View Full Version : What happenes when a stat is reduced to 0?
SimpleSquid
21-07-2009, 23:38
Hi.
Just getting into this game, and a question popped up I cant find the answer to.
What happens if a physical or mental stat drops to 0, e.g. through use of stims?
Many thanks.
you would have little to NO chance of preforming an action that is based on that stat
to start so you would probably drop and need a system shock check
( this was written with out a rule book at hand)
Its been years since I read the rule book - but im pretty certain the rule book covers it - some of them kill you, some of them leave you incapable of action.
sorry i cant be more help.
MarcoSkoll
22-07-2009, 00:03
This was covered in the 2002 Annual (and consquently, one of the old WD issues), and it varies depending on the stat.
Unfortunately, I don't know where my copy is at the moment...
I'll try and find it at some point for you.
SimpleSquid
22-07-2009, 00:19
Thanks Marcoskoll, that would be much appreciated.
As mentioned above, the rules in the Annual are for use in campaigns - I've just summarised the in-game effects below;
WS / BS - character only hits/parries on 01-05.
S / T - character falls into a coma.
I - character counts as Speed 1.
Wp - character must be given orders in order to perform actions.
Sg - character is insane - see the Madness table below.
Nv - all enemy characters count as Terrifying.
Ld - the character is easily disorientated - after each action performed by character, roll a D6 - if the result is 1 the character performs no more actions for the rest of the turn.
Madness table - Roll a D10 to see how the insanity manifests;
1 - Phobia - character treats person who reduced his Sg below zero as Terrifying.
2 - Frenzied - character gains Frenzy ability.
3 - Paranoia - roll D6 at start of each turn;
- 1 - character must use all actons to shoot/charge closest friendly character.
- 2 - character may act normally, unless in cover in which case spends turn hiding.
- 3+ - no effect.
4 - Invincibility Complex - character is never pinned and may not Evade or use skills such as Dodge or Deflect Shot.
5 - Fearful - all enemy characters count as Fearsome and character will only pass pinning tests on 01-05.
6 - Panic Attacks - character must take pinning test at start of every turn.
7 - Catatonia - 10% chance character will count as stunned (not prone) each turn.
8 - Hallucinations - 10% chance each turn will act as if affected by Hallucinogen grenade.
9 - Wild Hallucinations - 50% chance each turn will act as if affected by Hallucinogen grenade.
10 - Total Headcase - roll on this table at start of every turn and apply the appropriate effects.
SimpleSquid
22-07-2009, 20:16
Thanks kaled, now to try out our first game this weekend :)
I'm actually glad you asked this as I was wondering about it myself and couldn't remember where I'd read it - I'd forgotten it was in the Annual.
Certain stimms can quickly reduce a characters stats below zero so I'd only worry about applying the above effects once the stimms wear off. E.g. an arco-flagellant whose stimms had reduced his Ld below zero wouldn't be suffer from being easily disorientated until they were switched off.
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