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Old 01-31-2022, 01:36 AM   #11
swordtart
 
Join Date: Jun 2008
Default Re: Car wars character focus over cars

I added a few generic drugs into the game (pain-killers, amphetamines etc.) and expanded on the Optional Hospitalisation and Medic rules to improve survivability and to enable characters to get back into the game a bit quicker.

I also made death a bit less digital. Death became permanently injured. For the purposes of the combat you were still out of action, but after the action if your friends could get to you within an hour there was a chance you could be saved but with a permanent injury (that ultimately could be fixed with expensive prosthetics).

I preferred this to reliance on whole body cloning.

I also allowed body armour to be made non-ablative at the usual cost/weight adjustments (you need to be using the Alt Encumbrance for this to work). For characters that did much more than sit in a car non-ablative ABV over BA was about the limit. I also had lower DP armour at a proportion of weight and cost so you could have ABD with only one or two points of protection and allowed the suits like IBA to have a some non-ablative panels replacing some of the ablative DPs.

That said the majority of dregs and bandits still took their chances as if you got hit by a VMG (about the entry level of weapon in my games) you might survive a single hit and then you were as vulnerable as if you weren't wearing anything.

The best infantry armour is terrain :)
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