Chemical Warfare
By
Jim Hunsinger


Chemical warfare is the use of chemicals both natural and man made in order to kill or incapacitate enemy forces. Chemical agents can be delivered with artillery, bombs, grenades, missiles, sprayed by aircraft or even just spread out on the ground. Chemical agents must be either inhaled or come into contact with the skin or both in order for the chemical agent to take effect. Therefore anyone in a sealed environment such as a hard-suit, tank, powerarmor, chemical defense suit etc. will not be affected . Providing of course that the sealed environment remains that way.

Following is a description of the various types of chemical agents and their game effects.

Blood agent:

Vector: inhaled
Symptoms: causes blood blisters to form inside the lungs which then burst, filling the lungs with fluid causing the character to drown.
Game effects: 3 hits to the torso per turn spent in the contaminated area plus 1-10 turns after leaving the contaminated area.
Notes: application of poison neutralizer after leaving the contaminated area will reduce the further damage to 1/2 the amount of turns.

Blister agent:

Vector: Contact
Symptoms: Causes extremely painful, large blisters to form on all exposed areas.
Game effects: 2 hits per turn to all exposed areas while in the contaminated area plus 1d6 turns after leaving the contaminated area. Reflexes and MA are both reduced to 2.
Notes: No antidote

Nerve agent:

Vector: Contact/Inhaled
Symptoms: Causes drooling, vomiting, headache, convulsions, loss of bowel and bladder control, and death as the agent burns out the nerves.
Game effects: 3-4 hits per turn to all body locations until dead or the antidote is received. Intelligence, Cool, Reflexes, MA, and Tech reduced to 1.
Notes: If antidote (Poison Neutralizer) is received, subtract the number of turns that has passed since the exposure and the administration of the antidote, from the characters body type, Roll less than or equal to that number on 1d10 for the antidote to work.

Pshychogenic agent:

Vector: Inhaled
Symptoms: Pshychogenic agents affect the mind much as narcotics and hallucinogens do.
Game effects: Characters must roll lower than their body type -3 for every turn in the contaminated area plus 1d6 hours after leaving the contaminated area or roll on the following table.
         1. Stand, dazed and confused.
         2. Run, screaming, in random direction.
         3. Begin shooting wildly in any direction.
         4. Stand, screaming and yelling.
         5. Attack nearest ally.
         6. Drop to ground crying
Notes: There is no antidote other than time for the agent to wear off.

Irritant

Vector: Inhaled, skin contact
Symptoms: causes severe burning sensation to eyes, nose, throat, and exposed skin.
Game effects: Reflexes, Cool, and MA all dropped by 50% while in the contaminated area as well as 1d10 turns after leaving the contaminated area.
Notes: None.

Below is a cost modifier table for weapons that are designed to be chemical delivery systems.

CHEMICAL ROUNDS COST MODIFIERS

TYPE

MODIFIER

BLOOD

X 3

BLISTER

X 3

NERVE

X 4

PSHYCHOGENIC

X 2

IRRITANT

X 0

Note:  These modifiers are for both mecha weapons as well as small arms. 

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