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    Sapien

    SapienIntelligence: 1d100

    Prowess: 1d100 +4

    Endurance: 6d10 added

    Emotion: 7

    Passion Roll Target: 12 -1d10

    Avg. Life Span: 90 Years

    Roll required to choose: None

    The dominate Human type today, and

    will continue to dominate for the fore-

    seeable future. While the genetic races

    have some initial advantages, studies

    have shown the Pure Blood human stockis as capable as any in the long run.

    Known physical differencesNone. Sapiens are the standard to

    which all other types of human are held.

    Effects on Current System PlanningPlans must be made today to assure that as the other races grow in proportion,

    normal humans are not threatened or made to feel inferior. Stronger education for

    Sapien youth and enhanced training may be required. Failure to do so could cause

    a rise in species based crime, escalating into Genus based wars. Such a situation

    could place the entire System in jeopardy.

    Sapien, Genus II

    Sapien, Genus IIIntelligence: 1d100 +10

    Prowess:: 1d100 +5

    Endurance: 6d10 added +15

    Emotion: 6

    Passion Roll Target: 13 -1d10

    Avg. Life Span: 105 Years

    Roll required to choose: 20%

    Te dominate Human type has begun a nat-ura l evolution. While the changes in this new hu-

    man stock have been detected in a small per-centage o the population; they are certainly

    i n - creasing. Te increased strength and intelli-gence make or a human much more adapt-

    able to the needs o the System as it evolves.

    Known physical differences:None. Sapiens, Genus II are physical the

    same as standard Sapiens. Only IQ scans candifferentiate between G II and standard stock.

    Effects on Current System PlanningTe appearance o this evolutionary change was not planned or by the System. Current mod-

    els show this races population increasing and could only improve the quality o the core societyas the plan moves orward. Further monitoring and study is required to make certain that nounoreseen effects will happen to the System

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    Centurian

    A species designed by Encom Labs, United States military area o Iowa in 2001. Tey were put into standardproduction in 2005 or the space program and Military Intel. Tis human design possesses a superior intellect.Records indicate the lowest IQ Score rom the 1200 or so that Encom produced was 156. It is currently esti-mated 5,000,000 o this species and hal-breeds exist on the planet.

    CenturianIntelligence: 1d100 +20

    Prowess: 1d100 +3

    Endurance: 5d10 added

    Emotion: 7

    Passion Roll Target: 14 - 1d10

    Avg. Life Span: 85 Years

    Roll required to choose: 40%

    Known physical differences:Average height is only 56 or males and 52 or emales, with

    a proportionate lowering in physical attributes. Tey also tend tohave a lack o body hair.

    Effects on Current System Planning Tis races intelligence and good nature is today a

    benefit to System Planning. A new development has arisen. Havingno genetic disposition or birth deects rom genetically similar oridentical DNA, interbreeding between close amily members has no negative effects. Tis could cause a spikein population beyond current System planning. Centurian culture has been kept ignorant o this distinct trait.However, it is only a matter o time beore it becomes aware.

    Diaxtron

    A species designed by Hinrech Muler o Bonn University in West Germany, although the

    DiaxtronIntelligence: 1d100Prowess: 1d100 +5

    Endurance: 7d10 added +15

    Emotion: 8

    Passion Roll Target: 10 - 1d10

    Avg. Life Span: 70 Years

    Roll required to choose: 40%

    Can only lower EM a max of 1

    point per growth session

    inception date was lost during the conflict. Tis species was designedor military missions. Rapidly adopted by the Germans, by 2005, ully200,000 o the population was this species. Tis explains the giant in-crease in German military in the early 2000s with an increased re-serve. Te combat effectiveness o the Homo Diaxtron is not welldocumented, except in operation Battle Axe which is said to be suc-cessul primarily due to the German Diaxtrons.

    Known physical differences:Average height is 6 or males and 511 or emales, with a propor-

    tional increase in physical abilities. Diaxtron also have the uniqueability o using their smallest finger as another opposable thumb. Teyare known to have a violent temper.

    Effects on Current System Planning Tis race has proven its ability to succeed in Space Exploration as well as Military applications. As

    with the other designed Species, the Diaxtron have a previously unknown trait. Females seem to be able to bearchildren well into their 50s, allowing this genus to breed at a much higher rate than was first known to the Guild.Tis could cause stress on the System as current plans dont allow or this rate o growth.

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    Hal Centurian

    Half CenturianIntelligence: 1d100 +5

    Prowess: 1d100 +4

    Endurance: 5d10 added +10

    Emotion: 6Passion Roll Target: 12 -1d10

    Avg. Life Span: 85 Years

    Roll required to choose: 50%

    A s standard human stock and Centurian stock intermingledthese hal breeds were born. Tis blending has created a racesimilar to a Sapien, Genus II with all the advantages o theCenturian stock

    Known physical differences:A tendency to lack body hair. Quick development oI Q and Higher Brain unction attributes.

    E- ects on Current System PlanningTe Initial system plans did not account or the introduction o Hal Stock species. Even with this over-

    sight the effect o the hal Centurian looks to expand the potential o the System. Te basic increase inskills and population willing to participate in the Military Phase o the System is in the end o great benefit.Population growth is standard or Hal Centurians. We do not see population as an issue

    Superior

    Superiors result rom direct coupling o Diaxtron and Centurian. Tis causes the Superior to be rare, but

    SuperiorIntelligence: 1d100+15

    Prowess: 1d100+10

    Endurance: 7d10 added+8

    Emotion: 9

    assion Roll Target: 9 - 1d10

    Avg. Life Span: 120 Years

    Roll required to choose: 15%

    Double normal Commendations to lower

    Emotion

    the population is on the rise. Issues rom the combination othese two species handicap the young Superior. Tey areemotionally unstable and violent. Tey have a difficult timeworking within the System or its obvious benefits. Teir

    emotional instability can cause panic, requiring additionaltraining to keep control in stressul situations. Superiors thatovercome these issues are a great addition to the System.

    Known physical differences:Average height is 62 or males and 6 or emales, with an

    increase in physical abilities. Superiors are especially agileand strong, but their intelligence helps curb the violent ten-dencies o the Diaxtron side.

    Effects on Current System PlanningTis race has great potential to take the System to new heights. While Superiors require greater emotional

    training than most, they can learn to control their passions and overcome their emotional instabilities. Te

    species has the ability to expand the System in ways not yet planned or.

    Hal Diaxtron

    Half DiaxtronIntelligence: 1d100 +5

    Prowess: 1d100 +4

    Endurance: 6d10 added +8

    Emotion: 7

    Passion Roll Target: 11-1d10

    Avg. Life Span: 85 Years

    Roll required to choose: 50%

    Te blending o human and Diaxtron stock is rare, butvery ruitul. Te hal Diaxtron is a Diaxtron with many

    hu- man traits. Tey lack the temper o a ull Diaxtron.

    Known physical differences:Hal Diaxtron also have the unique ability o using their

    smallest finger as another opposable thumb. Tey areknown to have a temper, though not as violent

    a s Full Diaxtrons

    Effects on Current System Planning Te effect on this Hal stock race is great, even i it is not planned or. Te system will benefit

    greatly rom the Hal Diaxtrons. Te basic increase in population willing to participate in the combatsector is a positive growth actor. Te population growth o the Hal Diaxtron is normal. We do not

    see population growth as an issue.

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    character with any number o wounds adds +1 actions toany action taken. 3 Wounds (30 Damage) means EM rollsare at -3 and all actions cost +1 Actions.

    Ignoring the PainCharacters and NPCs with an 80 END or more can roll to

    ignore any negative modifiers or 1 action. Te Character

    Rolls 1d100 END applying all negative modifiers. A suc-cessul roll, under the modified END, means the characterignores all negatives or one action.Criticals

    When a character takes a critical hit, the character is con-sidered to be in Critical Status. Each critical has a specificeffects; rom a simple negative modifier to an Emotion (EM)roll or an effect that kills instantly. Criticals may cause nega-tive modifiers, but unless they state the character is incapaci-tated or Dead, the Character may continue to unction withany modifiers rom the critical. Incapacitated

    Whenever the negatives from damage to END and/orCriticals is greater than a characters END; the character isconsidered incapacitated. An incapacitated character allsunconscious, and drops everything. Te character is outuntil healed. A character or NPC who goes into negativeEND ins incapacitated. A character with an 80 END wouldincapacitated at 81 damage, -1 END. Incapacitations cannotbe ignored. Dead

    Whenever a character takes a critical that says they arekilled or the negative modifier rom Damage and Criticals isdouble their END the character is dead, gone, wasted.

    Damage Order of EffectsWhen a character is damaged the effects occur in this or-

    der: Critical - Death resultsCritical - Incapacitated resultsCritical - other resultsWounds

    Tis means that a Death critical must be healed beore anyEND is fixed.

    Game Movement

    All movement in a 6 second phase is a based on a char-acters Prowess and type o action they use to move, active

    or passive. Characters get an active and passive rate; set atcreation.Active Movement: When a character uses an active ac-tion to move they are moving no more than their PR in me-ters and can use active movement 1 time per phase. A PR50 means 50 meters is moved by the character in that phase.Character moves the distance beore the next active actionis taken.

    ExampleA character with an active move of 100m (100

    PR) could spend 1 active action to move 100m in aphase. The Character arrives at the 100m before

    another active action is taken.

    Passive movement: Characters use passive movementto move slower. Teir passive rate is 1/10 their PR and can

    be used multiple times in a phase. Character with a 50 PRhas a 5 meter passive move, character arrives immediately.

    ExampleA character with a passive move of 10m (100

    PR) could spend 4 passive actions to move 40m in aphase, moving immediately and then take an active

    action.

    racking Movement in GameIn game tracking movement does not need to be a math

    moment. Players declare their movement and move them,unless they want to do some sort o stunt or special move,then a SkillSet roll might be needed. Te more actions acharacter spends on movement, atigue becomes an issue.

    Fatigue and RestAs Characters take actions without rest they will could a-

    tigue. In ree Form time atigue is not usually tracked, ascharacters take many pauses. Fatigue is tracked more closelyin the phased turn; setting in when a character:

    Goes 24 hours without sleep Using active movement for 3 consecutive phases.Using more than END/20 actions in 1 phase.Fatigued Characters halve all SkillSets until theyrest.RestResting means using no more than 1 passive action in a

    phase; for 1 phase per action over their limit. So 4 phasesof active movement would require 1 phase of rest. Spend7 actions in a phase, when ones max is 4 would require 3phases of rest. A successful END roll lowers this by 1 persuccess (min of 1).

    A character in combat uses 10 actions in phase 4 andfatigues. The character has an end of 80 meaning they

    went 6 actions over. The character must rest for 6 phases.The player rolls END, getting 2 Successes, lowering it to 4phases of rest.

    Encumbrance and ActionsA characters encumbrance can modify how manyactions they can take. The below chart show theEnc modifiers on characters actions.

    Curent ENC Modifiers

    At ENC or less No effect

    Over ENC by 5 orless

    -1 action per ENC over, max of 3.

    Over ENC by 12 ormore

    Cannot use Active movement, lose 1action per 2 Enc over max

    Section 5 Psi Patterns

    Psi UpdatesPsi Deense ormula changed and the ability to not

    resist.Spins can be activated without a PSicon roll i the

    trigger is knownAll Psi PAtterns were tweaked to match the new suc-

    cess ranges and Combat influence system in Section 6

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    Critical ChanceModifiers:

    +20% 5 Wounds+10% Head+10% Explosives+5% Plasma-10% Laser+5% Psi Direct+10% MA, Assassin+5% 50+ Successes+10% 100+ successes+25% Normal Breech+50% Massive Breech+75% Critical Breech

    Small Breach (

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    Combat Charts - Situational Mods

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    SuccessesTorsoCriticals

    1 2 3 4 6 8 9 10

    20 Damage

    Hit does +1

    wounds

    Good Hit +1

    Wounds

    Through and

    through shot +1Wound

    Bloody +1 wound,

    Roll EM at -1

    Excellent +1

    wound, Roll EMat -2

    +2 wounds from

    a Bleeder

    +2 wounds and

    roll EM at -2

    +2 wounds

    -2 EM

    50 Damage

    Just missed TheVitals Roll EMat -1 and take+1 wound

    Hit major Nerveroll EM at -2and take +1wound

    Cracked ribRoll EM at-2 and take+1 wound

    ShakesEM upRoll EM At -2and take +1wound

    Good shot RollEM -2 Take +2wounds

    Nicked hisSternum rollEM at -2 andtake +2 wounds

    Top notchShot targetMust roll EMat -3 and +3wounds

    Nice shotRoll EM at -3and take +3wounds

    100 Damage

    Very bloodyRoll EM at -1

    Take +1 wound

    Shocks targetroll EM at -2and take +1

    wound

    Knocks wind outof target roll EMat -2 and take

    +2 wounds

    Strains chestMuscle roll EM at-2 and take +2

    wounds

    Very goodShot roll EM at-2 and Take +3

    wounds

    Powerful hitRoll EM at -3and take +3

    wounds

    Targets inPain on thatShot roll EM

    at -3 and take+3 wounds

    Near miss ontargets lungsroll EM at -4

    and take +4wounds

    120 Damage

    Target felt thatShot roll EMat -2 andTake +1 wound

    Powerful shotRoll EM at -3and take +2wounds

    Near miss ontargets heart rollEM at -4 andtake +3 wounds

    Minor Organdamage at - 50EF and roll EM at-5 +4 wounds

    Spleen nickedroll at -65 EFand EM at -6+4 wounds

    Chest fills withblood roll EM at-7 -25 EF +4wounds

    Stomach nickedroll - 70 EFand EM at -8or Incapacitated+5 wounds

    Smashedribs at -75EF and rollEM at -9 orIncapacitated+5 wounds

    150 Damage

    Hit Shocks

    and bleeds rollEM at -4 +2wounds

    Bruising and

    internal bleedingroll EM at -5+3 wounds

    Cellular shockand organ dam-age at -60 EFand roll EM at-6 +4 wounds

    Spine and Nerves

    numb at -75 EFand roll EM at -7+4 wounds

    Broken ribspierce skin at-80 EF and rollEM at -8 +4wounds

    Sternumcrushed at -90

    EF and rollEM at -9 orIncapacitated +5wounds

    Lungs and heartfill with fluid at

    -105 EF androll EM at -10or Incapacitated+5 wounds

    Artery nicked.Internalbleeding at-115 EF androll EM at -11or Incapacitat-ed +5 wounds

    200 Damage

    Major chestwound roll EMat -6+3 wounds

    Major organdamage at -1Success EF androll EM at -9+4 wounds

    Spine nicked at-2 Successesand roll EM at-10 +4 wounds

    Major wound toside. 1 organsdamaged at -2Successes, rollEM at -11+4 wounds

    Major wound toside 2 organsdamaged , -3Successes, rollEM at -12 orIncapacitated+5 wounds

    Major spinecritical at -3Successes rollEM at -13 orincapacitated+5 wounds

    Major lungcritical at -4Successes, rollEM at -13 orincapacitated+5 wounds

    Blast leaveslarge holein center oftarget. Verynice

    220 Damage

    Smashedorgans at -1Success, rollEM at -9 +4wounds

    Shock andbleeding at -1Success, rollEM at -10 +4wounds

    Major organcritical at -105EF and rollEM at -11 orincapacitated+4 wounds

    Spine damage at-2 Successes,roll EM at -12 orincapacitated+5 wounds

    3 major organswounded at -2Successes, rollEM at -13 orincapacitated +5wounds

    Major Spinalcritical at -3Successes, rollEM at -14 orincapacitated+5 wounds

    Large fountainof blood spurtsfrom chest, thentarget dies.Very pretty

    Liver andspleen arebehind owner.Not so goodfor them.Dead.

    250 Damage

    Clipped chestcavity wall at-1 Success, rollEM at -10 or

    incapacitated+4 wounds

    Spinal trauma at-2 Successes,roll EM at -11or incapacitated+4 wounds

    Shock to sys-tem 3 organsfailing at -3Successes, rollEM at -13 orincapacitated+5 wounds

    Major spine injuryat -4 Successes,roll EM at -14 orincapacitated+5 wounds

    Major tissuedamage 4organs failing at-5 Successesroll EM at -15or incapacitated+5 wounds

    Big hit, quickdeath and stilltime for a beer.

    Nice.

    Spinal dam-age and organfailure. Bad daygets worse.Dead and gone.

    Completeorgan failure,Target slumpsto one sideand dies.

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    SuccessesHead

    Criticals

    1 2 3 4 6 8 9 10

    20 Damage

    Nice shot+1 wounds

    Good shot+1 wounds

    +1 wounds +2 woundsSmash to headRoll EM at -1and take +3

    wounds

    Roll EMat -1 and

    +3 wounds

    Powerfulshot roll EMat -2 and

    +4 wounds

    Roll EM ata -2 and

    +4 wounds

    50 Damage

    Scratch toforehead Roll

    EM at a -1 and+1 wounds

    Roll EM at a -1and +1 wounds

    Stunning blowRoll EM at -1+2 wounds

    Roll EM ata -2 and +2

    wounds

    Power shotto head. RollEM at -2 and+3 Wounds

    Roll EM at -2and +3 wounds

    Roll EM at -2and +4 wounds

    Roll EM at -3and +4 wounds

    100 Damage

    Roll EM at

    a -2 and +2wounds

    Power shotto head roll

    EM at -2 and+3 wounds

    Blast to jawShatters it.

    Roll EM at -5

    -1 Success tillhealed

    +2 wounds

    ConcussionMake END roll

    at -10 or

    IncapacitatedElse roll EM at -4

    +3 wounds

    Concussive forceto forehead

    stuns target for 2phases, Take no

    actions.

    Whip lash hitcauses concus-

    sion. Make ENDroll or out for 1

    turn

    Hit snaps head back,concussion. Make

    END roll at -40 orIncapacitated

    Massive Hits causeconcussion. MakeEND roll at -65 or

    Incapacitated elseroll EM at -5 +4

    wounds

    120 Damage

    Power shotto head. RollEM at -4 and+3 wounds

    Glancing blow.Roll EM at -6

    and+3 wounds

    Stunning blow.-1 SuccessesRoll EM at -4or Incapacitated

    +4 wounds

    Dead center hit.-1 Successes.

    Roll EM at -4 orIncapacitated+4 wounds

    Bloody shot.-2 Successes

    Roll EM at -6 orIncapacitated+5 wounds

    Heavy bleeding-3 Successes

    make END roll at-40 or Incapaci-

    tated+5 wounds

    Stunning blow-3 SuccessesMake END roll

    at -50 or Incapaci-tated. Else roll

    EM at -4+5 wounds

    Brain damage. Tar-get is incapacitated.After healed, targetmust stay down for

    1d10 hours.

    150 Damage

    Shot to head.Squishes brainroll EM at -2

    and +3 wounds

    Dizzy from hit-2 SuccessesMake END roll

    at -50 orIncapacitated

    Else roll EM at-4 +4 wounds

    Headaches fromconcussion.

    -3 SuccessesRoll EM at -8or Incapacitated

    Shock-3 Successes.

    Make END roll at-60 or

    Incapacitated.Else roll EM at -5

    +4 wounds

    Heavy concus-sion from hit.

    - 4 SuccessesRoll EM at -9

    or Incapacitated.+5 wounds

    Deep Concussion.-4 SuccessesMake END roll

    at -10 orIncapacitated

    Else roll EM at-4 +5 wounds

    Brain damage. Tar-get is incapacitated.After healed, targetmust stay down for

    1d10 hours.

    Targets head drip-ping blood and

    brains as they fallforward and die.

    Entertaining.

    200 Damage

    ConcussiveBlast makeEND roll at

    -30 and roll

    EM at -4 orIncapacitated+4 wounds

    Heavy bloodloss

    -2 SuccessesMake END

    roll at -40 or

    Incapacitated.EM at -4+4 wounds

    Concussion-3 SuccessesMake END roll

    at -10 or

    IncapacitatedElse roll EM at-4 +4 wounds

    HeavyConcussion4 Successes

    Roll EM at -9 or

    Incapacitated +5wounds

    Smash plusconcussion make

    EM at -10 or

    Incapacitated

    Brain Damagetarget is incapaci-

    tated

    +5 wounds.

    Brain damage. Tar-get is incapacitated.After healed target

    must stay down for1d10 days.

    Targets headexplodes from the

    impact.Poor sucker

    Didnt havea chance

    220 Damage

    Heavy whiplash make ENDroll EM at -10or Incapacitated

    +4 wounds

    Concussion andbleeding. MakeEND roll at -70or Incapacitatedroll EM at -6+4 wounds

    ConcussionMake EM rollat -11 or Inca-pacitated +5

    wounds

    Shock and neckpain. Make END

    roll at -80 or Inca-pacitated

    Brain Damage.Target is inca-pacitated. Loseuse of dominatearm Takes +5

    wounds

    Brain Damage.Target is inca-pacitated. Totalloss of speech

    Take +5 wounds

    Blast through eyedestroys

    Targets brain.Very bloody and

    target is very dead

    Poor planning bytarget put

    His head in the pathof your attack.

    He lost his mind,sad.

    250 Damage

    Concussion1/2 all Stats

    and skillLevels

    ConcussionLoss of allSpeech

    Coma inducedfor 1d10 hrs ifEND roll

    Missed else+5 wounds

    Brain Damage tar-get is incapacitated.Take +5 wounds

    Brain Damage.Target is inca-pacitated. Take

    +5 wounds

    Targets has no

    face left. Theygurgle and falland die in two

    turns. Painful anddistressing

    Blast rips target asecond mouth, in

    his cheek and thenhe dies

    Brain meets blow.Blow wins destroyingbrain. Better Luck

    next time.

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    Successes Leg/ArmsCriticals

    1 2 3 4 6 8 9 10

    20 Damage

    Looked GoodGetting Closer Good show.

    Missed

    Missed theShot.no effect

    Shot for an extra+1 wounds

    Hit to nervesor fall

    Wind Knockedout of target.+2 wounds

    Shocked himRoll EM+3 wounds

    50 Damage

    No effect

    No Effect. Tryharder next timeand you may berewarded

    Through theArmor to doa critical. Noeffect

    Hit toSensitive part+1 wounds

    Nice shot.StartlesTarget.Roll EM at -2

    Hit to jointCauses +25END.

    Target isStunned. Lose1 action.Nice hit.

    Hit strikesnerves +3wounds and -1to EM roll

    100 Damage

    Hard shot.Try again.No effect.

    No effect.

    Flesh wound.Causes bleed-ing+1 wounds

    StrikeBruises bone-1 to EM roll

    Smash to limbrips it. +1wounds and rollEM

    Hard strike.Jams limb.Roll EM at-2 to roll.

    Shot causesMinor bleeding.Roll EM and+3 woundsextra

    Great shot intowrist/ankle.Roll EM at-2 and take+3 wounds

    120 Damage

    No effect

    Minor bruiseto limb.Roll EMand +1 wounds

    Jarring hitRoll PR 50 EFor better.Drop all itemsin hand if failed.

    Blast strainsJoint. RollEM at -2+1 wounds

    Nice hit.Target must rollPR at -30 target50 EF or drop allheld items.

    Strong hit.Cuts muscle tis-sue rollEM at -4 and +2wounds

    Blast chipsbone and bloodvessels.Roll EM at -2+3 wounds

    Beautiful shot.Disarms targetand breakshand or foot.Roll EM at -5and +4 wounds

    150 Damage

    Hit slicesartery wide.Roll EMat -2 to rolland +1 wounds

    Major bruiseto limb. RollPR EF of 60 ordrop items inhand. Roll EMat -3 and take+2 wounds

    Hit disjointslimb. It is use-less till healed.Roll EM at -4and take +3

    wounds

    Blast chipsBone. Targetat -10 tillhealed. RollEM at -7

    Smash crushesCartilage at joint.-15 for2 actions andRoll EM at -8.

    Take +3 wounds

    Hit causes minorbone fracture.-25Till healedat -6 and

    Take +4 Wounds

    Massive bloodloss and shockfrom hit. RollEM at -9 andtake +4 wounds

    Splinters inlimb start Nastyknee/ElbowFracture. At-30 and roll EMat -10 take +5wounds

    200 Damage

    Shot arteriesand causesa major bleeder.Take +1 wounds

    Blast shakes uptarget at -10 for2 actions. Take+2 wounds androll EM -4

    Targets nervesspasm do to hit.

    At -60 EF for3 actions +3wounds

    Shatteredwrist /ankleat -35 EF tillhealed take +3wounds androll EM -5

    Stunned him.Target at -30for 4 actionsTake +4 wounds

    Shot disarmstarget. Roll EMand take +4wounds

    Good shot.Causes internalbleeding. RollEM at -5 andtake +4 wounds

    Shatters entirelimb. At -65till healed. RollEM at -10 orIncapacitated+5 wounds

    220 Damage

    Nerve shock

    Roll EM at -5and take +1wounds

    Minor break inlimb at -35 till

    healed rollEM at -3 andtake +2 wounds

    Joint mangledby shot at -140until healed.

    Limb is useless.Roll EM at -4or Incapacitated+2 wounds

    Bone piercesskin. Take+2 wounds

    at -150 untilhealed. RollEM at -5 orIncapacitated

    Bones splinterand rips liga-ments. At - 160

    till healed. RollEM at -6 orIncapacitated+3 wounds

    Bone splintersand breaks intwo. At - 165

    till healed. RollEM at -7 orIncapacitated+4 wounds

    Major shock asarteries cut bybone. At -170

    till healed. RollEM at -7 orIncapacitated+4 wounds

    Entire limb ex-plodes in a grey

    mess. At -190till healed alsoIncapacitated+5 wounds

    250 Damage

    Bones splinterand rippedligaments. At -160 till healed.Roll EM at -6or Incapacitated+4 wounds

    Great shot.Target must rollEM at-7 or fallIncapacitated+4 wounds

    Blast splits limb.Target must rollEM at -8 orIncapacitated+5 wounds

    Shock andnerve damage.+5 woundsand Roll EMat -9 or Inca-pacitated

    Smash crushesLimb andJoint. Roll EM at-10 or Incapaci-tated +5 wounds

    Bone andMuscle areTorn by shot.Roll EM at -10or Incapacitated+5 wounds

    Joint mangledneeds majorsurgery. RollEM at -10 orIncapacitated+5 wounds

    Limb rippedfrom body.Shocking blow+5 wounds andtarget is Inca-pacitated