CheatSheet
Weapons and armour
Armour - Halves damage wherever worn, some Weapons ignore armour (armour piercing and explosives) if the style is not Weather/appriopriate a washing machine tax is imposed
Additional hit points for
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Partial helm = 1 Hp
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Full helmet = 2 Hp
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Exceptional costuming = 1 Hp
Standard Weapons Damage
Light (2 damage)
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Melee
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gel balls
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small throwing weapons
Medium (4 damage)
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NPC Melee
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Nerf
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Arrows
Heavy (6 Damage)
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Grenade (3m Aoe)
Explosives


OR




OR






OR




A Marshal must be made aware of an attempt to use a bomb.
Successful Detonation on a Deposit box or vault =



Per level of vault/deposit box blown up if a is used

Per level of vault/deposit box blown up if a is used

Reclonation and death
Steps.
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Bleed-out - 1.5 minutes (lootable)
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Unconsciousness - 5 minutes (lootable)
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Reclonation/Death
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Amnesia when Recloned - you Remember nothing for 10 minutes prior to Unconsciousness
Marshals must be made aware of Reclonation and deaths!
Species Special abilities
Cyborgs
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Shield Ability - Can call shield and sacrifice a limb to cancel the AOE effect of a grenade - still gets hurt and needs to be repaired.
Synth
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Synths are immune to all Chemists Concoctions.
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Synths have infinite bleed time, but must be repaired to get up again.
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Synths may have a gun integrated into their armour that does not count towards their lootable gun total.
Mutants
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mutants Have hardened skin that Counts as armour.