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
Partial helm = 1 Hp
Full helmet = 2 Hp
Exceptional costuming = 1 Hp
Standard Weapons Damage
Light (2 damage)
small throwing weapons
Medium (4 damage)
Heavy (6 Damage)
Grenade (3m Aoe)
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
Bleed-out - 1.5 minutes (lootable)
Unconsciousness - 5 minutes (lootable)
Amnesia when Recloned - you Remember nothing for 10 minutes prior to Unconsciousness
Marshals must be made aware of Reclonation and deaths!
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.
Synths are immune to all Chemists Concoctions.
Synths have infinite bleed time, but must be repaired to get up again.
Synths may have a gun integrated into their armour that does not count towards their lootable gun total.
mutants Have hardened skin that Counts as armour.