Editing Vehicular Direct Neural Interface
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<div class="gamerules"> <div class="gamerules">
===CBT=== ===CBT===
− In [[CBT]] play VDNI units receive a -1 modifier for all Gunnery and Piloting rolls. Unless the warrior is also equipped with a [[Pain Shunt]], any internal structure damage and critical hits requires a roll of 2D6, with the warrior suffering 1 point of damage on a result of 8 or more. VDNI-equipped vehicles require only one pilot to operate and use the MechWarrior Consciousness Table to track damage to the pilot, while any Commander Hit, Gunner Hit and Crew Stunned results are treated as pilot hits.<ref name=JHS/> + In [[CBT]] play VDNI units receive a -1 modifier for all Gunnery and Piloting rolls. Unless the warrior is also equipped with a [[Pain Shunt]] any internal structure damage and critical hits requires a roll of 2D6, with the warrior suffering 1 point of damage on a result of 8 or more. VDNI-equipped vehicles require only one pilot to operate and use the MechWarrior Consciousness Table to track damage to the pilot, while any Commander Hit, Gunner Hit and Crew Stunned results are treated as pilot hits.<ref name=JHS/>
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===RPG=== ===RPG===
− In RPG play, a VDNI-implanted operative with the requisite skills and plugged into a machine equipped to interface receives +1 bonus to all Piloting checks along with certain Gunnery checks. If the machine suffers internal damage or a critical hit, they must make a BOD/WIL check or suffer 2D6 points of damage plus their margin of error. Gamemasters who wish to account for VDNI's madness effect may grant warriors 1 level of any Madness Trait per two full years of implantation.<ref name=JHS/> + In RPG play a VDNI-implanted operative with the requisite skills and plugged into a machine equipped to interface receives +1 bonus to all Piloting checks along with certain Gunnery checks. If the machine suffers internal damage or a critical hit, they must make a BOD/WIL check or suffer 2D6 points of damage plus their margin of error. Gamemasters who wish to account for VDNI's madness effect may grant warriors 1 level of any Madness Trait per two full years of implantation.<ref name=JHS/>
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The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 7: | Line 7: | ||
<div class="gamerules"> | <div class="gamerules"> | ||
===CBT=== | ===CBT=== | ||
− | In [[CBT]] play VDNI units receive a -1 modifier for all Gunnery and Piloting rolls. Unless the warrior is also equipped with a [[Pain Shunt]] | + | In [[CBT]] play VDNI units receive a -1 modifier for all Gunnery and Piloting rolls. Unless the warrior is also equipped with a [[Pain Shunt]] any internal structure damage and critical hits requires a roll of 2D6, with the warrior suffering 1 point of damage on a result of 8 or more. VDNI-equipped vehicles require only one pilot to operate and use the MechWarrior Consciousness Table to track damage to the pilot, while any Commander Hit, Gunner Hit and Crew Stunned results are treated as pilot hits.<ref name=JHS/> |
− | |||
===RPG=== | ===RPG=== | ||
− | In RPG play | + | In RPG play a VDNI-implanted operative with the requisite skills and plugged into a machine equipped to interface receives +1 bonus to all Piloting checks along with certain Gunnery checks. If the machine suffers internal damage or a critical hit, they must make a BOD/WIL check or suffer 2D6 points of damage plus their margin of error. Gamemasters who wish to account for VDNI's madness effect may grant warriors 1 level of any Madness Trait per two full years of implantation.<ref name=JHS/> |
</div> | </div> | ||