Common Tables

 

Critical Miss Table for Guns:

1-5

Weapon is Damaged

6

Bad Ammo (remaining ammo is lost)

7

Weapon Jammed

8

Loss of Action Points for Round

9

Hit Something Else

10

Weapon is Damaged Twice

 

Critical Miss Table for Melee and Thrown Weapons:

1-5

Weapon is Damaged

6

Damage Self at 50% Damage

7

Weapon Drops to Attacker’s Feet

8

Loss of Action Points for Round

9

Hit Something Else

10

Weapon is Damaged Twice

 

Critical Miss Table for Unarmed Combat:

The attacker takes damage here rather than the weapon.

1-5

Lose 1d4 Hit Points (bypasses armor)

6-7

Fall Over

8

Off Balance: Lose Rest of Turn

9

Off Balance: Lose This and Next Turn

10

Lose 2d4 + 2 Hit Points (bypasses armor)

 

Normal Critical Hit Table:

1-2

Bypass Armor (ignore DR and DT)

3

150% Damage

4

200% Damage

5

300% Damage

6

Target becomes unconscious for 1d4 turns

7

Target’s leg is crippled (roll 1d2, 1 is right, 2 is left)

8

Target’s arm is crippled (roll 1d2, 1 is right, 2 is left)

9

Target is blinded (Perception is reduced to 1)

10

Target is knocked down

 

Table of Targeted Critical Hits:

Body Part

To Hit Penalty

Effect

Eyes

-30%

Target become blind and takes 150% damage

Head

-20%

300% damage

Torso

-10%

200% damage

Groin

-15%

Target becomes unconscious for 1d4 rounds and takes 150% damage

Leg

-10%

Target’s leg is crippled

Arm

-15%

Target’s arm is crippled

 

Action Point Costs of Common Actions:

Move one hex

1 AP

Move one hex with one crippled leg

2 APs

Move one hex with two crippled legs

Whole turn

Setting up a tripod

Whole turn

Getting up when on the ground

4 APs

Using an item

3 APs

Equipping an item

4 APs

Picking an item off the ground

4 APs

Reloading a gun

2 APs

 

Range Table:

Note: For all uses but throwing items Perception is used on the left hand side of this table.  For throwing, both Perception and Strength are used.

Perception (or Strength)

Range in Hexes

1

1

2

6

3

9

4

12

5

15

6

18

7

21

8

24

9

27

10

30

 

Poison Types and Their Effects:

Type

Effect

Duration

A

Lose 1 HP per hour, with Endurance check for no damage

18 hours

B

Lose 2 HP per hour, with Endurance check for no damage

18

C

Incapacitated

1 hour

D

Lose 4 HP per hour, with Endurance check for half damage

24 hours

E

Lose 6 HP per hour, with Endurance check for half damage

24 hours

F

Coma

1d10 days

G

Death

5 minutes

 

Experience Point Table:

Note: When you gain a level you receive 3 + (Endurance / 2) hit points and 5 + (Intelligence * 2) skill points.

Level

Experience Required

1

0

2

1000

3

3000

4

6000

5

10000

6

15000

7

21000

8

28000

9

36000

10

45000

11

55000

12

66000

13

78000

14

91000

15

105000

16

120000

17

136000

18

153000

19

171000

20

190000

21

210000

22

+40000 for each additional level