This is some of what i have been doing recently; making homebrew.
These are the critical tables taken from Black Crusade by Fantasy Flight Games, and reworked so that they work for the Str, Dex, Con, Int, Wis,Charisma ability scores of d20 (just change Perception to Wisdom in these tables because I am using modified ability scores).
In Black Crusade/Dark Heresy characters have about 10-20 hit points, which means they can take 2-3 good hits before they are in bad shape. Any negative hitpoints are checked against the critical tables based on body location (1-10 head, 11-20 right arm, 21-30 left arm, 31-70 body, 71-85 left leg 86-100 right leg). So if a character is dropped to -5 with a hit, you compare the hit location and the -5 on the critical table.
Thus instead of characters going unconscious (sometimes they do), they lose limbs etc. You could use the exact same method with d20, negative hitpoints refers to criticals on the tables. Alternatively the way I am running it with homebrew is that if you take damage, for every point of damage a hit exceeds your Constitution score by, you take that much critical. So if a character has 18 consitution, then they can take up to 18 points of damage from a single hit without taking a critical, every point of damage that a hit exceeds their Constitution by becomes a critical; so if they were hit for 22 damage, they would take -4 critical to the hit location. Reaching zero hit points they would simple fall unconscious.
Fatigue is a measure of how tired a character is. In FF games you can take as many fatigue points as your Toughness bonus, for d20 I suggest that a character should be able to take as many fatigue points as their highest ability score bonus. Once a character exceeds this with Fatigue then they fall unconscious for 10 minutes or till the end of the encounter as per 55.
When a table calls for a test, simple make it a roll under stat test, or a generic DC (say 10/15). When it calls for a test with a modifier the test should be taken at that bonus, or penalty.
In Black Crusade critical hits automatically cause a critical effect of d5 to wherever they hit, instead of double damage. I am using the d5 effect simply because it is more awesome, and allows shortswords and daggers to really inflict hurt. Additionally your can give high critical or keen, or magic weapons or whatever bonuses to their critical hit damages, like +2 to effects caused by critical hits instead of an increased threat range. Use whatever you fancy.
So without further ado the bastardised critical tables. In order I have adapted the 4 FF tables (Rending, Impact, Explosive and Energy) to become:
Acid and Necrotic
Bludgeoning (Impact from FF)
Cold
Fire, Lightning and Radiant (Holy) (Energy from FF)
Piercing
Slashing (Rending from FF)
Sonic (Explosive from FF, reworded)
Whilst they are long, they are pretty simple to reference during play, and the effects of the higher criticals are awesome fun, especially to read out (both on players and when caused by players). FF writing is inspired when it comes to their critical effects, and i have tried as hard a possible to mimic their style.
Acid and Necrotic Critical Effects -
Arm
|
Critical Damage
|
Critical Effect
|
1
|
The
attack withers and saps the limb, inflicting 1 level of Fatigue.
|
2
|
The
attack splatters across the target hand, pain lancing up their limb, the
target drops anything held in the hand and must pass a Constitution
Test or be Stunned for 1 Round.
|
3
|
The
attack vapourises 1 finger (and the tips from up to 1d5 others) from the
target’s hand. The target suffers -2 to all attacks until medical attention
is received, and anything carried in the hand is disintergreted.
|
4
|
The
attack dissolves the sinew of the arm straight from the bone. He is Stunned
for 1 Round, and the limb is useless until medical attention is received. The
target must make a Constitution Test or
suffer Blood Loss.
|
5
|
The
starts to melt the target, ripping away flesh and muscle alike. He must immediately
make an Constitution Test +1 or
lose his hand.
|
6
|
The
attack steams, spits and bubbles across the arm, turning it into a caustic
ruin inflicting 1d5 levels of Fatigue. The target’s arm is useless until
repaired, the target counts as having
only
one arm. In addition, the horrendous nature of the wound means that he now
suffers from Blood Loss.
|
7
|
In
a violent and horrible caustic flash, the arm literally dissolves away. The
target must immediately make a Constitution
Test or die from shock. On a success, the target
is Stunned for 1d10 rounds, suffers 1d10 levels of Fatigue, and suffers Blood
Loss. He now only has one arm.
|
8
|
The
arm disintegrates and a good portion of the shoulder and chest are turned to
vapour along with it. The target is sent screaming to the ground, where he
dies in a pool of his own blood and organs, withering and necrotising in the
caustic remains of the attack.
|
9
|
The
arm is instantly vaporised from is the target’s body, killing the target
instantly in a rain of caustic blood droplets. In addition, the remains of
the target explode outwards in a caustic spray dealing 1d10 Acid Damage to
anyone within two metres.
|
10
|
As
above, except if the target is carrying any arcane or explosive, ammunition
or equipment the attack necrotises it, melting into the casings and causing
arcane implosions dealing 1d10+5 Sonic Damage to anyone within 1d10 metres.
|
Acid and Necrotic Critical Effects -
Body
|
Critical Damage
|
Critical Effect
|
1
|
The
attack spatters over the target painfully draining his energy. He takes 1
level of Fatigue.
|
2
|
A
gush of caustic fluid scatters over . The target is knocked Prone.
|
3
|
The
attack necrotises and devours rends flesh and bone with horrific results. The
target must make a Constitution Test
or suffer from Blood Loss and be Stunned for 1 Round.
|
4
|
The attack melts into the target’s torso, causing him to double
over in terrible pain. The target suffers from Blood Loss and is Stunned for
1 Round.
|
5
|
The
attack vaporises part of his innards. The target must immediately make a Constitution
Test or suffer Blood Loss and 2 Constitution
Damage. The target then suffers 1d5 levels of Fatigue.
|
6
|
Chunks
of the target’s flesh are instantly necrotised by the attack leaving, noxious,
toxic wounds. The target is Stunned for 1 Round, may only take a Single
Action in his next Round, and is now suffering Blood Loss.
|
7
|
The attack starts to eat into the target’s abdomen, necrotising
flesh and bone. Each turn there is a 20% chance each turn that the attack
will make its way into something important, and deal another D10 Acid damage.
The target suffers 1 permanent Constitution Damage and is now suffering Blood
Loss.
|
8
|
The
target’s chest disintegrates disgorging a river of partially disintegrated organs
onto the ground as he vaporises, killing him instantly.
|
9
|
Pieces
of the target’s body disperse in all directions as he is torn into bloody,
caustic gobbets by the attack. In addition, the remains of the target explode
outwards in a caustic spray dealing 1d10 Acid Damage to anyone within two
metres.
|
10
|
As
above, except anyone within 1d10 metres of the target is drenched in gore and
must make a Dexterity Test or
suffer a –2 penalty to actions for 1 Round as blood fouls their sight.
|
Acid and Necrotic Critical Effects -
Head
|
Critical Damage
|
Critical Effect
|
1
|
The attack spatters onto the target’s face, meaning he suffers 1
level of Fatigue. If the target is wearing a helmet, there is no effect.
|
2
|
The
vapour from the attack sprays into the targets eyes and ears leaving him
Blinded and Deafened for 1 Round.
|
3
|
The
attack leaves his face a bloody ruin as it dissolved the top layer of his
skin. Permanent scarring is very likely. The target suffers 2 levels of
Fatigue and must make a Constitution Test or
gain Horrific Scarring Trait (+2) and permanently lose 2 perception.
|
4
|
The attack enters into one of his eye sockets, melting and
necrotising the eye and his face. He must make a Constitution
Test or gain Horrific Scarring Trait (+2). He
also suffers 2 Perception Damage an loses the eye.
|
5
|
The
spray of the attack rends and melts the flesh from the target’s face and eats
into his ears and sinuses. The target is Stunned for 1d10 Rounds and is
permanently Deafened as well as incapable of Smelling. Finally, the target
gains hideous scars, he gains Horrific Scarring Trait (+1).
|
6
|
The
target’s head slowly necrotises under the attack. The target screams and runs
2d10 metres in a random direction, falling over if he runs into anything, as
his entire head is melted away by the attack. Whilst this isn’t instantly
fatal, it is certainly a charming way to die
|
7
|
Both
head and body are disintegrated into a mangled mess, instantly killing the
target. In addition, the remains of the target explode outwards in a caustic
spray dealing 1d10 Acid Damage to anyone within two metres.
|
8
|
In
a series of unpleasant disintegrations and sprays of vaporising flesh and
brain, the target’s head and torso fall
apart, leaving a gory caustic mess, bubbling on the ground. For the rest of
the fight, anyone moving over this spot must make a Consitution
Test or fall Prone, and if they fall prone they
take d5 Acid damage. The target is dead if you didn’t get that.
|
9
|
The
target ceases to exist in any tangible way, falling apart into a spray of
caustic mist, except…
|
10
|
As
above, except such is the unspeakably appalling manner in which the target
was killed, that any of the target’s allies who are within two metres of where
the target stood, must make an immediate Will Save
or spend their next Turn fleeing from the attacker.
|
Acid and Necrotic Critical Effects -
Leg
|
Critical Damage
|
Critical Effect
|
1
|
The
attack spatters onto the targets thigh and shin, melting away his flesh. The
target suffers 1 level of Fatigue.
|
2
|
The
targe’s leg is rent to the bone as the attack necrotises the targets leg. He
must make a Constitution Test or
his movement is reduced by 1 until medical attention is received. In addition
he gains 2 Fatigue.
|
3
|
The attack melts away chunks of the targets leg, causing 1d4 Dexterity
damage. They must make a Constitution Test or fall Prone.
|
4
|
The
attack eats into the targets leg, devouring flesh, sinew and bone, causing it
to collapse out from under him. The target’s Movement is reduced by 1/2
(rounding up) until medical attention is received. In addition, he is knocked
Prone and suffers 2 Dexterity Damage.
|
5
|
A splash of the attack removes a chunk of the targets foot as it
vaporises the targets flesh. The target must make an immediate Constitution Test or
permanently lose his foot, in addition he takes 1d4 dexterity damage and 1d5
Fatigue.
|
6
|
The attack starts to disintegrate the target’s leg bones and
splits apart his flesh, inflicting 1d10 levels of Fatigue. The leg is broken
as the attack eats away it, and until repaired, the target counts as having
only one leg. The target must make a Consitution
Test -2 or suffer 1d5 levels of Fatigue.
|
7
|
The attack reduces the target’s leg into a hunk of bubbling meat.
The target must immediately make a Constitution
Test or die from shock. On a
successful Test, the target is still Stunned for
1d10 Rounds, suffers 1d10 levels of Fatigue and suffers Blood
Loss. He now has only one leg.
|
8
|
The attack disintegrates the leg instantly, blood and a mist of
dissolving flesh fountaining out of the necrotising stump, sending him
crashing to the ground, poisoned blood pumping from the bubbling stump:
instantly fatal.
|
9
|
The entire leg vaporises instantly, and then the attack
violently disintegrates the remains of the target, killing the target
immediately and sending fountaining necrotic fluids, and parts of the target
in all directions. Anyone within two metres suffers 1d10 Acid Damage.
|
10
|
As
above, except if the target is carrying any arcane or explosive, ammunition
or equipment the attack necrotises it, melting into the casings and causing
arcane implosions dealing 1d10+5 Sonic Damage to anyone within 1d10 metres.
|
Bludgeoning Critical Effects - Arm
|
Critical Damage
|
Critical Effect
|
1
|
The
attack strikes the target’s limb, with a powerful blow, causing him to drop
anything held in that hand.
|
2
|
The strike leaves a deep bruise, possibly causing minor fractures
in the arm. The target suffers 1 level of Fatigue.
|
3
|
The
impact crushes flesh and bone. The target drops whatever was held in that
hand, and must make a Constitution Test or
suffer -1 to all attacks until medical attention is received.
|
4
|
The
impact smashes into the arm or whatever the target is holding, ripping it
away and leaving the target reeling from pain. The target is Stunned for 1
Round and drops whatever he was holding in his arm. There is a 10 percent
chance that anything the target was holding in that hand is damaged and
unusable until repaired.
|
5
|
Muscle
and bone take a pounding as the attack rips into the arm. The limb is useless
until the target receives medical attention
|
6
|
The
attack pulverises the target’s hand, crushing and breaking 1d5 fingers. The
target suffers 1 level of Fatigue and must immediately make a Constitution
Test or suffer -1 to all checks requiring manual
manipulation permanently.
|
7
|
With
a loud snap, the arm bone is shattered and left hanging limply at the target’s
side, dribbling blood onto the ground. The arm is broken and, until repaired,
the target counts as having only one arm. The target suffers from Blood Loss.
|
8
|
The
force of the attack takes the arm off just below the shoulder, showering
blood and gore across the ground. The target must immediately make a Constitution
Test or die from shock. If he passes the Test, he
is still Stunned for 1d10 rounds, suffers 1d5 levels of Fatigue and is
suffers from Blood Loss. He now only has one arm.
|
9
|
In
a rain of blood, gore and meat, the target’s arm is pulverised by the attack.
Screaming incoherently, he twists about in agony for a few seconds before
collapsing to the ground and dying.
|
10
|
As
above, except as the arm is removed it is smashed apart by the force of the
attack, and bone, clothing and armour fragments fly about like shrapnel.
Anyone within 2 metres of the target suffers must make a Dexterity Test or suffer a –2 penalty to any actions on their
next Turn as gore gets in their eyes or on their visors.
|
Bludgeoning Critical Effects - Body
|
Critical Damage
|
Critical Effect
|
1
|
A blow to the target’s body steals the breath from his lungs.
The target can take only one action on his next Turn.
|
2
|
The impact punches the air from the target’s body, inflicting 1
level of Fatigue and knocking the target Prone.
|
3
|
The attack breaks a rib and the target is knocked Prone. The
target is also Stunned for 1 Round
|
4
|
The blow batters the target, shattering a rib. The target
suffers 1 Constitution Damage and must make a Dexterity Test or be
knocked Prone.
|
5
|
A solid blow to the chest pulverises the target’s innards, and
he momentary doubles over in pain, clutching himself and crying in agony. The
target is Stunned for 2 Rounds and must make an Constitution Test or be
knocked Prone.
|
6
|
The attack knocks the target sprawling on the ground. The target
is flung 1d5 metres away from the attacker and falls Prone (if the target strikes
a wall or other solid object, he stops). The target suffers 1d5 levels of
Fatigue and is Stunned for 2 Rounds.
|
7
|
With an audible crack, 1d5 of the target’s ribs break. The
target can either lay down and stay still awaiting medical attention (a successful
Heal Test sets the ribs) or continue to take Actions, though each Round there
is a 20% chance that a jagged rib pierces a vital organ and kills the
character instantly. The target suffers 1 permanent Constitution Damage.
|
8
|
The force of the attack ruptures several of the target’s organs
and knocks him down, gasping in wretched pain. The target suffers Blood Loss
and suffers 2 permanent Constitution Damage.
|
9
|
The target jerks back from the force of the attack, throwing
back his head and spewing out a jet of blood before crumpling to the ground
dead.
|
10
|
As above, except the target is thrown 1d10 metres away from the
attack. Anyone in the target’s path must make a Dexterity Check or be
knocked Prone.2
|
Bludgeoning Critical Effects - Body
|
Critical Damage
|
Critical Effect
|
1
|
The
impact fills the target’s head with a terrible ringing noise. The target must
make a Constitution Test or suffer
1 level of Fatigue.
|
2
|
The
attack causes the target to see stars. The target suffers a -2 penalty to any
Perception or Intelligence Tests for 1d5 Rounds.
|
3
|
The
target’s nose breaks in a torrent of blood, blinding him for 1 Round. The
target must make a Constitution Test or
be Stunned for 1 Round.
|
4
|
The
concussive strike staggers the target. The target must make a Constitution
Test or be Stunned for 1 Round and knocked Prone.
|
5
|
The
force of the blow sends the target reeling in pain. The target is Stunned for
1 Round and staggers backwards 1d5 metres. He suffers 1 permanent
Intelligence damage.
|
6
|
The
target’s head is snapped back by the attack leaving him staggering around
trying to control mind-numbing pain. The target is Stunned for 1d5 Rounds,
knocked backwards 1d5 metres, must make a Dexterity
Test or be knocked Prone.
|
7
|
The
attack slams into the target’s head, fracturing his skull and opening a long
tear in his scalp. The target is Stunned for 1d10 Rounds and halves all
movement for 1d10 hours.
|
8
|
Blood
pours from the target’s noise, mouth, ears and eyes as the attack pulverises
his brain. He does notsurvive the experience.
|
9
|
The
target’s head bursts like an overripe fruit and sprays blood, bone and brains
in all directions. Anyone within 4 metres of the target must make a Dexterity Test or suffer a –2 penalty
to any actions on their next Turn as gore gets in their eyes or on their
visors.
|
10
|
As
above, except that the attack was so powerful that it passes through the
target and may hit another target nearby. If the hit was from a melee weapon,
the attacker may immediately make another attack (with the same weapon)
against any other target they can reach without moving. If the hit was from a
ranged weapon they may immediately make another attack (with the same weapon)
against any target standing directly behind the original target and still
within range of their weapon.
|
Bludgeoning Critical Effects - Leg
|
Critical Damage
|
Critical Effect
|
1
|
A
blow to the leg results in deep bruises and teeth-clenching pain. The target
suffers 1 level of Fatigue.
|
2
|
A
grazing strike against the leg slows the target. The target’s Movement is
reduced by half (rounding up) for 1 Round, and he must make a Constitution
Test or be Stunned for 1 Round and fall Prone.
|
3
|
A
powerful impact causes micro fractures in the target’s bones, inflicting
considerable agony. The target suffers 1 Dexterity Damage, and is knocked
Prone.
|
4
|
A
solid blow to the leg sends lightning agony coursing through the target. The
target suffers 2 Dexterity Damage and is knocked Prone
|
5
|
The
blow breaks the target’s leg, leaving him Stunned for 1 Round and reducing
his movement by to 1 metre until he receives medical attention. The target is
also knocked Prone.
|
6
|
Several
of the tiny bones in the target’s foot snap like twigs with cracking noises.
The target must make an immediate Constitution
Test or permanently lose the use of his foot. The
target’s Movement is reduced by 1/2 (rounding up) until medical attention is
received. The target suffers 2 levels of Fatigue.
|
7
|
With
a nasty crunch, the leg is br oken and the target is knocked Prone mewling in
pain. The target falls to the ground with a broken leg and, until it is
repaired, he counts as only having one leg. The target is Stunned for 2
Rounds.
|
8
|
The
force of the attack rips the lower half of the leg away in a stream of blood.
The target must immediately make a Constitution
Test or die from shock. The target suffers from
Blood Loss and suffers 1 permanent Dexterity Damage. He now only has one leg.
|
9
|
The
hit rips apart the flesh of the leg, causing blood to spray out in all
directions. Even as the target tries futilely to stop the sudden flood of
vital fluid, he falls to the ground and dies in a spreading pool of gore.
|
10
|
As
above, but such is the agony of the target’s death that his piteous screams
drowns out all conversation within 2d10 metres for the rest of the Round.
|
Cold Critical Effects- Arm
|
Critical Damage
|
Critical Effect
|
1
|
The attack freezes up target’s arm,
causing it to become limp with cold. All tests involving that arm suffer a –6
penalty for 1d5 Rounds.
|
2
|
The attack sends chills down to the
fingers and up to the shoulder. The arm is useless for 1d5 Rounds and the
target takes 1 level of Fatigue.
|
3
|
The attacks ripples cold course through
the target’s arm leaving him Stunned for 1 Round, and the arm is useless
until the target receives medical treatment.
|
4
|
The cold of the attack snap freezes
parts of the arm, and knocks back the target in his shock. He is Stunned for
1 Round and is knocked Prone. The arm is useless for 1d10 Rounds.
|
5
|
The outside layer of skin on the arm,
freezes soldi, inflicting no small amount of pain on the target. The target
may only take one action in his next round, and he suffers 1d5 levels of
Fatigue.
|
6
|
The attack wreathes the arm in ice, freezing
clothing and armour and burning the attacker, and freezing the fingers as
they grow back with frostbite. The target suffers 1 Strength and 1 Dexterity
damage, suffers 1d5 levels of Fatigue, and must make a Constitution
Test or lose the use of the hand permanently.
|
7
|
With a terrible snapping sound, the cold
of the attack breaks the targets marrow, as it freezes the arm almost solid.
The target’s arm is broken and until it is repaired the target counts as only
having one arm. The target is Stunned for 1 Round, and suffers 1d5 levels of
Fatigue.
|
8
|
Cold sears through the arm at the
shoulder, freezing the shoulder joint to solid and the arm is falls from the
body and breaks apart in ice chunks on the ground. The target must take a Constitution
Test or become Stunned for 1d5
Rounds. In addition the target suffers 1d10 levels of Fatigue. The target now
only has one arm.
|
9
|
Frost consumes the target’s arm, freezing
the flesh solid right down to the bone, instantly killing all the flesh up to
the target shoulder. The target must make an immediate Constitution
Test or die from shock. If he survives, however, the
target suffers 1d10 levels of Fatigue and is Stunned for 1 Round. The target
now only has one arm.
|
10
|
The attack freezes the entire arm solid
including the bones. The target falls to ground where he immediately dies
from shock, clutching his arm, where it shatters on the ground doing 1d10+2
piercing damage to anyone within 2m as shards of ice spray out.
|
Cold Critical Effects - Body
|
Critical Damage
|
Critical Effect
|
1
|
The cold of the attack freezes the air in his lungs. The target
can take only a Half Action on his next Turn.
|
2
|
The
cold air from the target’s body. The target must make a Constitution
Test or take 1d5 Fatigue.
|
3
|
The attack freezes the outer flesh on the abdomen and torso,
inflicting 2 levels of Fatigue and 1 point of Constitution Damage.
|
4
|
The
frost ripples all over the character, scorching his body with horrid frostburns
and inflicting 1d10 levels of Fatigue. The target may only take a Single
Action on his next Round.
|
5
|
The
cold of the attack forces the target to the ground, helplessly covering his
face from the burning chill and keening in agony. The target is knocked to
the ground and must make. The Target must make a Dexterity
Test or be Stunned for 2 Rounds as he fights the
cold.
|
6
|
Struck
by the full force of the attack, the target is sent reeling to the ground, frost
wreathing the entirety of his body. The target is knocked to the ground,
Stunned for 1d10 Rounds, and suffers 1d5 levels of Fatigue. In addition, he
must make a Dexterity Test or
only be able to make one Single Action per turn for 1d5 turns.
|
7
|
The
intense cold of the attack begins to freeze target’s organs, freezing his
lungs and heart with intense cold. The target is Stunned for 2d10 Rounds and
suffers 1 point of permanent Constitution Damage.
|
8
|
As
the attack washes over the target, his skin turns black and peels off while his
fat freezes solid and his clothing and armour crack with as they freeze over.
The target is Stunned for 2d10 Rounds and the attack halves his Strength,
Constitution and Dexterity until he receives medical treatment. The Character
gains the Horrifically Scarred Trait (+1).
|
9
|
The
target is completely encased frost, freezing his skin and his eyes like
gemstones. He falls to the ground with a solid thud, his entire body frozen.
|
10
|
As
above, except the targets entire body and equipment shatter as they hit the
ground. If he was wearing any metal
armour then anyone in 1d5 metres takes d10 piercing damage. In addition his
body shatters dealing d10+2 piercing damage to anyone within 2 metres.
|
Cold Critical Effects - Head
|
Critical Damage
|
Critical Effect
|
1
|
A
dash of frost to the head frazzles the target’s senses, imposing a –2 penalty
to all actions for 1 Round.
|
2
|
The
cold of the blast freezes his eyes shut, leaving him Blinded for 1 Round.
|
3
|
The
attack freezes the targets ear solid, causing frostburn. He is Deafeaned
until he receives first aid or waits for 1d5 hours, and if he doesn’t receive
first aid his ear will necrotise and fall off.
|
4
|
The
attack freezes all the hairs on the target’s head solid, as well as leaving
him reeling from the injury. The attack deals 2 levels of Fatigue and the
target is blinded for 1d5 Rounds.
|
5
|
Frost
envelopes the target’s head, burning his face and freezing his hair, icing
over his skin, and causing him to scream like a Mule. In addition to losing
his hair, he is blinded for 1d10 Rounds, Stunned for 1 Round, and the
character gains the Horrifically Scarred Trait (+1)
|
6
|
The
blast freezes the target’s face, some of his features gaining frostburn and
will necrotise. hHis eyes are also damaged from being partially frozen.The target
is blinded for the next 1d10 hours and suffers 1 permanent Perception Damage.
The target also suffers 1d5 levels of Fatigue. Also, the character gains the
Horrifically Scarred Trait (+1).
|
7
|
In
a gruesome display, the flesh on the targets head, freezes solid, only to die
some weeks later as it necrotises and the target howls in pain as surgeons
cut it away of his bone, if he makes it that far. The target is blinded
permanently and suffers 1d10 levels of Fatigue. Also, the character gains the
Horrifically Scarred Trait (+2+1d5)
|
8
|
The
target’s head is instantly frozen solid. He does not survive.
|
9
|
The
targets head is supercooled by the attack, and he falls to the ground where
the target’s head shatters open, spilling half frozen brain and meat onto the
steaming ice of his skull. The target is no more.
|
10
|
As
above, except the target’s entire body freezes solid and tumbles in a random
direction, where his head shatters, causing a spray of frozen shrapnel in
that direction. Resolve as a Spray
attack in a random direction of 1d10 metres in a random direction doing D10+2
piercing damage.
|
Cold Critical Effects - Leg
|
Critical Damage
|
Critical Effect
|
1
|
The
attack freezes a line of flesh along of the target’s leg which will later
necrotise and leave a nasty scar. The target may not Run or Charge for 2
Rounds.
|
2
|
The
attack flash-freezes the parts target’s leg, parts of flesh falling away as
icy chunks. The target must pass a Constitution
Check or suffer 1d5 levels of Fatigue.
|
3
|
The
cold causes horrible cracking noise to come from the targets leg as it is
super-cooled by the attack, nasty compound fractures forming in the target’s
leg. The target reduces his Movement by half (rounding up), and the target
may not run or charge. The effects to the target’s Movement persist until the
target receives medical attention.
|
4
|
A
direct hit to the leg sends currents of agony coursing through the target as
his flesh and bones freeze. The target suffers 1 level of Fatigue and reduces
his Movement by half (rounding up) for 1d10 Rounds. The Target is knocked
Prone.
|
5
|
The
target’s leg endures horrific damage, freezing clothing and armour with flesh
and bone. The target suffers 1level of Fatigue and reduces his movement by
half (rounding up) for 2d10 Rounds. The target is knocked Prone.
|
6
|
The
attack freezes the target’s foot solid, the foot turning black. The target
must make a Constitution Test
or lose the foot as his flesh falls away dead weeks later. On a
success, the target reduces his movement by 1/2 (rounding up) until he
receives medical attention. In addition, the target suffers 2 levels of
Fatigue.
|
7
|
The
cold of the attack freezes and warps the leg, leaving it a mess of frozen and
cracked, blackened flesh. The leg is broken and until repaired, the target
counts as having lost the leg. The target must take a Constitution
Test or become Stunned for 1 Round and lose the
leg weeks later to amputation as the entire leg dies without pain and falls
off. In addition the target suffers 1d5 levels of Fatigue.
|
8
|
Cold
sears through the bone, causing the leg to fall off a frozen hunk of flesh.
The target must take a Constitution Test or become Stunned for 1 Round. In
addition the target suffers 1d10 levels of Fatigue and is suffering from
Blood Loss, as his partially frozen blood begins to pour out of the frozen
stump that remains. The target now only has one leg.
|
9
|
The
force of the attack reduces the leg to little more than a chunk frozen and
shattered flesh and blood. The target make a Constitution
Test or die from shock. The leg is utterly lost.
|
10
|
In
a terrifying display of power, the leg freezes solid, and then the cold
quickly freezes the rest of the target solid as his screams fade as the cold
snaps his vocal cords and freezes is organs solid.. The target dies in a
matter of agonising seconds and then falls over with a dull thud.
|
Fire, Lightning, Radiant Critical
Effects - Arm
|
Critical Damage
|
Critical Effect
|
1
|
The attack grazes the target’s arm,
causing it to spasm uncontrollably. All tests involving that arm suffer a –6
penalty for 1d5 Rounds.
|
2
|
The attack smashes into the arm,
sending currents of energy crackling down to the fingers and up to the
shoulder. The arm is useless for 1d5 Rounds and the target takes 1 level of
Fatigue.
|
3
|
The attack causes energy to course
through the target’s arm leaving him Stunned for 1 Round, and the arm is
useless until the target receives medical treatment.
|
4
|
The shock of the attack causes the
character to temporarily lose control of his autonomous functions. He is
Stunned for 1 Round and is knocked Prone. The arm is useless for 1d10 Rounds.
|
5
|
The arm suffers superficial burns
inflicting no small amount of pain on the target. The target may only take
one action in his next round, and he suffers 1d5 levels of Fatigue.
|
6
|
The attack wreathes the arm in flame,
scorching clothing and armour, and temporarily fusing together the target’s
fingers. The target suffers 1 Strength and 1 Dexterity damage, suffers 1d5
levels of Fatigue, and must make a Constitution
Test or lose the use of the hand permanently.
|
7
|
With a terrible snapping sound, the
heat of the attack boils the marrow in the target’s arm, causing it to crack
or even shatter. The target’s arm is broken and until it is repaired the
target counts as only having one arm. The target is Stunned for 1 Round, and
suffers 1d5 levels of Fatigue.
|
8
|
Fire sears through the arm at the
shoulder, causing the shoulder joint to explode and the arm is severed from
the body. The target must take a Constitution
Test or become Stunned for 1d5
Rounds. In addition the target suffers 1d10 levels of Fatigue. The target now
only has one arm.
|
9
|
Fire consumes the target’s arm, burning
the flesh to a crisp right down to the bone. The target must make an
immediate Constitution Test or die from
shock. If he survives, however, the target suffers 1d10 levels of Fatigue and
is Stunned for 1 Round. The target now only has one arm.
|
10
|
The attack reduces the arm to a cloud
of ash and sends the target crumbling to the ground where he immediately dies
from shock, clutching his smoking stump.
|
Fire, Lightning, Radiant Critical
Effects - Body
|
Critical Damage
|
Critical Effect
|
1
|
A blow to the target’s body steals the air from his lungs. The
target can take only a Half Action on his next Turn.
|
2
|
The
blast punches the air from the target’s body. The target must make a Constitution
Test or be knocked Prone.
|
3
|
The attack cooks the flesh on the chest and abdomen, inflicting 2
levels of Fatigue and 1 point of Constitution Damage.
|
4
|
The
energy ripples all over the character, scorching his body with horrid
third-degree burns and inflicting 1d10 levels of Fatigue. The target may only
take a Single Action on his next Round.
|
5
|
The
fury of the attack forces the target to the ground, helplessly covering his
face and keening in agony. The target is knocked to the ground and must make
an Dexterity test or catch fire (see Special Damage). The Target must make a Constitution
Test or be Stunned for 1 Round.
|
6
|
Struck
by the full force of the attack, the target is sent reeling to the ground,
smoke spiralling out of the wound. The target is knocked to the ground,
Stunned for 1d10 Rounds, and suffers 1d5 levels of Fatigue. In addition, he
must make a Dexterity Test or
catch fire (see Special Damage).
|
7
|
The
intense power of the energy attack cooks the target’s organs, burning his
lungs and heart with intense heat. The target is Stunned for 2d10 Rounds and
suffers 1 point of permanent Constitution Damage.
|
8
|
As
the attack washes over the target, his skin turns black and peels off while
melted fat seeps from his clothing and armour. The target is Stunned for 2d10
Rounds and the attack halves his Strength, Constitution and Dexterity until
he receives medical treatment. The Character gains the Horrifically Scarred
Trait (+1).
|
9
|
The
target is completely encased in fire, melting his skin and popping his eyes
like superheated eggs. He falls to the ground a blackened corpse.
|
10
|
As
above, except in addition, if the target is carrying any weapon or ammunition
with the Explodes special rule, then, there is a 50% chance it explodes.
Unless they can make a successful Dodge Test, all creatures within 1d5 metres
take 1d10+5 Explosive Damage. If the target carried anything flammable such
as Alchemists fire, then it goes off in one round where the target’s body
lies with the normal effects.
|
Fire, Lightning, Radiant Critical
Effects - Head
|
Critical Damage
|
Critical Effect
|
1
|
A
grazing blow to the head frazzles the target’s senses, imposing a –2 penalty
to all Tests (except Constitution) for 1 Round.
|
2
|
The
blast dazzles the target, leaving him Blinded for 1 Round.
|
3
|
The
attack cooks off the target’s ear, leaving him with a partially burned stump
of cartilage and deafened until he receives first aid or waits for 1d5 hours.
|
4
|
The
attack burns away all of the hairs on the target’s head as well as leaving
him reeling from the injury. The attack deals 2 levels of Fatigue and the target
is blinded for 1d5 Rounds.
|
5
|
Fire
envelopes the target’s head, burning his face and hair, crisping his skin,
and causing him to scream like a tortured Cat. In addition to losing his
hair, he is blinded for 1d10 Rounds, Stunned for 1 Round, and the character
gains the Horrifically Scarred Trait (+1)
|
6
|
The
blast cooks the target’s face, melting his features and damaging his eyes.
The target is blinded for the next 1d10 hours and suffers 1 permanent
Perception Damage. The target also suffers 1d5 levels of Fatigue. Also, the
character gains the Horrifically Scarred Trait (+1).
|
7
|
In
a gruesome display, the flesh is burned from the target’s head, exposing
charred bone and muscle underneath. The target is blinded permanently and
suffers 1d10 levels of Fatigue. Also, the character gains the Horrifically
Scarred Trait (+2+1d5)
|
8
|
The
target’s head is destroyed in a convocation of fiery death. He does not
survive.
|
9
|
Superheated
by the attack, the target’s brain explodes, tearing apart his skull and
sending flaming chunks of meat flying at those nearby. The target is no more.
|
10
|
As
above, except the target’s entire body catches fire and runs off headless
2d10 metres in a random direction using the scatter diagram. Anything
flammable it passes, including characters, must make a Dexterity
Test or catch fire.
|
Fire, Lightning, Radiant Critical
Effects - Leg
|
Critical Damage
|
Critical Effect
|
1
|
The
attack sears the flesh and bone of the target’s leg, leaving a nasty burn
scar. The target may not Run or Charge for 2 Rounds.
|
2
|
The
attack flash-fries the target’s leg, cooking chunks of flesh into char. The
target must pass a Constitution Check or
suffer 1 level of Fatigue.
|
3
|
The
attack causes a nasty compound fracture in the target’s leg. The target
reduces his Movement by half (rounding up), and the target may not run or
charge. The effects to the target’s Movement persist until the target
receives medical attention.
|
4
|
A
direct hit to the leg sends currents of agony coursing through the target.
The target suffers 1 level of Fatigue and reduces his Movement by half
(rounding up) for 1d10 Rounds. The Target is knocked Prone.
|
5
|
The
target’s leg endures horrific burn Damage, fusing clothing and armour with
flesh and bone. The target suffers 1level of Fatigue and reduces his movement
by half (rounding up) for 2d10 Rounds. The target is knocked Prone.
|
6
|
The
attack burns the target’s foot, charring the flesh and emitting a foul aroma.
The target must make a Constitution
Test or lose the
foot. On a success, the target reduces his movement by 1/2 (rounding up)
until he receives medical attention. In addition, the target suffers 2 levels
of Fatigue.
|
7
|
The
energy of the attack fries the leg, leaving it a mess of blackened flesh. The
leg is broken and until repaired, the target counts as having lost the leg.
The target must take a Constitution Test or
become Stunned for 1 Round. In addition the target suffers 1d5 levels of
Fatigue. The target now only has one leg.
|
8
|
Energy
sears through the bone, causing the leg to be severed. The target must take a
Constitution Test or become Stunned for 1 Round. In
addition the target suffers 1d10 levels of Fatigue and is suffering from
Blood Loss. The target now only has one leg.
|
9
|
The
force of the attack reduces the leg to little more than a chunk of sizzling
gristle. The target make a Constitution Test or
die from shock. The leg is utterly lost.
|
10
|
In
a terrifying display of power, the leg immolates and fire consumes the target
completely. The target dies in a matter of agonising seconds.
|
Piercing Critical Effects - Arm
|
Critical Damage
|
Critical Effect
|
1
|
The
attack pierces the target’s limb, with a powerful blow, causing him to drop
anything held in that hand.
|
2
|
The strike ruptures the arm, possibly causing minor fractures in
the arm. The target suffers 1 level of Fatigue.
|
3
|
The
attack pierces through flesh and bone. The target drops whatever was held in
that hand, and must make a Constitution Test or
suffer -1 to all attacks until medical attention is received.
|
4
|
The
pierces right through the limb, filling the air with blood and the sounds of
his screaming. The target falls Prone from the agony and takes 2 levels of
Fatigue. The limb is useless for 1d10 Rounds.
|
5
|
The
attack opens up the arm of the target with a gush of blood. The target
suffers from Blood Loss and vomits all over the place in agony. He drops
anything held and the limb is useless without medical attention.
|
6
|
The
blow mangles flesh and muscle as it impales target’s forearm and hand,
severing major arteries. The target is Stunned for 1 Round and must
immediately make a Constitution Test or
lose the use of his hand. In addition the target now suffering Blood Loss.
|
7
|
With
a loud snap, the attack pierces through the arm and through the shoulder and
collarbone. the arm is left hanging limply at the target’s side, dribbling
blood onto the ground. The targets shoulder is broken, and, until repaired,
the target counts as having only one arm. The target suffers from Blood Loss.
|
8
|
The
attack pierces through armour, bone and flesh and with a sick tearing noise,
severing the arm off just below the shoulder, showering blood and gore across
the ground. The target must immediately make a Constitution
Test or die from shock. If he passes the Test, he
is still Stunned for 1d10 rounds, suffers 1d5 levels of Fatigue and is
suffers from Blood Loss. He now only has one arm.
|
9
|
The
attack pierces the targets arm to their chest, and then exits through the
targets back with a pop, drenching the ground in blood and gore and killing
the target instantly.
|
10
|
As
above, except the except that the attack was
so powerful that it passes through the target and may hit another target
nearby. If the hit was from a melee weapon, the attacker may immediately make
another attack (with the same weapon) against any other target they can reach
without moving. If the hit was from a ranged weapon they may immediately make
another attack (with the same weapon) against any target standing directly
behind the original target and still within range of their weapon.
|
Piercing Critical Effects - Body
|
Critical Damage
|
Critical Effect
|
1
|
If
the target is not wearing armour on this location, he takes 1 level of
Fatigue from a painful and deep wound. If he is wearing armour, there is no
effect. Phew!
|
2
|
The impact punches the air from the target’s body, inflicting 1
level of Fatigue and knocking the target Prone.
|
3
|
The attack breaks a rib and the target is knocked Prone. The
target is also Stunned for 1 Round
|
4
|
The blow batters the target, shattering a rib. The target
suffers 1 Constitution Damage and must make a Dexterity Test or be
knocked Prone.
|
5
|
A
torrent of blood spills from the attack as it pierces the targets, making the
ground slick with gore. All characters attempting to move through this pool
of blood must succeed on a Dexterity
Test or fall Prone. The target suffers 2 Constitution Damage and also
suffers Blood Loss.
|
6
|
The
mighty attack enters and then exits through the targets chest, knocking him
to the ground as he clutches at the blood welling out of his chest and mouth.
The target is knocked Prone and suffers 2 Constitution Damage and suffers
Blood Loss
|
7
|
With an audible squelching sound, and several cracks, the attack
pierces the targets sternum and 1d5 of the target’s ribs break. The target
can either lay down and stay still awaiting medical attention (a successful
Heal Test sets the ribs) or continue to take Actions, though each Round there
is a 20% chance that a jagged rib pierces a vital organ and kills the
character instantly. The target suffers 1 permanent Constitution Damage.
|
8
|
The attack enters the targets abdomen, and exits through him,
rupturing several of the target’s organs and knocks him down, gasping in
wretched pain. The target suffers Blood Loss and suffers 2 permanent
Constitution Damage.
|
9
|
The attack pierces the target, breaking ribs, sternum and
severing the spine. The jerks back from the force of the attack, still
impaled, throwing back his head and spewing out a jet of blood before
crumpling to the ground dead.
|
10
|
As above, except the except that the
attack was so powerful that it passes through the target and may hit another
target nearby. If the hit was from a melee weapon, the attacker may
immediately make another attack (with the same weapon) against any other
target they can reach without moving. If the hit was from a ranged weapon
they may immediately make another attack (with the same weapon) against any
target standing directly behind the original target and still within range of
their weapon.
|
Piercing Critical Effects - Head
|
Critical Damage
|
Critical Effect
|
1
|
The
impact fills the target’s head with a terrible ringing noise. The target must
make a Constitution Test or suffer
1 level of Fatigue.
|
2
|
The
attack causes the target to see stars. The target suffers a -2 penalty to any
Perception or Intelligence Tests for 1d5 Rounds.
|
3
|
The
attack rips open the target’s face, leaving him Stunned for 1d5 Rounds. If
the target is wearing a helmet, the helmet is torn off. The target suffers
Blood Loss
|
4
|
The
concussive strike staggers the target. The target must make a Constitution
Test or be Stunned for 1 Round and knocked Prone.
|
5
|
The
attack tears the target’s helmet from his head. If wearing no helmet, the
target loses an ear instead, becoming Deafened until he receives medical
attention. He must also must pass a Constitution
Test or become Dazed for d5 rounds.
|
6
|
As
the attack rips violently across the target’s face—it takes with it an
important feature. Roll 1d10 to see what the target has lost. 1–3: Eye, 4–7:
Nose (the target gains Horrifically Scarred (+2), 8–10: Ear (the target gains
Horrifically Scarred (+2)). In addition, the target is now suffering Blood
Loss and suffers 1d5 levels of Fatigue.
|
7
|
In
a splatter of skin and teeth, the attack removes most of the target’s face.
He is permanently Blinded and gains Horrifically Scarred (+2), and also now
has trouble speaking without slurring his words. In addition, the target is
suffering from Blood Loss and is Stunned for 1 Round.
|
8
|
Blood
pours from the target’s noise, mouth, ears and eyes as the attack enters, and
then exits his skull in a mist of gore. He does not survive the experience.
|
9
|
The
attack bursts the target’s head like an overripe fruit and sprays blood, bone
and brains in all directions. Anyone within 4 metres of the target must make
a Dexterity Test or suffer a –2
penalty to any actions on their next Turn as gore gets in their eyes or on
their visors.
|
10
|
As
above, except that the attack was so powerful that it passes through the
target and may hit another target nearby. If the hit was from a melee weapon,
the attacker may immediately make another attack (with the same weapon)
against any other target they can reach without moving. If the hit was from a
ranged weapon they may immediately make another attack (with the same weapon)
against any target standing directly behind the original target and still
within range of their weapon.
|
Piercing Critical Effects - Leg
|
Critical Damage
|
Critical Effect
|
1
|
The
attack knocks the limb backwards, painfully twisting it awkwardly. The target
suffers 1 level of Fatigue.
|
2
|
The
attack cracks through the targes Kneecap. He must make a Dexterity
Test or fall Prone and suffer
from
Blood Loss as the already damaged extremity hits the ground.
|
3
|
The
attack pierces the leg, causing blood to gush from the wound. The target
suffers 1 Dexterity damage and suffers Blood Loss.
|
4
|
A
solid blow to the leg sends lightning agony coursing through the target. The
target suffers 2 Dexterity Damage and is knocked Prone
|
5
|
The
attack impales the targets leg, breaking it with a sickening crunch, leaving
him Stunned for 1 Round and reducing his movement by to 1 metre until he
receives medical attention. The target is also knocked Prone.
|
6
|
The
blow cleanly impales and shatters the targets foot. The target must make an
immediate Constitution Test or
permanently lose the use of his foot. On a success, the target’s Movement is
reduced by half (rounding up). In either case, the target suffers Blood Loss.
|
7
|
With
a nasty crunch, attack passes directly through the leg. The leg is badly
broken and the target is knocked Prone mewling in pain. The target falls to
the ground with a broken leg and, until it is repaired, he counts as only
having one leg. The target is is no Suffering from Bloodloss
|
8
|
The
attack severs and rips the lower half of the leg away in a stream of blood.
The target must immediately make a Constitution
Test or die from shock. The target suffers from
Blood Loss and suffers 1 permanent Dexterity Damage. He now only has one leg.
|
9
|
The
hit rips through the flesh of the leg and groin, causing blood to spray out
in all directions. Even as the target tries futilely to stop the sudden flood
of vital fluid, he falls to the ground and dies in a spreading pool of gore.
|
10
|
As
above, but such is the agony of the target’s death that his piteous screams
drowns out all conversation within 2d10 metres for the rest of the Round.
|
Slashing Critical Effects - Arm
|
Critical Damage
|
Critical Effect
|
1
|
The
slashing attack tears anything free that was held in this arm.
|
2
|
Deep
cuts cause the target to drop whatever was held and inflicts 1 level of
Fatigue.
|
3
|
The
attack shreds the target’s arm into ribbons, causing the target to scream in
pain. The target drops whatever as held in that hand and must make a
successful Constitution Test or
suffer Blood Loss.
|
4
|
The
attack flays the skin from the limb, filling the air with blood and the
sounds of his screaming. The target falls Prone from the agony and takes 2
levels of Fatigue. The limb is useless for 1d10 Rounds.
|
5
|
A
bloody and very painful looking furrow is opened up in the target’s arm. The
target suffers from Blood Loss and vomits all over the place in agony. He
drops anything held and the limb is useless without medical attention.
|
6
|
The
blow mangles flesh and muscle as it hacks into the target’s hand, liberating
1d5 fingers in the process (a roll of a 5 means that the thumb has been
sheared off ). The target is Stunned for 1 Round and must immediately make a Constitution
Test or lose the use of his hand.
|
7
|
The
attack rips apart skin, muscle, bone and sinew with ease, turning the
target’s arm into a dangling ruin. The target suffers 2 Strength Damage. The
arm is broken and, until repaired, the target counts as having only one arm.
In addition, numerous veins have been severed and the target is now suffering
from Blood Loss.
|
8
|
With
an assortment of unnatural, wet ripping sounds, the arm flies free of the
body trailing blood behind it in a crimson arc. The target must immediately
make a Constitution Test
or die from shock. If he passes the Test, he is Stunned for 1d10 Rounds and
suffers Blood Loss. He now has only one arm.
|
9
|
The
attack slices clean through the arm and into the torso, drenching the ground
in blood and gore and killing the target instantly.
|
10
|
As
above. However, as the arm falls to the ground its fingers spasm
uncontrollably, pumping the trigger of any held crossbow or arcane weapon. If
the target was carrying a such ranged weapon that was loaded, or an explosive
flask, there is a 5% chance that a single randomly determined target within
2d10 metres is hit by the weapon, in which case resolve a single hit from the
target’s weapon.
|
Slashing Critical Effects - Body
|
Critical Damage
|
Critical Effect
|
1
|
If
the target is not wearing armour on this location, he takes 1 level of
Fatigue from a painful laceration. Ifhe is wearing armour, there is no
effect. Phew!
|
2
|
A
powerful slash opens a painful rent in the target’s body. He suffers 1 level
of Fatigue and must make a Constitution Test or
be Stunned for 1 Round.
|
3
|
The
attack rips a large patch of skin from the target’s torso, leaving him
gasping in pain. The target is Stunned for 1 Round and must make a Constitution
Test or suffer from Blood Loss.
|
4
|
The
blow opens up a long wound in the target’s torso, causing him to double over
in terrible pain. The target suffers from Blood Loss and is Stunned for 1
Round.
|
5
|
A
torrent of blood spills from the deep cuts, making the ground slick with
gore. All characters attempting to move through this pool of blood must
succeed on a Dexterity Test or
fall Prone. The target suffers 2 Constitution Damage and also suffers Blood
Loss.
|
6
|
The
mighty attack takes a sizeable chunk out of the target and knocks him to the
ground as he clutches the oozing wound, shrieking in pain. The target is
knocked Prone and suffers 2 Constitution Damage and Blood Loss.
|
7
|
The
attack cuts open the target’s abdomen. The target can either choose to use
one arm to hold his guts in (until a healer them in place with a successful
Heal Test), or fight on regardless and risk a 20% chance each turn that his
middle splits open, spilling his intestines all over the ground, causing an
additional 2d10 Piercing damage. In either case, the target suffers 1 permanent
Constitution Damage and is now suffering Blood Loss.
|
8
|
With
a vile tearing noise, the skin on the target’s chest comes away revealing a
red ruin of muscle. The target must make a Constitution
Test or die. If he passes, he suffers 2 permanent
Constitution Damage, is stunned for 1 Round, and now suffers Blood Loss.
|
9
|
The
powerful blow cleaves the target from gullet to groin, revealing his internal
organs and spilling them on to the ground before him. The target is now quite
dead.
|
10
|
As
above, except that the area and the target are awash with gore. For the rest
of the fight, anyone moving within four metres of the target’s corpse must
make make a Dexterity Test or
fall Prone.
|
Slashing Critical Effects - Head
|
Critical Damage
|
Critical Effect
|
1
|
The
attack tears a painful the target’s face, meaning he suffers 1 level of
Fatigue. If the target is wearing a helmet, there is no effect.
|
2
|
The
attack slices open the target’s scalp which immediately begins to bleed
profusely. Due to blood pouring into the target’s eyes, he suffers a –2
penalty to actions for the next 1d10
Turns.
The target must pass a Challenging (+0)
Toughness Test or suffer from Blood Loss.
|
3
|
The
attack rips open the target’s face, leaving him Stunned for 1d5 Rounds. If
the target is wearing a helmet, the helmet is torn off. The target suffers
Blood Loss.
|
4
|
The
attack slices across one of the target’s eye sockets, possibly scooping out
the eye. He must make a Constitution Test at +4
or lose the eye. He also suffers 2 Perception Damage.
|
5
|
The
attack tears the target’s helmet from his head. If wearing no helmet, the
target loses an ear instead, becoming Deafened until he receives medical
attention. He must also must pass a Constitution
Test or become Dazed for d5 rounds.
|
6
|
As
the blow rips violently across the target’s face—it takes with it an
important feature. Roll 1d10 to see what the target has lost. 1–3: Eye, 4–7:
Nose (the target gains Horrifically Scarred (+2), 8–10: Ear (the target gains
Horrifically Scarred (+2)). In addition, the target is now suffering Blood
Loss and suffers 1d5 levels of Fatigue.
|
7
|
In
a splatter of skin and teeth, the attack removes most of the target’s face.
He is permanently Blinded and gains Horrifically Scarred (+2), and also now has
trouble speaking without slurring his words. In addition, the target is
suffering from Blood Loss and is Stunned for 1 Round.
|
8
|
The
blow slices into the side of the target’s head causing his eyes to pop out
and his brain to ooze down his cheek like spilled jelly. He’s dead before he
hits the ground.
|
9
|
With
a sound not unlike a wet sponge being torn in half, the target’s head flies
free of its body and sails through the air, landing harmlessly 2d10 metres
away with a soggy thud. The target is instantly slain.
|
10
|
As
above, except the target’s neck spews blood in a torrent, drenching all those
nearby and forcing them to make a Dexterity
Test. Anyone who fails the Test, suffers a –2
penalty to his Weapon Skill and Ballistic Skill Tests for 1 Round as gore fills
his eyes or fouls his visor.
|
Slashing Critical Effects - Leg
|
Critical Damage
|
Critical Effect
|
1
|
The
attack knocks the limb backwards, painfully twisting it awkwardly. The target
suffers 1 level of Fatigue.
|
2
|
The
target’s kneecap splits open. He must make a Dexterity
Test or fall Prone and suffer
from
Blood Loss as the already damaged extremity hits the ground.
|
3
|
The
attack rips a length of flesh from the leg, causing blood to gush from the
wound. The target suffers 1 Dexterity damage and suffers Blood Loss.
|
4
|
The
attack rips the kneecap free from the target’s leg, causing it to collapse
out from under him. The target’s Movement is reduced by 1/2 (rounding up)
until medical attention is received. In addition, he is knocked Prone and
suffers 2 Dexterity Damage.
|
5
|
In
a spray of blood, the target’s leg is deeply slashed, exposing bone, sinew
and muscle. The target suffers Blood Loss and suffers 2 Dexterity Damage. The
target must also make a Constitution Test or
suffer an additional 2 points of Dexterity Damage.
|
6
|
The
blow slices a couple of centimetres off the end of the target’s foot. The
target must make an immediate Constitution
Test or permanently lose the use of his foot. On
a success, the target’s Movement is reduced by half (rounding up). In either
case, the target suffers Blood Loss.
|
7
|
The
force of the blow cuts deep into the leg, grinding against bone and tearing
ligaments apart. The leg is broken and, until repaired, the target counts as
having only one leg. In addition, the level of maiming is such that the
target is now suffering from Blood Loss. He also is Stunned for 1 Round and
is knocked Prone.
|
8
|
In
a single bloody hack the leg is lopped off the target, spurting its vital
fluids across the ground. The target must immediately make a Constitution
Test or die from shock. On a success, the target
is Stunned for 1d10 Rounds, and suffers Blood Loss. He now has only one leg.
|
9
|
With
a meaty chop, the leg comes away at the hip. The target pitches to the ground
howling in agony before dying.
|
10
|
As
above, except that the tide of blood is so intense that, for the remainder of
the battle, anyone making a Run or Charge Action within 6 metres of the
target this Turn must make a Dexterity
Test or fall over.
|
Sonic Critical Effects - Arm
|
Critical Damage
|
Critical Effect
|
1
|
The
attack throws the limb backwards, painfully jerking it away from the body, inflicting
1 level of Fatigue.
|
2
|
The
blast snaps the bones of the arm in half. The target drops anything held in
the hand and must pass a Constitution Test or
be Stunned for 1 Round.
|
3
|
The
percussion removes 1 finger (and the tips from up to 1d5 others) from the
target’s hand. The target suffers -2 to all attacks until medical attention
is recieved, and anything carried in the hand is destroyed. If this is anything
capable of exploding, or techno magical, it shatters and is quite messy (use
result 9 instead).
|
4
|
The
concussion rips the sinew of the arm straight from the bone. He is Stunned
for 1 Round, and the limb is useless until medical attention is received. The
target must make a Constitution Test or
suffer Blood Loss.
|
5
|
The
blast literally begins to flay the target, ripping away flesh and muscle
alike. He must immediately make an Constitution
Test +1 or lose his hand.
|
6
|
The
attack pulverises the bone and mangles the flesh turning the target’s arm
into a red ruin inflicting 1d5 levels of Fatigue. The target’s arm is broken
and, until repaired, the target counts as having only one arm. In addition,
the horrendous nature of the wound means that he now suffers from Blood Loss.
|
7
|
In
a violent hail of flesh, the arm is torn apart. The target must immediately
make a Constitution Test or die from
shock. On a success, the target is Stunned for 1d10 rounds, suffers 1d10
levels
of
Fatigue, and suffers Blood Loss. He now only has one arm.
|
8
|
The
arm disintegrates under the force of the sonic attack taking a good portion
of the shoulder and chest with it. The target is sent screaming to the
ground, where he dies in a pool of his own blood and organs.
|
9
|
With
a mighty bang the arm is blasted from the target’s body, killing the target
instantly in a rain of blood droplets. In addition, if the target was
carrying a weapon with a arcane or alchemical source in his hand (such as a
techno magical item or magic item) then it implodes, dealing 1d10+5 Sonic
Damage to anyone within two metres.
|
10
|
As
above, except if the target is carrying any arcane or explosive, ammunition
or equipment it also shatters in an arcane implosion dealing 1d10+5 Sonic
Damage to anyone within 1d10 metres (this is in addition to Damage caused by imploding
magic weapons noted above). If the target is carrying anything flammable or
combustible, these too detonate on his person.
|
Sonic Critical Effects Critical Effects
- Body
|
Critical Damage
|
Critical Effect
|
1
|
The
concussion flings the target backwards 1d5 metres. The target is knocked
Prone.
|
2
|
The
target is blown backwards 1d5 metres by a terrific percussion, taking 1 level
of Fatigue per metre travelled. The target is knocked Prone.
|
3
|
The
power of the sound rends flesh and bone with horrific results. The target
must make a Constitution Test or
suffer from Blood Loss and be Stunned for 1 Round.
|
4
|
The
force of the blast sends the target sprawling to the ground. The target is
knocked backwards 1d5 metres, Stunned for 1 Round, and is knocked Prone.
|
5
|
Concussion
from the noise knocks the target to the ground and turns his innards into so
much ground meat. The target must immediately make a Constitution
Test or suffer Blood Loss and 2 Constitution
Damage. The target then suffers 1d5 levels of Fatigue and is knocked prone.
|
6
|
Chunks
of the target’s flesh are ripped free by the force of the attack leaving
large, weeping wounds. The target is Stunned for 1 Round, may only take a Single
Action in his next Round, and is now suffering Blood Loss.
|
7
|
The
sonic force of the attack ruptures the target’s flesh and scrambles his
nervous system, knocking him to the ground. The target suffers Blood Loss, is
knocked Prone, is Stunned for 1d10 Rounds, and must make a Constitution
Test or fall unconscious.
|
8
|
The
target’s chest explodes outward, disgorging a river of partially disintegrated
organs onto the ground as the percussion flays him, killing him instantly.
|
9
|
Pieces
of the target’s body fly in all directions as he is torn into bloody gobbets
by the attack. In addition, if the target is carrying anything explosive or
combustible ammunition, it implodes dealing 1d10+5 Sonic Damage to anyone
within 1d10 metres. If the target is carrying anything else combustible these
too detonate on his person.
|
10
|
As
above, except anyone within 1d10 metres of the target is drenched in gore and
must make a Dexterity Test or
suffer a –2 penalty to actions for 1 Round as blood fouls their sight.
|
Sonic Critical Effects - Head
|
Critical Damage
|
Critical Effect
|
1
|
The
percussion leaves the target confused. He can take only a Half Action on his
next Turn.
|
2
|
The
flash and noise leaves the target Blinded and Deafened for 1 Round
|
3
|
The
sonic attack leaves the target’s face a bloody ruin from scores of small
cuts. Permanent scarring is very likely. The target suffers 2 levels of
Fatigue and must make a Constitutiion Test or
gain Horrific Scarring Trait (+2) and permanently lose 2 perception.
|
4
|
The
force of the blast knocks the target to the ground and senseless. The target
suffers 2 Intelligence Damage and is knocked Prone. He must also pass a Constitution
Test or suffer an additional 1 Intelligence
Damage and be stunned for 2 Rounds.
|
5
|
The
percussive force flays the flesh from the target’s face and bursts his
eardrums with its force. The target is Stunned for 1d10 Rounds and is
permanently Deafened. Finally, the target gains hideous scars, he gains
Horrific Scarring Trait (+1).
|
6
|
The
target’s head explodes under the force of the attack, leaving his headless
corpse to spurt blood from the neck for the next few minutes. Needless to say
this is instantly fatal.
|
7
|
Both
head and body are disintegrated into a mangled mess, instantly killing the target.
In addition, if the target is carrying any explosive or arcane ammunition it
explodes dealing 1d10+5 Sonic Damage to any creatures within 1d5 metres. If the
target was carrying any other combustibles, these too explode on the target’s
person.
|
8
|
In
a series of unpleasant disintegrations, concussions and explosions the
target’s head and torso peel apart, leaving a gory mess on the ground. For
the rest of the fight, anyone moving over this spot must make a Consitution
Test or fall Prone. The target is dead if you
didn’t get that.
|
9
|
The
target ceases to exist in any tangible way, entirely turning into a kind of
crimson mist. You don’t get much deader than this, except…
|
10
|
As
above, except such is the unspeakably appalling manner in which the target
was killed, that any of the target’s allies who are within two metres of
where the target stood, must make an immediate Will
Save or spend their next Turn fleeing from the
attacker.
|
Sonic Critical Effects - Leg
|
Critical Damage
|
Critical Effect
|
1
|
A glancing blast sends the character backwards one metre. The
target must make a Constitution Test or be knocked Prone.
|
2
|
The force of the attack takes the target’s feet out from under
him. He is knocked Prone and may only take Single Action movement Actions for
1d5 Rounds.
|
3
|
The concussion causes the target’s leg to fracture, inflicting 1d4
Dexterity damage.
|
4
|
The attack’s force sends the target spinning through the air.
The target is flung 1d5 metres away from the explosion. It takes the target a
Double Action to regain his feet, and his Movement is reduced by half (rounding
up) for 1d10 Rounds.
|
5
|
Explosive force removes part of the target’s foot and scatters
the ragged remnants over a wide area. The target must make a Consitution Test -2 or suffer
1d5 levels of Fatigue.
|
6
|
The concussive force of the blast shatters the target’s leg
bones and splits apart his flesh, inflicting 1d10 levels of Fatigue. The leg
is broken and, until repaired, the target counts as having only one leg. The
target must also make an immediate Constitution
Test or permanently lose his foot.
|
7
|
The attack reduces the target’s leg into a hunk of smoking meat.
The target must immediately make a Constitution
Test or die from shock. On a successful
Test, the target is still Stunned for
1d10 Rounds, suffers 1d10 levels of Fatigue and suffers Blood
Loss. He now has only one leg.
|
8
|
The blast tears the leg from the body in a geyser of gore,
sending him crashing to the ground, blood pumping from the ragged stump:
instantly fatal.
|
9
|
The leg disintegrates in an eruption of blood, killing the
target immediately and sending tiny fragments of bone, clothing, and armour
hurtling off in all directions. Anyone within two metres suffers 1d10+2 Piercing
Damage.
|
10
|
As above, except in addition, if the target is carrying any explosive
ammunition, it explodes dealing 1d10+5 Sonic Damage to anyone within 1d10
metres. If the target is carrying any other combustible equipment, these too
implode on the target’s person.
|