Cyberware Damage Cheatsheet

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    Cyberware Damage

    Although cybernetic systems can outperform biological systems, they are also more prone to failurethrough system damage because they lack bioware's intrinsic capacity for self-repair. In the event thatany single wound inflicts Serious or Deadly physical damage, check for possible system damage. Iftheresult was a Serious wound, roll 1 D6 and subtract 4; for Deadly wounds, roll 1 D6 and subtract 2. Thedie resultindicates the number ofpotential components that might have been damaged. Having

    determined this number, learn what specific cyberware is affected by rolling randomly or simply by GMfiat. (See also pp. 93-95 of Street Samurai Catalog for more on one method.) Cortex bombs, fingertipcompartments, and other such cyberware chosen by the GM cannot be damaged in this fashion,andare not considered when determining possible system damage. If the random roll generates a repeatresult consider it a "No system hit" for that particular roll. If the die result indicates that at least onesystem has potentially been affected, roll 2D6. If the result totals a 2, one of the neural interfaces hasbeen hit. Roll randomly to determine which interface.

    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 -1to 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, andnormal operations cease to function.The aforementioned smartgun link would then be at -0 to theTarget Number, and would stop giving any data to the linked character.

    At the Serious level, moderate system feedback from accrued component damage begins to impedeoverall performance. Add +1 toTarget Numbers for all rolls the character makes; this penalty iscumulative with all other penalties, including other damaged systems.

    At the Deadly wound level, system feedback goes wild, severely affecting overall performance; theTarget Number penalty increases to +2. This penalty is also cumulative. i.e .. two systems at Deadlywound level add +4 to allTarget Numbers.

    In addition to any other penalties normally suffered, ifthe damage level Exceeds Deadly in severity,the component is considered "destroyed" negating all penalties from the unit's adverse systemfeedback.

    Quick Roll TableSerious=1D6-4 or Deadly=1D6-2

    If the Number of Systems Potentially Damaged is morethan 0, then a secondary roll is done to determine if aninterface is damaged. Roll 2D6, a result of 2 indicates

    Interface Damage.

    If Interface hit, then jump to Damage Chart todetermine damage.

    If Interface is not hit, then roll on the Damage Table(Left) to determine system affected. Repeat rolls froma single attack do not increase the damage level. If asystem is non-existent, it is considered No SystemHit.

    Damage Chart

    0= No damage1-2 = Light3-4 = Moderate

    5 = Serious6 = Deadly7 = Destroyed.