Toxins
p. 244
- Vector: how the toxin is applied
- Speed: how fast the toxin works
- Power: in most cases damage inflicted
- Effect: what happens
- Penetration: AP but for protective systems
| Toxin | Vector | Speed | Pen | Pow | Effect | Dur |
|---|---|---|---|---|---|---|
| CS/tear gas | Inh | 1CT | 0 | 5 | 5S, Dis | 2min |
| Gamma-Scopolamine | Inj | - | 0 | 8 | Par, Tru | 1h |
| Naroject | Inj | - | 0 | 10 | 10S | - |
| Nausea gas | Inh | 3CT | 0 | 6 | Dis, Nau | 2min |
| Neuro-stun | Con, Inh | 1CT | 0 | 10 | 10S, Dis | 10min |
| Pepper punch | Con, Inh | 1CT | 0 | 7 | 7S, Nau | - |
| Seven-7 | Con, Inh | 1CT | -2 | 8 | 8P, Nau | 10min |
Vectors
- Inhalation (Inh): must be inhaled
- Ingestion (Ing): must be ingested
- Injection (Inj): must be injected
- Contact (Con): must be applied to skin
Effects
- Disorientation (Dis): -2 dice for 10 minute
- Nausia (Nau): if power after resistance test > willpower, incapacitated for 3 combat turns. Double wound modifiers for 10 minute.
- Paralysis (Par): if power after resistance test > reaction, paralyzed for 1 hour. -2 dice regardless for 1 hour.
- Truth serum (Tru): -3 willpower
Toxin resistance test
Body + rating of protective systems. Hits reduce power. If contact vector and applied with weapon, use half impact armor as well.
Antidotes
Antidotes need to be taken before the effects kick in. Antidotes can be made using medicine with the right equipment.