- If 2 or more of the attacker's dice exceed the defender's roll, _2_
suppression markers are placed (and normal test for casualties, but this is
much reduced by the weak impact of the weapons).
- Maximum impact for non-lethal weapons is d4.
ITTT Non-Lethal Weapons
CE9 Shocker Pistol Close Only FP:3 (Area Effect) Impact:d4 CGG Goo Gun Close
Only FP:d10 Impact:d4 CGGL Goo Grenade Launcher (AGL) FP:d12 Impact:d4
Are the special rules too much? Would the weapons get the effect without the
special rules? Is there a better way of doing it?
---
Tom Barclay used to have his Non-Lethal Weaponry rules up at his
website, but all the actual HTML seems to be gone from
http://home.fox.nstn.ca/~kaladorn/
Tom, what gives? There was all sorts of intersting & nasty gadgetry there
for non-lethal/reduced lethality weaponry, as well as some more
conventional house rules and new weapons.
For non-lethal stuff, I'd be inclined to up the impact die a bit, but
use
non-standard impact effects - ie doubled roll ISN'T dead, but
down/incapacitated in some way.
Also, isn't a 'shock pistol' just a taser?
I've got to cut this short - RL interupt - but there's some interesting
ideas for non-lethal stuff floating around - in RL as well as the list!
On Tue, 26 Mar 2002 11:24:50 -0500, "Bell, Brian K (Contractor)"
<Brian.Bell@dscc.dla.mil> wrote:
> I know that this has been discussed before, but I was unable to find
roll, 1
> suppression marker is placed.
The multiple suppression is one option, but it doesn't seem entirely
appropriate for some weapons.
For sticky foam or "tanglefoot vines", make the figures make a quality check.
If it is failed, the figure is completely immobilized until an ally spends a
full
activation in contact with him, cutting him free/applying the correct
solvent/whatever.
For stun weapons, I'd just treat kills as stuns. I'd assign a small chance of
death (heart failure, alergic reaction, or the like) based on a single roll
when the figure is first stunned, and give him a small chance of waking up
again each turn. I'd probably inflict a quality shift of -1 for the
figure if he wakes up.
G'day,
> Tom, what gives?
I'd assume they're migrating to stargrunt.ca
Cheers
> Date: Wed, 27 Mar 2002 10:50:50 +1100
I'm hoping that stuff makes it to stargrunt.ca too...
Tom can give more details, but he had some serious ISP issues and I believe
much of/most of his old kaladorn site went down the crapper. I don't
know
how much of it is backed up - probably most.
Our list of "stuff to get done for the site" for stargrunt.ca is just silly at
the moment, and getting bigger... Soon. Updates soon.
--- Adrian Johnson <adrian.johnson@sympatico.ca>
wrote:
> Our list of "stuff to get done for the site" for
Yeah, well, someone offered ME "We'll put up all your Stargrunt stuff, just
send it in."
And then y'all act surprised when I send a couple dozen MTOEs in. (Most of
which hasn't been seen
anywhere--I'm doing merc units as a hobby nowdays)
> Our list of "stuff to get done for the site" for
Heh...
It's coming, it's coming...
honest.
promise.
...really.
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