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Sapien
SapienIntelligence: 1d100
Prowess: 1d100 +4
Endurance: 6d10 added
Emotion: 7
Passion Roll Target: 12 -1d10
Avg. Life Span: 90 Years
Roll required to choose: None
The dominate Human type today, and
will continue to dominate for the fore-
seeable future. While the genetic races
have some initial advantages, studies
have shown the Pure Blood human stockis as capable as any in the long run.
Known physical differencesNone. Sapiens are the standard to
which all other types of human are held.
Effects on Current System PlanningPlans must be made today to assure that as the other races grow in proportion,
normal humans are not threatened or made to feel inferior. Stronger education for
Sapien youth and enhanced training may be required. Failure to do so could cause
a rise in species based crime, escalating into Genus based wars. Such a situation
could place the entire System in jeopardy.
Sapien, Genus II
Sapien, Genus IIIntelligence: 1d100 +10
Prowess:: 1d100 +5
Endurance: 6d10 added +15
Emotion: 6
Passion Roll Target: 13 -1d10
Avg. Life Span: 105 Years
Roll required to choose: 20%
Te dominate Human type has begun a nat-ura l evolution. While the changes in this new hu-
man stock have been detected in a small per-centage o the population; they are certainly
i n - creasing. Te increased strength and intelli-gence make or a human much more adapt-
able to the needs o the System as it evolves.
Known physical differences:None. Sapiens, Genus II are physical the
same as standard Sapiens. Only IQ scans candifferentiate between G II and standard stock.
Effects on Current System PlanningTe appearance o this evolutionary change was not planned or by the System. Current mod-
els show this races population increasing and could only improve the quality o the core societyas the plan moves orward. Further monitoring and study is required to make certain that nounoreseen effects will happen to the System
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Centurian
A species designed by Encom Labs, United States military area o Iowa in 2001. Tey were put into standardproduction in 2005 or the space program and Military Intel. Tis human design possesses a superior intellect.Records indicate the lowest IQ Score rom the 1200 or so that Encom produced was 156. It is currently esti-mated 5,000,000 o this species and hal-breeds exist on the planet.
CenturianIntelligence: 1d100 +20
Prowess: 1d100 +3
Endurance: 5d10 added
Emotion: 7
Passion Roll Target: 14 - 1d10
Avg. Life Span: 85 Years
Roll required to choose: 40%
Known physical differences:Average height is only 56 or males and 52 or emales, with
a proportionate lowering in physical attributes. Tey also tend tohave a lack o body hair.
Effects on Current System Planning Tis races intelligence and good nature is today a
benefit to System Planning. A new development has arisen. Havingno genetic disposition or birth deects rom genetically similar oridentical DNA, interbreeding between close amily members has no negative effects. Tis could cause a spikein population beyond current System planning. Centurian culture has been kept ignorant o this distinct trait.However, it is only a matter o time beore it becomes aware.
Diaxtron
A species designed by Hinrech Muler o Bonn University in West Germany, although the
DiaxtronIntelligence: 1d100Prowess: 1d100 +5
Endurance: 7d10 added +15
Emotion: 8
Passion Roll Target: 10 - 1d10
Avg. Life Span: 70 Years
Roll required to choose: 40%
Can only lower EM a max of 1
point per growth session
inception date was lost during the conflict. Tis species was designedor military missions. Rapidly adopted by the Germans, by 2005, ully200,000 o the population was this species. Tis explains the giant in-crease in German military in the early 2000s with an increased re-serve. Te combat effectiveness o the Homo Diaxtron is not welldocumented, except in operation Battle Axe which is said to be suc-cessul primarily due to the German Diaxtrons.
Known physical differences:Average height is 6 or males and 511 or emales, with a propor-
tional increase in physical abilities. Diaxtron also have the uniqueability o using their smallest finger as another opposable thumb. Teyare known to have a violent temper.
Effects on Current System Planning Tis race has proven its ability to succeed in Space Exploration as well as Military applications. As
with the other designed Species, the Diaxtron have a previously unknown trait. Females seem to be able to bearchildren well into their 50s, allowing this genus to breed at a much higher rate than was first known to the Guild.Tis could cause stress on the System as current plans dont allow or this rate o growth.
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Hal Centurian
Half CenturianIntelligence: 1d100 +5
Prowess: 1d100 +4
Endurance: 5d10 added +10
Emotion: 6Passion Roll Target: 12 -1d10
Avg. Life Span: 85 Years
Roll required to choose: 50%
A s standard human stock and Centurian stock intermingledthese hal breeds were born. Tis blending has created a racesimilar to a Sapien, Genus II with all the advantages o theCenturian stock
Known physical differences:A tendency to lack body hair. Quick development oI Q and Higher Brain unction attributes.
E- ects on Current System PlanningTe Initial system plans did not account or the introduction o Hal Stock species. Even with this over-
sight the effect o the hal Centurian looks to expand the potential o the System. Te basic increase inskills and population willing to participate in the Military Phase o the System is in the end o great benefit.Population growth is standard or Hal Centurians. We do not see population as an issue
Superior
Superiors result rom direct coupling o Diaxtron and Centurian. Tis causes the Superior to be rare, but
SuperiorIntelligence: 1d100+15
Prowess: 1d100+10
Endurance: 7d10 added+8
Emotion: 9
assion Roll Target: 9 - 1d10
Avg. Life Span: 120 Years
Roll required to choose: 15%
Double normal Commendations to lower
Emotion
the population is on the rise. Issues rom the combination othese two species handicap the young Superior. Tey areemotionally unstable and violent. Tey have a difficult timeworking within the System or its obvious benefits. Teir
emotional instability can cause panic, requiring additionaltraining to keep control in stressul situations. Superiors thatovercome these issues are a great addition to the System.
Known physical differences:Average height is 62 or males and 6 or emales, with an
increase in physical abilities. Superiors are especially agileand strong, but their intelligence helps curb the violent ten-dencies o the Diaxtron side.
Effects on Current System PlanningTis race has great potential to take the System to new heights. While Superiors require greater emotional
training than most, they can learn to control their passions and overcome their emotional instabilities. Te
species has the ability to expand the System in ways not yet planned or.
Hal Diaxtron
Half DiaxtronIntelligence: 1d100 +5
Prowess: 1d100 +4
Endurance: 6d10 added +8
Emotion: 7
Passion Roll Target: 11-1d10
Avg. Life Span: 85 Years
Roll required to choose: 50%
Te blending o human and Diaxtron stock is rare, butvery ruitul. Te hal Diaxtron is a Diaxtron with many
hu- man traits. Tey lack the temper o a ull Diaxtron.
Known physical differences:Hal Diaxtron also have the unique ability o using their
smallest finger as another opposable thumb. Tey areknown to have a temper, though not as violent
a s Full Diaxtrons
Effects on Current System Planning Te effect on this Hal stock race is great, even i it is not planned or. Te system will benefit
greatly rom the Hal Diaxtrons. Te basic increase in population willing to participate in the combatsector is a positive growth actor. Te population growth o the Hal Diaxtron is normal. We do not
see population growth as an issue.
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character with any number o wounds adds +1 actions toany action taken. 3 Wounds (30 Damage) means EM rollsare at -3 and all actions cost +1 Actions.
Ignoring the PainCharacters and NPCs with an 80 END or more can roll to
ignore any negative modifiers or 1 action. Te Character
Rolls 1d100 END applying all negative modifiers. A suc-cessul roll, under the modified END, means the characterignores all negatives or one action.Criticals
When a character takes a critical hit, the character is con-sidered to be in Critical Status. Each critical has a specificeffects; rom a simple negative modifier to an Emotion (EM)roll or an effect that kills instantly. Criticals may cause nega-tive modifiers, but unless they state the character is incapaci-tated or Dead, the Character may continue to unction withany modifiers rom the critical. Incapacitated
Whenever the negatives from damage to END and/orCriticals is greater than a characters END; the character isconsidered incapacitated. An incapacitated character allsunconscious, and drops everything. Te character is outuntil healed. A character or NPC who goes into negativeEND ins incapacitated. A character with an 80 END wouldincapacitated at 81 damage, -1 END. Incapacitations cannotbe ignored. Dead
Whenever a character takes a critical that says they arekilled or the negative modifier rom Damage and Criticals isdouble their END the character is dead, gone, wasted.
Damage Order of EffectsWhen a character is damaged the effects occur in this or-
der: Critical - Death resultsCritical - Incapacitated resultsCritical - other resultsWounds
Tis means that a Death critical must be healed beore anyEND is fixed.
Game Movement
All movement in a 6 second phase is a based on a char-acters Prowess and type o action they use to move, active
or passive. Characters get an active and passive rate; set atcreation.Active Movement: When a character uses an active ac-tion to move they are moving no more than their PR in me-ters and can use active movement 1 time per phase. A PR50 means 50 meters is moved by the character in that phase.Character moves the distance beore the next active actionis taken.
ExampleA character with an active move of 100m (100
PR) could spend 1 active action to move 100m in aphase. The Character arrives at the 100m before
another active action is taken.
Passive movement: Characters use passive movementto move slower. Teir passive rate is 1/10 their PR and can
be used multiple times in a phase. Character with a 50 PRhas a 5 meter passive move, character arrives immediately.
ExampleA character with a passive move of 10m (100
PR) could spend 4 passive actions to move 40m in aphase, moving immediately and then take an active
action.
racking Movement in GameIn game tracking movement does not need to be a math
moment. Players declare their movement and move them,unless they want to do some sort o stunt or special move,then a SkillSet roll might be needed. Te more actions acharacter spends on movement, atigue becomes an issue.
Fatigue and RestAs Characters take actions without rest they will could a-
tigue. In ree Form time atigue is not usually tracked, ascharacters take many pauses. Fatigue is tracked more closelyin the phased turn; setting in when a character:
Goes 24 hours without sleep Using active movement for 3 consecutive phases.Using more than END/20 actions in 1 phase.Fatigued Characters halve all SkillSets until theyrest.RestResting means using no more than 1 passive action in a
phase; for 1 phase per action over their limit. So 4 phasesof active movement would require 1 phase of rest. Spend7 actions in a phase, when ones max is 4 would require 3phases of rest. A successful END roll lowers this by 1 persuccess (min of 1).
A character in combat uses 10 actions in phase 4 andfatigues. The character has an end of 80 meaning they
went 6 actions over. The character must rest for 6 phases.The player rolls END, getting 2 Successes, lowering it to 4phases of rest.
Encumbrance and ActionsA characters encumbrance can modify how manyactions they can take. The below chart show theEnc modifiers on characters actions.
Curent ENC Modifiers
At ENC or less No effect
Over ENC by 5 orless
-1 action per ENC over, max of 3.
Over ENC by 12 ormore
Cannot use Active movement, lose 1action per 2 Enc over max
Section 5 Psi Patterns
Psi UpdatesPsi Deense ormula changed and the ability to not
resist.Spins can be activated without a PSicon roll i the
trigger is knownAll Psi PAtterns were tweaked to match the new suc-
cess ranges and Combat influence system in Section 6
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Critical ChanceModifiers:
+20% 5 Wounds+10% Head+10% Explosives+5% Plasma-10% Laser+5% Psi Direct+10% MA, Assassin+5% 50+ Successes+10% 100+ successes+25% Normal Breech+50% Massive Breech+75% Critical Breech
Small Breach (
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Combat Charts - Situational Mods
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SuccessesTorsoCriticals
1 2 3 4 6 8 9 10
20 Damage
Hit does +1
wounds
Good Hit +1
Wounds
Through and
through shot +1Wound
Bloody +1 wound,
Roll EM at -1
Excellent +1
wound, Roll EMat -2
+2 wounds from
a Bleeder
+2 wounds and
roll EM at -2
+2 wounds
-2 EM
50 Damage
Just missed TheVitals Roll EMat -1 and take+1 wound
Hit major Nerveroll EM at -2and take +1wound
Cracked ribRoll EM at-2 and take+1 wound
ShakesEM upRoll EM At -2and take +1wound
Good shot RollEM -2 Take +2wounds
Nicked hisSternum rollEM at -2 andtake +2 wounds
Top notchShot targetMust roll EMat -3 and +3wounds
Nice shotRoll EM at -3and take +3wounds
100 Damage
Very bloodyRoll EM at -1
Take +1 wound
Shocks targetroll EM at -2and take +1
wound
Knocks wind outof target roll EMat -2 and take
+2 wounds
Strains chestMuscle roll EM at-2 and take +2
wounds
Very goodShot roll EM at-2 and Take +3
wounds
Powerful hitRoll EM at -3and take +3
wounds
Targets inPain on thatShot roll EM
at -3 and take+3 wounds
Near miss ontargets lungsroll EM at -4
and take +4wounds
120 Damage
Target felt thatShot roll EMat -2 andTake +1 wound
Powerful shotRoll EM at -3and take +2wounds
Near miss ontargets heart rollEM at -4 andtake +3 wounds
Minor Organdamage at - 50EF and roll EM at-5 +4 wounds
Spleen nickedroll at -65 EFand EM at -6+4 wounds
Chest fills withblood roll EM at-7 -25 EF +4wounds
Stomach nickedroll - 70 EFand EM at -8or Incapacitated+5 wounds
Smashedribs at -75EF and rollEM at -9 orIncapacitated+5 wounds
150 Damage
Hit Shocks
and bleeds rollEM at -4 +2wounds
Bruising and
internal bleedingroll EM at -5+3 wounds
Cellular shockand organ dam-age at -60 EFand roll EM at-6 +4 wounds
Spine and Nerves
numb at -75 EFand roll EM at -7+4 wounds
Broken ribspierce skin at-80 EF and rollEM at -8 +4wounds
Sternumcrushed at -90
EF and rollEM at -9 orIncapacitated +5wounds
Lungs and heartfill with fluid at
-105 EF androll EM at -10or Incapacitated+5 wounds
Artery nicked.Internalbleeding at-115 EF androll EM at -11or Incapacitat-ed +5 wounds
200 Damage
Major chestwound roll EMat -6+3 wounds
Major organdamage at -1Success EF androll EM at -9+4 wounds
Spine nicked at-2 Successesand roll EM at-10 +4 wounds
Major wound toside. 1 organsdamaged at -2Successes, rollEM at -11+4 wounds
Major wound toside 2 organsdamaged , -3Successes, rollEM at -12 orIncapacitated+5 wounds
Major spinecritical at -3Successes rollEM at -13 orincapacitated+5 wounds
Major lungcritical at -4Successes, rollEM at -13 orincapacitated+5 wounds
Blast leaveslarge holein center oftarget. Verynice
220 Damage
Smashedorgans at -1Success, rollEM at -9 +4wounds
Shock andbleeding at -1Success, rollEM at -10 +4wounds
Major organcritical at -105EF and rollEM at -11 orincapacitated+4 wounds
Spine damage at-2 Successes,roll EM at -12 orincapacitated+5 wounds
3 major organswounded at -2Successes, rollEM at -13 orincapacitated +5wounds
Major Spinalcritical at -3Successes, rollEM at -14 orincapacitated+5 wounds
Large fountainof blood spurtsfrom chest, thentarget dies.Very pretty
Liver andspleen arebehind owner.Not so goodfor them.Dead.
250 Damage
Clipped chestcavity wall at-1 Success, rollEM at -10 or
incapacitated+4 wounds
Spinal trauma at-2 Successes,roll EM at -11or incapacitated+4 wounds
Shock to sys-tem 3 organsfailing at -3Successes, rollEM at -13 orincapacitated+5 wounds
Major spine injuryat -4 Successes,roll EM at -14 orincapacitated+5 wounds
Major tissuedamage 4organs failing at-5 Successesroll EM at -15or incapacitated+5 wounds
Big hit, quickdeath and stilltime for a beer.
Nice.
Spinal dam-age and organfailure. Bad daygets worse.Dead and gone.
Completeorgan failure,Target slumpsto one sideand dies.
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SuccessesHead
Criticals
1 2 3 4 6 8 9 10
20 Damage
Nice shot+1 wounds
Good shot+1 wounds
+1 wounds +2 woundsSmash to headRoll EM at -1and take +3
wounds
Roll EMat -1 and
+3 wounds
Powerfulshot roll EMat -2 and
+4 wounds
Roll EM ata -2 and
+4 wounds
50 Damage
Scratch toforehead Roll
EM at a -1 and+1 wounds
Roll EM at a -1and +1 wounds
Stunning blowRoll EM at -1+2 wounds
Roll EM ata -2 and +2
wounds
Power shotto head. RollEM at -2 and+3 Wounds
Roll EM at -2and +3 wounds
Roll EM at -2and +4 wounds
Roll EM at -3and +4 wounds
100 Damage
Roll EM at
a -2 and +2wounds
Power shotto head roll
EM at -2 and+3 wounds
Blast to jawShatters it.
Roll EM at -5
-1 Success tillhealed
+2 wounds
ConcussionMake END roll
at -10 or
IncapacitatedElse roll EM at -4
+3 wounds
Concussive forceto forehead
stuns target for 2phases, Take no
actions.
Whip lash hitcauses concus-
sion. Make ENDroll or out for 1
turn
Hit snaps head back,concussion. Make
END roll at -40 orIncapacitated
Massive Hits causeconcussion. MakeEND roll at -65 or
Incapacitated elseroll EM at -5 +4
wounds
120 Damage
Power shotto head. RollEM at -4 and+3 wounds
Glancing blow.Roll EM at -6
and+3 wounds
Stunning blow.-1 SuccessesRoll EM at -4or Incapacitated
+4 wounds
Dead center hit.-1 Successes.
Roll EM at -4 orIncapacitated+4 wounds
Bloody shot.-2 Successes
Roll EM at -6 orIncapacitated+5 wounds
Heavy bleeding-3 Successes
make END roll at-40 or Incapaci-
tated+5 wounds
Stunning blow-3 SuccessesMake END roll
at -50 or Incapaci-tated. Else roll
EM at -4+5 wounds
Brain damage. Tar-get is incapacitated.After healed, targetmust stay down for
1d10 hours.
150 Damage
Shot to head.Squishes brainroll EM at -2
and +3 wounds
Dizzy from hit-2 SuccessesMake END roll
at -50 orIncapacitated
Else roll EM at-4 +4 wounds
Headaches fromconcussion.
-3 SuccessesRoll EM at -8or Incapacitated
Shock-3 Successes.
Make END roll at-60 or
Incapacitated.Else roll EM at -5
+4 wounds
Heavy concus-sion from hit.
- 4 SuccessesRoll EM at -9
or Incapacitated.+5 wounds
Deep Concussion.-4 SuccessesMake END roll
at -10 orIncapacitated
Else roll EM at-4 +5 wounds
Brain damage. Tar-get is incapacitated.After healed, targetmust stay down for
1d10 hours.
Targets head drip-ping blood and
brains as they fallforward and die.
Entertaining.
200 Damage
ConcussiveBlast makeEND roll at
-30 and roll
EM at -4 orIncapacitated+4 wounds
Heavy bloodloss
-2 SuccessesMake END
roll at -40 or
Incapacitated.EM at -4+4 wounds
Concussion-3 SuccessesMake END roll
at -10 or
IncapacitatedElse roll EM at-4 +4 wounds
HeavyConcussion4 Successes
Roll EM at -9 or
Incapacitated +5wounds
Smash plusconcussion make
EM at -10 or
Incapacitated
Brain Damagetarget is incapaci-
tated
+5 wounds.
Brain damage. Tar-get is incapacitated.After healed target
must stay down for1d10 days.
Targets headexplodes from the
impact.Poor sucker
Didnt havea chance
220 Damage
Heavy whiplash make ENDroll EM at -10or Incapacitated
+4 wounds
Concussion andbleeding. MakeEND roll at -70or Incapacitatedroll EM at -6+4 wounds
ConcussionMake EM rollat -11 or Inca-pacitated +5
wounds
Shock and neckpain. Make END
roll at -80 or Inca-pacitated
Brain Damage.Target is inca-pacitated. Loseuse of dominatearm Takes +5
wounds
Brain Damage.Target is inca-pacitated. Totalloss of speech
Take +5 wounds
Blast through eyedestroys
Targets brain.Very bloody and
target is very dead
Poor planning bytarget put
His head in the pathof your attack.
He lost his mind,sad.
250 Damage
Concussion1/2 all Stats
and skillLevels
ConcussionLoss of allSpeech
Coma inducedfor 1d10 hrs ifEND roll
Missed else+5 wounds
Brain Damage tar-get is incapacitated.Take +5 wounds
Brain Damage.Target is inca-pacitated. Take
+5 wounds
Targets has no
face left. Theygurgle and falland die in two
turns. Painful anddistressing
Blast rips target asecond mouth, in
his cheek and thenhe dies
Brain meets blow.Blow wins destroyingbrain. Better Luck
next time.
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Successes Leg/ArmsCriticals
1 2 3 4 6 8 9 10
20 Damage
Looked GoodGetting Closer Good show.
Missed
Missed theShot.no effect
Shot for an extra+1 wounds
Hit to nervesor fall
Wind Knockedout of target.+2 wounds
Shocked himRoll EM+3 wounds
50 Damage
No effect
No Effect. Tryharder next timeand you may berewarded
Through theArmor to doa critical. Noeffect
Hit toSensitive part+1 wounds
Nice shot.StartlesTarget.Roll EM at -2
Hit to jointCauses +25END.
Target isStunned. Lose1 action.Nice hit.
Hit strikesnerves +3wounds and -1to EM roll
100 Damage
Hard shot.Try again.No effect.
No effect.
Flesh wound.Causes bleed-ing+1 wounds
StrikeBruises bone-1 to EM roll
Smash to limbrips it. +1wounds and rollEM
Hard strike.Jams limb.Roll EM at-2 to roll.
Shot causesMinor bleeding.Roll EM and+3 woundsextra
Great shot intowrist/ankle.Roll EM at-2 and take+3 wounds
120 Damage
No effect
Minor bruiseto limb.Roll EMand +1 wounds
Jarring hitRoll PR 50 EFor better.Drop all itemsin hand if failed.
Blast strainsJoint. RollEM at -2+1 wounds
Nice hit.Target must rollPR at -30 target50 EF or drop allheld items.
Strong hit.Cuts muscle tis-sue rollEM at -4 and +2wounds
Blast chipsbone and bloodvessels.Roll EM at -2+3 wounds
Beautiful shot.Disarms targetand breakshand or foot.Roll EM at -5and +4 wounds
150 Damage
Hit slicesartery wide.Roll EMat -2 to rolland +1 wounds
Major bruiseto limb. RollPR EF of 60 ordrop items inhand. Roll EMat -3 and take+2 wounds
Hit disjointslimb. It is use-less till healed.Roll EM at -4and take +3
wounds
Blast chipsBone. Targetat -10 tillhealed. RollEM at -7
Smash crushesCartilage at joint.-15 for2 actions andRoll EM at -8.
Take +3 wounds
Hit causes minorbone fracture.-25Till healedat -6 and
Take +4 Wounds
Massive bloodloss and shockfrom hit. RollEM at -9 andtake +4 wounds
Splinters inlimb start Nastyknee/ElbowFracture. At-30 and roll EMat -10 take +5wounds
200 Damage
Shot arteriesand causesa major bleeder.Take +1 wounds
Blast shakes uptarget at -10 for2 actions. Take+2 wounds androll EM -4
Targets nervesspasm do to hit.
At -60 EF for3 actions +3wounds
Shatteredwrist /ankleat -35 EF tillhealed take +3wounds androll EM -5
Stunned him.Target at -30for 4 actionsTake +4 wounds
Shot disarmstarget. Roll EMand take +4wounds
Good shot.Causes internalbleeding. RollEM at -5 andtake +4 wounds
Shatters entirelimb. At -65till healed. RollEM at -10 orIncapacitated+5 wounds
220 Damage
Nerve shock
Roll EM at -5and take +1wounds
Minor break inlimb at -35 till
healed rollEM at -3 andtake +2 wounds
Joint mangledby shot at -140until healed.
Limb is useless.Roll EM at -4or Incapacitated+2 wounds
Bone piercesskin. Take+2 wounds
at -150 untilhealed. RollEM at -5 orIncapacitated
Bones splinterand rips liga-ments. At - 160
till healed. RollEM at -6 orIncapacitated+3 wounds
Bone splintersand breaks intwo. At - 165
till healed. RollEM at -7 orIncapacitated+4 wounds
Major shock asarteries cut bybone. At -170
till healed. RollEM at -7 orIncapacitated+4 wounds
Entire limb ex-plodes in a grey
mess. At -190till healed alsoIncapacitated+5 wounds
250 Damage
Bones splinterand rippedligaments. At -160 till healed.Roll EM at -6or Incapacitated+4 wounds
Great shot.Target must rollEM at-7 or fallIncapacitated+4 wounds
Blast splits limb.Target must rollEM at -8 orIncapacitated+5 wounds
Shock andnerve damage.+5 woundsand Roll EMat -9 or Inca-pacitated
Smash crushesLimb andJoint. Roll EM at-10 or Incapaci-tated +5 wounds
Bone andMuscle areTorn by shot.Roll EM at -10or Incapacitated+5 wounds
Joint mangledneeds majorsurgery. RollEM at -10 orIncapacitated+5 wounds
Limb rippedfrom body.Shocking blow+5 wounds andtarget is Inca-pacitated