Have we already talked about the missing and incomplete Gas Attack info?
In case not, to sum up:
* Gas attacks (per p. 116) are supposed to have Concentration, Range and DV. Toxins appear to have none of these things. Under the Toxins section, they have no DV, they have instead "Power". Gas grenades, the only such vector for these types of attacks in the CRB, refer back to p.116, and provide no Range or Concentration rules or ratings.
* Concentration is partially explained under Toxins, but only in the context of injection or continued contact, not gas spreads. The Gas Attack rules imply that "Concentration" builds up, but never explains in what way other than very vaguely.
In short, these appear to be unusable as written. The ideas are an intriguing start to mechanizing the spread of gasses, but as incomplete as they are, they don't appear to able to be used in any authoritative way. Either that or the rules are so strewn around and obliquely referenced that you need to get a Sherpa and a bloodhound to find them and connect the various dots. But, hey, maybe its me.
(A) Did this already get talked through somewhere? I don't need to re-litigate anything if it's clarified somewhere. Search didn't help.
(B) Will these rules also be errated? Are they even on "the list"
Here's my best guess so far, but it runs aground quickly.
If you take a second dose while the first is in effect, you have a Concentration build-up effect, and your next Resistance roll is at +1 Power/DV. This happens every 10 combat rounds, per the Concentration and Duration rules under Toxins.
So how many "doses" are in a gas attack? I can only assume 1, as there's no statements to the contrary. UNLESS you are in an “enclosed space”, in which case “the concentration builds up to "full over rounds 1-5”. What this means I have no ability to be sure of with the missing info. I guess it could mean +1 P/DV per round, capping at that point, regardless of room size?
Thus trapped in a room and exposed to a gas toxin attack:
Round 1, you resist the normal Power. According to the Concentration rules, you would not resist again for another 10 rounds.
However, the Concentration is continuing to build up. So, if a second person comes in to the area of effect on round 2, they make a Toxin Resist test with a +1 DV (Power), due to the concentration effect.
All gasses go inert at round 10, apparently, so if you resist the first time, you are fine for the rest of the exposure duration, it looks like. Per Concentration, you don't re-test.
However, if the gas is merely impeded but not contained, the Concentration effect does begin to go back down, by one and then two points on R9 and R10 respectively before it goes inert after round 10. So on R10, if I walk into the gas, I resist (Round 10 Base Effect)+3 Concentration [down from the +5 max by 2 points from R9 and 10].
Did I get that right? If so, I want a Sherpa license added to my fake SIN.
The attack still has no range increment to work with, and no clues that I can find in logical places on what that should be set at. Intuition says 5m is a good baseline.