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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 Attackerís 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

Targetís leg is crippled (roll 1d2, 1 is right, 2 is left)

8

Targetís 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%

Targetís leg is crippled

Arm

-15%

Targetís 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