Radiation Data

Go back to the Action Class index Radiation tiles damage a party and give them radiation sickness. The data for these tiles are either 3 or 4 bytes in length. If there is to be no nibble/byte change of the tile then they are 3 bytes in length, the 3rd byte being a FFh to flag no tile change. If there is to be a tile change, the 3rd and 4th bytes will hold the nibble/byte data to change the tile to. The structure of the data is as follows:

BYTE 0
Bits 1 - 7 String to print when you step on the tile Bit 0 AC flag. If clear, armor absorbs part of the damage. If set armor is not figured in (you get hit with the full amount)

BYTE 1
Number of d6 to roll for the amount of damage this tile will cause. Having a Rad suit negates this.

BYTE 2 -
==3== These bytes will contain the nibble/byte pair to change the tile to, If no change only byte 2 will be present and it will be Ffh