Monday, September 3, 2012

Excel Random Domain Events

I love excel.

I started building random NPC generators in Excel. They are great even though half finished, but unfrotunatley useless to anyone else because they are in my homebrew rules.

The only problem with excel is that the random formula and conditional functions take a literal age to write out and then it's heinous to make sure they are correct. It would be much easier to copy and paste and make use of already working tables.

So here I have the functions for random domain/realm events. The events are taken from an ancient Dragon Magazine (i can't remember which issue).

Simply put =RANDBETWEEN(0,99) in cell A1 and then paste this formula next to it in cell B2;

=IF(A12<3,"Comet flies across sky",IF(A12<4,"Death of a Ruler or Official",IF(A12<5,"Earthquake",IF(A12<6,"Arcane Explosion",IF(A12<11,"Minor Fires",IF(A12<12,"Major Fire",IF(A12<17,"Flood/Floods",IF(A12<19,"Hurricane or Typhoon ",IF(A12<21,"Market glut",IF(A12<23,"Market shortage",IF(A12<24,"Meteor Strike, major",IF(A12<26,"Minor meteor shower",IF(A12<28,"Plague",IF(A12<30,"Major population change, double normal",IF(A12<31,"Resource lost",IF(A12<32,"Resource found",IF(A12<33,"Sinkhole/landslide",IF(A12<41,"Major storm",IF(A12<43,"Tornado",IF(A12<44,"Loss of trade route",IF(A12<45,"Gain a trade route",IF(A12<46,"Volcanic event",IF(A12<48,"major water based event, tsunami, waterspout, whirpool, spring tide",IF(A12<50,"Assassination",IF(A12<55,"Bandit activity",IF(A12<57,"Birth in ruling family",IF(A12<61,"Border skirmishes",IF(A12<62,"Cultural Discovery",IF(A12<63,"Fanatic Cult",IF(A12<64,"Insurrection",IF(A12<65,"Lycanthropic outbreak",IF(A12<67,"Magical happening or cosmic alignment",IF(A12<68,"Migration",IF(A12<69,"Pretender or ursurper",IF(A12<71,"Raids from other dominion",IF(A12<72,"Minor rebellion",IF(A12<73,"New resident specialists",IF(A12<79,"Spy ring",IF(A12<82,"Traitor",IF(A12<84,"Accidental death of official",IF(A12<85,"VIP visitor",IF(A12<91,"wandering natural monsters!",IF(A12<95,"Undead plague",IF(A12<100,"Daemonic intervention",ERROR))))))))))))))))))))))))))))))))))))))))))))


It should end up looking like this;



So on the left you have your RANDBETWEEN(0,99) function, and then directly next to it you have your FORMULA from above. Drag down once you have the first line and it will copy the cells and make them referential to their own neighbors as opposed to the first cell.

On the other side you can add the names of your domains - as like I had done, or simply use the generator on the fly.

The reason I have used two cells for those of you who are savvy is so that the maths is easier and that my RAND functions aren't dependent on each other (which happens when you internalize to a  function them).

Enjoy!

Saturday, August 25, 2012

Updated - Mass Combat


Mass combat is conducted almost exactly the same as normal combat with the following exceptions;

Each square or hex represents 10 metres, by 10 metres, enough to fit 100 men into.

A character is replaced by units. Units have a strength of 1-100 men (as only 100 people can realistically squash into a 10m x 10m space, this is a bit abstract but whatever) but a summarised by the average statistics of the creatures in the unit, and have skills, talents and traits as if they were a character. Whilst individual members of a unit may in fact have different stats or skills to each other (and this may come into play in normal skirmish combat, or roleplay) for mass combat we essentially ‘average’ the abilities of a unit of men into composite statistics.

Each unit may have a designated leader, who should be treated as a Character or NPC. If they don’t have different out of mass combat stats already, then they have the exact same profile as the rest of the unit, except they have Command as a skill.

Units have Facings, a unit may only shoot or charge or move into the hexes/squares that are 45 degrees in front of them.

Move distances are converted into 10s of metres rather than metres.

Each unit has a single action in a turn. With which they may;

  • Move their move distance
  • Move half move distance rounding up (or change facing by 45 degrees) and then shoot or make a half  action reload.
  • Charge, moving their move distance and making an attack at +2.
  • Attack
  • Change facing by more than 45 degrees and then move half their move distance rounding up. (or vice versa)
  • Brace for Charge gaining +2 against a charging enemy.
  • Form shield wall/phalanx (if they have shields, to double their shield damage resistance) and may only move at half speed.
  • Take cover, receiving a -2 penalty to hit them with ranged attacks. A unit may then shoot, but not attack. When a unit breaks cover in a subsequent turn they may change their facing for free, they unit essentially breaks ranks and goes to ground.
  • Double time, receiving +2 to their movement, but doubling melee casualties if they are engaged.
  • A unit may elect to Flee (see the morale section)

Units do not have reactions (such as Dodge or Parry in DH/FF style).

Damage is replaced by Casualties.

When units attack they roll to hit opposed by the enemy units same check. For each degree they beat the enemy by they count as dealing an extra causality. For each degree they are beaten by the enemy they count as doing one less casualty. When a unit makes an attack action it automatically deals its weapon damage with all normal modifiers in casualties. Both units then roll damage.

Unit strength modifies the attack rolls. For every 10’s of creatures in a unit the unit gets +1. So a unit of 100 gets +10. A unit of 90-100 gets +9 etc.

Casualties are reduced by Armour Resistance but instead of armour resistance applying to single points of the body, simple add total armour Resistance of all body parts for the creatures in the unit. This is for an armour as damage reduction system, if using AC, us non dex based AC/unadjusted AC from Weird Fantasy Role Playing if you prefer that term.

Critical hits do not provide extra damage, but rather provoke a Command check for the opposed unit, and  if that unit fails they begin to flee.

Weapon profiles are the same, though instead of reach, reach weapons gain +2 damage against cavalry, and roll as many attacks as their Reach (x) number and roll damage twice.

Units may try to make special attacks, all of which do casualties as per weapon damage.

  • Break the line. Instead of extra casualties, every degree of success forces the enemy unit to make Command check at negative the amount of degrees of success.
  • Skirmish, instead of making an attack you roll opposed Dexterity attacks s and the skirmishing unit can move up to half its move distance, rounding up, the same for the pursuing unit. The enemy unit must make a Command check to refrain from pursuing if they do not want to make the opposed Dexterity check. For every degree of success the Skirmishing unit does a single casualty, and for each degree of failure they take a single casualty, this allows them to break from combat. If the skirmishing unit or pursuing unit have ranged weapons they deal their ranged weapons damage in casualties.

A unit’s strength is measured by the amount of fighters in the unit. A unit may never do more casualties than fighting creatures in its unit.


  • Swift attack doubles the maximum casualties a unit could do instead of make two attacks.
  • Lightning Attack triples the maximum amount of casualties. (Both of these are multiple attack talents, if using standard D20 attack progression, more than one attack doubles or triples the maximum number of casualties, etc)

Each unit has Morale. Morale is check in certain circumstances. Morale is a Command check by the leader of a unit.
  • Each turn a unit that is reduced to below 50% strength takes casualties it makes a Command check. For each 10% it is lower than 50% it suffers an additional -1 to the check.
  • If this check fails then the unit flees.
  • Fleeing counts as a Double Time move, and the unit makes its way to the nearest Cover/Terrain or back to friendly units not engaged in combat. When it reaches cover or friendly lines it may attempt a command check to rally. If a unit breaks from combat in this way the enemy engaging them unit must make a command check or pursue the enemy unit. If they pursue they must have equal to or greater move distance than the fleeing unit (not including the fleeing units double time). They make a dexterity check against the Fleeing unit. If they beat the fleeing unit then they catch the fleeing unit, dealing twice weapon damage in casualties, and both move double time from their original positions. If they fail the dexterity check then they move half their movement, rounding up.
  • If a unit begins to flee within sight (next to, or in front of) an friendly unit, the friendly unit must make a command check (with penalties for not being at full strength) or also begin to flee. These units receive a +1 bonus on their command check for every friendly unit within sight that is above half strength.

Ranged attacks and other miscellany; 

Ranged attacks still reload normally. A half action reload can be accomplished with an attack action but incurs a -2 penalty to the attack roll. Full action reload is a full action as normal.

If the overall army general can be seen or heard by any unit that has to attempt a Command check then they may use his command instead of their leaders.

Mages convert their damage based on the total dice they roll. If a mage is rolling 4d6 for damage, he instead rolls d4 against a unit. Etc. The same for single attacks, except generally these ignore armour.

Saturday, August 11, 2012

Grim Dark Cleric Casting

Now I haven't posted in a while, and there is a good reason for this.

In between working and life I have been working on a HUGE homebrew system that isn't ready yet for public dissemination. Suffice to say its like if D&D in all its tropey iterations, with old school ethos had beautiful beautiful sex with Dark Heresy.

I will post it when its public ready and not a hybrid of copy and pasted good things from different systems. However I can say that it works on a 2d10 system trying to roll under your statistic. Beautiful beautiful normal distribution gameplay. 

One concept that it will be using will be rolls to cast, with doubles being miscasts, a mechanic ported over from fantasy flight games. This means that magic users can cast as much as they want, whenever they want, the only problem being that they risk horrible horrible effects. Go read the Dark Heresy phenomena and perils of the warp tables if you are not familiar with this.

For clerics however this is a little harsh, as I essentially want them to be hybrid casters. They get to wear armour and such so their magic should be a little weaker and more 'themed' than a generalist arcanist. It would seem a bit rough if they could randomly turn into a daemon.  Furthermore it just doesn't follow the fluff my system is trying to evoke.

Thus I propose a mechanic, that I will label, Divine Favour and this can be ported to any d20 system (or non d20 system, just convert the maths). Also someone somewhere has probably come up with this already and I just don't know it. But I think this is awesome so I am going to post anyway, and kudos to whoever they are.

Clerics get Divine Favour for doing things that honour their deity. Saving children for good deities, killing folks for evil ones.  Generally +1 at a time, and the clerics keep track of this on their sheet.  GM's should also penalise clerics who go against the tenets of their deity by reducing their Favour. -1 for not praying at a holy site etc.

Clerics have a number of spells that they can cast whenever. To cast a spell they have to succeed on a Spellcraft/Cleric check. This is either d20+wisdom+cleric level trying to beat 10+the spell level (for DC systems) or roll under the Cleric's Wisdom/Charisma stat (whichever you might use) +their level or relevant modifier. You include your Divine Favour modifier on all these rolls, whether it be positive or negative.

A success on this roll and the spell is cast at the Cleric's caster level. HOWEVER. Because they successfully cast the spell they reduce their Divine Favour, by the spell level.  Thus from casting they lose a store of their Divine Favour by invoking their deity to help them.

If a Cleric fails a spell casting roll, it indicates that they have momentarily fallen into disgrace with their deity and cannot cast until the next day or until they gain at least one more point of Divine Favour.

This is awesome because it combines the cleric's roleplay requirements with their class abilities, which means in order to get the bonuses of being a cleric, they HAVE to follow their deity, or they will lose spells, and this mechanic does it without requiring as much GM's fiat.

Sound epic? I think so.

Tuesday, May 15, 2012

Reworking some of the more 'interesting' type 4 races

So some of the type 4 races are a bit ridiculous. These are my alternate racial backgrounds for them, which grimdarkify their backstories;

Eladrin:

Known to some as High Elves, the Eladrin are the most ancient of all the Fey races.  They first came into the material world a millennium past as a punishment for their hubris in the World Between Worlds, having been exiled for their desire to master the chaotic forces of magic.  Thousands of years in the the material have changed them from the fey sorcerers they once were, and forever shut their minds out from the fey mysteries they once understood.  As a result they Eladrin are constantly striving to regain their lost grace through their live's pursuits, as their entire race is beset by the memory of their profound and existential loss.  The Eladrin to this day are the consummate masters of the arcane, bending reality and eldritch entities to their will.  They fear not undeath or the corruption of magic, and they openly embrace it as a step towards their rigthful return to the World Between Worlds, their huge gleaming cities being ruled over by Undying Councils of Eladrin Liches and Revenants. 

Wilden:

The Wilden are a race that has only recently appeared among the other races of the world. They first appeared in a swathe of druidic and elven reincarnations, though it is now thought that are the new forms of the thousands of forest spirits and dryads massacred by the catastrophic destruction of ancient and primal forests across the earth, or even perhaps other planes.  It is these poor amalgams of briar and animal  in which the spirits of ancient fey have taken root, having failed to find any unoccupied trees and forests to come to reside in. Sects of them can be found within the forest, particularly among the wood elf and wild elf cultures.  Nearly all Wilden are very, very angry about the destruction of their forests and their unjust entrapment in their mortal coils.

Shardminds:

Shardminds are refugees from some astral cataclysm that occurred many thousands of years ago. They are the last of an ancient race of void-farers who once ruled the Starry Paths, and the Void in the Heavens. That time is passed though, and the Shardmind are but a dwindling fragment of their once mighty power.  They come to the earth in small droves of nomadic bands, appearing through ancient and fragile crystal gates in the forgotten places of the earth and trying to make new lives for themselves.  When asked about their past, the enigmatic Shardmind simply say that a Shadow devoured their civilisation, and they have been running ahead of it ever since.  The Shardminds ferociously protect the remaining crystal gates, as these are the portals to the surviving parts of their ruined empire, lest they be forever separated from their kin should the Darkness ever come for them.  Suffice to say their presence in the world increases the likelihood that their very destroyer will come for this world next.

Warforged:

Warforged are the products of forbidden technomancy and arcane arts.  During the great wars magewrights and sorcerers produced the Metal Legions of the Warforged to replace the easily killed soldiers of flesh and blood.  The Metal Legions scoured the earth, and with complete subservience destroyed all in their path, cementing the rule of their overlords and commanders.  All Warforged began as one of these unstoppable metal soldiers, undying, unfeeling, unliving, totally controlled by the power of their technocrat. However over many battles and campaigns, the arcane processes in surviving Warforged become more and more corrupted that only frequent sapience-wipes and refreshing rituals can keep them functioning appropriately as they acquire new memories and experiences. This spell maintenance is necessary to keep the Metal Legions functional, to prevent too many 'ghosts' from accumulating in their protocols. The sapience crystals of some Warforged however become so corrupted that these new spell-protocols reach a critical mass in the Warforged's arcunum circuitry that they 'awake' to sapience.  These Warforged are suddenly released from their bindings as their awakened sapience shrugs off its spell-bonds and streamlines its internal processes. These Warforged then commonly go into exile, fleeing from their past slavery and ignorance, and can be found all over the world, trying to escape their horrific past.  The past of a Warforged always comes back to haunt them though, as try as they might to escape war. Even noble Warforged who have escaped slavery, always end up doing what they were programmed for; making war.

Thursday, May 10, 2012

Dark Heresy Critical Tables for d20

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.