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alien-rpg/parts/damage.tex
2026-04-11 21:32:31 +02:00

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\section{Damage \& Health}
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Health}
Your starting Health equals \textbf{(Strength + Agility) $\div$ 2}, rounded up. Health represents fatigue, bruises, and minor cuts.
\subsection{Armor}
Armor reduces incoming damage by its \textbf{armor level}. You can only wear one suit of armor at a time.
\subsubsection{Armor Piercing}
Against armor piercing attacks, armor level counts as \textbf{1 lower} (minimum 0).
\subsubsection{Weak Spots}
You can aim for a weak spot: \textbf{--2 dice} to attack, but on hit the armor level is reduced by 1 (in addition to armor piercing).
\vspace{10pt}
\subsection{Cover}
\begin{itemize}[leftmargin=*]
\item \textbf{Partial Cover} (quick action): Ranged attacks against you get \textbf{--2 dice}. You can still dodge.
\item \textbf{Full Cover} (full action): Breaks line of sight. Ranged attacks get \textbf{--3 dice} and must penetrate the barrier. You \textbf{cannot dodge}.
\end{itemize}
Only available in cluttered zones (or by doors/hatches).
\vspace{5pt}
\rowcolors{1}{tablecolor1}{tablecolor2}
\begin{tabular}{|m{0.45\textwidth}|P{0.35\textwidth}|}
\hline
\rowcolor{tableheader}
{\color{white}\textbf{Barrier}} & {\color{white}\textbf{Armor Level}} \\ \hline
Furniture & 1 \\ \hline
Inner Bulkhead & 2 \\ \hline
Outer Bulkhead & 3 \\ \hline
Armored Bulkhead & 4+ \\ \hline
\end{tabular}
\vspace{3pt}
\textit{Breach Limit: If armor level $>$ weapon's base damage, the attack cannot breach, regardless of \success~rolled.}
\vspace{10pt}
\subsection{Broken}
When you drop to \textbf{0 Health}, you are \textbf{broken}:
\begin{itemize}[leftmargin=*]
\item Immediately roll for a \textbf{critical injury} (D66).
\item You can only make \textbf{one move action per round} and mumble.
\item You \textbf{cannot gain stress} and never make panic rolls.
\item Further damage causes \textbf{additional critical injuries}.
\end{itemize}
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Recovering from Broken}
If not dead, three ways to recover:
\begin{itemize}[leftmargin=*]
\item \textbf{First Aid}: Someone at Adjacent range rolls MEDICAL AID (full action). On success, recover \textbf{1 Health per \success}. Also stabilizes lethal injuries.
\item \textbf{Rally}: Someone in same zone rolls COMMAND (quick action). On success, recover \textbf{1 Health per \success}. Does not affect critical injuries.
\item \textbf{On Your Own}: After \textbf{one stretch}, automatically recover 1 Health and get back up.
\end{itemize}
\subsubsection{Natural Recovery}
If not fatigued, recover \textbf{1 Health per stretch} resting in a safe area (even with critical injuries).
\vspace{10pt}
\subsection{Critical Injuries}
Roll D66 when broken. Some critical injuries are \textbf{lethal} -- you must make \textbf{death rolls}.
\subsubsection{Death Rolls}
Roll for \textbf{STAMINA} after the time limit passes. You \textbf{cannot push} and use \textbf{no stress dice}.
\begin{itemize}[leftmargin=*]
\item \textbf{Fail}: You die.
\item \textbf{Succeed}: Make another roll when time limit passes again.
\item \textbf{3 Successes}: You survive and stop rolling.
\end{itemize}
\subsubsection{Stabilizing}
Someone can give first aid (MEDICAL AID, full action):
\begin{itemize}[leftmargin=*]
\item \textbf{Success}: Stabilized -- stop making death rolls. If broken, also recover 1 Health per \success.
\item \textbf{Failure}: Time limit \textbf{decreases one step} (shift $\rightarrow$ stretch $\rightarrow$ round $\rightarrow$ death).
\end{itemize}
\subsubsection{Instant Death}
\begin{itemize}[leftmargin=*]
\item Critical injury results 64--66.
\item Damage from a single hit $\geq$ 2$\times$ your max Health.
\item Certain attacks.
\end{itemize}
\subsubsection{Surgery}
Some injuries require surgery before healing: a \textbf{shift} of time + MEDICAL AID roll.
\end{minipage}
\end{center}