Difference between revisions of "Damage types"
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At the start of a character's turn, the acid will eat away at the body part. First, the body part's armor is affected and reduced by 10. If there is no armor left on the body part then 10 damage is applied to Body Part Hit Points and to General Hit Points. After all acid damage is resolved, the acid value on each body part will reduce by 10. | At the start of a character's turn, the acid will eat away at the body part. First, the body part's armor is affected and reduced by 10. If there is no armor left on the body part then 10 damage is applied to Body Part Hit Points and to General Hit Points. After all acid damage is resolved, the acid value on each body part will reduce by 10. | ||
| − | ==Blast Damage== | + | ==[[File:1blast.png|50px]] Blast Damage== |
Explosive munitions with blast damage apply their damage value to each body part caught within the explosive radius of the blast. The highest damage suffered by any individual body part is then applied to the general Hit Points of the target. | Explosive munitions with blast damage apply their damage value to each body part caught within the explosive radius of the blast. The highest damage suffered by any individual body part is then applied to the general Hit Points of the target. | ||
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A character standing in a tile that is on fire will suffer the fire damage value of the tile. This will be between 10 and 40. | A character standing in a tile that is on fire will suffer the fire damage value of the tile. This will be between 10 and 40. | ||
| − | ==Paralyze Damage== | + | ==[[File:1paralysis.png|50px]] Paralyze Damage== |
If a weapon inflicts at least some Standard Damage, then the Paralyze Damage value of the weapon is added to the target's paralysis value. Paralysis value can accumulate in a target from multiple attacks. | If a weapon inflicts at least some Standard Damage, then the Paralyze Damage value of the weapon is added to the target's paralysis value. Paralysis value can accumulate in a target from multiple attacks. | ||
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You will need to paralyze Pandorans in order to capture them for live research. | You will need to paralyze Pandorans in order to capture them for live research. | ||
| − | ==Pierce value== | + | ==[[File:1piercing.png|50px]] Pierce value== |
A weapon with a pierce value will ignore armor up to the pierce value before applying standard damage. For example, a gun with damage 50 against a target with armor 30 would normally do 20 damage. If it had pierce value of 20 then the armor's effectiveness would be reduced to 10, and the target would suffer 40 damage. Pierce has no effect against targets with no armor value. | A weapon with a pierce value will ignore armor up to the pierce value before applying standard damage. For example, a gun with damage 50 against a target with armor 30 would normally do 20 damage. If it had pierce value of 20 then the armor's effectiveness would be reduced to 10, and the target would suffer 40 damage. Pierce has no effect against targets with no armor value. | ||
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A psychic damage attack is usually an area effect attack that directly reduces the Will Points of targets according to the Psychic Damage value. This can cause characters to panic. | A psychic damage attack is usually an area effect attack that directly reduces the Will Points of targets according to the Psychic Damage value. This can cause characters to panic. | ||
| − | ==Shock Damage== | + | ==[[File:1shock.png|50px]] Shock Damage== |
Weapons that inflict shock damage can cause a target to become Dazed. The armor of the hit body part is subtracted from the Shock Damage value, and if this is higher than the target's current General Hit Points, then the target is Dazed. | Weapons that inflict shock damage can cause a target to become Dazed. The armor of the hit body part is subtracted from the Shock Damage value, and if this is higher than the target's current General Hit Points, then the target is Dazed. | ||
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==Virophage Damage== | ==Virophage Damage== | ||
Damages exclusively lifeforms that carry traces of the Pandoravirus. This includes anyone who undergone controlled mutation, such as the [[Disciples of Anu]]. | Damages exclusively lifeforms that carry traces of the Pandoravirus. This includes anyone who undergone controlled mutation, such as the [[Disciples of Anu]]. | ||
| − | ==Virus Damage== | + | |
| + | ==[[File:1virus.png|50px]] Virus Damage== | ||
If a weapon inflicts at least some Standard Damage, then the VIrus Damage value of the weapon is added to the target's virus value. | If a weapon inflicts at least some Standard Damage, then the VIrus Damage value of the weapon is added to the target's virus value. | ||
Revision as of 06:48, 14 July 2020
Contents
Acid Damage
A weapon with Acid Damage will add the damage value to the acid level of the hit body part. Acid can accumulate on body parts if they are hit multiple times with acid damage.
At the start of a character's turn, the acid will eat away at the body part. First, the body part's armor is affected and reduced by 10. If there is no armor left on the body part then 10 damage is applied to Body Part Hit Points and to General Hit Points. After all acid damage is resolved, the acid value on each body part will reduce by 10.
Blast Damage
Explosive munitions with blast damage apply their damage value to each body part caught within the explosive radius of the blast. The highest damage suffered by any individual body part is then applied to the general Hit Points of the target.
Explosives can be particularly devastating due to the fact they can damage multiple body parts in one attack. Explosives will normally have some shredding effect, reducing the armor value of every body part hit by the blast.
EMP Damage
Fire Damage
A weapon with Fire Damage will add 40 fire damage value to the target. At the start of the victim's turn, the fire damage value is applied to each body part, minus the armor value. Then the fire damage value will reduce by 10.
Fire damage value cannot go above 40, even with multiple strikes.
A character standing in a tile that is on fire will suffer the fire damage value of the tile. This will be between 10 and 40.
Paralyze Damage
If a weapon inflicts at least some Standard Damage, then the Paralyze Damage value of the weapon is added to the target's paralysis value. Paralysis value can accumulate in a target from multiple attacks.
The target will lose Action Points based on the proportion of paralysis to the character's strength. For example, if the character has a paralysis value of 10 and a strength of 20, it will lose half its Action Points, leaving 2 APs per turn. If the paralysis value exceeds the victim's Strength, then it will be completely paralyzed and unable to do anything.
Paralyze value decreases by 1 per turn, and victims will slowly recover their Action Points.
You will need to paralyze Pandorans in order to capture them for live research.
Pierce value
A weapon with a pierce value will ignore armor up to the pierce value before applying standard damage. For example, a gun with damage 50 against a target with armor 30 would normally do 20 damage. If it had pierce value of 20 then the armor's effectiveness would be reduced to 10, and the target would suffer 40 damage. Pierce has no effect against targets with no armor value.
Poison Damage
If a weapon inflicts at least some Standard Damage, then the Poison Damage value of the weapon is added to the target's current poison level.
Poison can accumulate from multiple attacks. At the start of the affected character's turn, its poison value is subtracted from General Hit Points. Then the poison level reduces by 10. Over multiple turns, the poison level will fall to zero, but the victim may die if Hit Points reaches zero first.
Medkits will remove all poison from a character that is healed.
Psychic Damage
A psychic damage attack is usually an area effect attack that directly reduces the Will Points of targets according to the Psychic Damage value. This can cause characters to panic.
Shock Damage
Weapons that inflict shock damage can cause a target to become Dazed. The armor of the hit body part is subtracted from the Shock Damage value, and if this is higher than the target's current General Hit Points, then the target is Dazed.
Dazed characters will have 1 AP for their next turn, and their accuracy will be halved. They will lose their Dazed status at the end of their turn. Dazed status does not stack, so Shock Damage on an already Dazed character has no further effect.
Shred Damage
A weapon with Shred Damage will deduct the Shred value from the hit body part's armor. Shred Damage is applied for each projectile that hits. Blast weapons with Shred Damage will shred every body part affected by the blast. Shred Damage has no effect on body parts without armor.
Sonic Damage
Dazes the target if the target's Will Points are less than the amount of Sonic damage.
Standard Damage
When an individual round or weapon strike hits a target it applies a damage value.
The armor value of the body part hit is subtracted from the damage value. The resultant damage is then applied to both the Body Part Hit Points and the character's General Hit Points.
If the General Hit Points are reduced to zero, the target dies. If the Body Part Hit Points are reduced to zero, the body part is disabled and any Strength, Speed, Willpower or abilities given by that body part are lost. Additionally, a bleed value may be applied to the character base on the body part's bleed value.
Special damage values - from poison, virus, paralysis - are only applied to the target if at least some standard damage is inflicted.
Virophage Damage
Damages exclusively lifeforms that carry traces of the Pandoravirus. This includes anyone who undergone controlled mutation, such as the Disciples of Anu.
Virus Damage
If a weapon inflicts at least some Standard Damage, then the VIrus Damage value of the weapon is added to the target's virus value.
Virus damage can accumulate from multiple attacks. At the start of the affected character's turn, its virus value is subtracted from Will Points. Then the virus level reduces by 1. Over multiple turns, the virus level will fall to zero, but the victim will panic if his Will Points fall to zero.
Standard Medkits have no effect on Virus damage.