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MnM3 ATB Road Hogs
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== HOUSE RULES == All personal advanced weapons like firearms, machineguns, rocket launchers, etc. all require the '''Unreliable''' limitation automatically to reflect the idea of the rarity of ammo and that most guns are pretty old and subject to jamming no matter how well they have been maintained in the past. Weapons like bows and crossbows and even arbalest don't require this limitation. For firearms and advanced weapons purchased with equipment points this Flaw is worth -1EP/VP per 5EP/VP (round to the nearest). The first round the weapon with this limitation is fired it does not need to make the roll to see if it works or not, it simply works. After the first attack then check each round. A Feature that can be added is '''''Well Maintained''''' and this allows you to re-roll the first time it does not work is rolled. You must accept the re-roll. '''Recovery''' time from lethal wounds is slower as this is not really a supers game. The skill Treatment will be more important in this setting, etc. Firearms, guns, blades, natural weapons that include sharp claws and/or bites all deal '''Lethal Damage''' (mod +0). :'''Failure (three degrees)''': In addition to being staggered, the target is disabled. :'''Failure (four degrees)''': In addition to being incapacitated, the target is dying and Incapacitated. All of the conditions from lethal damage also recover at a slower rate: a base Hit recovers at a rate of one per hour, rather than one minute (Rank 9). The Staggered or Disabled Condition takes 24 hours to recover (Rank 14), each separately and the Incapacitated one Week (Rank 17). :The '''Treatment''' skill can used to shorten these times. The base skill roll is 15 and lowers the time required to recover by 1. If the healer made the check by 2 she lowers the time by two and if made by 5 lowers the time by three. Treatment must deal with the worst injury first before the lower injuries can be treated. Remember also that medical equipment and supplies, you take a β5 circumstance penalty on your check. A '''Medical Kit''' with just be a 1 point General Gear Feature. '''Firearm''' the damage level 'bar' for firearms and other advanced weapon damage is... '''Personal Firearms''' :Pistol +3, Light Pistol +2, Heavy Pistol +3 :Machine Pistol +3, SMG +4 :Assault Carbine +4, Assault Rifle +5, Hunting Rifle +6, Sniper Rifle +7 :Light Machinegun (SAW) +5 :Shoulder TOW +8 :Fragmentation Grenade +5 (AOE) '''Ground Vehicles''' :Machinegun +6, Heavy Machinegun +7 or 8 :Light Artillery or Tank round +9, Heavy +11 or 12 :Anti-Air Missile +8 or 9, TOW Anti-Armor Missile +10 or 12 Most of the players vehicle weapons should max out around +9 '''Additional Vehicle Features''' - these are 1 point features in addition to the ones listed in M&M :'''*CB Radio''' - standard communication device for State Trooper vehicles :'''*XX''' '''Repairing Vehicles''' generally requires a Technology skill check DC 15 and one hour of work (Rank 9). Making it by 2 reduces the time by 1 rank, and making the check 5 either fixes two wounds of damage or reduces the time required by 2 ranks. Without the proper tools this check is at -5. A '''Tool Kit''' is a 1 point General Equipment Feature. '''Maintenance''' - vehicles also need regular maintenance. For Ground Vehicles this is an Hour of Time (Rank 9) for every 10 vehicle points (round to the nearest) every week by a mechanic with at least rank 1 in Technology. With out this maintenance vehicles start breaking down. GM determines quirks and complications of the vehicle that misses one or more maintenance times. '''Other Feature General Gear''' :Demolitions Kit -- use with Technology skill to set and disarm explosives
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