This rules addendum contains some rules that are not in the standard system but that I am using and think are good add to realizm after years of playtesting.
Bullets of heavier calibers that are hitting a vest will cause the wearer to be out for a while, he will act as Stunned for 2D minus End roll CR and loose 1 End.
Bullets that almost penetrates will cause a Light Wound, Stun for 2D minus End roll minutes plus a loss of 1D End. Endurance loss is calculated after the save roll. Endurance lost counts as in HtH, so recovery is faster.
Example: A character in a NATO vest (AV9) is hit at close range by a 9mm round (penetration 9). The round almost penetrates the vest and causes a Light Wound, he rolls against his End(14), a 7. The GM Rolls 2D for Stun and rolls 9 (9-7=2), the character is stunned for two minutes. For the wound he suffers 3 pts End loss and for the impact an additional dice of End (3), he now has a endurance of 8.
A Character who receives a stun result in melee or due to gunfire wounds is incapable to organized offensive acts, all firing should be ruled as either suppressive oropportunity fire. In unarmed combat the stun is in CR instead of minutes.
A stunned character is allowed a save roll against his Endurance (the rules for this is as above).
© 2003 by Jonas Cedher,
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