SIGS- Yeah, the rulebook just says they're "never destroyed". It goes on to say that they can indeed be damaged (p. 164, Daedalus rulebook), but suggests that that should happen only if it's a storyline plot device. I've never considered Signature Weapons to be immune to jamming or malfunction, but if boxcars indicate a possible jam, I allow the +3 sig weap bonus to be added to the PC's roll to prevent it. EXPLOSIVES- well, the damage chart lists "jumping on grenade" damage as 23. This is actually further addressed under the "Explosions" section of the Fights chapter; it says, "If a character is more than 3 meters away from a grenade, you might assign a Damage rating of 9 or 10." Rockets are addressed in the Seeds of the New Flesh sourcebook, p.58, in the form of the 70mm 'Woodchuck' missile. They're used both in vehicle weapons systems and as shoulder-fired bazooka rounds. Their stats are (25/3/1), taking 6 shots to reload the bazooka version. (The Conceal rating of 3 is just for the rocket; the bazooka launcher has a Conceal of 6.) In addition, anyone within 10 meters of impact point takes 12 Damage.
Edited 7/20/2003 1:47:38 PM ET by Sensei (SENSEI22)
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