Well, there isn't really any MegaT rules for tranq, just classic Traveller
rules, and while I'd listen to the inventor of the tranq round for his idea
on how they works, this is how I run them in MegaT:
All tranq rounds have penetration 1, attenuation 1, damage 1 and max range
Medium. I've already talked about 'cocktail' and 'broad spectrum' tranq so I
won't repeat that again.
The damage inflicted when they hit are real physical damage (beware of
exceptional successes!), but in addition to this they give a certain fixed
number of extra chemical hits, one at the time. The exact number depends on
the strength of the tranq you are using. Most non-dose-control give 2 to 4
extra depending on the the type of weapon they are used for: Automatic weapons
use strength 2 tranq and single shot weapons give strength 4 tranq.
If the total damage level (physical and chemical) reduces the character to
unconciousness he is unconcious. If it takes all his hits, he's dead.
All chemical hits will wear off one per hour, or all at once if the victim
is injected with a antidote (in autoinjector form).
Dose control on the other hand are typically high strength (8 or so) but
the chemical hits will stop to accumulate once the character is unconcious.
It is still possible to die from the physical damage resulting from multiple
tranq hits however.
- -bertil-
- --
"It can be shown that for any nutty theory, beyond-the-fringe political view or
strange religion there exists a proponent on the Net. The proof is left as an
exercise for your kill-file."