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If violence might defeat an unnatural threat, Delta Green expects even Agents with no training in weapons or self-defense to kill. If academic or scientific Agents feel overmatched by that challenge, remind them of some creative possibilities.

CAT’S PAWS: America is swimming in guns and haunted by gun owners who daydream about using them. Many of those are police. Agents in trouble can easily get armed men on the scene. Make a Luck roll to see how well they respond to danger. As far as Delta Green is concerned, the Agents’ real challenge is explaining away anything unnatural so their stooges can go home with only a killing to concern them.

CHEMICAL WEAPONS: Mixing bleach and vinegar yields chlorine gas. Chlorine in a typical mix has 5% Lethality with a Speed of 24 hours, and it stuns victims as effectively as pepper spray. More potent phosgene can be bought from industrial suppliers or synthesized in a lab—with a Science (Chemistry) roll—using carbon monoxide and bleach. An ambitious Agent with a lab can roll to synthesize hydrogen cyanide gas from propane and ammonia. See page 61 of the Agent’s Handbook for the effects of phosgene and hydrogen cyanide.

EXPLOSIVES: Propane, gasoline, the right kind of fertilizer, and a little Demolitions skill can go a long way. See page 98 of the Agent’s Handbook.

FIRE: Trapping a victim inside a burning building inflicts 2D6 damage per turn. A particularly brilliant blaze inflicts Lethality 10%. A Demolitions or Forensics roll can obscure the cause.

HIT AND RUN: Ramming someone with a car at moderate speed inflicts half the vehicle’s HP as a Lethality rating, usually 12% for an ordinary car or 15% for a big SUV. Double it at high speed. It requires a Drive roll if the victim knows you’re coming.

OVERDOSE: A good, stiff shot of fentanyl leaves a victim unconscious in seconds and causes Lethality 15% at a Speed of 1D6 minutes. Getting it may require burglarizing or robbing a pharmacy or rolling Criminology to find an illicit dealer. Administering it to an unwilling victim requires a Medicine or Pharmacy roll. Even a failed roll may get enough into their system to knock them out. Keep nalaxone on hand in case you fumble and inject the wrong target.

PEPPER SPRAY: A DEX×5 roll stuns an opponent who’s nearby, preventing them from acting while allies kill them. See page 55 of the Agent’s Handbook.

SABOTAGE: An Agent can roll Drive or an appropriate Craft to damage a car’s brake lines. The Handler can decide what kind of Luck roll it might take for the victim to crash.

SURPRISE ATTACKS: See page 53 of the Agent’s Handbook. Attacks against an active but unaware target are at +20%, and any hit is a critical hit. Aim for another +20%. Use a targeting laser for another +20%. Use a shotgun for another +20%. No roll is needed to kill a sleeping or helpless target, just willingness to lose SAN for murder.

Image: Steve Jurvetson, Flickr.

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Comments

Anonymous

Had a good chuckle at this, as my players recently got into some powdered fentanyl thinking it was cocaine. Had to retcon the whole scene, as our narcan-carrying doctor character was not present, and it would've been silly to kill two agents alone in their motel room (though tempting).

Kristoph Yakeba

Hi, I had a question regarding armor values for vehicle cover. Vehicles have their own armor values, but also a value for "makeshift vehicle cover" and "light through heavy armor". Say an agent hides behind a car in a traffic jam gunfight, which value should be used, also what value should be used for if an agent is shot through a normal car while inside it? And what is the difference between light, medium, and heavy armor in terms of where you would see it? Thank you!

shaneivey

I'd use the 5 points of Makeshift Vehicle Cover for hiding behind an ordinary car,