Wounds, Hit locations, Critical Hits, and Called Shots.   Posted by Pipboy.Group: 0
Pipboy
 GM, 13 posts
Tue 1 Dec 2015
at 02:42
Wounds, Hit locations, Critical Hits, and Called Shots
Wounds will work some what differently in this Game than in the FFG Star Wars.

Wounds

Any General Shot will affect total over all wounds. Critical hits will only be obtained, from general shots, by reducing the character to 0 wounds or lower. This Critical will be rolled on the general critical table.

Hit locations.

The Body has 6 basic Locations. Torso, Head, Right leg, Left Leg, Right Arm, and Left Arm.
Any hit to any location, other than the Torso, has the Wounds dealt modified based on that location. Only a Percentage of the Wounds Delivered actually affect the total wounds of the Character, But any hit to a Specific Limb causes an Automatic Critical on the appropriate limb table. Attacking a Specific Location is More difficult than hitting with a general shot. All general shots hit the Torso and cause normal damage. Wounds, Effects, and Difficulty for attacking specific Limbs is listed below.

Soak applies only after damage dealt is adjusted by the location.
A +10 is added to the Critical Roll delivered to a Specific location for each point of wound that gets past soak. Also a +10 can be added to the Critical Roll for each additional Critical activation acquired through advantages.

LocationWound%DifficultySpecial
Head1/2+4DHits Disorient and Wounds also apply to stun.
Arm1/4+2D+1 Setback die to checks requiring that arm.
Leg1/3+2D+1 Setback die to Checks requiring that Leg.
Considering making it more difficult?

Critical Hits

A Critical hit may be obtained in one of 3 ways.
#1 if a Character is reduced to 0 wounds.
#2 If a character activates a Critical hit with advantages.
#3 if a Hit is scored and does damage to a Specific Limb.

This message was last edited by the GM at 04:40, Tue 01 Dec 2015.

Pipboy
 GM, 14 posts
Tue 1 Dec 2015
at 04:39
Wounds, Hit locations, Critical Hits, and Called Shots
Critical Hit Tables

General Crit Table

D100Crit SeverityResult
01-05Easy 1DMinor Nick: -1 strain
06-10Easy 1DSlowed Down: Target reduced to last initiative.
11-15Easy 1DSudden Jolt: Target drops what is in hand.
16-20Easy 1DDistracted: Target can't preform a free maneuver during their next turn.
21-25Easy 1DOff Balance: Add 1S to next check.
26-30Easy 1DDiscouraging Wound: Flip 1 Luck point from good to bad. (Reverse if target is an NPC)
31-35Easy 1DStunned: Target staggered until end of next turn.
36-40Easy 1DStinger: Upgrade difficulty of next check once.
41-45Average 2DBowled Over: Knocked prone and -1 Strain.
46-50Average 2DHead Ringer: Increase Difficulty of all Int and Cunning checks by 1 until end of encounter.
51-55Average 2DFearsome Wound: Increase Difficulty of all Willpower and Presence checks by 1 until end of encounter.
56-60Average 2DAgonizing Wound: Increase Difficulty of all Brawn and Agility checks by 1 until end of encounter.
61-65Average 2DSlightly Dazed: Target is Disoriented until the end of encounter.
66-70Average 2DScattered Senses: Remove all Boost dice from checks until end of encounter.
71-75Average 2DHamstrung: Loses free maneuver until the end of the encounter.
76-80Average 2DOverpowered: Target is left open to another Free attack from the attacker.
81-85Average 2DWinded: Can not voluntarily use strain to activate abilities or gain maneuvers until the end of encounter.
86-90Average 2DCompromised: Increase difficulty of all checks until end of the encounter.
91-95Hard 3DAt the Brink: Target suffers 1 strain every time he preforms an Action.
96-100Hard 3DCrippled: One f target's Limbs (selected by GM) is crippled until healed. Increase difficulty of all checks using that limb by 1.
101-105Hard 3DMaimed: A Limb is permanently lost. Unless Target has a cybernetic replacement, target can not preform actions that would require the use of that limb. All other actions have 1S added.
106-110Hard 3DHorrific Injury: Determine Ability Randomly (1d10: 1-3 Brawn, 4-6 Agility, 7 Int, 8 Cunning, 9 Presence, 10 Willpower) Until Crit is repaired, treat that ability as 1 point lower.
111-115Hard 3DTemporarily Lame: Until healed, the target can not preform more than 1 Maneuver during his turn.
116-120Hard 3DBlinded: Target can no longer see. Upgrade difficulty of all checks twice. Upgrade difficulty of perception and vigilance checks 3 times.
121-125Hard 3DKnocked Senseless: Target is Staggered for the remained of encounter
126-130Daunting 4DGruesome Injury: Randomly roll for 1 Ability (1d10: 1-3 Brawn, 4-6 Agility, 7 Int, 8 Cunning, 9 Presence, 10 Willpower), That Ability is permanently reduced by 1, to a minimum of 1.
131-140Daunting 4DParalyzed: Spinal injury has caused target to be paralyzed from the waist down.
141-150Daunting 4DBleeding Out: Every round, the target suffers 1 wound and 1 strain. Can not preform additional maneuvers by any means.
151-160Daunting 4DQuadriplegic: Neck injury has cased target to be paralyzed from the neck down. Ever considered being a professional Viewer?
161-170Formidable 5DThe End is Nigh: Target will die in 1 minute times brawn score.
171+-Dead. Obliterated. Annihilated. Sung the Last Song!

Effects

Disoriented:
Character suffers 1S until the end of their next turn. (or # of Turns indicated by Disoriented value.)

Immobilized:
Character can not preform maneuvers or actions until the end of their next turn. (or # of Turns indicated by Immobilized value.)

Staggered:
Character can not preform Actions (including downgrading an action to a maneuver) until the end of their next turn. (or # of Turns indicated by Staggered value.)

This message was last edited by the GM at 04:59, Tue 01 Dec 2015.

Pipboy
 GM, 16 posts
Tue 8 Dec 2015
at 05:55
Wounds, Hit locations, Critical Hits, and Called Shots
Arm Crit Table

D100 Crit Severity Result
01-05   Average 2D Graze to shoulde: -2 strain
06-10 Average 2D Target drops what is in hand -1 strain
11-15 Average 2D Target can't preform a free maneuver during their next two turn.
16-20 Average 2D Add 2S to next check involving that arm.
21-25 Average 2D Target staggered until end of next two turns.
26-30 Average 2D Upgrade difficulty of next check twice.
31-40 Average 2D Stinger: Upgrade difficulty of next check Twice.
41-50 Hard 3D Bowled Over: Knocked prone and -2 Strain. Drop anything held.
51-60 Hard 3D Increase all brawn checks using arm by 2 until end of encounter.
61-70 Hard 3D Increase all Agility checks using arm by 2 until end of encounter
71-80 Hard 3D 2S to all actions until end of encounter.
81-90 Hard 3D Remove all boost dice to any action requiring use of arm until Healed.
91-100 Hard 3D Remove free maneuvers requiring that arm until healed.
101-110 Hard 3D Can not voluntarily use strain to activate abilities or gain maneuvers that require this arm until the end of encounter.
111-120 Hard 3D Increase difficulty of all checks, requiring this arm, twice until healed.
121-130 Daunting  4D      Target suffers 2 strain every time he preforms an Action with that arm.
131-140 Daunting  4D      Target's arm is crippled until healed. Increase difficulty of all checks using that limb by 3.
141-150 Daunting  4D Maimed: A Limb is permanently lost. Unless Target has a cybernetic replacement, All Checks that would require the use of that limb are increased in difficulty 3 times. All other actions have 1S added.
151-160 Daunting  4D Temporarily Lame: Until healed, the target can not preform more than 1 Maneuver during his turn.
161-170 Daunting 4D    Target loses limb permanently.  Unless Target has a cybernetic replacement, All Checks that would require the use of that limb are increased in difficulty 3 times. All other actions have 1S added, and is losing 1 Strain and 1 wound each round.
171-180 Formidable 5D The End is Nigh: Target will die in 1 minute times brawn score.
181+ - Dead. Obliterated. Annihilated. Sung the Last Song!