TEXT: #5705
  
  Critical Table Contributions :
  Robert J. Defendi, Peter C. Fenlon,
  Jason O. Hawkins, Joel Hedghes,
  Bob Mohney
  Based Upon Designs by :
  Terry K . Amthor, C . Charlton,
  J . Curtis, Leonard Cook, P . Fenlon,
  Kurt H . Fischer, J . Hawkins,
  Bruce R . Neidlinger, Bruce C . Shelley
  Editor: C . O'Brien
  Cover Photo :
  Jessica Ney-Grimm, Sherry Robinson
  Cover Photo Design & Graphics :
  Jessica Ney-Grimm
  TSS Symbol: Doug Kovacs
  10 MILLION
  WAYS TO DIE
  Interior Illustration:
  Audrey Corman, Richard H . Britton,
  Dan Cruger, Donald G . Dennis,
  Fritz Haas, J . Hawkins, Brian Snoddy,
  Christina Wald . Secondary use art from :
  Art Explosion 250,000 and various
  Dover Publications.
  Other Project Specific Contributions :
  Art Direction : C . Charlton, J . Hawkins ;
  Editorial Contributions :
  C. Charlton, D . Dennis ;
  Pagemaking. C . Charlton, C . O'Brien;
  ICE Staff - President: P. Fenlon ;
  CEO: Bruce Neidlinger ;
  Managing Editor. C . Charlton ;
  Development, & Production Staff
  J. Curtis, D. Dennis, J. Hawkins,
  J. Ney-Grimm, C . O'Brien,
  Sherry Robinson, Katrina Smith;
  Sales, Customer Service, & Operations
  Staff.
  Steve Hardy, Heike Kubasch,
  THE Howard Huggins .
  Designers :
  John Curtis III, Craig "Ichabod" O'Brien, Coleman Charlton
  Copyright 1999 by Iron Crown Enterprises, Inc. . . . All rights reserved . .. . No reproductions without author's permission .
  Produced and distibuted by IRON CROWN ENTERPRISES, Inc., P.O. Box 1605, Charlottesville, VA 22902
  Printed in Canada
  First U.S . Edition 1999
  Stock #5705
  ISBN 1-55806-374-9
  
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  .
  10 MILLION
  WAYS TO DIE
  2
  1 .0 Welcome . . . . . . . . . . .. . . . .
  . . . . . .. . . . .
  . . . . . .. . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . ..3
  2.0 So, How Does it Work? . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . 4
  2 .1 Armor Types . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .
  . 4
  2.2 Attack Type
  . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .
  . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . 5
  2.3 Offensive Bonus . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .
  . . . . . . . . . . . . . . .. . . . . . . . . . . . . .
  . . . . 6
  2.4 Defensive Bonus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .
  . . . . 6
  2.5 Now Stir Gently . .
  . . . . . . . . . . . .. . . . . . . . . . . . . .
  . . . . . . . . . . . . . . .. . .. . . . . . . . . . . . . .
  . . . . 6
  3.0 Special Cases and Notes . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  3.1 Parrying . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . .. . .. . . . . . . . . . .
  . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . 8
  3.2 Target Status
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .
  . . . . 8
  3.3 Wounds . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . .. . . . . . . . . . . . . .
  . . . . . . . . . . . . . . .. . .. . . . . . . . . . . . . .
  . . . . 8
  3.4 Position . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . .. . .. . . . . . . . . . . . . .
  . . . . 8
  3.5 Shields, Helms, Greaves
  . . . . . . . .
  . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  3.6 Armor and Quickness . . . . . . . . .
  . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .
  . . . . . . . . . . 9
  3.7 Taking Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .
  . . . . . . . . . . 9
  3.8 Optional Rules . . . . . . . . . . .. . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .
  . . . . . . . . . . 9
  4.0 Definitions.
  . . . . . . . . . .. . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . ..10
  5 .0 The Attack Tables .
  . . . . . . . . . . .
  . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . .. . . . . ..11
  5 .1
  Light One-Hand Bladed Weapon Attack Table .. . . . 12
  5.2 Heavy One-Hand Bladed Weapon Attack Table
  . . . 14
  5.3 Light One-Hand Crushing Weapon Attack Table . 16
  5.4 Heavy One-Hand Crushing Weapon Attack Table 18
  5.5 Two-Hand Edged Weapon Attack Table
  . . . . . . . . . . . .. . . . 20
  5.6 Two-Hand Crushing Weapon Attack Table . . . . . . . . . . . 22
  5.7 Short Polearm Weapon Attack Table . . .
  . . . . . . . . . . . . . . .. . . . 24
  5.8 Long Polearm Weapon Attack Table . . . . . . . . . . . . . . . . . . . . . . . 26
  5.9 Mechanical Bow Weapon Attack Table . . . . . . . . . . .. . . . . . . 28
  5.10 Non-Mechanical Bow Weapon Attack Table . . . . . . . 30
  5.11 Thrown Weapon Attack Table
  . . . . . . . . .
  . . . . . . . . . . . . . . .. . . . . . ..32
  5.12 Black Powder Pistol Weapon Attack Table
  . . . . . . . . . 34
  5.13 Black Powder Rifle Weapon Attack Table .. . . . . . . . . . 36
  5 .14 Early Revolver Weapon Attack Table
  . . . . . . . . .. . . . . . . . . . 38
  5 .15 Late Revolver Weapon Attack Table . . . . . . . .. . . . . . . . . . . . . 40
  5.16 Lt . Semi-Automatic Pistol
  Weapon Attack Table . . . . . . . .. . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  5.17 Hvy. Semi-Automatic Pistol
  Weapon Attack Table . . . . .. . .. . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  5.18 Military Rifle Weapon Attack Table . . . . . . . . . . . . . . . . . . .
  . . 46
  5.19 Hunting Rifle Weapon Attack Table . .. . . . . . . . . . . . . .
  . . . . . 48
  5.20 Small Shotgun Weapon Attack Table . . . . . . . . . . . . . .
  . . . . . 50
  5.21 Large Shotgun Weapon Attack Table .. . . . . . . . . . . . . .
  . . . . . 52
  5.22 Blaster Pistol Weapon Attack Table . . .. . . . . . . . . . . . . .
  . . . . . 54
  5.23 Blaster Rifle Weapon Attack Table
  .. . . . . . . . . . . . . . . . . . . . . . 56
  5.24 Laser Pistol Weapon Attack Table . . .. . . . . . . . . . . . . .
  . . . . . . . . 58
  5.25 Laser Rifle Weapon Attack Table . . . . . . . . . . . . . . . . . .
  . . . . . . . . 60
  5.26 Plasma Pistol Weapon Attack Table . . . . . . . . . . .
  . . .
  . . . . . . . . 62
  5.27 Plasma Rifle Weapon Attack Table . . . . . . . . . . . .
  . . . . . . . . . . . 64
  5.28 Stunner Weapon Attack Table . . . . . . .. . . . . . . . . . . . . . . . .
  . . . . . . . . . 66
  5.29 Bite Attack Table . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .
  .
  . . . . . . . . 68
  5.30 Claw Attack Table . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . 70
  5.31 Fall/Crush Attack Table . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . 72
  5.32 Grapple & Martial Arts Sweeps Attack Table . . .. . 74
  5.33 Brawling & Martial Arts Strikes Attack Table . . . . 76
  6.0 The Fumble Tables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . .. . . . . . . . 78
  6.1 Melee & Missile Fumble Table . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . .79
  6.2 Firearm Fumble Table . . . . .
  . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . 80
  6.3 Non-Weapon Fumble Table . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . .81
  7.0 The Critical Strike Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
  7.1 Slash Critical Strike Table . . . .
  . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . .. . . . . ..83
  7 .2 Puncture Critical Strike Table . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . 84
  7.3 Krush Critical Strike Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . 85
  7 .4 Tiny Critical Strike Table . . . . .
  . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . ..86
  7 .5 Martial Arts Strikes Critical Strike Table . . . . . . .. . . . . . . . . 87
  7 .6 Martial Arts Sweeps Critical Strike Table . . . . . . . . . . . . . . . 88
  7 .7 Grapple Critical Strike Table . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . 89
  7.8 Large Creature Critical Strike Table . . . . . . . . . . . . . . . .. . . . . . . . . 90
  7.9 Ballistic Puncture Critical Strike Table . . . . . . . . . . . . . . . . . . .
  . 91
  7.10 Ballistic Impact Critical Strike Table . . . . . . . . . . . . . . . . . . . . . 92
  7.11 Ballistic Shrapnel Critical Strike Table . . . . . .. . . . . . . . . . . . 93
  7.12 Ballistic Hollowpoint Critical Strike Table . . . . . . .
  . . . . 94
  7.13 Laser Critical Strike Table . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . 95
  7.14 Blaster Critical Strike Table . . . . .. . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . 96
  7.15 Plasma Critical Strike Table . . . . .. . . . . . . . . . . . . . . . . . . .. . . . . . . .
  . . . . . 97
  7.16 Stunner Critical Strike Table . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . .
  . . . . . 98
  7 .17 Radiation Critical Strike Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
  7 .18 Cold Critical Strike Table . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
  7 .19 Electricity Critical Strike Table . . . .
  . . . . . . . . .. . . . . . . . . . . . . . . . 101
  7 .20 Heat Critical Strike Table . . .. . . . . . . . . . .
  . . . . . . . . .. . . . . . . . . . .
  . . . . . 102
  8.0 Converting From Other Systems. .. . . . . . . . . . . . . . . 103
  Advanced Dungeons & Dragons' .
  . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . 103
  Call of Cthulhu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . .. . . ..104
  Deadlands. . . . .. . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..104
  Earth Dawn'" . . . . . . . . . . . .. . . . .
  . . . . . .. . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . ..105
  GURPS
  TM
  .
  . . . . . . . . . . . .
  . . . . . .. . . . .
  . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . .
  . . . . . . . . . ..105
  Legend of the Five Rings" .
  . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . .106
  Shadowrun. .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . .. . . . . . . . . . . . . . . .106
  Toon
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . ..107
  Werewolf: The Apocalypse'.
  . . . .. . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . ..107
  Situational Offensive Bonus Modifiers Chart .
  . . . . . . . .. . . . . 108
  Situational Defensive Bonus Modifiers Chart. . . . . . . . .. . . . . 109
  
  Welcome to the combat system you have been
  looking for to add that element of fierce reality to
  your game (and yet still be playable) . This book
  deals with the integration of armed, unarmed, and
  firearm combat into any role playing system.
  The elements of this book are intended to be
  adapted to whatever role playing system you are
  using. In the appendix are specific conversion notes
  for many popular role
  playing systems .
  If the
  conversion for your favorite system is not given
  there, you should be able to extrapolate the neces-
  sary procedures to use this combat system with your
  favorite role playing system.
  KEY FEATURES
  Here is a list of the features of this combat system that
  will enhance your current role playing game .
  A simple combat resolution system for any role playing
  game!
  " Attack tables that are customized to each weapon type
  (e.g ., small blades, long blades, pistols, rifles, clubbing
  weapons, etc .) .
  " Critical strike tables that give colorful descriptions ofthe
  specific (and deadly) damage done to your opponent .
  The tables are grouped by the type ofdamage given (e.g.,
  slashing, crushing, etc .) .
  " Fumble tables for all types of attacks (including melee
  weapon, non-weapon attacks, and firearms) .
  Conversion notes for many of the popular role playing
  systems .
  WELCOME
  THIS LOOKS LIKE ROLEMASTER?
  As a matter of fact, this whole system is based off of the
  critically acclaimed Arms Law combat system . It has been
  streamlined to make it easier to learn and faster to use .
  However, if you want more detail in your combats, we do
  suggest that you examine Arms Law (as well as the rest of
  the Rolemaster system) .
  Rolemaster will handle all types of fantasy games . Look
  for ICE'S Space Master game to handle your sci-fi games
  (this system is due out in late 1999) . For modern weapons,
  you should look at the Weapon Law: Firearms book (which
  covers all forms of firearms) .
  Section 1.0
  Welcome
  10 MILLION
  WAYS TO DIE
  
  SO, HOW DOES IT WORK?
  Section 2.0
  So, How Does
  It Work?
  10 MILLION
  WAYS TO DIE
  4
  The basics of this system are very simple . Combat will
  always involve the steps given below (note that special cases
  may result in special modifiers to the steps ; some example
  of special cases are given in Secion 8.0, page 103) .
  To resolve combat, you will need the following for each
  character involved (see the Appendix for more information
  on how to derive this information from your favorite role
  playing system) . :
  " What kind of armor is the character wearing. In this
  system, you will either have no armor, soft leather
  armor, hard leather armor, chain armor, plate armor, or
  body armor (this includes modern as well as sci-fi types
  of armor) . Note that the primary effect of armor is to
  define the way thata given weapon damagesyou (it does
  not directly affect your "defensive" ability) .
  What kind of attack is the character going to perform .
  Note that this book only covers physical attacks (not
  magical ones).
  A measure of the character's offensive ability (called
  OB) ; typical OBs for low-level characters who are
  fighter-types
  should be around 70-100 (non-fighter
  types should have only around 30 or so) .
  A measure of the character's innate quickness whichwill
  translate to his basic defensive ability (called DB) ;
  typical DBs for low level characters should be 0 to 10
  (and this shouldn't change much over a character's life).
  Note that heavy armors can impede your DB!
  A measure of how much concussive damage that the
  character can withstand before falling unconscious (this
  will be called "concussion hits" ; in some systems it is
  known as Hit Points or simply Hits) . Most starting
  fighter-types will have 60-100 hits when they start out .
  Non-fighter types will have 20-30 hits when they start
  out. In this system, losing all of your concussion hits
  simply causes unconsciousness
  (you can
  die from
  concussion damage, but a typical adventure wont die
  until he reaches -75 concussion hits) .
  Once you have this information, you are ready to begin .
  Note: The above is all of the basic information you need
  to make this system work. Ifyou want more detail, you can
  add in all kinds ofmodifiers to model reality more closely.
  Many ofthese modifiers are shown in Section 3.0, but they
  should only be used if the Gamemaster and players are
  comfortable with them .
  Regardless of what RPG system you use, you should be
  able to classify the type or armor your character wears as
  one of the following:
  " No Armor - This should be obvious . But it also includes
  leather clothes and just about anything that you wear
  that is not designed specifically as armor.
  Animal Hides (Light and Heavy) - These are not actually
  armor thatyou wear, but reflects the naturally occurring
  hides of animals . The distinction of light and heavy
  should be made based upon how "thick" the natural
  hide is. If a character is wearing animal hides, it will
  equate to Soft Leather Armor (either Light or Heavy
  ;
  though a GM may decide that the hide is not significant
  enough to warrant any armor protection at all) .
  Soft Leather (Light and Heavy) - Soft leather armor is
  really just heavy clothing (usually worn for weather
  protection) . Heavy leather armor is actual "armor" that
  has been reinforced to protect the wearer fromweapons .
  Rigid Leather (Light and Heavy) - Rigid leather armor is
  usually made of cured leathers that may or may not be
  reinforced with metals straps or studs. Light armor of
  this type
  is a breastplate and greaves . Heavy armor
  covers more of the body (including the legs) .
  Chain Armor (Light andHeavy) - Chain armor also comes
  in two degrees . Light chain armor represents a chain
  shirt with some arm and leg protection. Heavy chain
  represent full chain hauberks or chain that otherwise
  protects most of the body .
  Plate Armor (Light and Heavy) - This is armor made
  mostly of metal plating . Light plate represents a metal
  breastplate with metal greaves on the arms and/or legs.
  Heavy represents metal armor that covers most of the
  body (i.e ., full plate armor, etc .) .
  Kevlar (Light and Heavy) -This is armor that is currently
  in use today (ballistic cloth) . Light kevlar would be
  simple chest covering. Heavy kevlar would be more like
  riot gear.
  Kinetic (Light and Heavy) - This sci-fi armor is the next
  evolution of ballistic cloth. It is designed to take high-
  speed impacts and absorb the energy. It is best against
  projectile weapons, but not too bad against normal
  melee weapons . Light kinetic armor coversjust the chest
  and/or upper arms. Heavy kinetic armor covers most of
  the body .
  Combat (Light and Heavy) -This sci-fi armor is designed
  to be the best protection against sci-fi type weapons
  (blasters, lasers, etc .) . Of course, it provides pretty good
  protection against normal melee weapons as well. Light
  combat armor includes just
  a
  chest covering with
  covering on the upper arms and legs. Heavy combat
  armor covers all of the body.
  2.1
  ARMOR TYPES
  Note: You will notice under each type of armor in the
  attack tables are small numbers (or Roman numerals) .
  These are the AT equivalentfrom the Rolemaster combat
  system . Ifyou want to expand your combat system even
  further, you should examine Arms Law!
  
  Each type of physical attack (i.e ., non-magical attack)
  must be classified into one of the attack forms given in this
  book . This book gives attack tables for 33 different types
  of attacks. Each of the attack types is described in the list
  below .
  Gamemasters should understand the difference between
  the different types to make sure he classifies each attack
  appropriately . Each attack table lists specific weapons that
  might use that attack table .
  Light One-HandBladed Weapons -This should include all
  bladed weapons that are held in one hand and are less
  than 6 pounds in weight.
  Heavy One-Hand Bladed Weapons - This should include
  all bladed weapons that are held in one hand and weigh
  6 or more pounds .
  Light One-Hand Crushing Weapons - This should include
  all blunt weapons that are held in one-hand and are less
  than 6 pounds in weight.
  Heavy One-Hand Crushing Weapons-This should include
  all blunt weapons that are held in one-hand and weight
  6 or more pounds .
  Two-Hand Bladed Weapons - This should include all
  bladed weapons that normally take two hands to wield .
  Two-Hand Crushing Weapons - This should include all
  blunt weapons that normally take two hands to wield .
  Short Polearms - This should include all polearms up to
  6' in length .
  Long Polearms - This should include all polearms over 6'
  in length.
  Mechanical Bows - This should include all forms of
  crossbows and any other mechanically enhanced bows .
  Non-Mechanical Bows - This should include all forms of
  non-mechanical bows (including composite and recurve
  bows) .
  Thrown Weapons - This should include any weapon that
  is thrown by hand to damage an opponent .
  Blackpowder Pistols - This should include any form of
  black-powder hand guns (usually muzzleloaders) .
  Black-powder Rifles - This should include any forms of
  black-powder
  rifle or two-handed
  firearm, such
  as
  muskets (usually muzzleloaders) .
  Early Revolvers - This should include any one-handed
  firearm up to World War II (all using single-action
  firing) .
  Late Revolvers - This should include any single-action
  hand gun after World War II .
  Light Semi-Automatic Pistols - This should include any
  form of light calibre semi-automatic pistol (up to, but
  not including 9mm) .
  Heavy Semi-Automatic Pistols - This should include any
  form of heavy calibre semi-automatic pistol (9mm or
  heavier) .
  Military Rifles - This should include heavy calibre rifle
  that is typically used by the militaries of the world .
  2.2
  ATTACK TYPE
  Hunting Rifles - This should include any non-military
  rifle that uses heavy or light calibre ammunition.
  Small Shotguns - This should include any shotgun over
  12 gauge Remember, the larger the gauge, the smaller
  the bore of the barrel.
  Large Shotguns - This should include any shotgun 12
  gauge or lower . Also use this table for a shotgun firing
  slugs, but double any penalties for range.
  Blaster Pistols -This should include any hand gun using
  blaster technology .
  Blaster Rifles - This should include any two-handed gun
  using blaster technology .
  Laser Pistols - This should include any hand gun using
  laser weapon technology.
  Laser Rifles - This should include any two-handed gun
  using laser weapon technology .
  Plasma Pistols - This should include any hand gun that
  uses plasma technology.
  Plasma Rifles - This should include any two-handed
  weapon that uses plasma technology .
  Stunners - This should include any weapon that uses
  stunner technology.
  Biting Attacks - This should include any attack from an
  animal (or person) that uses fangs, tusks, or teeth .
  Clawing Attacks - This should include any attack from
  an animal that uses claws, talons, or scraping.
  Falling Attacks - This should include any damage taken
  by falling (any distance), and from charging/bashing
  attacks by animals .
  GrapplingAttacks-This should include any attack made
  by grabbing, throwing, or wrestling .
  Brawling Attacks - This should include any attack made
  by punching, kicking, or jabbing, etc .
  Section 2.0
  So, How Does
  It Work?
  10 MILLION
  WAYS TO DIE
  
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  Section 2 .0
  So, How Does
  It Work?
  10 MILLION
  WAYS TO DIE
  2.3
  OFFENSIVE BONUS
  There are two ways to determine your offensive bonus
  (OB) . The first (and easiest) way is to approximate it and
  simply use the system below . The second (and more
  detailed) way is to calculate it more exactly. If you want to
  use the second method, you need to consult Section 8.0 (p .
  103) and find the system there that most closely resembles
  yourRPG . Each RPG system shown in the back has a series
  of calculations that can be used to determine OBs .
  The simple method only requires that you "classify"
  character types as how much of a "warrior" they are and
  how much training in combat they have . For warrior
  classification you should determine whether the character
  is :
  1) a full warrior,
  [I] 2) about half-warrior
  [II], 3)
  physically oriented, but not a warrior [III], or 4) not
  physically oriented at all [IV] .
  Class I warriors have a basic OB of 60 to 80 (with missile
  weapons and firearms at the lower end of the spectrum) .
  Class II warriors have a basic OB of 50 to 75 . Class II
  warriors have a basic OB of 45 to 70 (with melee weapons
  at the lower end of the spectrum) . Class IV warriors have
  a basic OB of 30 to 50 (usually with only one weapon /
  attack type) .
  There are situational modifiers that may modify your
  OB . Ifthe GM wants to use these modifiers, they are shown
  on the chart on page 108 .
  2.4
  DEFENSIVE BONUS
  Defensive bonus (DB) is not something that changes
  greatly over the course of a character's life (except by
  situational modifiers) . If the GM wants to use the situ-
  ational modifiers, he should consult the chart on page 109 .
  A character's basic DB is determine by how quick the
  character is . Thus, each character should be classified by
  their relative quickness . Class A characters will be charac-
  ters are focussed primarily on agility and quickness (most
  thief-like characters fall into this category) . Class B charac-
  ters have a partial focus of quickness and/or agility. Class
  C characters are normal characters with normal quickness.
  Class D characters are known for their slowness (or are
  wearing heavy armors that slow them down) .
  Class A characters have a basic DB of 20 to 30 . Class B
  characters have a basic DB of 10 to 20 . Class C characters
  have a basic DB of 0 to 10 . Class D characters have a basic
  DB of -10 to 0 (yes, you can be so slow that you are easier
  to hit!) .
  More details on how you can get a more exact DB
  calculation can be found in the appendix. Find the RPG
  system that most closely resembles your RPG and see the
  section on how to calculate DB .
  2.5
  NOW STIR GENTLY
  Now you have all the ingredients you need for an
  incredibly exciting combat! Here's all you have to do to
  bring your combats to life .
  First of all, it should be made clear that this system does
  not replace your role playing system . Instead, this system
  is intended to be run in conjunction with whatever system
  you are using .
  With that in mind, simply examine the combat rules for
  you current system. Whenever you would normally make
  an attack, simply follow the procedure listed below (yes, it
  is that simple) . One or two dice rolls later, you will find
  your foe's having severed legs and broken ribs (along with
  a variety of other brutalities in combat!) .
  ATTACK PROCEDURE
  Whenever you would normally make an attack, do the
  following :
  1) Roll d100 (open-ended high) . Open-ended is a term used
  to describe that slight chance ofjust about anyone being
  lucky . Ifthe initial die roll is 96 through 100, roll again
  and add the second roll to the first. If the second roll is
  also 96 through 100, repeat this process until you roll
  something besides a 96 through 100 .
  2) If the initial die roll falls within the fumble range for the
  weapon/attack, resolve the fumble (see page 78). The
  attack procedure ends here . Otherwise, continue with
  Step 3 .
  3) Add your character's OB to the final die result .
  4) Subtract your foe's DB from the adjust die total .
  5) Look up the modified result on the weapon attack table.
  There will be three possible results, a miss (denoted by
  a "-" in the table), a normal hit (denoted by a number;
  e.g ., 8), or a critical hit (denoted by a number and a
  letter; e.g ., 10D) . For more information on reading the
  attack tables, see below .
  Note : Combats run smoother ifthe players have copies of
  the attack table(s) their character use . The Gamemaster
  then only looks up attack resultsfor the "bad-guys " while
  the players do all of their own look-ups.
  
  READING THE ATTACK TABLES
  When looking up results on the attack table, there are
  four possible results : a fumble, a miss, a normal hit, or a
  critical hit. This section explains how to interpret each of
  the possible results .
  If the initial attack roll falls in the fumble range for the
  attack type, the attack has gone poorly for the character.
  You must roll again (d100, not open-ended) and look up
  the result on the appropriate fumble table (see p. 78). There
  are three tables with several columns each . One table for
  traditional fantasy-type weapons (melee & missile), one for
  firearms, and one for non-weapon attacks. Each column on
  the tables applies to a specific type of weapon/attack (e.g .,
  two-hand weapons like a battle axe would use the "Two-
  Handed" column of the Melee & Missile Fumble Table) .
  If the final attack result reads as a miss (e.g., a "-" in the
  table), the character's opponent was crafty and avoided
  taking any damage . from the attack.
  If the final attack result reads as a normal hit (e.g., 8),
  the character has battered his foe a little bit . The number
  represents how much concussion damage the foe must
  subtract from his total. However, the wounds are not
  critical and the foe will probably be a bit angry (and might
  just punch you in the nose for that!).
  Of course, it is not the bruises that kill you (usually), it
  is the critical hits . If the final attack result reads as a critical
  hit (e.g ., 10D), the character has made a mighty attack
  indeed and has delivered some critical damage to his foe!
  This involves two steps . The first is to subtract the number
  part of the attack result from the foe's concussion hits (in
  the example above, the foe would subtract 10 from his
  concussion hits) . And then, the attacker rolls another roll
  (not open-ended) . The result of this roll is indexed on the
  appropriate critical strike table
  Hint: The most commonly used critical strike table is
  duplicated on the page facing the weapon table.
  The letter indicates which column of the critical strike
  table to use. For example, in the above case, the foe takes
  10 concussion hits and then takes a D critical strike! If the
  attacker were using a short sword, he would look up his
  critical on the Slashing critical strike table. If the critical
  dice roll was a 47, he would read the entry at the 46-50
  entry (and learn that he slashed his foe's lower back).
  A"F" critical result indicates that you make one critical
  dice roll once and then apply the results of both an "E"
  critical and an "A" critical . A "G" critical result indicates
  thatyou should roll once and then apply the results of both
  an "E" critical and a "B" critical . For more on reading the
  critical hit entries, see Section 7.0 (p . 82).
  READING THE CRITICAL STRIKE TABLES
  There are two parts to each entry in the critical strike
  tables : the description of the attack result and the effects
  of the strike (in terms of rules) .
  The description is intended as flavor and the whoever is
  reading the result should feel free to modify it to reflect the
  actual situation more closely . For example, if the result says
  that foe's shield arm is broken, but the foe is a wild boar,
  the result should be interpreted as one of the legs of the
  beast. Common sense should prevail and players can have
  great fun elaborating on the descriptions!
  The second part of the critical strike is the effect of the
  strike . The key for the symbols is shown at the bottom of
  the table . One important factor to remember is that while
  the description can be changed or embellished, the results
  cannot. Players should keep this in mind when reading the
  results . You cannot simply change the result to a severed
  arm if the only effect was +5 concussion hits and a single
  round of stun (that is hardly the effect a severed arm would
  give) . Tailor the descriptions to both match the situation
  and the effect!
  Here are some specific notes about the symbols found in
  the effects of critical strikes . Note that in the key (3 is
  shown. When R is not specified in the critical effect, it is
  assumed to be 1.
  Sometimes the only effect is that the foe takes a few more
  concussion hits (too bad) .
  Astunned foe can only parry (see Section 3.0, Parrying)
  with half normal
  skill . In addition, the only other
  maneuvers allowed are half 50% effectiveness.
  A foe who cannot parry has all other actions operating
  at only 25% normal effectiveness . Note that this is often
  accompanied by a stun result (in which case the more
  severe penalty is applied).
  A bleeding foe will lose hits every round until the
  bleeding can be stopped
  (it should
  be noted that
  "bleeding" represents simply the on-going taking of
  damage, not necessarily bleeding). Note that this is
  "severe" bleeding (the kind that will not stop on its
  own) . Some kind of successful first aid will stop a
  wound that is bleeding up to 5 hits per round. If a
  wound is bleeding for more than 5 hits per round, you
  will need either magic or major surgery to stop it!
  " Unlike most critical effects, ifa penalty is shown without
  a (3, the penalty will last until the wound is healed (either
  with normal healing time, magical healing, or a visit to
  the hospital).
  If the result shows a bonus (a number with a "+" in front
  of it, the bonus applies to the attacker's next attack.
  Section 2.0
  So, How Does
  It Work?
  10 MILLION
  WAYS TO DIE
  7
  
  Section 3 .0
  Special Cases
  and Notes
  10 MILLION
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  SPECIAL CASES AND NOTES
  The real strength of this system lies in its ability to adjust
  itself to any situation. For that purpose, we will detail the
  special cases, notes, and optional rules that are appropriate.
  Note: It should be noted that all special cases must be
  approved by the Gamemaster before being used. The
  Gamemaster can choose to ignore any or all ofthis special
  rules. The more special cases that are ignored, the faster
  paced combat will become. However, thisfasterpace comes
  at a cost to some detail or realism. In the end, the
  Gamemaster must determine the level ofdetail he wants to
  deal with in his game.
  All of the special case modifiers are shown in the charts
  on pages 108 and 109 .
  3.1
  PARRYING
  Parrying in this system is handled quite simply . At any
  time (before an attack is made), you can declare that you
  are shifting some (or all) of your offensive skill towards
  your defense . This is simply done by lowering your OB and
  increasing your DB .
  In addition, if you shift all of your OB to your DB, you
  can add an extra +5 to your DB (as your effectively using
  your weapon as a shield) .
  Note that this system's definition of parry is much
  broader than the traditional definition . Under this defini-
  tion, you are using your offensive skill to increase your
  defense . This means that you don't even need a weapon in
  your hand to "parry" (i.e ., martial artists may parry with
  their bare hands ; this represents positioning and deflection
  that many martial artists have often demonstrated) .
  It should also be noted that even when your OB has been
  reduced to +0 because of parrying, you must still make an
  attack (as you might fumble your weapon or get luckywith
  your strike) .
  3.2
  TARGET STATUS
  Being stunned from a critical effect can be one of the
  most devastating things that can happen to you . While you
  are stunned, you cannot attack (though you can parry with
  up to 50% of your normal OB). In addition, all foes get a
  special bonus of +20 to their attacks against you (as your
  are not able to react as effectively while stunned) .
  Similarly, the special OB modifier against a target that
  is "down" is +30, and against a "prone" (i.e ., down and
  unable to move) target is +50. The modifiers for stun,
  down, and prone are not cummulative-apply the largest
  modifier .
  3.3
  WOUNDS
  As a battle wears on, combatants slowly lose their
  effectiveness . This is a combination of fatigue and wound
  effects . To simulate this, you simply need to track your
  concussion hits.
  When you have lost 25% of your concussion hits, all
  attacks will suffer a penalty of -10 . When you have lost
  another 50% ofyour hits, that penalty becomes -20 . When
  you have lost 75% of your concussion hits, that penalty
  becomes -30 .
  Of course, when you reach 100% ofyour hits (i.e ., when
  you reach 0 hits), you will fall unconscious . While most
  characters will die from critical damage, it is possible to die
  from loss of concussion hits . Typical adventuring charac-
  ters will die when they reach -75 hits (i.e., 75 hits below
  zero) .
  Note: Ifyou want a more accurate measure ofwhen your
  character dies, it should be measured off of the character's
  Constitution (or equivalent) stat. Convert the character's
  stat to a number between 1 and 100 . The characterwill still
  fall unconscious at 0 concussion hits, but can go below 0
  an amount equal to this number . When this number is
  exceeded, the character has died! So sorry.
  3.4
  POSITION
  Ifyou can gain a positional advantage on your opponent,
  your melee attacks are more effective . To represent this, if
  you can "flank" your opponent, you may add +15 to your
  OB . If you can get a "rear" attack on your opponent, you
  may add +35
  to your OB-the flank bonus plus an
  additional +20 .
  Separately (i.e., in addition to either of the cases above),
  if your opponent is surprised by your attack, you can add
  a special bonus of +20 to your OB .
  Finally, the Gamemaster may choose to give slight OB
  modifications based upon other advantageous position .
  For example, ifyou are attacking a foe on the ground while
  you are mounted, the Gamemaster may determine that you
  can add a special bonus of +5 to your OB .
  Note : 1Lfodiers to OBforpos:tion should only apply to
  melee (hand-to-hand) attacks,
  3.5
  SHIELDS, HELMS, GREAVES
  Using shields is a special form of parrying . It doesn't
  really take any skill to attempt to put something (like a
  chunk of wood) between you and your opponent (at least
  as long as you are aware of the attack). This is how shields
  work in this system .
  If you have a shield, simply increase your DB . Most
  shields should add about +20 to your DB (though smaller
  shields might add less against missile/projectile fire) . See
  the chart on page 109 for some sample shields .
  It should be noted that shields are assumed to be made
  of hard wood or metal . If the material is softer, the DB
  bonuses should be lowered . Likewise, magical shields or
  shields made of superior materials might have their DB
  bonus raised .
  Helms normally provide no bonus to your DB or armor
  type . However, they do protect you versus some critical
  damage .
  
  Greaves are assumed to be worn with the heavier armors
  (plate, chain, and hard leather) . If you don't wear greaves,
  you should subtract 10 from your DB (making attacks
  against you slightly more effective) .
  3e6
  ARMOR AND QUICKNESS
  If you do a quick scan of the attack tables, you will see
  that the more armor you wear, the less damage you take
  (though you tend to be hit more often. . . just with less
  critical damage).
  However, before you go find that suit of plate armor and
  go dashing off on your adventure, it should be noted that
  wearing heavy armors has a negative effect on your DB (as
  well as protecting you from critical damage) . The list below
  shows the negative effect on DB based upon the type of
  armor you are wearing .
  Armor cannot make your DB
  a negative number
  (though being a natural klutz can do this), thus the lowest
  your DB can be modified to is 0 (unless the DB starts off
  less than that) . It should also be pointed out that these
  modifications do not apply to other modifiers on your DB .
  For example, if you are wearing Heavy Plate armor, you
  DB will most likely be zero (+0), but you can still hold a
  shield to get a bonus to your DB (i.e., the armor does not
  reduce the shield's bonus to your DB) .
  In general, heavy armors are more difficult to maneuver
  in and any non-combat maneuvers should suffer a penalty
  equal to the penalty on DB .
  " Animal Hides (Light/Heavy) are exempt from these
  rules as they are the actual skin of certain animals and
  not armor at all .
  " Soft Leather (Light) has no effect on DB .
  Soft Leather (Heavy) modifies DB by -15 .
  Rigid Leather (Light) modifies DB by -5 .
  Rigid Leather (Heavy) modifies DB by -15 .
  Chain (Light) modifies DB by -10 .
  Chain (Heavy) modifies DB by -20 .
  Plate (Light) modifies DB by -10 .
  Plate (Heavy) modifies DB by -40 .
  3.7
  TAKING COVER
  If you can take cover during a battle, you can give
  yourself a bonus to your DB . Of course, if you can take full
  cover (i.e ., 100% of your body is covered), you remove
  yourself as a target for attacks (i.e., no attack is allowed
  against you) .
  Cover is classified as either Hard or Soft. Soft cover must
  consist of something heavier than normal clothing, but yet
  still pliable . This might include a hedge, a heavy tapestry,
  or another person. Hard cover include anything that you
  are not wearing that might normally stop a blow (e.g ., a
  brick wall, a car, etc.) .
  The list below shows the modifications to your DB
  based upon cover .
  If you can get up to half your body covered with Soft
  cover, you get a bonus of +10 to your DB .
  If you can get up to half your body covered with Hard
  cover, you get a bonus of +15 to your DB .
  If you can get half or more of your body covered with
  Soft cover (but less than 100%), you get a bonus of +20
  to your DB .
  If you can get half or more of your body covered with
  Hard cover (but less than 100%), you get a bonus of +30
  to your DB .
  Note : These modifiers should bedoubledagainst non-melee
  attacks:
  missile
  attacks,
  thrown
  weapon
  attacks, and
  firearm attacks.
  3.8
  OPTIONAL RULES
  There are other things that you may choose to track in
  combat. Here is a list of a few of them .
  OPTIONAL CRITICALS
  Sometimes, slashing weapons hit on their blunt edge and
  sometimes bashing weapons can tear open the skin. To
  represent this, you can roll an "off-colored" d10 when you
  make your attack roll. This d10 is then indexed on the
  small chart at the bottom of each attack table (using the die
  roll and the target's armor type) . The result will tell you
  what kind of critical result the weapon actually delivered
  with this attack. Note that sometimes, a weapon only gives
  one type of critical (i.e ., most high-speed projectile weap-
  ons) .
  For more modern weapons, the critical types will vary by
  the type of armor worn by the target . For example, a semi-
  automatic pistol normally delivers Ballistic Puncture criti-
  cal hits, but if the target is wearing any modern/sci-fi body
  armors, the critical becomes a Ballistic Impact .
  Section 3.0
  Special Cases
  and Notes
  10 MILLION
  WAYS TO DIE
  9
  
  Section 4.0
  Definitions
  10 MILLION
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  10
  Listed below are some common terms used in 10Million
  Ways to Die.
  Action: An action is an activity which a character may perform
  during a round (10 seconds) .
  Attack Roll : A "Roll" that is used to determine the results of a
  melee or missile attack .
  Automatic: Afirearm that automatically ejects a spent round and
  loads
  another in
  its place each
  time
  the gun
  is
  fired.
  Additionally, the gun will fire the new round automatically if
  the trigger is held down .
  Chance : Often an action or activity has a "chance" of succeeding
  or occurring, and this chance is usually given in the form of
  #%. This means that if a roll (1-100) is made (see below) and
  the result is less than or equal to the #, then the action or
  activity succeeds (or occurs); otherwise it fails . Alternatively,
  you can roll (1-100) and add the results to the #; ifthe result
  is greater than 100, the action or activity succeeds (or occurs);
  otherwise it fails.
  Combat Roll : See "Attack Roll ."
  Concussion Hits: See "Hits."
  Critical Strike : Unusual damage due to particularly effective
  attacks. Note: The term 'critical" will often be used instead of
  "critical strike . "
  Defensive Bonus (DB) : The total subtraction from the combat
  roll due to the defender's advantages, including bonuses for
  the defender's quickness, shield, armor, position, and magic
  items .
  Dice Roll : See "Roll."
  Double Action : A type of firing mechanism where the hammer
  may be pulled back by the trigger as part of the firing
  sequence .
  Downed
  : When a combatant falls to the ground, he is considered
  downed. This does not mean prone. It is presumed that the
  combatant is still moving .
  Fire : To make a missile attack (verb) or missile attack(s) (noun) .
  Flintlock: A type of firing mechanism where a piece of flint
  striking a piece of steel ignites the charge .
  Fumble : An especially ineffective attack or mishandling of a
  weapon which yields a result that is disadvantageous for the
  attack .
  Gamemaster (GM) : The Gamemaster, judge, referee, etc. The
  person responsible for giving life to an FRP game by creating
  the setting,
  world events and other key ingredients . He
  interprets situations and rules, controls non-player characters,
  and resolves conflicts .
  Hits (Concussion Hits): Accumulated damage,pain, and bleeding
  that can lead to shock, unconsciousness, and sometimes death.
  Each character can take a certain number of hits before
  passing out (determined by his "Body Development" skill).
  Initiative : The
  factor
  that
  determines
  the
  order
  in which
  combatants resolve their attacks. The combatant with the
  highest initiative attacks first.
  -
  Level: See "Experience Level."
  Maneuver Roll : A "Roll" that is used to determine the results of
  a maneuver
  .
  Maneuver : An action performed by a character that requires
  unusual concentration, concentration under pressure, or a
  risk (such as climbing a rope, picking a lock, and so on).
  Maneuvers requiring movement are "Moving Maneuvers"
  (MM), and other maneuvers are called "Static Maneuvers"
  (SM).
  DEFINITIONS
  Matchlock: Afiring mechanism that has a burning match, which
  is moved by the trigger to set off the charge .
  Melee: Hand-to-hand combat (that is, combat not using projec-
  tiles,
  spells, or
  missiles) where opponents are physically
  engaged-be it a fist fight, a duel with rapiers, or a wrestling
  match.
  Missile Weapon: Alow-velocity airborne projectile, usually from
  a manually fired weapon . Such weapons include an arrow
  from a bow, a quarrel from a crossbow, a stone from a sling,
  and so on . Thrown weapons are also included in this category.
  Normally, missile weapons do not include projectiles fired by
  explosions
  or other high-velocity propulsion means
  (this
  would include guns).
  Offensive Bonus (OB) : Each character has an "offensive bonus"
  when he is using a weapon-this OB includes bonuses for the
  character's stats, superior weapon, skill rank, magic items, etc.
  This OB is added to any attack rolls that are made when he
  is using that weapon
  .
  Orientation Roll: A "Roll" representing a character's degree of
  control following an unusual action or surprise
  .
  Parry: The use of part of a character's offensive capability to
  effect an opponent's attack .
  Percussion Cap: A metallic cup that holds an explosive used to
  set of the main charge of a gun.
  Projectile Weapon : As opposed to amissile weapon, this indicates
  a device thatmechanically fires a high-velocity projectile (this
  would include guns) .
  Prone: When a combatant stops moving (and usually drops to the
  ground), he is considered prone.
  Roll: Two 10-sided dice are used to resolve any activity requiring
  a "Roll;" such dice are available in most game stores. Using
  these dice is described in section 2.5 .
  Round: The time (10 seconds) required to perform one action.
  Also, the number of rounds in a gun represents how many
  times it may be fired before reloading .
  Self-reloading : Refers to any weapon which reloads (or re-
  charges) itself and is ready for another shot almost immedi-
  ately (so it is capable oftwo attacks in the same round) . Most
  projectile weapons fall into this category, while normal bows
  and thrown weapons do not. Normally self-reloading weapons
  only occur in FRP games in the form of magic items.
  Semi-Automatic: A firearm that automatically ejects a spent
  round and loads another in its place each time the gun is fired.
  Shot: A missile attack .
  Single Action : A type of firing mechanism where the hammer
  must be pulled back manually .
  Skill: Training in an area which influences how effectively a
  character is able to perform a particular action or activity.
  "Skill Rank" is a measure of the effectiveness ofa specific skill.
  Static Action (Static Maneuver): An action performed by a
  character which requires unusual concentration, or thought
  under pressure, and does not involve pronounced physical
  movement .
  Swing: A melee attack (noun) or to make a melee attack (verb).
  Target:The "target(s)" refers to the being(s), animal(s), object(s),
  and/material that a attack or spell attempts to affect .
  Wheelock: A firing mechanism that included a spring loaded
  wheel. When the trigger is pulled the wheel spins rapidly
  against a piece of steel. Pyrites in the wheel's surface cause
  sparks, which ignite the charge .
  
  e-111F~177r-1;tV~1/7e_ ;7k111 T-1/7M?e_°;7e-°;7F~1/7 ~R~11e-°;7Ir-7
  1-°;7,r_°1
  Each attack table contains several pieces of information .
  Each piece of information
  is
  listed
  below,
  along with
  a
  description of it's purpose .
  1) Table Name: This is the type of weapon or other attack
  to which this table applies .
  2-6) Typical Weapon Data : This is detailed information on
  a specific weapon to which this table applies. In addition
  to
  the
  below
  information,
  firearm
  attack
  tables
  will
  include the action for the firearm, and the number of
  rounds it can hold .
  2) Length: The standard range of lengths for this weapon .
  It is possible to have
  a unique weapon of this type tha
  falls outside this range.
  3) Weight: The standard range of weights for this weapon .
  It is possible to have a unique weapon of this type that
  falls outside this range.
  4) Fumble Range: This shows the chance that this weapon
  will fumble in an attack. If an unmodified attack roll
  falss within the range shown .
  the
  attacker
  fumbles
  his
  weapon and must then roll on
  the appropriate Fumble Table .
  5) Critical : This indicates which
  critical
  table
  should be
  used
  for the particular weapon.
  6) Range Modifiers: This shows
  the range modifications to OB
  when
  the
  weapon
  is
  either
  thrown
  or
  used
  as
  a
  missile
  weapon. If the weapon cannot
  use
  the
  attack
  table
  when
  thrown, there will be a dash
  here
  7) Optional Criticals: This shows
  different
  criticals that
  a
  typi-
  cal weapon
  of this
  type
  will
  do . To
  use
  this
  part
  of the
  table, roll id 10 and cross refer-
  ence with
  the
  target's
  armor
  type to determine the critical
  deslivered .
  8-14) Weapon Data : This
  is
  in-
  formation on how to use the
  table to represent specific weap-
  ons.
  8) Weapon: This
  is the name of
  the specific weapon .
  9) Fumble Range : This shows the
  chance that this weapon will
  fumble
  in
  an
  attack .
  If
  an
  unmodified
  attack
  roll
  falss
  within
  the range shown .
  the
  attacker fumbles
  his weapon
  and
  must
  then
  roll
  on
  the
  appropriate Fumble Table .
  10) Critical : This indicates which
  critical
  table
  should be
  used
  for the particular weapon.
  THE ATTACK TABLES
  11) OB Mod : This is a modification to the offensive bonus
  when
  using
  this
  table
  for
  the
  specific
  weapon,
  to
  accurately represent more or less accurate weapons .
  12) Max
  Result:
  This
  is
  the maximum
  result
  for
  the
  weapon on this table . If the result higher than the max
  result, reduce
  it to the max result.
  13) Max Critical : This is the maximum critical severity for
  the weapon on this table .
  If the result
  is
  of a higher
  severity, reduce it to the max critical severity .
  14) Range Ingormation: This shows the range modifica-
  tions to OB when the weapon
  is either thrown or used
  as a missile weapon . If the weapon cannot use the attack
  table when thrown, there will be a dash here
  15) Concussion Damage : This is an example of an attack
  result that does only concussion damage .
  16) Critical Strike : This is an example of an attack result
  that delivers a critical strike (in addition to concussion
  damage) .
  Section 5 .0
  The
  Attack Tables
  1G
  15
  5.1 1
  THROWN WEAPON ATTACK TABLE
  Plate
  Chain
  R-Leather
  "'I"
  Animal
  Kalar
  Klnak
  Combat
  Hey
  Light
  Navy
  Light
  Heavy
  Light
  Heavy
  Light
  He-
  Light
  None
  Heavy
  Light
  Heavy
  Light
  Heaq
  Light
  011.)
  01M)
  (ull.)
  (1-0u)
  11oru
  0/tol
  "M
  wo
  l0
  P)
  10
  ono")
  (NO
  M)
  MO
  (W7
  Mr
  .,
  146-150
  8C
  1211
  15E
  18E
  16E
  22E
  10E
  18E
  12E
  1
  12E
  15E
  20E
  1711
  17E
  '1511
  15E
  1511
  15E
  148-150
  1q5-147
  813
  12C
  150
  16E
  16E
  21E
  10E
  ICE
  15E
  20E
  1611
  16E
  150
  15E
  1511
  15E
  10-5-147
  142-144
  SA
  12C
  14D
  17D
  D
  210
  10E
  17E
  14E
  18E
  16C
  1611
  1411
  14E
  140
  1411
  142-144
  13s-14i
  e
  116
  ,4c
  17c
  1511
  20 00
  ICI
  17E
  112E
  1
   E
  ',4E
  1
  19E
  1 5c
  ,sD
  ,4C
  ,4E
  .
  ,42
  I-D
  139-141
  736-138
  9
  1113
  f1C
  16C
  14C
  1911
  1011
  16E
  1
  :
  LIE
  14E
  i'16E
  15C
  1511
  13C
  13E
  1313
  130
  136-138
  133-135
  1
  11A
  1,6
  15G
  140
  1811
  l
  i
  911
  16E
  1011
  13E
  18E
  14B
  1411
  13C
  1311
  138
  12C133- 135
  130-132
  7
  10A
  138
  15C
  13C
  18C
  911
  1511
  1011
  130
  17E
  1413
  1411
  1213
  1211
  1213
  12C
  130-132
  127-129
  7
  10A
  12A
  148
  13C
  17C
  9C
  1511
  1011
  1211
  16E
  1313
  13C
  1213
  1211
  12A
  12C
  127-129
  124126
  7
  9
  12A
  148
  1213
  16C
  9C
  1411
  911
  1211
  1611
  12A
  12C
  11B
  1111
  11A
  11C
  124-126
  121-123
  7
  9
  11A
  13A
  1213
  15C
  fiC
  1aD
  9C
  1111
  1511
  12A
  12C
  1113
  11C
  11
  1113
  12~1 .123_-
  776-120
  6
  9
  11
  12A
  116
  14G
  60
  ,311
  8C
  11C
  150
  ,1A
  11C
  111
  10C
  10
  100-
  111-120
  n9-n7
  6
  6
  lo
  12A
  1OB
  t14B
  1C
  i3D
  fic
  .
  11c
  . ..
  ~
  taD
  ,1A'
  ',i6
  ,61
  tOC
  19
  101
  .
  115-117
  112-114
  6
  8
  10
  11A
  10A
  138
  BE
  12C
  BC
  .
  711[;
  I4D
  10A
  I96
  1 CA
  10C
  9
  913
  112-114
  109-111
  6
  B
  ~
  10
  11A
  9A
  128
  CD
  72C
  7B
  I cc
  {
  i30
  ,0A
  99
  10A
  98
  9
  9A
  109-111
  106-108
  6
  7
  9
  10
  9A
  11B
  76
  11C
  ~
  ,
  7A
  913
  ,3C
  1
  9A
  9A
  9A
  9B
  8
  B
  106-106'
  103-105
  5
  7
  9
  9
  8
  10A
  7A
  10C
  6
  9A
  12C
  8
  9
  BA
  BA
  8
  7
  103-105
  100-102
  5
  7
  8
  9
  6
  10A
  7A
  108
  6
  8A
  128
  8
  8
  SA
  8A
  8
  7
  100-102
  97-99
  5
  6
  8
  8
  7
  9A
  7A
  913
  6
  8
  118
  7
  7
  7A
  7A
  7
  1
  97-99
  9496
  5
  6
  7
  8
  7
  8A
  6A
  913
  5
  8
  10A
  7
  6
  7A
  7A
  7
  6
  9496
  91-93
  5
  5
  7
  7
  6
  7
  6
  88
  5
  7
  10
  6
  6
  6A
  6A
  6
  6
  91-93
  88-90
  4
  -
  7
  1
  6
  6
  6
  1A
  I
  7
  5
  5
  6
  6
  6
  _
  la- .
  85-87
  4
  5
  6
  6
  5
  6
  C
  7A
  4
  6
  ^
  0
  .
  . .
  5
  5
  6
  5
  5
  5
  85-87
  82-64
  4
  4
  6
  5
  5
  1
  5
  7A
  4
  6
  8
  4
  4
  5
  5
  a
  a
  62-fig_
  79-81
  4
  4
  5
  5
  4
  4
  5
  6A
  3 .
  .
  .
  5
  8
  4
  3
  5
  4
  4
  1- -
  7
  81
  76-78
  4
  1
  5
  a
  4
  3
  5
  6
  3
  5
  7
  a
  3
  5
  4
  4
  3
  76-78
  73-75
  3
  3
  4
  4
  3
  3
  5
  5
  2
  5
  7
  3
  2
  4
  3
  3
  3
  73-75
  70-72
  3
  3
  4
  3
  3
  2
  5
  5
  2
  -
  -
  2
  2
  4
  3
  3
  2
  70-72
  67-69
  3
  3
  3
  2
  2
  -
  4
  4
  -
  -
  -
  1
  -
  3
  2
  2
  1
  67-69
  6466
  3
  2
  3
  2
  4
  4
  -
  1
  3
  2
  2
  1
  6466
  61-63
  3
  2
  3
  1
  -
  -
  4
  3
  -
  -
  -
  1
  -
  2
  1
  1
  -
  61-67
  56-60
  2
  ,
  2
  ,
  -
  -
  .
  _
  _
  2
  ,
  1
  -
  58-60
  55-57
  2
  1
  Y
  -
  -
  -
  3
  _
  ..
  _
  _
  _
  _
  _
  .
  55-57
  52-51
  2
  ,
  3
  _
  _
  52-11
  49-51
  3
  49-51
  46-48
  2
  3
  46 .48
  43-45
  1
  3
  43-45
  4x42
  1
  40-42
  37-39
  1
  37-39
  3436
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1 0 -
  3436
  XX33
  1
  _/,
  _
  XX-33
  um 01-XX
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  I'
  ~F
  F
  F
  WAX 11M
  TYPICAL WEAPON DATA
  //-
  OEAPON V A
  Length
  :
  3
  6 feet
  Range Modifiers
  :
  t'
  50':
  +0
  ~~
  Pumble
  Cdti
  oR
  a
  Max
  82
  -
  -
  WeaWeapon
  Range
  Type
  Mod
  Rrauh
  Crib,
  .
  Weight:
  2 - 6 pounds
  51' - 100': -20
  bola
  01-07
  Knish
  +0
  150
  Fumble Range:
  01
  °"'
  - 07
  (XX=7)
  101' - 150': -40
  Boomerang
  01-04
  Kmsh
  -5
  150
  ~CriticalType:
  Dagger
  01
  Slash
  -20
  150
  E
  Grapple
  Dans
  01-05
  Puncture
  -10
  130
  E
  F- Weapon fumbled. roll on the appropriate Fumble/Failure Table.
  Hand-
  Javelin
  01-04
  01-04
  slash
  Puncture
  -5
  -20
  150
  150
  E
  E
  UM - Unmodified roll . Apply result with no modifications
  .
  La". t
  0106
  Grapple
  30
  120
  c
  Net (gladiator) t
  01-05
  Grapple
  25
  150
  D
  Net (fishing) t
  01-08
  Grapple
  -40
  125
  c
  spear
  01-05
  Ponctore
  .30
  110
  E
  Shuriken
  01-05
  Slash
  +0
  150
  E
  Tomahawk
  01-02
  Slash
  -10
  140
  E
  War Hammer
  01-04
  Kmsh
  35
  150
  E
  t - Delivers half of the indicated hits
  .
  Ra"g"'
  I-IV
  11-25'
  2G59
  51-IW
  101-150'
  OPTIONAL
  Bola
  +0
  +0
  +0
  .20
  -40
  Cat
  Plate
  chain
  RLeath
  .
  SL"t
  '.
  Kevlar
  Kineue
  Combat
  Boomerang
  " 0
  +0
  +0
  -20
  -30
  Type
  Armor
  Armor
  Armor
  Armor
  Animal
  Nona
  At. .,
  A t
  Armorr
  Dagger/Darts/Spear
  .10
  -20
  -30
  -
  -
  Krush
  1-5
  1-5
  1-5
  1-5
  1-5
  1-5
  1-5
  1-5
  1-5
  Handue
  J v ilea
  -IS
  " 0
  -30
  -20
  -45
  -20
  -40
  -
  Grapple
  6-10
  6-10
  6-10
  6-10
  6-10
  6-10
  6-10
  6-10
  6-10
  lasso
  +0
  -10
  -
  -
  -
  Net
  " 0
  -
  Shook, .
  "0
  "0
  20
  30
  -
  Roll 110 and look under the targePs armor.
  Tomahawk
  5
  IS
  30
  -
  32
  Co ss iodm to the left to see what type o f critical the targn takes
  .
  war Hammer
  20
  40
  .60
  
  5.1
  LIGHT ONE-HAND BLADED WEAPON ATTACK TABLE
  ght
  711)
  148-150,
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120'
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81'
  76-78'
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  XX-33
  UM o1-XX
  12
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  Critical Type :
  Slash
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  10E-
  13E
  10D
  13D
  10C
  13D
  10C
  12C
  120'
  H
  TYPICAL WEAPON DATA
  Length:
  1.5 - 2 feet
  Range
  MoWeight
  :
  2 - 4 pounds
  Fumble Range :
  01 - 02 °'" (XX=2)
  F - Weapon fumbled, roll on the appropriate
  Fumble/FailuUM
  - Unmodified roll . Apply result with no modifications .
  Roll d10 and look under the target's armor .
  Cross index to the left to see what type of critical the target takes
  .
  13C
  15D'
  12C
  15D
  12C
  14C
  11C
  14C
  10C
  13C
  10B
  12C
  9B
  128
  9A
  11B
  8A
  11B
  8A
  10A
  19D
  18D
  18D
  17D
  16D
  16D
  15C
  15C
  14C
  14C
  12B
  15D
  12B
  15C
  11B
  14C
  11A
  14C
  11A
  13C
  13C
  12C
  12C
  11C
  10B
  6E
  5E
  5D
  5D
  4D
  4D
  3C
  3C
  2C
  2C
  11B
  11B
  10B
  10B
  9A
  8A
  8A
  7A
  7
  148-150''
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114-
  109-111
  106-108 '-
  103-105
  100-102
  97-99
  94-96
  91-93
  88=90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57-
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  XX-33
  01-XX UM
  Max
  Critical
  E
  D
  D
  E
  D
  E
  D
  E
  E
  R-Leather
  eavy
  Light
  11/12)
  (9/10)
  S-Leather
  Heavy
  Light
  (7/8)
  (5/6)
  Animal
  Kevlar
  Kinetic
  Combat
  Heavy
  Light
  None
  Heavy
  Light
  Heavy
  Light
  Heavy
  L
  (4)
  (3)
  (1)
  (111/M
  (1/11)
  (VI)
  (VII)
  (IX/x)
  (
  11E
  - 17E
  16E -- 24E
  18E
  21E
  24E
  13E
  18E
  17E
  -21E
  11E-
  11E
  17E
  16E
  24E
  18E
  21E
  24E
  13D''
  17E
  16E
  21 E'
  11D
  11D
  16E-'
  16E
  23E
  17E
  20E
  23E
  12D
  17E
  16D
  20E
  11D
  10D
  16D
  15D
  22E
  17E
  20E
  23E
  12C
  16E
  16D
  20E
  11C
  10C
  15D
  15D
  22E
  16E
  19E
  22E
  11C
  16D
  15D
  19E
  10C
  10C
  15D
  15D
  21 D
  16D
  18E
  22E
  11C
  15D
  15C
  19D
  10C
  10C
  14C
  14D
  20D
  15D
  18D
  21E
  11B
  15D
  14C
  i8D
  10B
  9C
  14C
  14C
  20D
  14D
  17D
  20E
  11B
  14D
  14C
  17D
  9B
  9B
  13C
  14C
  19D
  14D
  17D
  20E
  10B
  14C
  13B
  17D
  9A
  9B
  13C
  13C
  i8D
  13D
  16D
  19D
  10B
  13C
  13B
  16D
  SA
  WEAPON DATA
  Fumble
  Critical
  OB
  Max
  difiers:
  Weapon
  Range
  Type
  Mod
  Result
  1' - 10' :-30
  Cutlass
  01-03
  Slash
  +5
  150
  Dagger
  01
  Puncture
  -5
  125
  Dirk
  01
  Puncture
  -5
  130
  re Table .
  Foil
  01-03
  Puncture
  +0
  140
  Main Gauche
  01-02
  Puncture
  -5
  135
  Rapier
  01-04
  Puncture
  -5
  150
  Sai
  01-02
  Puncture
  -10
  125
  Short Sword
  01-02
  Slash
  +0
  150
  Tomahawk
  01-04
  Slash
  +5
  150
  7A
  108
  10A
  12B
  6
  7A
  9B
  9A
  12B
  6
  6A
  9A
  9A
  11B
  6
  6
  8A
  9A
  10B
  5
  6
  8A
  8A
  10A
  5
  OPTIONAL CRITS
  Crit
  Type
  Plate
  Armor
  Chain
  Armor
  RLeath.
  Armor
  SLeath.
  Armor
  Animal
  None
  Kevlar
  Armor
  Kinetic
  Armor
  Combat
  Armor
  Krush
  1-5
  1-8
  1-2
  1
  1-2
  1-2
  1-6
  1-3
  1-7
  Puncture
  6
  9
  3-7
  2-6
  3-4
  3-4
  7
  4-7
  8
  Slash
  7-10
  10
  8-10
  7-10
  5-10
  5-10
  8-10
  8-10
  9-10
  
  Key:
  px=must parry 8 rounds;
  110-no parry for 5 rounds;
  150=stunned for 5 rounds
  ;
  8"=bleed 8 hits per round;
  (-5)--foe has -B, penalty;
  (+li)=attacker gets +l1 next round.
  7.1 SLASH CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Weak strike.
  Feeble strike fallsclear of target .
  Firm shot . Good recovery. Try again
  .
  Strike lands poorly.
  Your attack is weak .
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  Good form, but it disappoints.
  Hard strike with no edge . Foesteps clear
  Strike foe with more force than edge .
  An opening appearsand all you can to is
  Unbalance foe. You receive initiative next
  06-10
  before you sort it out.
  smack foe lightly.
  round.
  +1H
  +2H
  +3H
  +4H
  +5H
  Blade misses foe's face by inches.
  Foe steps quickly out of your reach
  . You
  Blow to foe's side yields the initiative to
  You forceyour opponent back. He keeps
  You push asidefoe's weapon and force
  11-15
  You receive initiative next round
  .
  receive initiative next round.
  you next round.
  you at bay with wild swings.
  him back.
  +1H
  +3H
  +6H
  +3H-x
  +4H-x
  Strike passes under foe's arm. It
  Blow to foe's side
  . Foe defends
  Your assault catches foe in side and
  You lean in and slash foe's side
  . You
  Strong blow to foe's ribs. Foe drops his
  16-20
  fails to bite deep
  . He recoils.
  energetically.
  forces him back 5 feet
  .
  receive initiative next round.
  guard and almost his weapon .
  +1 H -x
  +2H - (x-10)
  +4H - (x-20)
  +2H - (-10)
  00-(+10)
  Foe's evasion puts him out of an
  Foe is shaken by your blow to his
  You break foe's rib with a lightning
  Arm and chest strike. Foe cannot defend
  Foe avoids your main effort, but you nick
  aggressive posture
  .
  side. His defensive measures look
  strike to his chest. He recovers quickly .
  himself fora moment. You step around
  him on your recovery. Foe receives minor
  21-35
  clumsy .
  His shield side still faces you.
  his shielded side .
  side wound and stumbles back 10 feet .
  +2H-x-(+10)
  +2H-(x-20)
  +3H-0
  +3H-00
  +3H-6-(-10)
  Minor thigh wound . Cut foe with
  Strike foe in shin. If he doesn't have
  The blow does nothing more than open a
  Foe blocks your attack on his chest. You
  Blow to foe's upperleg. Leg armor helps
  the smallest of slashes.
  greaves, you slash open foe'sshin
  .
  wide cut in foe.
  slash foe's upperarea.
  block the blow.
  36-45
  with leg greaves: +2H- x
  with leggreaves
  : +5H
  6
  w/o leg greaves:+2H-4
  +2H-26
  +3H-26
  w/o leg greaves: +3H-34
  Blow to foe's back . Foe attempts to
  Foe twists oddly to avoid your attack.
  Blow to foe's back
  . Foe twists out of it
  Reach long and catch foe in his lower
  Strike to foe's stomach. He doubles over
  ward you off with a wild swing
  .
  Blow strikes foe's back
  .
  and you turn your weapon to magnify
  back. He twists out of it, but is
  in pain andyou pull your sword clean
  46-50
  thewound. Foe yells out
  .
  unbalanced.
  with one more sweep
  .
  +2H- (x-30)
  +4H - (x-30)
  +3H - 09- 4
  +3H - 00-26
  +4H - 0®- 34
  Blow to foe's chest. Foe stumbles
  Qualitystrike. Minorchest wound .
  If foe
  Blow lands solidly upon foe'schest.
  Heavy blow to upper torso
  . Wound falls
  Cut foe open with little grace. You are
  back and puts up a feeble guard.
  has armor, he only staggers
  .
  If not, the
  You get some slashing action, but not a
  open andfoe is in pain . His guard is still
  unsure of your success until you see all
  51-55
  wound is effective.
  mortal wound.
  up, amazingly enough .
  the blood coming out of hischest.
  with chest armor: +4H-x
  +2H-(x-25)-6
  w/o chest armor: +3H-2x-4-(-5)
  +4H-x-26-(-10)
  +5H-x-36-(-15)
  +6H-20-46-(-10)
  You recover from your initial swing
  Edge makes contact well enough
  . Minor
  Strike to side slips down onto foe's
  Tip of your bladegets a hit on foe's
  Thigh wound. Your blow cuts deep and
  56-60
  and bring edge across foe's thigh .
  thigh wound.
  thigh
  . The wound is effective .
  thigh. You twist your weapon.
  severs an importantvein.
  +3H-x-24
  +4H-2x-26
  +5H-fir-26
  +6H-20-26
  +8H-2'1,~F -54
  You feign high and strike low.
  Nick foe in his forearm. Wound bleeds
  Catch part of foe's forearm. You make a You are luckyto strike foe's forearm
  Foe tries to disarm you and pays with a
  61-65
  Slash foe in back of upper leg .
  surprisingly strongly.
  long slice in foe's arm.
  while recovering from a lunge
  .
  nasty cut to his forearm.
  +3H-24-(-10)
  +4H-0-26-(-10)
  +4H-0-34-(-10)
  +4H-2rrr- 34-( -10)
  +6H-2Cr-34-(-15)
  Foe blocks your attack with his
  Your strike misses torso and breaks
  Your swing falls short when foe leaps
  You knock foe outfor 6 hourswith a
  Block foe's weapon arm away and then
  shield arm
  . Shoulder is broken and
  foe's elbow. Foedropshis weapon and
  back . You shatter foe's knee
  . Foe is
  strike to side of head
  . If foe has no helm,
  severit
  . Foe drops immediately and
  66
  arm is useless.You have initiative .
  his weapon arm is useless.
  knocked down
  .
  you kill him instantly.
  expires in 12 rounds
  . Good shot!
  +9H-30-(+10)
  +8H-40-2®
  +6H-3®-(-90)
  +15H
  +12H-(+10)
  Strike lands close against foe's
  Your attempt to behead foe almost
  Slash foe's neck. Your weapon cuts neck You strike foe's shoulder and slash
  Slashtendons and crush the bones in
  67-70
  neck
  . Foe is horrified .
  works. Neck strike. Foe is not happy
  .
  garments (and armor) free .
  muscles.
  foe's shield arm shoulder. Arm is useless .
  +6H-30-®
  +7H-20-34-(-5)
  +BH-40-2®-(+10)
  +5H-30-(-20)-(+10)
  40-26
  Blow falls on lower leg. Slash
  Slash muscle in foe's calf. Foeis in too
  Slash muscle and tendons in foe'slower
  Slash muscle and sever tendons in foe's
  Slash foe's lowerleg and sever muscle
  tendons
  . Poor sucker
  .
  much pain to regain footing quickly .
  leg . Foe stumbles forward into you with
  lower leg . He can't stand much longer,
  and tendons
  . Foe will fall without
  71-75
  hisguard down.
  His guard is feeble .
  something to lean against .
  +4H- 20-26-(-30)
  +6H-3'.v-®-(-40)'
  +7H-2 0®-(-45)
  30-2®-(-50)
  +8H-6#-(-70)
  Foe goes low, but you still catch his
  Foe moves his shield armtoo slowly.
  You come in high and fast. Slash muscle
  Foe mistakenly brings his weapon arm
  Foe reaches out to block your blow
  . You
  upper arm. It's a bleeder.
  You gladly slash hisarm.
  and tendons in foe's shield arm . Foe's
  across your blade
  . Severtendons.
  severtwo fingersand break his shield
  76-80
  arm is useless
  .
  Foe's arm is limp and useless
  .
  arm making it useless.
  +5H-2'tr®-36-(-25)
  +6H-2,r®-34-(-30)
  +9H-6'J-46
  +1OH-40-2®
  +12H-309
  Foe steps rightinto your swing.
  Your edge bites half itswidth into foe
  .
  You follow your training well. You
  You plunge your weapon into foe's
  Sever opponent's hand
  . Sad
  . Foe is down
  You make a large wound .
  Open up aterrible wound . Blood goes
  extend on your slashing arc
  . Strike
  stomach. Major abdomenalwound . Foe
  and in shock for 12 rounds,then dies.
  81-85
  everywhere.
  lands againstfoe's side .
  is instantly pale from blood loss.
  +6H-50-64-(+20)
  +7H-20®-64
  +8H-200-44-(-20)
  +10H-40-2®-84-(-10)
  +5H-1200
  Foe turnsout and away from your
  Strike to back. Foe goes pronetrying to
  Blast to back breaks bone. Foe
  Your attempt to disarm foe is even more
  Meat chopping strike severs foe's leg .
  swing. You still catch his side.
  avoid your strike. He gets up facing the
  stumbles forward before fallingdown
  .
  effective
  . Sever opponent's hand
  . Foe is
  Foe drops and lapses in
  86-90
  wrong direction .
  He is having trouble standing.
  in shock for6 rounds and then dies.
  unconsciousness
  . Foe dies in 9 rounds .
  +8H-2',>®-26-(-10)
  -
  +1 OH -3~r®-34
  +9H-40®-(-10)
  +6H-6t'r®
  +15H-(+10)
  Blow to foe's head .If no helmet,
  Strike to foe's hip
  . The blow has little
  Chop thetop of foe'sthigh. Sever foe's
  Sever foe's weapon arm and bury your
  Sever foe's spine. Foecollapses,
  cut off foe'sear (all hearing ability is edge, but much impact
  . Your blow
  leg. Foe drops immediately anddies in 6
  sword into foe's side . Foe falls prone
  .
  paralyzed from the neck down
  91-95
  halved).
  staggers foe. His recovery is slow.
  rounds due to shock and blood loss .
  Foe is in shock for 12 rounds, then dies .
  permanently
  .
  with helmet
  : +3H- 2#®
  w/o helmet: +3H-30-®-36
  +7H-3Cr-®-(-20)-(+10)
  +20H
  +15H-90®
  +20H
  The tip of your weapon slashes
  Strike to foe's head breaks skull and
  You cleave shield and arm in half Foe
  Slash foe's side . Foe dies in 3 rounds
  Strike to foe's head destroys brain and
  foe's nose. Minor wound and a
  causes massive brain damage
  . Foe
  attempts to catch hisfalling arm. Foe is
  I
  due to internal organ damage . Foe is
  makes life difficult for the poor fool.
  96-99
  permanent scar .
  drops and dies in 6 rounds.
  in shock for 12 rounds then dies .
  down and unconscious immediately.
  Foe expires in a heap-immediately.
  +2H - 60 - 26 - (-30
  +20H
  +18H -12tJ®
  +20H
  -
  Strike severs carotid artery and
  Disembowel foe, killing him instantly.
  Strike up, in, and across foe's forehead
  .
  Impale foe in heart . Foe dies instantly
  .
  Very close! Strike to foe'sgroin area. All
  jugular vein, breaking foe's neck
  .
  25% chance your weapon is stuck in
  Destroy foe'seyes. Foe flips onto his
  Heart is destroyed
  . 25% chance your
  vital organs are destroyed immediately.
  100
  Foe dies in 6 rounds of agony.
  opponent for 1 round.
  back in pain .
  weapon is stuck in for 2 rounds.
  Foe dies after 24 rounds of agony
  .
  -
  -
  +5H-3009
  i
  +12H
  +10H-120Q
  
  5.Z HEAVY ONE-HAND BLADED WEAPON ATTACK TABLE
  Plate
  Chain
  R-Leather
  S-Leather
  Animal
  Kevlar
  Kinetic
  Combat
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Alone
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  (19/20)
  (17/18)
  (15/16)
  (13/14)
  (11/12)
  (9/10)
  (7/8)
  (5/6)
  (4)
  (3)
  (1)
  PH/M
  (1/11)
  (VI)
  (VII)
  (1X/X)
  (V111)
  148-150
  8D
  12E
  15E
  18E
  16E
  22E
  22E
  28E
  22E
  25E
  30E
  17E
  22E
  20E
  25E
  15E
  20E-
  148-150
  145-147
  8C
  12D
  -15D
  18E
  16E
  22E
  20E
  27E
  21E'
  24E
  29E
  j)
  17E
  22E'
  20E
  24E
  15E
  20E
  145-147
  142-144
  80
  12D
  15D
  '17D
  15D
  21E
  19E
  26E
  21E
  24E
  28E
  .
  I
  17D
  21E
  19D
  24E
  15D
  19E
  142-144
  139-141
  8B
  11C
  14D
  17D
  j 15D
  '20D
  J
  19E
  26E
  20E
  23E
  27E
  16D
  20E
  19D
  23E
  14D
  19E
  139-141
  136-138
  8B
  11C
  14C
  16D
  ! 14D
  19D
  18D
  25E
  19E
  22E
  26E
  !
  15C
  19E%
  18D'
  22E
  14C
  18D
  136-138
  133-135
  7A
  11B
  13C
  15C
  14C
  19D
  18D
  24E
  18E
  21E
  25E
  15C
  19D
  18D
  21E
  13C
  17D
  133-135
  130-132
  7A
  10B
  13B
  15C
  13C
  18D
  17D
  23D
  17D
  20E
  24E
  14C
  18D
  17C
  20D
  13C
  16D
  130-132
  127-129
  7A
  10B
  12B
  14C
  13C
  17D
  17C
  22D
  17D
  19D
  23E
  14C
  17D
  16C
  20D
  12B
  16D
  127-129
  124-126
  7A
  10B
  12B
  14C
  12C
  16C
  16C
  21D
  16D
  18D
  22E
  13C
  16D
  16C
  19D
  128
  15C
  124-126
  121-123
  7
  9A
  12A
  13B
  12C
  15C
  16C
  20D
  15D
  18D
  22E
  12B
  15D
  15C
  18D
  11B
  14C
  121-123
  118-120
  6
  9A
  11A
  13B
  11B
  15C
  15C
  19D
  14D
  17D
  20D
  :
  -126
  15C
  14C
  17D
  11B
  '14C
  116-120'
  115-117
  6
  8A
  11A
  12B
  11B
  14C
  15C
  19D
  14C
  16D
  (
  19D
  118
  14C
  14B
  17D
  10A
  13C
  115-117
  112-114
  6
  8A
  10A
  126
  10B
  13C
  14C
  18D
  13C
  15D
  19D
  ~
  11B
  13C
  13B
  16C
  10A
  13B
  112-114
  109-111
  6
  8A
  10A
  11A
  10B
  13C
  14B'
  17C
  12C
  14C
  18D
  11B
  13C
  13B
  15C
  10A
  12B
  109-111
  106-108
  6
  7
  9
  10A
  9A
  12B
  13B
  16C
  11C
  13C
  !
  17D
  10A
  12C
  12B
  14C L,
  9A
  11B
  106-108
  ~,
  103-105
  5
  7
  9
  10A
  9A
  11B
  13B
  15C
  10B
  13C
  16D
  9A
  11B
  11B
  13C
  9A
  10B
  103-105
  100-102
  5
  7
  9
  9A
  8A
  11B
  12B
  14C
  10B
  12B
  15C
  9A
  11B
  11A
  12B
  8
  10A
  100-102
  97-99
  5
  6
  8
  9
  8A
  10B
  12B
  13B
  9A
  118
  14C
  8A
  10B
  10A
  11B
  8
  9A
  97-99
  94-96
  5
  6
  8
  8
  7A
  9A
  11A
  12B
  8A
  10B
  12C
  8A
  9A
  9A
  10A
  7
  8
  94-96
  91-93
  5
  6
  7
  8
  7
  8A
  11A
  12B
  7
  9A
  12B
  7A
  8A
  9A
  10A
  7
  8
  91-93
  88-90'
  4
  5
  7
  7
  6
  " 8A
  10A
  11B
  6
  8
  11B
  7
  7A
  8A
  9A
  6
  7
  88-90
  85-87
  4
  5
  6
  6
  6
  7A
  10A
  10B
  6
  7
  10A
  6
  7
  8A
  8A
  6
  6
  85-87
  82-84
  4
  5
  J
  6
  6
  5
  6
  9
  9A
  5
  7
  9
  6
  6
  7A
  7A
  5
  6
  82-84
  79-81
  4
  4
  6
  5
  5
  5
  9
  8A
  4
  6
  I
  8
  5
  5
  6A
  6A
  5
  5
  79-81
  76-78
  4
  4
  5
  5
  5
  8
  7A
  3
  _
  _
  4
  4
  6A
  5A
  4
  4
  76-78
  73-75
  3
  3
  5
  4
  4
  4
  8
  6A
  -
  -
  -
  4
  2
  5
  3
  4
  2
  73-75
  70-72
  3
  3
  4
  4
  3
  3
  7
  6A
  -
  -
  -
  3
  2
  5
  3
  3
  2
  70-72
  67-69
  3
  3
  4
  3
  3
  2
  7
  5
  -
  -
  -
  3
  1
  4
  3
  3
  2
  67-69
  64-66
  3
  2
  3
  3
  2
  2
  6
  4
  -
  -
  -
  2
  1
  3
  2
  3
  1
  64-66
  61-63
  3
  2
  3
  2
  2
  -
  6
  -
  -
  -
  -
  1
  -
  1
  -
  2
  1
  61-63
  58-60
  2
  2
  3
  1
  -
  -
  5
  -
  1
  _
  1
  -
  i
  2
  1
  58-60
  55-57
  2
  1
  2
  1
  -
  _
  5
  _
  1
  _
  1
  _
  i
  1
  -
  55-57
  52-54
  1
  -
  -
  _
  _
  _
  -
  _
  -
  _
  52-54
  49-51
  -
  _
  _
  _
  _
  _
  -
  -
  -
  _
  49-51
  46-48
  46-48'
  43-45
  43-45
  40-42
  40-42
  37-39
  37-39
  34-36
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  34-36
  xx-33
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  xx-33
  UM 01-XX
  F
  F
  1
  F
  F
  F
  F
  )
  F
  F
  F
  F
  F
  F
  F
  4
  F
  F
  F
  F
  01-XX UM
  TYPICAL WEAPON DATA
  WEAPON DATA
  Fumble
  Critical
  OB
  Max
  Max
  Length :
  2 - 3.5 feet
  Range Modifiers:
  -
  Weapon
  Range
  Type
  Mod
  Result
  Critical
  Weight:
  3 - 5 pounds
  Fumble Range:
  01
  '>,t
  - 03
  (XX=3)
  Bastard Sword
  01-04
  Slash
  -5
  150
  E
  (used 1-handed)
  Critical Type :
  Slash
  Broadsword
  01-03
  Slash
  +0
  150
  E
  Falchion $
  01-05
  Slash
  +0
  150
  E
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table.
  UM - Unmodified roll . Apply result with no modifications.
  Katana $
  01-03
  Slash
  +5
  150
  E
  Long Sword
  01-04
  Slash
  +0
  150
  E
  Sabre
  01-03
  Slash
  +0
  150
  E
  Scimitar
  01-04
  Slash
  +0
  150
  E
  +:``S
  tsnrrrnXW71Hi
  $ - Delivers an extra 50% of the hits indicated .
  OPTIONAL CRITS
  ``-
  ---f`
  Crit
  Plate
  Chain
  RLeath.
  SLeath .
  Kevlar
  Kinetic
  Combat
  -'-`-~---~~
  Type
  Armor
  Armor
  Armor
  Armor
  Animal
  Alone
  Armor
  Armor
  Armor
  Krush
  1-5
  1-5
  1-4
  1-3
  1-2
  1
  1-6
  1-5
  1-7
  Puncture
  6-7
  6-8
  5-7
  4-6
  3-4
  2-3
  7-8
  6-8
  8-9
  Slash
  8-10
  9-10
  8-10
  7-10
  5-10
  4-10
  9-10
  9-10
  10
  )(4
  Roll d10 and look under the targets armor.
  Cross index to the left to see what type of critical the target takes .
  
  Key:
  Ox=must parry 5 rounds ;
  15(&=no parry for 5 rounds;
  fist=stunned for 8 rounds;
  B"=bleed 5 hits per round;
  (-l5)=foe has -f5 penalty;
  (+(5)=attacker gets +6 next round.
  7.l SLASH CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Weak strike.
  Feeble strike fallsclearof target .
  Firm shot . Good recovery.Try again
  .
  Strike lands poorly
  .
  Your attack is weak .
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  Good form, but it disappoints.
  Hard strike with no edge . Foestepsclear
  Strike foe with more forcethan edge
  .
  An opening appears and all you canto is
  Unbalance toe. You receive initiative next
  06-10
  before you sort it out.
  smack foe lightly.
  round.
  +1H
  +2H
  +3H
  +4 H
  +5H
  Blade misses foe's face by inches
  .
  Foe steps quicklyout of your reach
  . You
  Blow to foe'sside yields the initiative to
  You force your opponent back. He keeps
  You push aside foe's weapon and force
  11-15
  You receive initiative next round.
  receiveinitiative next round.
  you next round.
  you at bay with wild swings .
  him back.
  +1H
  1
  +3H
  +6H
  +3H-x
  +4H-x
  Strike passes underfoe's arm
  . It
  Blow to foe's side. Foe defends
  Your assault catches foe in side and
  You lean in and slash foe's side
  . You
  Strong blow to foe's ribs . Foe drops his
  16-20
  fails to bite deep. He recoils
  .
  energetically.
  forces him back 5 feet.
  receive initiative next round
  .
  guard and almost his weapon .
  +1H-x
  _
  +2H-(x-10)
  +4H-(x-20)
  +2H-(-10
  tv®-(+10)
  Foe's evasion puts him out of an
  Foe is shaken by your blow to his
  You breakfoe's rib with a lightning
  Armand chest strike . Foe cannot defend
  Foe avoids your main effort, but you nick
  aggressive posture.
  side . His defensive measures look
  strike to his chest. He recovers quickly
  .
  himself for a moment .You step around
  him on your recovery . Foe receives minor
  21-35
  clumsy.
  Hisshield side still faces you
  .
  his shielded side.
  side wound and stumbles back 10 feet
  .
  +2H - x -(+10)
  +2H-(x-20)
  +3H - 0
  +3H - 0®
  +3H - " - (-10)
  Minorthigh wound. Cut foewith
  Strike foe in shin . If he doesn't have
  The blow does nothing more than open a
  Foe blocks your attack on his chest
  . You
  Blow to foe's upper leg . Leg armor helps
  the smallest of slashes.
  greaves, you slash open foe's shin .
  wide cutin foe
  .
  slash foe's upper area
  .
  blockthe blow.
  36-45
  with leg greaves: +2H -x'
  with leg greaves: +5H
  "
  w/o leg greaves:+2H- "
  +2H-2"
  j
  _
  __+3H-2"
  w/o leg greaves:+3H-3 "
  Blow to foe's back. Foe attempts to
  Foe twists oddlyto avoid your attack .
  Blow to foe's back. Foetwists out of it
  Reach long and catch foe in his lower
  Strike~to foe's stomach . He doubles over
  ward you off with a wild swing.
  Blow strikes foe's back.
  and you turn your weapon to magnify
  back . He twists out of it, but is
  in pain and you pull your sword clean
  46-50
  the wound. Foe yells out.
  unbalanced .
  with one more sweep.
  +2H - (x-30)
  +4H-(x-30)
  +3H - 00- "
  +3H- Cr®- 2"
  +4H - 0®-3"
  Blow to foe's chest. Foe stumbles
  Quality strike
  . Minor chest wound. If foe
  Blow lands solidly upon foe's chest.
  Heavy blow to uppertorso. Wound falls
  Cut foe open with little grace
  . You are
  back and puts up a feeble guard.
  has armor, he only staggers
  . If not, the
  You get some slashing action, but not a
  open and foe is
  in pain
  . His guard is still
  unsure of your success until you see all
  51-55
  wound is effective
  .
  mortal wound .
  up, amazingly enough
  .
  the blood coming out of his chest.
  with chest armor: +4H-x
  _
  +2H-(x-25)-"
  ~
  w/o chest armor: +3H-2x-" -(-5)
  +4H-x-2" -(-10)
  _
  +5H-x3" -(-15)
  +6H2Cr-4 "-(-10)
  You recover from your initial swing
  Edge makes contactwell enough . Minor
  Strike to side slipsdown onto foe's
  Tip of your blade gets a hit on foe's
  Thigh wound. Your blow cuts deep and
  56-60
  and bring edge across toe's thigh .
  thigh wound .
  thigh . The wound is effective.
  thigh
  . You twist your weapon,
  severs an important vein
  .
  +3H-x-261
  +4H-2x-24
  +5H-0-2"
  +6H-20-2"
  +8H-20-5 "
  You feignhigh and strike low.
  Nick foe in his forearm
  . Wound bleeds
  Catch part of foe's forearm
  . You make a
  You are lucky to strike foe's forearm
  Foe tries to disarm you and pays with a
  61-65
  Slash foe in back of upper leg .
  surprisingly strongly
  .
  : long slice in foe's arm .
  while recovering from a lunge
  .
  nasty cutto his forearm
  .
  +3H-2" -(-10)
  __
  _ _
  ____
  +4H-0-2"-(-10)
  _
  _
  +4H-0-3" -(-10)
  +4H - 2
  3"-(-10)
  +6H-20
  3"-(-15)
  Foe blocks your attack with his
  Your strike misses torso and breaks
  Your swing falls shortwhen toe leaps
  You knock foe out for 6 hourswith a
  Block foe's weapon arm away and then
  shield arm
  . Shoulder is broken and
  foe's elbow. Foe drops his weapon and
  back. You shatter foe's knee . Foe is
  strike to side of head . If foe has no helm,
  I sever it
  . Foe drops immediatelyand
  66
  arm is useless. You have initiative .
  his weapon arm is useless.
  knocked down .
  you kill him instantly.
  I expires in 12 rounds . Good shot!
  +9H-3~0 -(+10)
  +8H-40-2®
  +6H-3®-(-90)
  +15H
  I
  +12H-(+10)
  Strike lands close against foe's
  Your attempt to behead foe almost
  Slash foe's neck. Your weapon cuts neck You strike foe's shoulder and slash
  Slash tendons and crush the bones in
  67-70
  neck
  . Foe is horrified .
  works. Neck strike. Foe is not happy
  .
  garments (and armor) free.
  muscles,
  foe's shield arm shoulder. Arm is useless.
  +6H-30-®
  +7H-20-3"-(-5)i
  +8H-40-2®-(+10)
  +5H-3'..z" -(-20)- (+10)
  40-2 "
  Blow falls on lower leg. Slash
  -Slash-muscle- in toe's calf
  . Foe is in too
  Slash muscle and tendons in foes lower
  Slash muscle and sever tendons in foe's
  Slash foe's lowerleg and sever muscle
  tendons . Poor sucker
  .
  much pain to regain footing quickly.
  leg. Foe stumbles forward into you with
  lower leg . He can't stand much longer .
  and tendons
  . Foe will fall without
  71-75
  hisguard down
  .
  His guard is feeble .
  something to lean against .
  +4H-20-2 " -(-30)
  +6H-30-®-(-40)
  +7H-20®-(-45)
  30-2®-(-50)
  +8H-6',$-(-70)
  Foe goes low, but you still catch his
  Foe moves his shield arm too slowly.
  You come in high and fast. Slash muscle
  Foe mistakenly brings his weapon arm
  _
  _
  _ ___
  Foe reaches out to block your blow .You
  upper arm. It's a bleeder.
  You gladly slash his arm
  .
  and tendons in foe's shield arm
  . Foe's
  j across your blade. Sever tendons .
  sever two fingers and break his shield
  76-80
  arm is useless
  .
  Foe's arm is limp and useless.
  arm making it useless .
  +5H-20®-3" -(-25)
  +6H-2t~®-3 "-(-30)
  +9H-60-44
  +1 OH-4',>-2®
  +12H-30(9
  Foe steps rightinto your swing.
  Your edge bites half itswidth into foe
  .
  You follow your training well . You
  You plunge your weapon into foe's
  Sever opponent's hand
  . Sad
  . Foe is down
  You make a large wound .
  Open up a terrible wound . Blood goes
  extend on your slashing arc
  . Strike
  stomach . Major abdomenal wound. Foe
  I and in shock for 12 rounds, then dies.
  81-85
  everywhere .
  lands againstfoe's side .
  is instantly pale from blood loss
  .
  _
  +6H-50-6 " -(+20)
  +7H-20®-6"
  _
  +8H-200-46 -(-20)
  _
  +10H-40
  2®-8 " -(-10)
  +5H-1200
  Foe turns out and away from your
  Strike to back . Foe goes pronetrying to
  Blast to back breaks bone . Foe
  Your attemptto disarm foe is even more
  Meat chopping strike severs foe's leg .
  swing. You still catch his side.
  avoid your strike . He gets up facing the
  stumbles forward before falling down .
  effective. Sever opponent's hand. Foe is
  Foe dropsand lapses in
  86-90
  wrong direction
  .
  He is having trouble standing.
  in shock for 6 rounds and then dies .
  unconsciousness
  . Foe dies in 9 rounds .
  +8H-20®-2" -(-10)
  -
  +10H-30®-3 "
  +9H-40~9-(-10)
  +6H-60®
  +15H-(+10)
  Blow to foe's head
  . If no helmet,
  Strike to foe's hip
  . The blow has little
  Chop the top of foe's thigh. Sever foe's
  Severfoe's weapon arm and bury your
  Sever foe's spine. Foe collapses,
  cut off foe'sear (all hearing ability is edge, but much impact
  . Your blow
  leg. Foe drops immediately and dies in 6
  sword into foe's side
  . Foe falls prone.
  paralyzed from the neck down
  91-95
  halved).
  staggers foe. His recovery is slow.
  rounds due to shock and blood loss
  .
  Foe is in shock for 12 rounds, then dies .
  permanently
  .
  with helmet
  : +3H- 20®
  1
  I
  -
  w/o helmet; +3H-30-®-3 "
  +7H-3'.7-®-(-20)-(+10)
  ~
  +20H
  +1 5H-9!a®
  ;
  +20H
  The tipof your weapon slashes
  Strike to foe's head breaks skull and
  You cleave shield and arm in half Foe
  Slash foe's side
  . Foe dies in 3 rounds
  Strike to foe's head destroys brain and
  foe's nose. Minor wound and a
  causes massive brain damage
  . Foe
  attempts to catch his falling arm. Foe is
  due to internal organ damage . Foe is
  makes life difficult for the poor fool .
  96-99
  permanent scar .
  drops and dies in 6 rounds.
  in shock for 12 rounds then dies
  .
  down and unconscious immediately.
  Foe expires in a heap-immediately.
  __
  +2H-6'0-2" -(-30)
  +20H
  +18H-120®
  +20
  Strike severs carotid artery and
  Disembowel foe, killing him instantly.
  Strike up, in, and across foe's forehead.
  Impale foe in heart
  . Foe dies instantly
  .
  Very close! Strike to foe's groin area . All
  jugularvein, breaking foe's neck.
  25% chance your weapon is stuck in
  Destroy foe's eyes . Foeflips onto his
  Heart is destroyed. 25% chance your
  vital organs are destroyed immediately.
  100
  Foe dies in 6 rounds of agony.
  opponent for 1 round.
  back in pain .
  weapon is stuck in for 2 rounds .
  Foe dies after24 rounds of agony.
  -
  -
  +5H - 300®
  +12H
  +10H -125~Fg
  
  5
  LIGHT ONE-HAND CRUSHING WEAPON ATTACK TABLE
  Plate
  Chain
  R-Leather
  S-Leather
  Animal
  Kevlar
  Kinetic
  Combat
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Atone
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  (19/20)
  (17/18)
  (15/16)
  (13/14)
  (11/12)
  (9/10)
  (7/8)
  (5/6)
  (4)
  (3)
  (1)
  (111/m
  (1/11)
  (VI)
  (v1D
  (n:/x)
  (Vn1)
  148-150
  8C
  12E-
  15E
  18E
  13E
  19E
  113E
  21E
  14E
  17E
  22E
  15E
  16E
  16E
  '17E
  15E
  16E
  148-150
  -
  145-147
  8C
  12D
  15D
  18E
  13E
  19E
  !
  13E
  21E
  14E
  17E
  22E
  15D
  16E
  16D
  17E
  15D
  16E
  145-147
  142-144
  88
  12C
  14C
  17D
  13D
  18D
  13D
  -20E
  13E
  16E -
  21E
  15C'
  15D
  16D
  16E
  14C
  15D
  142-144
  139-141
  88
  `11C
  14C
  16D
  12C
  17D
  12D
  19E
  13D
  16E
  20E
  `
  14C
  15D
  15D ''16D
  13C'
  14D
  139-141
  136-138
  8A,
  11B
  14B
  16D
  12C
  16D
  12D
  19D
  12D
  15D
  20E
  13C
  14D
  15C
  =15D
  13C
  14D
  136-138
  133-135
  7A
  11B
  13B
  15C
  11C
  16D
  12C
  18D
  12D
  15D
  19E
  13C
  14D
  14C
  15D
  13B
  13C
  133-135
  130-132
  7A
  10B
  13A
  15B
  11C
  15C
  12C
  17D
  11C
  14D
  18D
  128
  13C
  13C
  14C
  12B
  13B
  130-132
  127-129
  7
  10A
  12A
  14B
  10B
  15C
  11C
  17D
  11C
  13D
  17D
  12B
  13C
  13B
  14C
  12A
  12B
  127-129
  124-126
  7
  10A
  12A
  14B
  10B
  14C
  11C
  16D
  10C
  13C
  17D
  12B
  12C
  13B
  13C
  12A
  12B
  124-126
  121-123
  7
  9A
  11A
  13A
  10B
  13C
  11B
  15C
  10B
  12C
  16D
  11B
  11B
  12B
  12B
  11A
  11A
  121-123
  '118-120
  6
  5A
  11
  12A
  9B
  13B'
  10B
  '15C
  98
  12B
  15C
  11A
  11B
  12B
  126
  10A
  10A
  118-120
  115-117
  6
  8A
  10
  12A
  9A
  12B'~
  10B
  14C
  9A
  11B
  15C
  10A
  10A
  118
  11B
  10A
  10A
  115-117
  112-114
  6
  8
  10
  11'A
  8A
  11B
  )
  10B
  13B
  8A
  11B
  14C
  9
  9A
  10A
  10A
  9
  9A
  112-114
  109-111
  6
  8
  10
  11A
  8A
  11B
  )
  9A
  13B
  8A
  10A
  138
  9
  9A
  10A
  10A
  9
  9A
  109-111
  106-108'
  6
  7
  9-
  10
  7A--
  10A
  ,
  '
  9A
  12B
  7
  10A
  13B
  8-
  8-
  9A
  9A
  8
  8
  106-108
  103-105
  5
  7
  9
  9
  7
  9A
  9A
  11B
  7
  9
  12A
  8
  8
  9A
  9A
  8
  8
  103-105
  100-102
  5
  7
  8
  9
  7
  9A
  8A
  11B
  6
  9
  11A
  8
  7
  9A
  8A
  8
  7
  100-102
  97-99
  5
  6
  8
  8
  6
  8A
  8
  10A
  6
  8
  11
  7
  7
  8
  8
  7
  7
  97-99
  94-96
  5
  6
  7
  8
  6
  7A
  8
  9A
  5
  7
  10
  6
  6
  7
  7
  7
  6
  94-96
  91-93
  5
  6
  7
  7
  5
  7
  7
  9A
  5
  7
  9
  6
  6
  7
  7
  6
  6
  91-93
  88-90
  4
  5
  6
  6
  5
  6
  7
  8A
  4
  6
  9-
  5
  5
  6
  6
  5
  5
  88-90
  85-87
  4
  5
  6
  6
  5
  5
  7
  7A
  4
  6
  8
  5
  4
  6
  5
  5
  5
  85-87
  82-84
  4
  5
  6
  5
  4
  5
  7
  7
  -
  3
  _
  _
  ;
  5
  4
  6
  5
  5
  4
  82-84
  79 "81
  4
  4
  5
  5
  4
  4
  6
  '
  6
  3
  -
  -
  I I
  4
  3
  5
  4 ,
  4
  1
  ,
  79-81
  76-78
  4
  4
  -
  5
  4
  3
  3
  6
  5
  _
  _
  _
  3
  1
  ',
  4
  2
  4
  2
  76-78
  73-75
  3
  3
  4
  3
  3
  3
  6
  5
  -
  -
  -
  3
  1
  4
  2
  3
  1
  73-75
  70-72
  3
  3
  4
  3
  2
  2
  5
  4
  -
  -
  -
  2
  1
  3
  2
  3
  1
  70-72
  67-69
  3
  3
  3
  2
  2
  -
  5
  -
  -
  -
  -
  1
  -
  1
  -
  2
  1
  67-69
  64-66
  3
  2
  3
  2
  2
  -
  5
  -
  -
  -
  -
  1
  -
  1
  -
  2
  1
  64-66
  61-63
  3
  2
  3
  1
  -
  -
  4
  -
  -
  -
  -
  i
  -
  1
  -
  1
  -
  61-63
  58-60
  2
  2
  2
  -
  -
  _
  4
  -
  -
  -
  -
  1
  -
  1
  -
  1
  -
  58-60
  55-57
  2
  1
  2
  -
  -
  -
  4
  -
  _
  _
  _
  _
  _
  55-57
  52-54
  2
  1
  1
  -
  _
  _
  -
  52-54
  49-51--
  2
  1
  1
  _
  -
  49-51
  46-48
  ''
  2
  -
  _
  _
  _
  46-48
  43-45
  1
  -
  -
  -
  _
  -
  -
  -
  -
  43-45
  40-42
  1
  -
  -
  -
  -
  -
  -
  -
  -
  40-42
  37-39
  1
  -
  -
  -
  -
  -
  -
  -
  -
  37-39
  34-36
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  34-36
  XX-33
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  XX-33
  UM 01-XX
  F
  F
  I
  , F
  F
  F
  ,
  F
  i
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  01-XX UM
  TYPICAL WEAPON DATA
  WEAPON DATA
  Fumble
  Critical
  OB
  Max
  Max
  Length :
  3 - 5 feet
  Range Modifiers:
  -
  Weapon
  Range
  Type
  Mod
  Result
  Critical
  Weight:
  3 - 7 pounds
  Fumble Range:
  01
  u)Vt
  - 04
  (XX=4)
  Blackjack
  01
  Krush
  -10
  150
  C
  Cat of Nine Tails t
  01-07
  Krush
  +20
  140
  E
  Critical Type:
  Krush
  Club
  01-04
  Krush
  +0
  150
  E
  F- Weapon fumbled, roll on the appropriate Fumble/Failure Table.
  Fist (armored)
  01-02
  Krush
  -10
  135
  B
  UM - Unmodified roll . Apply result with no modifications .
  Jo Stick
  01-03
  Krush
  +5
  150
  E
  (used 1-handed)
  Nunchacku
  01-07
  Krush
  +20
  150
  E
  Tonfa
  01-04
  Krush
  +10
  150
  E
  Whip t
  01-06
  Krush
  +15
  135
  D
  OPTIONAL CRITS
  Crit
  Plate
  Chain
  RLeath.
  SLeath .
  Kevlar
  Kinetic Combat
  Type
  Armor
  Armor
  Armor
  Armor
  Animal
  None
  Armor
  Armor
  Armor
  Krush
  1-10
  1-10
  1-10
  1-10
  1-10
  1-10
  1-10
  1-10
  1-10
  i
  Roll d10 and look under the target's armor.
  1m
  Cross index to the left to see what type of critical the target takes.
  
  Key:
  Bx=must parry 8 rounds;
  s0-no parry for 6 rounds ;
  80-stunned for 8 rounds;
  8"-bleed 8 hits per round;
  (-8)-foe has-8 penalty;
  (+8)-attacker gets +6 next round .
  1 7
  7.3 KRUSH CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  01-05
  Not very impressive .
  Your grip fails you.
  Practice this one.
  Strike blunted by clothing .
  Destroy one of foe's silly decorations.
  +OH
  +OH
  +1H
  +2H
  +3H
  The strike lost something in the
  Thud
  .
  You should have swung much harder.
  Foe steps right, then left, and almost
  Blow is forceful, not hard. Foe is
  06-10
  translation
  .
  evades your blow.
  unbalanced . You have initiative
  .
  +OH
  +2H
  +3H
  +4H
  +6H
  Foe evades your much of your
  Foe evades frantically. You have the
  Really solid strike to foe'sshield side.
  Shot closeto foe'sthroat
  . He seeks to
  Foe raises an arm to block your strike.
  11-15
  swing
  . You have initiative
  .
  initiative next round.
  You have initiative.
  avoidyour next strike.
  He does himself harm. You profit
  .
  _
  +3H
  +3H
  +7H
  +5H - (x-10)
  +6H0 - (+5)
  Foe steps back 5 feet. He is out of
  Foe is concerned with his own
  Blow to foe's waist. He spinssideways.
  Glancing blow takes skin with )t
  . You
  Strong blow breaks foe's guard. He is
  16-20
  position.
  preservation . He steps back 5 feet .
  have initiative next round.
  unbalanced .
  +2H-x
  +4H - (x-10)
  +6H - (X-20)
  +5H - (-5)
  00-(+10) -
  Foe tries to duck underyour strike
  .
  Foe loses some resolvefrom your solid
  Disorient foe with a tricky shot. He is at
  Foe goes airborne to evade your strike.
  Solid shot breaks foe's ribs .You have
  21-35
  You knock him back
  .
  strike.
  a loss for words
  .
  He is stumbling back
  .
  initiative next round.
  _
  +3H -x - (+5)
  +4H - (x-20)
  +5H0
  +4H - CFO
  +6H - (-10)
  Bust foe'sshin
  . You have initiative
  .
  Blow to foe's left calf
  . You gain initiative.
  Catch foe in lower leg . Yougain
  Light swing to foe's leg . Foe's calf is
  Blow to upper leg . Minorfracture. You
  36-45
  initiative, whilefoe regains footing
  .
  bruised. You have the initiative.
  have initiative .
  with leg greaves : +9H
  with leg greaves: +9H-2x
  w/o leg greaves:+6H-(-5)
  w/o leg greaves:+6H-2(-20)
  +9H-2(-25)
  +10H-(-10)
  +12H-(-10)
  Foe steps underyour blow. You
  Solid blow to back. Foe seeks to avoid
  He leansto your shield side and you hit
  Catch foe in shoulder blade. Foe drops
  Glancing strike to lower back. Foe turns
  catch him in the back
  .
  this attack again. He has lost his way
  .
  him in the back. You have the initiative
  hisguardand reelsfrom your blow
  .
  away to avoid the damage. Foe uses his
  46-50
  for2 rounds.
  weapon for balance.
  __
  +4H - (x-25)
  _
  +6H-(x-25)
  +51-1-00
  +10H00
  +15H- 00
  Blow to foe'schest. Foe leans
  Foe recoils before your blow impacts
  .
  Hard strike to chest, armordoes not
  Blow to foe's ribs. It hurts him to raise
  Blow to chest
  . He seeks to regain his
  51-55
  sideways in pain .
  He steps back 5 feet to defend himself.
  help.
  his arms
  . Foe cannot lean over.
  wind and survive your onslaught.
  _
  +5H-(x-25)
  +6H-2x
  +5H0-(-10)
  +10H-(-15)
  +15H-20-(-15)
  Blow to foe'swaist sends a piece of
  Strike passes under shield arm and
  Strike grazes across left thigh and lands
  Miss foe'sarm and strike his thigh. He
  Blow to foe'sthigh causes his right legto
  56-60
  equipmentflying
  . Foe recoils.
  lands on foe'sthigh
  . Big bruise.
  on right
  .
  It lands solid.
  stumbles and drops something.
  falter for a moment .
  +5H-(x-25)
  _
  +6H-x-(-5)
  +6H-z-(-5)-(+10)
  +6H-tti'r-(-10
  +1OH-00-(-10)
  Strike to weapon forearm .
  Blow to foe's forearm .The strike is
  Catch foe in mid-swing and disarm him.
  Blow to forearm
  . Blow tears clothing,
  Strike foe'sweapon arm with atitanic
  61-65
  solid
  . The pain is certain .
  His weapon tumbles behind you.
  but not skin
  . Arm is bruised.
  blow . Foedrops his weapon and reels .
  with arm greaves
  : +8H -x
  w/o arm greaves: +5H - 0
  +9H- 0- (-10)
  +SH - 0
  +10H - 00 - (-10)
  +1 OH - 0-(-15)
  Shatter shoulder in foe'sshield
  Drive elbow backwards and break it.
  That does it for him. Your strike lands
  Masterful strike to foe's head . If he has
  Crush what was once foe's head ; he
  arm. Arm is quite useless. Foe
  Arm is useless
  . Foe drops weapon,
  on foe's knee. The knee bucklesand foe
  no helm, he is dead. If he has a helm, he
  dies instantly. If foe has ahelm, it is
  66
  drops shield, if he has one.
  leans way over, and yells out.
  goes down hard
  .
  i s knocked out far 4 hours.
  destroyed also. You are speckled
  with blood
  .
  +8H-200
  300
  +9H-300-(-90)
  +20H
  +15H-(+10)
  Solid strike to foe's chest. Knocks
  Bloom! Shot strikes foe's upper chest.
  Strike to chest causes a host of trouble .
  Blow to shoulder.
  Blow to foe'sshield arm. If foe has a
  67-70
  the breath out of foe.
  Foe stumbles.
  shield, it is broken.
  If not, arm is broken .
  with shoulder armor: +6H - 00
  +8H-30-®
  +10H-200-(-10)
  +10H-30-2® -(-10)
  w/o shoulder armor: 2,08-(-20)
  Shot takes foe in lowerleg. He fails
  Strike to foe's rightachilles tendon
  . On
  Strike twists foe's knee .
  Blow landswith a crack
  . Leg bone is
  Blow to foe'ship bonebreaks it. Help! Foe
  71-75
  to jump over it.
  that hurts ya know!
  broken . Majorcartilage damage
  .
  has fallen and cannot getup.
  _
  +5H-21.10-(-20)
  +10H-20-®-(-35)
  +1 OH -2sQ-(-40)
  +12H-200-(-50)
  +15H30-(-75)
  Blow to foe's shield arm destroys
  Blow to foe's shield arm breaks wrist
  .
  Blow to foe's weapon arm. A metal
  Blow breaks foe'sweapon arm.
  Slap foe's arm and elbowaround like
  shield
  . If no shield, arm is broken
  .
  Hand is useless
  . Foe drops shield.
  armguard is bent and the armis useless
  Sling foe's weapon to theright 5 feet.
  string . Joint is shattered. Arm is useless.
  76-80
  until until the armor is removed.
  Foe's arm is useless. Tendon damage .
  Foe should have stayed in bed.
  _
  +6H-0
  +9H-00 - (-50)+SH-#0
  +9H-200
  Blow to foe's side sends him
  Blow thunders as it connects
  . Foe's ribs
  Foeyellsout before the impact and is
  Blow lands on foe's side . He goes dawn
  Blow to foe'sarmpit . Crush ribs and
  81-85
  stumbling 5 feet to your right .
  crackle in response. It hurts.
  silenced by the blow. Ribs crack
  .
  hard. Victory is close.
  destroy organs .Foe dies in 3 rounds.
  +1 OH-200-(-20)
  +12H-2CQ-(-25)
  +12H-300-(-40)
  +15H-3'00-(+10)
  +30H
  Strike foe in lower back. Muscles
  Foe makes a mistake and pays . You
  Powerful blow sweeps foe onto his back
  .
  Blow to foe's neck
  . If foe has a throat
  Neck strike shatters bone and severs an
  and cartilege are damaged.
  send him prone with a fell strike .
  Bones break and muscles tear .
  protector, he is paralyzed from the neck
  artery . Foecannot breath . Foe is inactive
  86-90
  Tendons are smashed.
  down.
  If not, he dies in two rounds
  .
  and suffocates in 12 rounds .
  _
  +12H-3CQ-(-25)
  400-(-30)
  +20H60-(-50)
  +25H
  -
  Breakfoe's nose .
  Strike to foe's head . If he has no helm,
  Blow to thigh .Compound fracture
  Strike comes down on the shield
  Blast to foe's back. A bone is driven into
  he falls into a coma for 3 weeks.
  severs an artery . Foegoes down hard
  shoulder of foe
  . Arm shatters. Foe dies
  vital organs. Foe is down and dies in six
  91-95
  and dies in 12 rounds.
  from shockand blood loss in 9 rounds.
  rounds
  .
  with nose guard
  : +1 OH-20®
  w/o nose guard: +15H - 300
  +20H -120
  +9H
  -
  +25H
  Blow to foe's head.
  If foe has no
  Blast foe'schest. Send ribcage into
  Blow to foe'sabdomen.
  Strike destroys
  Crushfoe'schestcavity. He grips your
  Blow to foe's face . If visored, thevisor is
  helm, he is dead.
  If foe has a helm,
  heart
  . Foe drops and dies in 6 rounds .
  avariety of organs . Poor fool expires
  arm, looks into your eyes, then drops
  driven into his face and foe dies in 10
  96-99
  he is knocked down
  .
  after6 rounds of inactivity .
  and dies in 3 rounds.
  rounds. Without avisor, he dies
  instantly
  . You have half the round left.
  _
  +20H60
  (+20)
  -
  (+25)
  +30H -(+20)
  Crushfoe'sjaw. Drive bone through
  Blow snaps neck
  . Foe is paralyzed from
  Strike to forehead . Destroyfoe's eyes
  .
  Blast to foe's heart. It stops. He dies.
  Blow turns hip to dust . Foefallsdown.
  100
  brain. Foe dies instantly.
  the shoulders down
  .
  Send his helm flying . Foe is spun about.
  You consider yourself to be deadly.
  Attempts to stand. Fallsagain anddies in
  Fine work .Youare readyto slay.
  6 rounds
  .
  +50H-(+20)
  +25H-153Z~
  +30H-2400
  +25H
  +35H-20-6(-30)
  
  S .4 HEAVY ONE-HAND CRUSHING WEAPON ATTACK TABLE
  Plate
  plate
  Chain
  R-Leather
  S-Leather
  Animal
  Kevlar
  Kinetic
  Combat
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  None
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  (19/20)
  (17/18)
  (15/16)
  (13/14)
  (11/12)
  (9/10)
  (7/8)
  (5/6)
  (4)
  (3)
  (1)
  (111/m
  (WIT)
  (VI)
  (viI)
  (IX/X)
  Mil)
  148-150
  12E
  16E
  19E
  22E
  14E
  20E
  1
  15E
  23E
  !
  15E
  18E
  23E
  18E
  17E
  19E
  19E
  19E
  18E
  148-150
  145-147
  12E'
  16E
  19E
  22E
  14E
  20E
  15E
  23E
  15E
  18E
  22E
  18E
  17E
  19E
  19E
  19E 18E
  145-147
  142-144
  12D
  15D
  18E
  21E
  13D
  19E
  15E
  22E
  14E
  17E
  22E
  17D
  16E
  18D
  18E
  18D 17E
  142-144
  -
  '139-141'
  12C
  15D
  18D
  20D
  13D
  18D
  14D
  21E
  14E
  16E
  21E
  }
  16D
  16D
  °18D
  17E
  17D 17D
  139-141
  `
  136-138
  '11C
  15D
  17D
  20D
  113D
  18D
  14D
  21,E
  13D
  16E
  20E
  16D
  15D
  ''
  17D
  --16D
  - `17D 16D
  136-138'
  133-135
  11B
  14C
  17D
  19D
  12C
  17D
  13C
  20D
  12D
  15D
  19E
  15C
  14D
  17C
  16D
  16C 15D
  133-135
  130-132
  11B
  14C
  16C
  19D
  12C
  16D
  13C
  19D
  12D
  15D
  19E
  15C
  14D
  16C
  15D
  16C 15D
  130-132
  127-129
  10A
  13C
  16C
  18C
  11C
  16C
  13C
  18D
  11C
  14D
  18D
  14C
  13C
  15C
  14C
  15C 14C
  127-129
  124-126
  10A
  13B
  15C
  17C
  11C
  15C
  12C
  17D
  11C
  13C
  17D
  14B
  13C
  15C
  14C
  15B 14C
  124-126
  121-123
  10A
  12B
  15B
  17C
  10C
  14C
  12C
  17D
  10C
  13C
  16D
  13B
  12C
  14C
  13C
  14B 13C
  121-123
  118-120
  10
  12B
  14B
  16C
  108
  14C
  128
  16C
  10C
  12C
  16D
  , 13B
  12C
  14B
  13C
  14B
  130
  118-120
  115-117
  9
  12A
  148
  15E
  1013
  13C
  11B
  15C
  9B
  11C
  15C
  128
  118
  138
  12B
  13B
  128
  115-117
  112-114
  9
  11A
  13A'
  158
  1+B
  12C
  11B
  14C
  8B
  11B
  14C
  11B
  10B
  12B
  11B
  13A
  118
  112-114-
  109-111
  9
  11A
  13A
  14B
  38
  128
  10B
  14C
  86
  105
  13C
  11A
  10B
  12B
  11B
  12A
  118
  109-111
  106-108
  9
  10A
  12A
  14B
  8A
  118
  108
  13B
  '
  7A
  1013
  13B
  10A
  9A
  11A
  10B
  12A' 10A
  106-108
  103-105
  8
  10
  12
  13A
  8A
  108
  10A
  12B
  7A
  9A
  12B
  10A
  9
  11A
  9A
  11
  10A
  103-105
  100-102
  8
  9
  11
  12A
  7A
  10B
  9A
  11B
  6A
  8A
  11B
  9A
  8
  10A
  8A
  10
  9A
  100-102
  97-99
  8
  9
  11
  12A
  7A
  9B
  9A
  11B
  6
  8A
  10A
  9A
  8
  10A
  8A
  10
  9
  97-99
  94-96
  7
  9
  10
  11A
  7A
  8A
  9A
  10B
  5
  7A
  10A
  8
  8
  9A
  7A
  10
  8
  94-96
  91-93
  7
  8
  10
  10
  6
  8A
  8A
  9A
  4
  7
  9A
  8
  7
  8
  6
  9
  7
  91-93
  88-90
  9
  10
  i
  10
  6
  7A
  8
  8A
  i
  4
  6
  8
  7
  8
  6
  9
  7
  88-90
  85-87
  7
  7
  9
  9
  6A
  7
  BA
  3
  -
  -
  6
  6
  7
  5
  8
  6
  85-87
  82-84
  6
  7
  9
  9
  5
  6
  7
  7A
  3
  -
  6
  6
  5
  8
  6
  82-84
  79-81
  6
  6
  8
  8
  4
  5
  7
  6A
  -
  -
  I
  5
  5
  7
  3
  7
  4
  79-81
  76-7
  6
  6
  8
  7
  4
  4
  6
  5A
  _
  -
  _
  '
  5
  5
  6
  2
  3
  76-78
  73-75
  6
  6
  7
  7
  4
  4
  6
  5
  -
  -
  -
  5
  5
  5
  2
  6
  3
  73-75
  70-72
  5
  5
  7
  6
  3
  3
  6
  4
  -
  -
  -
  4
  4
  5
  2
  5
  3
  70-72
  67-69
  5
  5
  6
  5
  3
  2
  5
  -
  -
  -
  -
  3
  4
  4
  -
  5
  2
  67-69
  64-66
  5
  4
  6
  5
  2
  2
  5
  -
  -
  -
  -
  3
  3
  2
  -
  4
  2
  64-66
  61-63
  4
  4
  5
  4
  2
  -
  4
  -
  -
  -
  -
  2
  3
  2
  -
  4
  2
  61-63
  58-6
  4
  4
  -
  4
  -
  _
  -
  -
  1
  -
  3
  2
  58-60
  55-57'
  4
  3
  4
  3
  _
  -
  _
  -
  -
  1
  1
  1
  -
  3
  !1
  55-57
  52-54
  4
  2
  3
  2
  -
  -
  _
  1
  1
  -
  2
  1
  52-54
  -
  49-51
  3
  2
  3 -'
  2
  -
  _
  -
  -
  1
  -
  1
  49-51
  46-48
  !
  3
  2
  1
  3
  1
  _
  1
  1
  1
  -
  1
  -
  46-48
  43-45
  3
  11
  2
  -
  _
  -
  -
  _
  -
  -
  -
  43-45
  40-42
  3
  1
  2
  -
  -
  _
  _
  40-42
  37-39
  2
  -
  -
  -
  -
  -
  -
  37-39
  34-36
  2
  -
  -
  -
  -
  -
  -
  34-36
  xX-33
  -
  -
  -
  -
  -
  -
  -
  Xx-33
  UM 01-XX
  F
  F
  F
  F
  F
  F
  F
  -
  F
  F
  F
  F
  F
  F
  F/
  F
  F
  F
  01-XX UM
  TYPICAL WEAPON DATA
  WEAPON DATA
  Fumble
  Critical
  OB
  Max
  Max
  Length:
  2 - 3 feet
  Range Modifiers:
  -
  Weapon
  Range
  Type
  Mod
  Result
  Critical
  Weight:
  3.5 - 8 pounds
  Fumble Range:
  01
  um
  - 02
  (XX=2)
  Mace
  01-02
  Krush
  +0
  150
  E
  Morning Star
  01-08
  Krush
  +10
  150
  E
  Critical Type :
  Krush
  War Hammer
  01-04
  Krush
  -10
  150
  E
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  UM - Unmodified roll
  . Apply result with no modifications .
  co
  OPTIONAL CRITS
  c!S~
  Crit
  Plate
  Chain
  RLeath . SLeath.
  Kevlar
  Kinetic Combat
  Type
  Armor
  Armor
  Armor
  Armor
  Animal
  None
  Armor
  Armor
  Armor
  Krush
  1 - 10
  1 - 10
  1 - 10
  1 - 10
  1 - 10
  1-10
  1-10
  1-10
  1-10
  ' 1
  )( 8
  Roll d10 and
  Cross index to
  look under the target's
  the left to see what type
  armor.
  of critical the target takes .
  
  Key:
  Bx=must parry 8 rounds ;
  B0-no parry for 8 rounds;
  80-stunned for 8 rounds
  ;
  B6=bleed 8 hits per round;
  (-B)-foe has -f5 penalty;
  (+f3)=attacker gets +f5 next round.
  19
  M
  7.3 KMUSH CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Not very impressive .
  Your grip failsyou.
  Practice this one.
  Strike blunted by clothing .
  Destroy one of foe's silly decorations
  .
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  The strike lost something in the
  Thud .
  You should have swung much harder.
  Foe steps right, then left, and almost
  Blow is forceful, not hard. Foe is
  06-10
  translation .
  evades your blow.
  unbalanced . You have initiative
  .
  +OH
  +2H
  +3H
  +4H
  +6H
  Foe evades your much of your
  Foeevades frantically. You have the
  Really solid strike to foe'sshield side.
  Shot closeto foe'sthroat
  . He seeks to
  Foe raises an arm to block your strike.
  11-15
  swing. You have initiative .
  initiative next round.
  You have initiative.
  avoidyour next strike.
  He does himself harm
  . You profit .
  +3H
  +3H
  +7H
  +5H - (x-10)
  +6H- rwr- (+5)
  Foe steps back 5 feet
  . He is out of
  Foe is concernedwith his own
  Blow to foe'swaist. He spins sideways.
  Glancing blow takes skin with it
  . You
  Strong blow breaks toe's guard
  . He is
  16-20
  position .
  preservation
  . He steps back 5 feet,
  have initiative next round.
  unbalanced .
  +2H -x
  +4H - (x-10)
  +6H- (x-20)
  +5H- (-5)
  0,0-(+10)
  Foetries to duck underyour strike
  .
  Foe loses some resolvefrom your solid
  Disorient foe with a tricky shot. He is at
  Foe goes airborne to evade your strike .
  Solid shot breaks foe's ribs
  . You have
  21-35
  You knock him back.
  strike.
  a loss for words.
  He is stumbling back
  .
  initiative next round.
  _
  +3H-x - (+5)
  +4H - (x-20)
  +5H-0
  +4H00
  +6H - (-10)
  Bust toe's shin
  . You have initiative
  .
  Blow to foe's left calf
  . You gain initiative.
  Catch foe in lower leg . You gain
  Light swing to foe's leg . Foe's calf is
  Blow to upper leg . Minorfracture. You
  initiative, while foe regains footing.
  bruised. You have the initiative.
  have initiative
  .
  36-45
  with leg greaves : +9H
  with leg greaves: +9H-2x
  __
  w/o leg greaves:+6H-(-5)
  w/o leg greaves:+6H-2(-20)
  +9H-2(-25
  +1 OH-(-10)
  +12H-(-10)
  Foe steps underyour blow. You
  Solid blow to back
  . Foe seeks to avoid
  He leans to your shield side and you hit
  Catch foe in shoulder blade. Foe drops
  Glancing strike to lower back
  . Foe turns
  catch him in the back .
  this attack again. He has lost his way
  .
  him in the back. You have the initiative
  his guard and reelsfrom your blow
  .
  away to avoid the damage
  . Foe uses his
  46-50
  for2 rounds
  .
  weapon for balance.
  +4H - (x-25)
  +6H -(x-25)
  +5H- 00
  +10H - ~09
  +15H - 00
  Blow to foe'schest. Foe leans
  Foe recoils before your blow impacts
  .
  Hard strike to chest, armordoes not
  Blow to foe's ribs. It hurts him to raise
  Blow to chest
  . He seeks to regain his
  51-55
  sideways in pain.
  He steps back 5 feet to defend himself.
  help.
  hisarms
  . Foe cannot lean over.
  wind and surviveyour onslaught.
  +5H-(x-25)
  +6H-2x
  +5H-0-(-10)
  +10H-(-15)
  +15H-20-(-15)
  Blow to foe's waist sends a piece of
  Strike passes under shield arm and
  Strike grazes across left thigh and lands
  Miss foe's arm and strike his thigh. He
  Blow to foe'sthigh causes his right leg to
  56-60
  equipment flying . Foe recoils
  .
  lands on toe's thigh
  . Big bruise.
  on right
  . It lands solid
  .
  stumbles and drops something.
  falter for a moment .
  __
  +5H-(x-25)
  +6H-x-(-5)
  +6H-x-(-5)-(+10)
  +6H-0-(-10)
  +10H00-(-10)
  Strike to weapon forearm.
  Blow to foe's forearm .The strike is
  Catch foe in mid-swingand disarm him.
  Blow to forearm . Blow tears clothing,
  Strike foe's weapon arm with a titanic
  61-65
  solid
  . The pain is certain.
  His weapon tumbles behind you.
  but not skin
  . Arm is bruised .
  blow . Foedrops his weapon and reels.
  with arm greaves: +8H-x
  w/o arm greaves : +5H - fit
  +9H-0- (-10)
  +8H - 0
  +10H - Q9 - (-10)
  +10H - 0- (-15)
  Shatter shoulder in foe's shield
  Drive elbowbackwards and break it.
  That does it for him. Your strike lands
  Masterful strike to foe's head. If he has
  Crush what was once foe's head ; he
  arm
  . Arm is quite useless
  . Foe
  Arm is useless. Foedrops weapon,
  on foe'sknee. The knee buckles and foe
  no helm, he is dead.
  If he has a helm, he
  dies instantly. If foe has a helm, it is
  66
  drops shield,
  if he has one.
  leans way over, and yells out
  .
  goes down hard
  .
  is knocked out for4 hours
  .
  destroyed also
  . You are speckled
  with blood.
  +8H-2,00
  3!0
  +9H-309-(-90)
  +20H
  +15H-(+10)
  Solid strike to foe's chest. Knocks
  Bloom! Shot strikes foe's upper chest
  .
  Strike to chest causes a host of trouble.
  Blow to shoulder.
  Blow to foe's shield arm. If foe hasa
  the breath out of foe.
  Foe stumbles
  .
  shield, it is broken.
  If not, arm is broken .
  67-70
  with shoulder armor: +6H- 0®
  +8H-3'0-®
  +10H-200-(-10)
  +10H- 30-20 -(-10)
  w/o shoulderarmor:20®-(-20)
  Shot takes foe in lower leg
  . He fails
  Strike to foe's right achilles tendon . Oh
  Strike twists foe's knee.
  Blow lands with a crack. Leg bone is
  Blow to foe's hip bonebreaks it . Help! Foe
  71-75
  to jump over h
  .
  that hurts ya know!
  broken
  . Majorcartilage damage
  .
  has fallen and cannot get up.
  +5H-21,10 -(-20)
  +1 OH-20-®-(-35)
  +1OH-200-(-40)
  +12H-20~3-(-50)
  +15H-3~-(-75)
  Blow to foe's shield arm destroys
  Blow to foe's shield arm breaks wrist .
  Blow to
  foe's weapon arm. A metal
  Blow breaks foe's weapon arm.
  Slap foe's armand elbow around like
  shield . If no shield, arm is broken .
  Hand is useless. Foe drops shield.
  armguard is bent and the arm is useless
  Sling foe's weapon to the right 5 feet .
  string
  . Joint is shattered . Arm is useless
  .
  76-80
  until untilthe armor is removed
  .
  Foe's arm is useless . Tendon damage
  .
  Foe should have stayed in bed.
  _
  +6H-?:;f
  +9H-4®
  - (-50)
  +8H-
  +9H-200
  Blow to foe's side sends him
  Blow thunders as it connects . Foe's ribs
  Foe yells out before the impact and is
  Blow lands on toe's side
  . He goes dawn
  Blow to foe's armpit. Crush ribs and
  81-85
  stumbling 5feet to your right.
  crackle in response. It hurts.
  silenced by the blow . Ribs crack,
  hard . Victory is close
  .
  destroy organs. Foe dies in 3 rounds.
  +1 OH-200-(-20)
  +12H-200-(-25)
  +12H-3t0-(-40)
  +15H-3!~10 -(+10)
  +30H
  Strike foe in lower back. Muscles
  Foe makes a mistake and pays. You
  Powerful blow sweeps foeonto his back .
  Blow to toe's neck
  . If foe has a throat
  Neck strike shatters bone and severs an
  and cartilege are damaged.
  send him prone with afell strike .
  Bones breakand muscles tear.
  protector, he is paralyzed from the neck
  artery
  . Foe cannot breath . Foe is inactive
  86-90
  Tendons aresmashed
  .
  down. If not, he dies in two rounds.
  and suffocates in 12 rounds .
  +12H-3 ~aO -(-25)
  4,r®-(-30)
  +20H60-(-50)
  +25H
  -
  Break foe's nose.
  Strike to foe's head. If he has no helm,
  Blow to thigh . Compound fracture
  Strike comesdown on the shield
  Blast to toe's back
  . A bone is driven into
  he falls into a coma for 3weeks.
  severs an artery. Foe goes down hard
  shoulder of foe. Arm shatters. Foe dies
  vital organs
  . Foe is down and dies in six
  91-95
  and dies in 12 rounds
  .
  from shockand blood loss in 9 rounds
  .
  rounds
  .
  with nose guard: +10H - 21:N&
  w/o nose guard
  : +15H-304~
  +20H -120
  +9H
  -
  +25H
  Blow to foe's head . If foehas no
  Blast foe's chest. Send ribcage into
  Blow to foe's abdomen
  .
  Strike destroys
  Crush toe'schest cavity
  . He gripsyour
  Blow to foe's face .
  It visored, the visor is
  helm, he is dead
  . If foe has a helm,
  heart
  . Foedrops and dies in 6 rounds.
  a variety of organs. Poor tool expires
  arm, looks into your eyes, then drops
  driven into his face and foe dies in 10
  96-99
  he is knocked down
  .
  after 6 rounds of inactivity.
  and dies in 3 rounds.
  rounds
  . Without a visor, he dies
  instantly. You have half the round left,
  +20H - 6:,
  (+20)
  -
  Crush foe's jaw. Drive bone through
  Blow snaps neck. Foe is paralyzed from
  Strike to forehead
  . Destroy foe's eyes.
  Blast to foe's heart
  .
  It stops. He dies
  .
  Blow turns hipto dust. Foe falls down
  .
  brain
  . Foedies instantly .
  the shoulders down.
  Send his helm flying
  . Foe is spun about
  .
  You consider yourself to be deadly.
  Attempts to stand. Falls again and dies in
  100
  Fine work. You are ready to slay
  .
  6 rounds.
  +50H-(+20)
  +25H-150
  +30H-240®
  +25H
  +35H-20-6(-30)
  
  `J. .5 TWO-HAND EDGED WEAPON ATTACK TABLE
  Plate
  Chain
  R-Leather
  S-Leather
  Animal
  Kevlar
  Kinetic
  Combat
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  None
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  (19/20)
  (17/18)
  (15/16)
  (13/14)
  (11/12)
  (9/10)
  (7/8)
  (5/6)
  (4)
  (3)
  (1)
  (III/m
  MID
  (W)
  (VII)
  (DVX)
  (VIII)
  148-150
  18E
  22E
  1 30E
  33E
  34E
  40E-
  38E
  46E
  40E
  43E
  48E
  31E
  40E
  34E
  43E
  27E
  36E
  148-150
  145-147
  18E
  22E
  29E
  32E
  33E
  38E
  37E
  45E-
  38E
  41E
  46E
  30E
  38E
  33E
  41E
  57E
  35E
  145-147
  142-144
  17E
  21E
  28E
  31E
  32E
  37E
  36E
  43E
  37E
  40E
  44E
  29E
  37E
  32E
  4VE
  26E
  34E
  142-144
  139-141
  17D
  20E
  27E
  30E
  31E
  35E
  35E
  42E
  35E
  38E
  43E
  27E
  35E
  ! 31E
  38E
  25E
  32E-
  139-141
  136-138
  17D
  19D
  27D
  29D
  29E
  34E
  34E
  40E
  33E
  36E
  41E
  26D
  33E
  29D
  36E
  24D
  31
  136-138
  133-135
  16C
  19D
  26D
  28D
  28D
  32E
  33E
  39E
  32E
  35E
  39E
  25D
  32E
  29D
  35E
  23D
  30D
  133-135
  130-132
  16C
  18D
  25D
  26D
  27D
  31D
  31D
  37E
  30E
  33E
  38E
  24D
  30D
  28D
  33E
  22D
  28D
  130-132
  127-129
  15C
  17C
  24D
  25D
  26D
  29D
  30D
  36E
  28E
  31E
  36E
  23C
  28D
  26D
  32E
  21C
  26D
  127-129
  124-126
  15B
  17C
  23C
  24D
  25D
  28D
  29D
  34D
  26D
  30D
  34E
  22C
  27D
  25C
  30D
  20C
  25D
  124-126
  121-123
  14A
  16C
  22C
  23C
  23D
  26D
  28D
  33D
  25D
  28D
  32E
  21C
  25D
  24C
  29D
  19C
  24C
  121-123
  118-120
  14A
  15C
  21C
  22C
  22C
  25D
  27D
  31D
  23D
  26D
  31D
  {
  20C
  24D
  230
  27D
  180
  22C
  118-120
  115-117
  13A
  151
  20C
  21C
  21C
  23D
  26C
  30D
  21D
  - 25D
  29D
  19C
  22D
  22C
  25D
  18B
  21C
  115-117
  112-114
  13
  14B
  19B
  20C
  20C
  22C
  25C
  28D
  20D,
  23D
  27D
  18B
  21C
  21C
  24D
  17B
  20C
  112-114
  109-111
  12
  13A
  18B
  19C
  19C
  20C
  24C
  27D
  18D
  '21D
  26D
  16B
  19C
  20B
  22D
  16BI
  18C
  109-111
  106-106
  12
  13A
  18A
  17B
  118C
  19C
  22C
  25D
  16C
  20C
  24D
  168
  17C
  196
  20C
  15A
  16B
  106-108
  103-105
  11
  12A
  11A
  16B
  16B
  17C
  21C
  24C
  15C
  18C
  22D
  14B
  16C
  18B
  19C
  14A
  15B
  103-105
  100-102
  11
  11A
  16A
  15B
  15B
  16C
  20C
  22C
  13C
  16C
  20D
  13B
  14C
  16B
  17C
  13A
  14B
  100-102
  97-99
  11
  10
  15
  14A
  14B
  14C
  19C
  21C
  11C
  15C
  19C
  11A
  12C
  15B
  16C
  12
  12B
  97-99
  94-96
  10
  10
  14
  13A
  13B
  13C
  18B
  19C
  10C
  13C
  17C
  11A
  11C
  14B
  14C
  11
  11B
  94-96
  91-93
  10
  9
  13
  12A
  12A
  11B
  17B
  18C
  8B
  11B
  15C
  10A
  9B
  13B
  13B
  10
  10A
  91-93
  88-90
  9
  8
  12
  11
  10A
  10B
  16B
  16B
  68
  10A
  14C
  9A
  8E
  12A
  11B
  9
  $A
  68-90
  85-87
  9
  8-
  11
  10
  9A
  8B
  15B
  15B
  5A
  8A
  12B
  8A
  6A
  11A
  10A
  9
  7
  65-87
  82-84
  8
  7
  10
  9
  8
  7A
  13A
  13B
  -
  10A
  7
  3
  10A
  6A
  8
  4
  82-84
  79-81
  8
  9
  7
  7
  5A
  12A
  12B
  -
  5
  2
  9A
  6A
  6
  3
  79-81
  76-78
  7
  6
  6
  6
  4A
  11A
  10A
  -
  _
  -
  5
  2
  0
  5
  6
  3
  76-78
  73-75
  7
  5
  8
  5
  4
  -
  10
  9A
  -
  -
  -
  2
  -
  7
  4
  5
  2
  73-75
  70-72
  6
  4
  7
  4
  3
  -
  9
  7A
  -
  -
  -
  2
  -
  5
  3
  4
  1
  70-72
  67-69
  6
  4
  6
  3
  -
  -
  8
  6A
  -
  -
  -
  2
  -
  5
  3
  3
  1
  67-69
  64-66
  5
  3
  5
  2
  -
  -
  7
  -
  -
  -
  -
  1
  -
  1
  -
  2
  1
  64-66
  61-63
  5
  2
  4
  -
  -
  -
  6
  -
  -
  -
  -
  1
  -
  1
  -
  1
  -
  61-63
  58-60
  5
  -
  3-
  _
  _
  _
  -
  -
  _
  _
  _
  -
  -
  -
  _
  58-60
  55-57
  4
  -
  2
  --
  _
  -
  _
  55-57
  52-54
  4
  -
  _
  -
  _
  _
  52-54
  49-51
  3
  -
  -
  _
  -
  -
  _
  _
  49-51
  46-48
  3
  _
  -
  -
  -
  _
  _
  -
  46-48
  43-45
  2
  -
  -
  _
  -
  -
  -
  -
  -
  43-45
  40-42
  2
  -
  -
  _
  -
  -
  -
  -
  -
  40-42
  37-39
  -
  -
  -
  -
  -
  -
  -
  -
  -
  37-39
  34-36
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  34-36
  xx-33
  -
  -
  -
  -
  -
  -
  -
  -
  -
  xx-33
  UM 01-Xx
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  ,,
  F
  F
  F
  F
  F
  01-XX UM
  TYPICAL WEAPON DATA
  WEAPON DATA
  Fumble
  Critical
  OB
  Max
  Max
  length :
  3 .5 - 6 .5 feet
  Range Modifiers :
  -
  Weapon
  Range
  Type
  Mod
  Result
  Critical
  Weight :
  5 - 12 pounds
  Fumble Range :
  01
  um
  - 05
  (XX=5)
  Bastard Sword
  01-05
  Slash
  -5
  140
  E
  (used 2-Handed)
  Critical Type :
  Slash
  Battle Axe
  01-05
  Slash
  +0
  150
  E
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  Claymore
  01-04
  Slash
  -5
  150
  E
  UM - Unmodified roll . Apply result with no modifications .
  Lance
  01-07
  Puncture
  -5
  150
  E
  (used while mounted)
  No-Dachi
  01-05
  Slash
  +5
  150
  E
  Two-Handed Axe
  01-04
  Slash
  +10
  120
  E
  Two-Handed Sword
  01-05
  Slash
  +0
  150
  E
  Woodsman Axe
  01-04
  Slash
  +I5
  120
  D
  OPTIONAL CRITS
  Crit
  Plate
  Chain
  RLeath.
  SLeath.
  Kevlar
  Kinetic
  Combat
  Type
  Armor
  Armor
  Armor
  Armor
  Animal
  None
  Armor
  Armor
  Armor
  Krush
  1 - 7
  1 - 6
  1-3
  1 - 2
  1
  1
  1-8
  1-4
  1-9
  Slash
  8-10
  7-10
  4-10
  3-10
  2-10
  2-10
  9-10
  5-10
  10
  20
  Roll d10 and look under the target's armor.
  Cross index to the left to see what type of critical the target takes .
  
  Key:
  BX=must parry B rounds;
  B0-no parry for 5 rounds ;
  B0-stunned for B rounds;
  BI-bleed B hits per round;
  (-B)--foe has -B penalty-,
  (+B)-attacker gets +l3 next round
  .
  2 1
  7.l SLASH CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Weak strike .
  Feeble strike falls clear of target.
  Firm shot
  . Good recovery
  . Tryagain.
  Strike lands poorly.
  Your attack is weak
  .
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  Good form, but it disappoints.
  Hard strike with no edge
  . Foe steps clear
  Strike foe with more forcethan edge
  .
  An opening appears and all you can to is
  Unbalance foe. You receive initiative next
  06-10
  before you sort it out
  .
  smack foe lightly.
  round
  .
  +1H
  +2H
  +3H
  +4H
  +5H
  Blade misses foe's face by inches .
  Foe steps quicklyout of your reach
  . You
  Blow to foe'sside yields the initiative to
  You force your opponent back. He keeps You push aside foe's weapon and force
  11-15
  You receive initiative next round.
  receiveinitiative next round.
  you next round.
  you at bay with wild swings.
  him back.
  +1H
  +3H
  +6H
  +3H-x
  +4H-x
  Strike passes under foe's arm. It
  Blow to foe's side. Foe defends
  Your assault catchesfoe in side and
  You lean in and slash foe's side
  . You
  Strong blow to foe's ribs. Foe drops his
  16-20
  failsto bite deep
  . He recoils .
  energetically.
  forces him back 5 feet.
  receive initiative next round.
  guard and almost his weapon .
  +1 H - x
  +2H - (x-10)
  +4H - (X-20)
  +2H - (-10)
  0,(9-(+10)
  Foe'sevasion puts him out of an
  Foe is shaken by your blow to his
  You break foe's rib with a lightning
  Arm and chest strike. Foe cannot defend
  Foe avoids your main effort, but you nick
  aggressive posture
  .
  side
  . His defensive measures look
  strike to his chest. He recovers quickly.
  himselffor a moment. You step around
  him on your recovery. Foe receives minor
  21-35
  clumsy
  .
  His shield side still facesyou.
  his shielded side .
  side wound and stumbles back 10 feet.
  +2H -x - (+10)
  +2H - (x-20)
  +31-1-0
  +3H - 00
  +3H-" - (-10)
  Minor thighwound. Cut foe with
  Strike foe in shin
  . If he doesn't have
  The blow does nothing more than open a
  Foe blocks your attack on his chest. You
  Blow to foe's upperleg. Leg armor helps
  the smallest of slashes
  .
  greaves, you slash open foe's shin .
  wide cut in foe.
  slash foe's upperarea.
  blockthe blow
  .
  36-45
  with leggreaves
  : +2H-x
  with leg greaves: +5H
  "
  w/o leg greaves:+2H- "
  +2H-2"
  +3H-2"
  w/o leg greaves:+3H-3"
  Blow to foe's back. Foe attempts to
  Foe twists oddlyto avoidyour attack .
  Blow to foe's back. Foetwists out of it
  Reach long and catch foe in his lower
  Strike to foe's stomach
  . He doubles over
  ward you off with awild swing.
  Blow strikes foe's back.
  and you turn your weapon to magnify
  back . He twists out of it, but is
  in pain and you pull your sword clean
  46-50
  the wound . Foe yellsout.
  unbalanced
  .
  with one more sweep.
  +2H-(x-30)
  +4H-(X-30)
  +3H- ;0®- "
  +3H-00-2"
  +4H-
  -3"
  Blow to foe's chest. Foe stumbles
  Quality strike . Minor chest wound. If foe
  Blow lands solidly upon foe's chest
  .
  Heavy blow to upper torso. Wound falls
  Cut foe open with little grace
  . You are
  back and puts up a feeble guard
  .
  has armor, he only staggers . If not, the
  You get some slashing action, but not a
  open and foe is
  in pain . His guard is still
  unsure of your success untilyousee all
  51-55
  wound is effective .
  mortal wound.
  up, amazingly enough
  .
  the blood coming outof his chest.
  with chest armor: +4H-x
  +2H-(x-25)- "
  w/o chestarmor: +3H-2X-" -(-5)
  +4H-x-2" -(-10)
  +5H-x-3"-(-15)
  +6H-2:vr-4"-(-10)
  You recoverfrom your initial swing
  Edge makes contact well enough. Minor
  Strike to side slips down onto foe's
  Tip of your blade gets a hiton foe's
  Thigh wound. Your blow cuts deep and
  56-60
  and bring edge across foe's thigh
  .
  thigh wound.
  thigh
  . The wound is effective.
  thigh. You twistyour weapon,
  severs an important vein
  .
  +3H-x-2"
  +4H-2X-2 "
  +5H-rwr-2"
  +6H-20-2 "
  +SH-2'..0-5 "
  You feign high andstrike low
  .
  Nick foe in his forearm . Wound bleeds
  Catch part of foe's forearm. You make a You are luckyto strike foe's forearm
  Foe tries to disarm you and pays with a
  61-65
  Slash foe in back of upper leg
  .
  surprisingly strongly.
  long slice in foe's arm.
  while recovering from a lunge.
  nasty cut to hisforearm .
  +3H-2" -(-10)
  +4H-'0-2 " -(-10)
  +4H-0-3" -(-10)
  +4H-2'.0-3 " -(-10)
  +6H-20 -3" -(-1 5)
  Foe blocks your attack with his
  Your strike misses torsoand breaks
  Your swing falls short when foe leaps
  You knock foe outfor6 hours with a
  Block foe'sweapon arm away and then
  shield arm
  . Shoulder is broken and
  foe'selbow
  . Foe drops his weapon and
  back .You shatter foe's knee
  . Foe is
  strike to side of head
  . If foe has no helm,
  sever it. Foe drops immediately and
  66
  arm is useless
  . You have initiative .
  his weapon arm is useless
  .
  knocked down
  .
  you kill him instantly.
  expires in 12 rounds
  . Good shot!
  +9H-30-( +10)
  +8H-4t0-2®
  +6H-3®-(-90)
  +15H
  +12H-(+10)
  Strike lands close against foe's
  Your attempt to behead foe almost
  Slash foe's neck. Your weapon cuts neck
  You strike foe's shoulder and slash
  Slash tendons and crush the bones in
  67-70
  neck
  . Foe is horrified .
  works. Neck strike. Foe is nothappy,
  garments (and armor) free .
  muscles.
  foe's shield arm shoulder. Arm is useless.
  +6H-3t:0-®
  +7H-2S0-3"-(-5)
  +8H-4t:0-2®-(+10)
  +5H-3~0-(-20)-(+10)
  4a0-2"
  Blow falls on lowerleg. Slash
  Slash muscle in foe's calf . Foe is in too
  Slash muscle andtendons in foe's lower
  Slash muscle and severtendons in foe's
  Slash foe's lower leg and sever muscle
  tendons . Poor sucker
  .
  much pain to regain footing quickly.
  leg. Foe stumbles forward into you with
  lowerleg. He can't stand much longer.
  andtendons
  . Foe will fall without
  71-75
  his guard down.
  His guard is feeble .
  something to lean against.
  +4H-2S0-2"-(-30)
  +6H-30-®-(-40)
  +7H-2019-(-45)
  30-2®-(-50)
  +8H-6t:0-(-70)
  Foe goes low, but you still catch his
  Foe moves hisshield armtoo slowly .
  You come in high and fast. Slash muscle
  Foe mistakenly brings his weapon arm
  Foereaches out to blockyour blow . You
  upper arm
  . It's a bleeder.
  You gladly slash his arm.
  and tendons in foe's shield arm. Foe's
  across your blade. Severtendons .
  sever two fingers and break hisshield
  76_$0
  arm is useless.
  Foe's arm is limp and useless.
  arm making it useless.
  +5H-200-3"-(-25)
  +6H-200-3" -(-30)
  +9H-60-4 "
  +10H-4 :0-2®
  +12H-300
  Foe steps right into your swing
  .
  Your edge bites halt its width into foe.
  You follow your training well. You
  You plunge your weapon into foe's
  Sever opponent's hand . Sad. Foe is down
  You make a large wound.
  Open up a terrible wound. Blood goes
  extend on your slashing arc. Strike
  stomach
  . Majorabdomenal wound. Foe
  and in shock for 12 rounds, then dies
  .
  81-85
  everywhere
  .
  lands against foe's side.
  is instantly pale from blood loss
  .
  +6H-50-6" -(+20)
  +7H-20-6 "
  +8H-2
  -4" -(-20)
  +10H-4x0-2®-8" -(-10)
  +5H-1200
  Foe turns out and away from your
  Strike to back . Foe goes prone trying to
  Blast to back breaks bone
  . Foe
  Your attemptto disarm foe is even more
  Meat chopping strike severs foe's leg.
  swing
  . You still catch his side,
  avoidyour strike
  . He gets up facing the
  stumbles forward before falling down .
  effective. Sever opponent's hand. Foe is
  Foe drops and lapses in
  $6-90
  wrong direction
  .
  He is having trouble standing .
  in shock for 6 rounds and then dies .
  unconsciousness. Foedies in 9 rounds
  .
  +8H-200-2" -(-10)
  +10H-3:;0®-3"
  +9H-4C-0 -(-10)
  +6H-600
  +15H-(+10)
  Blow to foe's head
  . If no helmet,
  Strike to foe's hip. The blow has little
  Chop the top of foe's thigh. Sever foe's
  Severfoe's weapon arm and bury your
  Sever foe's spine. Foe collapses,
  cut offfoe'sear(all hearing ability is edge, but much impact
  . Your blow
  leg . Foedrops immediatelyand dies in 6
  sword into toe's side
  . Foe falls prone.
  paralyzed from the neck down
  91-95
  halved).
  staggers foe. His recovery is slow.
  rounds due to shock and blood loss
  .
  Foe is in shock for12 rounds, then dies
  .
  permanently.
  with helmet
  : +3H-2#0
  w/o helmet: +3H-3S0-®-3"
  +7H-30-®-(-20)-(+10)
  +20H
  +15H-9f0
  +20H
  The tip of your weapon slashes
  Strike to foe's head breaks skull and
  You cleave shield and arm in half Foe
  Slash foe's side . Foedies in 3 rounds
  Strike to foe's head destroys brainand
  foe's nose
  . Minor wound and a
  causes massive brain damage
  . Foe
  attempts to catch his falling arm . Foe is
  due to internal organ damage . Foe is
  makes life difficult for the poor fool .
  96-99
  permanent scar.
  drops and dies in 6 rounds.
  in shock for12 rounds then dies .
  down and unconscious immediately.
  Foe expires in a heap-immediately.
  +2H - 60 - 2"- (-30)
  +20H
  +18H -1200
  +20H
  -
  Strike severs carotid artery and
  Disembowel foe, killing him instantly
  .
  Strike up, in, and across foe's forehead
  .
  Impale foe in heart . Foedies instantly
  .
  Very close! Strike to foe's groinarea
  . All
  jugular vein, breaking foe's neck
  .
  25% chance your weapon is stuck in
  Destroy foe's eyes. Foe flips onto his
  Heart is destroyed
  . 25% chance your
  vital organs aredestroyed immediately
  .
  100
  Foe dies in 6 rounds of agony.
  opponent for 1 round
  .
  back in pain
  .
  weapon is stuck in for 2 rounds.
  Foedies after 24 rounds of agony.
  +5H - 3000
  +12H
  +10H -1200
  
  Crit
  Type
  Krush
  1 - 10
  1-10
  OPTIONAL CRITS
  Plate
  Chain
  RLeath . SLeath.
  Kevlar
  Kinetic Combat
  Armor
  Armor
  Armor
  Armor
  Animal
  Alone
  Armor
  Armor
  Armor
  1-10
  1-10
  1-10
  1-10
  1-10
  1-10
  1-10
  Roll d10 and look under the target's armor.
  Cross index to the left to see what type of critical the target takes
  .
  WEAPON DATA
  Length:
  5 - 7 feet
  Range Modifiers:
  Weapon
  Fumble
  Range
  Critical
  Type
  OD
  Mod
  Max
  Result
  Max
  Critical
  Weight:
  3 - 5 pounds
  Fumble Range:
  01
  uM
  - 03
  (XX=3)
  Cudgel
  01-04
  Krush
  +5
  120
  D
  Flail
  01-08
  Krush
  -5
  150
  E
  Critical Type:
  Krush
  Jo Stick
  01-05
  Krush
  +0
  150
  E
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  (used 2-handed)
  UM - Unmodified roll . Apply result with no modifications .
  Nunchacku
  01-07
  Krush
  -10
  150
  E
  Pick
  01-06
  Krush
  -15
  150
  E
  Quarterstaff
  01-03
  Krush
  +0
  150
  E
  War Mattock
  01-06
  Krush
  -5
  150
  E
  
  Key:
  BX=must parry 8 rounds;
  5(&=no parry for 5 rounds
  ;
  80-stunned for 8 rounds;
  86=bleed 6 hits per round;
  (-B)-foe has -8 penalty ;
  (+8)-attacker gets +5 next round
  .
  1
  1
  1 IKE TABLE
  A
  B
  C
  D
  Not very impressive
  .
  Your grip fails you
  .
  Practice this one.
  Strike blunted by clothing.
  Destroy one of toe's sillydecorations.
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  The strike lost something in the
  Thud.
  You should have swung much harder
  .
  Foe steps right, then left, and almost
  Blow is forceful, not hard . Foe
  is
  06-10
  translation
  .
  evades your blow.
  unbalanced .You have initiative
  .
  +OH
  +2H
  +3H
  +4H
  +6H
  Foe evades your much of your
  Foe evades frantically . You have the
  Really solid strike to toe's shield side.
  Shot closeto foe'sthroat. He seeks to
  Foe raises an arm to block your strike.
  11-15
  swing. You have initiative .
  initiative next round.
  You have initiative.
  avoid your next strike .
  He does himself harm
  . You profit .
  +3H
  +3H
  +7H
  +5H - (X-10)
  +6H- 0- (+5)
  Foe steps back 5 feet
  . He is out of
  Foe is concerned with his own
  Blow to toe'swaist. He spinssideways.
  Glancing blow takes skin with IL You
  Strong blow breaks foe's guard
  . He is
  16-20
  position
  .
  preservation . He steps back 5 feet.
  have initiative next round.
  unbalanced .
  +2H-X
  +4H-(X-10)
  +6H-(x-20)
  +5H-(-5)
  '
  -(+10)
  Foetries to duck under your strike .
  Foe loses some resolve from your solid
  Disorientfoe with a tricky shot. He is at
  Foe goes airborne to evade your strike.
  Solid shot breaks toe's ribs. You have
  21-35
  You knock him back .
  strike .
  a loss for words
  .
  He is stumbling back .
  initiative next round
  .
  +3H - X -(+5)
  +4H - (X-20)
  +5H - 0
  +4H - 00
  +6H -(-10)
  Bust foe's shin. You have initiative.
  Blow to toe's left calf. You gain initiative
  .
  Catch foe in lowerleg. You gain
  Light swing to foe's leg. Foe's calf is
  Blow to upper leg
  . Minor fracture . You
  initiative, while foe regains footing .
  bruised . You have the initiative
  .
  have initiative.
  36-45
  with leg greaves: +9H
  with leg greaves: +9H-2X
  w/o leg greaves:+6H-(-5)
  w/o leg greaves:+6H-2(-20)
  +9H-2(-25)
  +1 OH-(-10)
  +12H-(-10)
  Foe steps under your blow .You
  Solid blow to back. Foe seeksto avoid
  He leansto your shield side and you hit
  Catch foe in shoulder blade
  . Foedrops
  Glancing strike to lowerback. Foe turns
  catch him in the back
  .
  this attack again. He has lost his way.
  him in the back. You have the initiative
  his guard and reels from your blow.
  away to avoid the damage. Foe uses his
  46-50
  for2 rounds.
  weapon for balance.
  +4H - (X-25)
  +6H - (X-25)
  +5H - 00
  +10H - 00
  +15H - 04~
  Blow to foe's chest. Foe leans
  Foe recoils before your blow impacts
  .
  Hard strike to chest, armordoes not
  Blow to foe's ribs . It hurts him to raise
  Blow to chest. He seeks to regain his
  51-55
  sideways in pain.
  He steps back 5 feet to defend himself.
  help.
  his arms. Foe cannot lean over .
  wind and surviveyour onslaught.
  +5H-(X-25)
  +6H-2X
  +5H-0-(-10)
  +10H-(-15)
  +15H-2'.~;f -(-15)
  Blow to foe'swaistsends a piece of
  Strike passes undershield arm and
  Strike grazes across left thigh and lands
  Miss foe's arm and strike his thigh. He
  Blow to foe'sthigh causes his right leg to
  56-60
  equipment flying . Foe recoils
  .
  lands on toe's thigh
  . Big bruise.
  on right
  . It lands solid
  .
  stumbles and drops something.
  falter for a moment .
  +5H-(X-25)
  +6H-X-(-5)
  +6H-X-(-5)-(+10)
  +6H- 1,~ -(-10)
  +1 OH -~>O -(-10)
  Strike to weapon forearm.
  Blow to toe'sforearm. The strike is
  Catch foe in mid-swing and disarm him.
  Blow to forearm . Blow tears clothing,
  Strike foe's weapon arm with a titanic
  solid .The pain is certain
  .
  Hisweapon tumbles behind you.
  but not skin . Arm is bruised
  .
  blow . Foedrops his weapon and reels.
  61-65
  with arm greaves: +8H- X
  w/o arm greaves: +5H - trr
  +9H - Cf - (-10)
  +8H -a
  +1 OH - 100- (-10)
  +10H -'0- (-15)
  Shatter shoulder in foe's shield
  Drive elbow backwards and break it .
  That does it forhim. Your strike lands
  Masterful strike to toe's head
  . If he has
  Crush what was once foe's head
  ; he
  arm. Arm is quite useless. Foe
  Arm is useless. Foe drops weapon,
  on foe's knee
  . The knee buckles and foe
  no helm, he is dead . If he has a helm, he
  dies instantly
  . If toe has a helm, it is
  66
  drops shield, if he hasone.
  leans way over, and yellsout.
  goes down hard .
  is knocked out for 4 hours.
  destroyed also . You arespeckled
  with blood.
  +8H-2t,;~O
  3019
  +9H-300-(-90)
  +20H
  +15H-(+10)
  Solid strike to foe's chest
  . Knocks
  Bloom! Shot strikes foe's upper chest.
  Strike to chest causes a host of trouble
  .
  Blow to shoulder .
  Blow to foe's shield arm. If foe has a
  the breath out of foe.
  Foe stumbles.
  shield, it is broken. If not, arm is broken .
  67-70
  with shoulder armor: +6H- 1:~Q
  +8H-30 -®
  +10H-2
  -(-10)
  +10H-3 r-2® -(-10)
  w/oshoulderarmor
  : 2
  -(-20)
  Shot takes foe in lower leg
  . He fails
  Strike to foe's rightachilles tendon
  . Oh
  Strike twists foe's knee .
  Blow landswith a crack
  . Leg bone is
  Blow to foe's hip bonebreaks it . Help! Foe
  71-75
  to jump over it.
  that hurts ya know!
  broken
  . Majorcartilage damage
  .
  has fallen and cannot get up.
  +5H-2'~®-(-20)
  +1OH-20-®-(-35)
  +10H-200-(-40)
  +12H-2'..r®-(-50)
  +15H-30-(-75)
  Blow to toe's shield arm destroys
  Blow to foe's shield arm breaks wrist .
  Blow to
  foe'sweapon arm. A metal
  Blow breaks foe's weapon arm .
  Slap foe's arm and elbow around like
  shield . If no shield, arm is broken .
  Hand is useless. Foe dropsshield,
  armguard is bent and the arm is useless
  Sling foe's weapon to the right 5 feet.
  string . Joint is shattered
  . Arm is useless
  .
  76-$0
  until untilthe armor is removed
  .
  Foe'sarm is useless. Tendon damage .
  Foe should have stayed in bed.
  +6H-0
  +9H-00
  - (-50)
  +8H-9Q
  +9H-230
  Blow to toe's side sends him
  Blow thunders as
  it connects. Foe's ribs
  Foe yells out before the impact and is
  Blow lands on foe's side . He goes down
  Blow to foe's armpit . Crush ribs and
  81-$5
  stumbling 5 feet to your right
  .
  crackle in response
  . It hurts
  .
  silenced by the blow. Ribs crack.
  hard. Victory is close.
  destroy organs . Foedies in 3 rounds
  .
  +1 OH-200-(-20)
  +12H-203-(-25)
  +12H-3,09 -(-40)
  +15H-30®-(+10)
  +30H
  Strike toe in lower back . Muscles
  Foe makes a mistake and pays . You
  Powerful blow sweeps foe onto his back.
  Blow to toe's neck. If foe hasathroat
  Neck strike shatters bone and severs an
  andcartilege are damaged
  .
  send him prone with a fell strike
  .
  Bones break and musclestear
  .
  protector, he is paralyzed from the neck
  artery. Foe cannot breath. Foe is inactive
  86-90
  Tendons are smashed.
  down . If not, he dies in two rounds.
  and suffocates in 12 rounds.
  +12H-30~9-(-25)
  40®-(-30)
  +20H-60-(-50)
  +25H
  -
  Breakfoe's nose
  .
  Strike to foe's head . If he has no helm,
  Blow to thigh
  . Compound fracture
  Strike comes down on the shield
  Blast to toe's back. A bone is driven into
  he falls into a coma for 3 weeks.
  severs an artery . Foe goes down hard
  shoulder of foe
  . Arm shatters . Foedies
  vital organs. Foe is down and dies in six
  91-95
  and dies in 12 rounds.
  from shock and blood loss in 9 rounds.
  rounds
  .
  with nose guard: +1 OH-20
  w/o nose guard
  : +15H - 300
  +20H -120
  +9H
  -
  +25H
  Blow to foe's head
  .
  If foe has no
  Blast foe's chest. Send ribcage into
  Blow to foe's abdomen.
  Strike destroys
  Crushfoe's chest cavity. He gripsyour
  Blow to foe's face . If visored, the visor is
  helm, he is dead
  . If foe has a helm,
  heart
  . Foe drops and dies in 6 rounds.
  a variety of organs . Poor fool expires
  arm, looks into your eyes,then drops
  driven into his face and foe dies in 10
  96-99
  he is knockeddown
  .
  after 6 rounds of inactivity .
  and dies in 3 rounds.
  rounds
  . Withouta visor, he dies
  instantly . You have half the round left
  .
  +20H - 60
  (+20)
  -
  (+25)
  +30H - (+20)
  Crush foe'sjaw
  . Drive bone through
  Blow snaps neck. Foe is paralyzed from
  Strike to forehead. Destroy foe's eyes.
  Blastto foe'sheart.
  It stops. He dies
  .
  Blow turns hip to dust. Foe falls down
  .
  brain . Foe dies instantly.
  the shoulders down.
  Send his helm flying. Foe is spun about
  .
  You consider yourself to be deadly .
  Attempts to stand. Falls again and dies in
  100
  Fine work. You are ready to slay
  .
  6rounds.
  +50H-(+20)
  +25H-150"
  +30H-24f~r®
  +25H
  +35H-2!.~-6(-30)
  
  5 .7 SHORT POLEARM WEAPON ATTACK TABLE
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-71;
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  xx-33
  UM 01-XX'
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  12E
  12D
  12C
  11C
  11B
  7A
  11B
  7A
  10B
  7
  10A
  7
  10A
  7
  9A
  9A
  4
  4
  3
  3
  3
  3
  3
  3
  3
  2
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  20E
  23E
  20D
  23E
  19D
  22D
  19C
  21D
  18C
  20C
  18C
  20C
  17B
  19C
  16B
  18C
  16B
  18C
  15A
  17B
  15A
  16B
  14A
  16B
  14A
  15B
  13A
  14A
  13A
  14A
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  20E
  26E
  20E
  25E
  19D
  24E
  18D
  24D
  16C
  23D
  17C
  22D
  17C
  21D
  16C
  20C
  15C
  19C
  15B
  18C
  S-Leather
  Heavy
  Light
  (7/8)
  (5/6)
  15C
  15B
  18C
  14B
  17C
  14B
  17C
  13B
  16B
  Animal
  Heavy
  Light
  (4)
  (3)
  20E
  28E
  22E
  25E
  20E
  27E
  21E
  24E
  19E
  26E
  21E
  24E
  I
  19D
  26E
  20E
  2
  18D
  25E
  19E
  22E
  1
  26E
  18D
  24D
  18D
  21E
  17C
  23D
  17D
  20D
  17C
  22D
  17D
  19D
  16C
  21D
  16D
  18D
  16C
  20D
  15C
  181)
  14C
  17C
  14C
  13C
  15C
  12B
  14B
  11B
  138
  Kevlar
  Heavy
  Light
  (nUM
  (VII)
  19E
  24E
  18D
  23E
  18D
  22E
  17D
  22D
  17C
  21D
  10A
  11A
  9A
  11A
  8A
  10A
  8
  9
  8
  8
  Kinetic
  Heavy
  Light
  (VI)
  M9
  Combat
  Heavy
  Light
  (IK/x)
  Mll>
  20E
  2=E
  17E
  22E
  19D
  24E
  17D
  22E
  19D
  23E'
  17C
  21D
  18D
  23E
  16C
  20D
  18D
  22E
  !,
  15B
  19C
  148-150
  145-147
  142-1'44'
  139-141
  136-138'
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87'
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  xx-33
  Max
  Critical
  E
  E
  E
  E
  E
  E
  t - When used in melee; gives half normal hits
  .
  01-Xx UM
  OPTIONAL CRITS
  Ranges :
  Weapon
  01-10'
  11-25'
  26-50'
  51-100'
  101-150'
  Crit
  Plate
  Chain
  RLeath. SLeath.
  Kevlar
  Kinetic Combat
  Boar Spear
  -15
  -30
  -
  -
  -
  Type
  Armor
  Armor
  Armor
  Armor
  Animal
  None
  Armor
  Armor
  Armor
  Harpoon
  -5
  -20
  -
  -
  -
  Krush
  1
  1
  1
  -
  1
  1
  1-2
  1-2
  1-2
  javelin
  +0
  -20
  -40
  -
  -
  Puncture
  3-9
  3-9
  3-9
  1-8
  2-9
  2-8
  3-10
  3-10
  3-10
  Pilum
  0
  -20
  -30
  -
  -
  Slash
  10
  10
  10
  9-10
  10
  9-10
  -
  -
  -
  Spear
  -10
  -20
  -30
  -
  -
  24
  Roll d10 and look under the target's armor.
  Trident
  -I5
  -30
  -40
  -
  -
  Cross index to the left to see what type of critical the target takes .
  25E
  16C
  20D
  17C
  21D
  15B
  19C
  24E
  15C
  19D
  16C
  20D
  14B
  18C
  23E
  15B
  18C
  16B
  19D
  14B
  17C
  22D
  14B
  17C
  158
  18D
  14B
  16C
  21D
  13B
  16C
  148
  17C
  13A
  16B
  20D
  '13B-
  15C`
  14B
  16C
  '
  12A
  15B
  19D
  138
  15C
  13B
  16C
  12A
  15B'
  19D
  12A
  14C
  12A
  15C
  11A
  148
  18C
  11A
  13B
  12A
  14B
  11
  13A
  17C
  10A
  12B
  11A
  ' 13B
  10
  12A
  6
  7
  12
  13A
  5
  7
  12
  12A
  5
  6
  11
  11A
  5
  6
  10
  11
  5
  6
  10
  10
  TYPICAL WEAPON DATA
  WEAPON DATA
  Length:
  5 - 10 feet
  Range Modifiers:
  1' - 10' : -10
  Weapon
  Fumble
  Range
  Critical
  Type
  OB
  Mod
  Max
  Result
  Weight:
  3 - 8 pounds
  11' - 25' : -20
  Boar Spear t
  01-05
  Puncture
  +0
  150
  Fumble Range:
  01
  °M
  - 05
  (XX=5)
  26'- 50' : -30
  Harpoon t
  01-04
  Puncture
  -15
  150
  Critical Type:
  Puncture
  Javelin t
  01-04
  Puncture
  -10
  150
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table.
  Pilum t
  01-05
  Puncture
  -5
  150
  UM - Unmodified roll . Apply result with no modifications.
  Spear t
  01-05
  Puncture
  +0
  150
  Trident t
  01-05
  Puncture
  +0
  150
  
  Key:
  6X-must parry 8 rounds ;
  60=no parry for B rounds;
  Bar-stunned for 6 rounds
  ;
  B4=bleed 6 hits per round;
  (-8)-foe has -8 penalty;
  (+8)-attacker gets +8 next round.
  25
  7.2 PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Foe avoids most of the attack
  .
  Glancing blow . Nothing extra.
  Foe dances clear of the worst.
  Strike bounces off.
  Strike landsflat .
  01-05
  ,OH
  +OH
  +1H
  +2H
  +3H
  Strike failed to connect well
  .
  Panck!
  Nick your weapon and your foe.
  Strike landswithoutenergy
  .
  Shot unbalances foe. You have initiative
  .
  06-10
  +1H
  +2H
  +3H
  +4H
  +5H
  Strike causes foe to flinch
  . You gain
  Foe questions his resolve . You gain
  Foe'sevasion puts him out of position .
  Foeevades and maneuvers for a better
  Foe is fearful of your skill and steps back
  11-15
  initiative next round.
  initiative next round.
  You gain initiative next round.
  position .
  from your mighty onslaught.
  +1H
  +3H
  +5H
  +2H-x
  +3H-x
  Foe steps back defensively
  .
  For steps back and avoids theworst.
  Blow to foe's side. If foe hasa belt it is
  Precise strike to foe's side
  . You have the
  Foe vibrates from the impact of the
  16-20
  severed.
  initiative for 1 round.
  strike.
  +1 H-x
  +2H - (x-10)
  +3H - (x-20)
  (-10)
  0-(+20)
  Convince foe of his peril by just
  Foe is uncertain aboutyour next attack.
  Strike crosses foe's head
  .
  If he has a
  You wound foe in hip . Strike strips
  Deal toe a measurable blow to his side .
  missing his abdomen.
  He choses to let you make thefirst move
  helm it is knocked offand dented,
  equipment from right side of waist
  .
  Any one container on your foe now has a
  21-35
  (you gain the initiative)
  .
  hole in
  it
  .
  +2H-x(+10)
  +2H-2x
  0- "
  0-2"
  +2H-2" -(-10)
  Nick foe's calf with long follow
  Cheap shot to foe'sshin
  .
  Strike along foe's calf. The damage
  Close call for foe's groin .
  Strike to upper leg rips clothing
  .
  through.
  takesa moment to show.
  36-45
  with leg greaves:+SH- x
  with waist armor: +4H- 0
  with leg armor: +3H-x
  "
  w/o leg greaves: +2H- "
  2"
  w/o waistarmor: 3"
  w/o leg armor: +2H-3"
  Foe's evasion exposes his back to
  Blow to back damages any equipment
  Lower back strike sends foe reeling
  .
  Light strike pins foe's weapon armto his
  Strike to side
  .
  If foe has armor, the blow
  your strike .
  worn there.
  His guard is still up.
  side
  .
  tears it open and exposes skin
  .
  46-50
  +2H-(x-30)I
  with abdomen armor: +8H - La -
  0- "
  20-"
  +6H-9FO
  w/o abdomen armor: +4H-ra®-4"
  Strike to foe's chest and he looks
  Solid strike to foe'schest. Blood from
  Strike toward chest. If foe has ashield, it
  Solid cheststrike leaves bruises and
  Foegoes low to evade your attack. Strike
  impressed.
  wound ruins anyheraldry
  .
  is out of position for the rest of the
  blood.
  takesfoe down on one knee. Finish him.
  51-55
  round.
  (x-25)-2"
  +3H-2"-2x
  +3H-20-2 "
  +5H-x-3" -(-15)
  +5H-0®-(-10)
  Minorthigh wound. It could have
  Thigh wound does some damage
  .
  Strike to foe's thigh .
  Strike foe in abdomen.
  Blow to foe's side
  . He stumbles to your
  been better
  .
  right 10 feet.
  56-60
  with leg armor: +8H- ~- "
  with abdomen armor: +5H-2®
  +2H-0-2"
  +3H-0~9-2"
  w/o leg armor
  : +5H-20-2 "-(-10)
  w/o abdomen armor:+3H- ;:Z®-3"
  +6H-Q®-5 "
  Minorforearmwound numbs
  Forearm strike shakes foe up . Foe
  Solid strike to foe's right forearm
  .
  Blow to foe's weapon arm. Arm is
  Catch foe's forearm . The wound opens
  foe's grip .
  attempts a recovery.
  numb
  .
  up nicely . Foe is in pain .
  61-65
  with arm greaves: +SH -200
  +2H-2" -(-10)
  +2H-0-2" -(-10)w/o arm greaves:+3H-2a7-2" -(-10)
  +3H-20-3" -(-10)
  +5H-20r-3"-(-15)
  Strike to foe's shield shoulder . Arm
  Foe blocks your attack with his elbow
  .
  Strike shatters foe's knee. Foe crumbles
  Strike to head killsfoe, if he has no
  Strike through both of foe's lungs. Foe
  is useless. That must really hurt!
  Elbow is shattered. Shield arm is
  to the ground . He is down for3 rounds.
  helm
  . It he has a helm he in knocked out
  drops and passes out
  . He dies 6 rounds
  66
  useless.
  for 6 hours.
  later.
  30-(+10)
  +3H -4#-2x
  20(9-(-90)
  +10H
  (+10)
  Strike along foe's neck.
  Strike to foe's neck
  . It's not enough fora
  Strike along foe's neck
  . Foe is frantic to
  Strike down foe's defenses with a blow
  Shot raises foe's arm up, severing many
  67-70
  kill.
  evade death.
  to both arms.
  muscles and tendons
  . Arm is useless.
  +511 -30 -®
  20-34 -(-5)
  40-2®-(+15)
  +3H- 21-(-20)
  6P-3"
  Strike to lower leg
  .
  Strike to foe'scalf. Slash muscle. Foe
  Destructive strike to lower leg . If foe has
  Excellent blow to lower leg slashes
  Strike plunges into leg with deadly effect.
  almost falls down .
  leg armor, it is torn free .
  musclesand cartilage
  . Foe fallsprone.
  Foe drops, gripping his leg in pain.
  71-75
  with leg greave : +5H - 3x - (-10)
  w/o leg greave :+3H-00-(-25)
  +3H-200-(-40)
  +5H-20®-(-50)
  +6H-20®-(-50)
  30®-(-75)
  Strike foe in upperarm.Youtear
  Strike to shield side . If foe has shield,
  Strike through muscle in shield arm.
  Strike to foe's shield arm . Arm is
  Strike foe in weapon arm, the bone is
  his pretty clothes.
  your weapon is stuck in it fora round.
  If foe has a shield, he drops it .
  useless,
  broken
  . Arm is useless.
  76-80
  +3H -2M- 3" -(-25)
  31:~ -3" -(-30)
  6M-3 "-(-25)
  +12H-6 0-3"
  +10H-3Cr®
  _
  Deep wound in foe's side. Well, it
  Tear open foe's side in agraphic display
  Strike bites into foe's ribs
  . The impact
  Major abdomenal wound. Blood pours
  Strike to foe's back severs a vein
  . Foe
  81-85
  looked like a killing blow.
  of violence .
  sounds trulyterrible .
  out in frightening quantities
  .
  goes to his knees and dies in 12 rounds .
  60-5 " -(+20)
  +6H-30®-5" -(-25)
  +6H-300-(-25)-5"
  +1 OH-30®-6 "-(-20)
  -
  Catch foe in the back. He drops his
  Strike to foe's head. If foe has no helm
  Strike impacts on foe's head.
  If he has
  Strike through foes kidneys. Foe is down
  Strike plunges in just belowfoe's
  guard and stumbles toward
  .
  he dies.
  If foe has helm, he fallsto his
  no helm, he dies
  . Helm is destroyed
  .
  and immobile for2 hours, then he dies.
  collarbone Foe drops and dies in 12
  86-90
  knees,
  rounds .
  2#<9-2 " -(-20)
  +6H-20®
  +6H-200
  +9H
  -
  Strike to foe's ear
  . Foe hears at -50
  .
  Strike to foe's hip,
  Strike to chest. If foe has platechest
  Strike through foe's side spills his guts
  Your weapon passes through the arm
  armor, he drops and dies in 9 rounds. If
  on the floor. Foe fights on normally for 6 and sticks out the otherside. Foe dies in
  91-95
  not, he dies instantly
  .
  rounds, then dies .
  12 rounds .
  with helmet
  : +5H-40-®
  with waist armor: +7H-is-(-10)
  w/o helmet: +3H-2"-2r0
  w/owaistarmor:+5H-0-3" -(-25)
  -
  -
  120
  Strike to nose
  . There is a
  Strike through foe's cheek and throat.
  Strike through foe's neck breaks
  Strike plunges into doomed foe's chest
  Shot through heart sends foe reeling
  permanent scar . Foe's eyes are
  Foe drops and dies after 9 rounds of
  backbone and severs spine. Foe is
  and emergesfrom the other side
  . Foe
  back 10 feel to a place suitable fordeath
  .
  96-99
  crossed for a moment.
  incapacity
  .
  paralyzedfrom the neck down.
  drops and dies in 6 rounds .
  Your weapon is stuck in reeling foe.
  300-36
  (+20)
  -
  -
  -
  Strike through neck. Sever vein and
  Strike plunges into foe'seye. Foe dies
  Shot through both ears proves
  Strike through brain makes life difficult
  Strike to foe's eye. Foe dies instantly
  .
  artery
  . Foe cannot breath . Foe
  instantly. Foe remains standing for a
  effective
  . Foe dies instantly. Pretty shot
  .
  for foe. You have a half round left to act .
  Carry on soldier
  .
  100
  drops and dies of heart failure .
  moment until he realizes this
  .
  -
  all allies get +10 for 1 round
  6(+20)
  (+20)
  (+25)
  
  5.5 LONG POLEARM WEAPON ATTACK TABLE
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-1'14
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78`
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  xx-33
  26
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  16E
  20E
  25E
  28E
  16D
  20E
  24E
  27E'-'
  15C
  19D
  24D
  26D
  '15C
  18D
  23D
  25D
  15B
  18C
  22D
  24D
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  26E
  32E
  25E
  31E
  24E
  30E
  23E
  28E
  23D
  27D
  S-Leather
  Heavy
  Light
  (7/8)
  (5/6)
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  UM - Unmodified roll . Apply result with no modifications .
  Roll d10 and look under the target's armor.
  Cross index to the left to see what type of critical the target takes .
  Animal
  Heavy
  Light
  (4)
  (3)
  30E
  38E
  32E
  35E
  29E
  37E
  31E
  ,
  34E
  28E
  35E
  29E
  32E
  28E
  -
  34E
  28E
  31E
  27E
  33E
  27E
  29E
  40E
  38E
  37E
  35E
  34E
  Kevlar
  Heavy
  Light
  (111/m
  (1/19
  Kinetic
  Heavy
  Light
  (VI)
  M9
  2
  28E
  27D
  26D-
  25D
  35E
  34E
  32E
  31E
  30E
  Combat
  Heavy
  Light
  (IX/X)
  (VIII)
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120 -
  115-117
  112-114
  109-111
  106-108 -
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  ,79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  xx-33
  Max
  Critical
  E
  E
  01-XX UM
  4A
  17C
  21C
  23D
  22D
  26D
  26D
  32E
  25E
  28E
  32E
  21C
  25D
  24D
  28E
  20C
  24D
  4A
  16B
  21C
  22C
  21 D
  24D
  25D
  30E
  24D
  27E
  31E
  20C
  24D
  23C
  27D
  19B
  23C
  3A
  16B
  20C
  22C
  20C
  23D
  24D
  29D
  23D
  25D
  29E
  19C
  23D
  22C
  26D
  19B
  22C
  3A
  15B
  19B
  21C
  19C
  22D
  23D
  28D
  21D
  24D
  28E
  18C
  21D
  21C
  24D
  18B
  21C
  12
  14A
  18B
  20C
  18C
  21C
  22C
  26D
  20D
  22D
  26D
  17B
  20C
  20B
  23D
  17B
  20C
  14A
  18A
  198'
  17C
  20C
  22C
  25D
  f 19D
  21D
  25D
  17B
  19C
  19B
  22D
  16A
  19C
  13A
  17A
  18B
  16C
  19C
  21C
  24D
  17D
  20D
  23D
  16B
  18C
  18B
  20D
  15A''
  17C
  12A'`
  16A
  17B
  15B
  18C
  20C
  23D
  i
  16C
  18D'
  22D
  15B
  17C
  17B " 19C
  14A
  16B
  12A
  15A
  15A
  14B
  16C
  19C
  21D
  15C
  17C
  20D'
  148
  15C
  16B
  18C
  13A
  15B
  15'
  15A
  14B
  15C
  18C
  20C
  13C
  15C
  19D
  13A
  14C
  15A
  16C
  13
  148
  10
  10
  14
  14A
  13B
  14B
  17B
  19C
  12C
  14C
  17C
  12A
  13B
  14A
  15C
  12
  13B
  9
  10
  13
  13A
  12A
  13B
  16B
  17C
  11B
  13C
  16C
  11A
  12B
  13A
  14B
  11
  12A
  9
  9
  12
  12
  11A
  12B
  15B
  16C
  9A
  11B
  14C
  10A
  10A
  12A
  12B
  10
  10
  8
  8
  12
  11
  10A
  10B
  15B
  15B
  8A
  106
  13C
  9A
  9A
  11A
  11A
  9
  9
  8
  8
  11
  10
  9
  9A
  14A
  14B
  7
  8A
  118
  8
  8
  11A
  10A
  9
  8
  13A
  12B
  10A
  12A
  12B
  11
  11B
  6
  4
  7
  4
  4
  9
  7A
  2
  5
  3
  4
  2
  5
  3
  6
  3
  3
  8
  5A
  1
  4
  2
  3
  1
  5
  3
  5
  2
  7
  -
  1
  1
  -
  2
  1
  4
  2
  4
  -
  6
  -
  1
  1
  -
  1
  4
  1
  3
  -
  5
  -
  OPTIONAL CRITS
  Crit
  Type
  Plate
  Armor
  Chain
  Armor
  RLeath
  Armor
  SLeath .
  Armor
  Animal
  None
  Krush
  1-3
  1-3
  1-4
  1-4
  1-4
  1-4
  Puncture
  4-8
  4-7
  5-7
  5-6
  5-6
  5-6
  Slash
  9-10
  8-10
  8-10
  7-10
  7-10
  7-10
  UM 01-XX
  TYPICAL WEAPON DATA
  WEAPON DATA
  Length :
  6 - 15 feet
  Range Modifiers :
  Weapon
  Fumble
  Range
  Critical
  Type
  OB
  Max
  Mod
  Result
  Weight:
  5 - 12 pounds
  Lance
  01-07
  Puncture
  -20
  150
  Fumble Range:
  01
  °M
  - 07
  (XX=7)
  (used mounted)
  Critical Type :
  Puncture
  Polearm
  01-07
  Puncture
  +0
  150
  Kevlar
  Armor
  Kinetic
  Armor
  Combat
  Armor
  1-5
  1-5
  1-5
  6-9
  6-8
  6-10
  10
  9-10
  -
  
  Key:
  fix=must parry 8 rounds ;
  f549*no parry for f5 rounds;
  f10=stunned for 8 rounds
  ;
  tit=bleed 8 hits per round;
  (-B)-foe has -6 penalty;
  (+p)-attacker gets +g next round.
  27
  M
  7.2 PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Foe avoids most of the attack.
  Glancing blow. Nothing extra
  .
  Foe dances clear of the worst.
  Strike bounces off
  .
  Strike lands flat.
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  Strike failed to connectwell.
  Panck!
  Nick your weapon and your foe.
  Strike lands without energy.
  Shot unbalances foe
  . You have initiative.
  06-10
  +1H
  +2H
  +3H
  +4H
  +SH
  Strike causes foeto flinch . You gain
  Foe questions his resolve. You gain
  Foe's evasion puts him out of position.
  Foe evades and maneuvers for a better
  Foe is fearful of your skilland steps back
  11-15
  initiative next round
  .
  initiative next round.
  You gain initiative next round.
  position .
  from your mighty onslaught
  .
  +1H
  +3H
  +5H
  +2H-x
  +3H-x
  Foe steps back defensively .
  For steps back and avoids the worst.
  Blow to foe's side
  .
  If foe has a heft it is
  Precise strike to foe's side .You have the
  Foe vibrates from the impact of the
  16-20
  severed.
  initiative for 1 round
  .
  strike
  .
  +1 H-x
  +2H - (x-10)
  +3H - (x-20)
  (-10)
  0-(+20)
  Convince foe of his peril by just
  Foe is uncertain about your next attack.
  Strike crossestoe's head
  .
  It he has a
  Youwound foe in hip. Strike strips
  Deal foe a measurable blow to his side .
  missing his abdomen
  .
  He choses to let you make the first move
  helm it is knocked offand dented
  .
  equipment from rightside of waist.
  Any one containeron your foe nowhas a
  21-35
  (you gain the initiative)
  .
  hole in it .
  +2H-x(+10)
  +2H-2x
  0- "
  -2~
  +2H-26-(-10)
  Nick foe's calf with long follow
  Cheap shot to foe's shin .
  Strike along foe's calf. Thedamage
  Close call for foe's groin.
  Strike to upper leg rips clothing
  .
  through.
  takes a moment to show.
  36-45
  with leg greaves:+5H-x
  with waist armor: +4H-0
  with leg armor: +3H-x
  4
  w/o leg greaves: +2H-6
  26
  w/o waistarmor: 36
  w/o leg armor: +2H -36
  Foe's evasion exposes his back to
  Blow to back damages any equipment
  Lower back strike sends toe reeling
  .
  Light strike pins foe's weapon armto his
  Strike to side
  .
  If foe has armor, the blow
  your strike .
  worn there.
  His guard is still up .
  side
  .
  tears it open and exposes skin
  .
  46-50
  with abdomen armor
  : +8H-0-
  +2H-(x-30)
  0-6
  20-4
  +6H-0®
  w/o abdomen armor: +4H-iz~O -46
  Strike to foe's chest and he looks
  Solid strike to toe's chest
  . Blood from
  Strike toward chest. If foe has ashield, it
  Solid chest strike leaves bruises and
  Foe goes low to evade your attack. Strike
  impressed.
  wound ruins any heraldry
  .
  is outof position for the rest of the
  blood.
  takes toe down on one knee. Finish him .
  51-55
  round.
  (x-25)-26
  +3H-24-2x
  +3H-20-2 "
  +5H-x-36-(-15)
  +5H-0®-(-10)
  Minor thigh wound. It could have
  Thigh wound does some damage
  .
  Strike to toe's thigh .
  Strike foe in abdomen
  .
  Blow to foe's side
  . He stumbles to your
  been better.
  right 10 feet
  .
  56-60
  with leg armor
  : +8H-i7®-6
  with abdomen armor: +5H-2®
  +2H-1;r-2 "'
  +3H-0®-26
  w/o leg armor
  : +5H-20-26-(-10)
  w/o abdomen armor
  , +3H- i~>®-36
  +6H-0®-56
  Minor forearm wound numbs
  Forearm strike shakes foe up
  . Foe
  Solid strike to foe's right forearm
  .
  Blow to toe's weapon arm. Arm is
  Catch foe's forearm. The wound opens
  foe's grip
  .
  attempts a recovery.
  numb
  .
  up nicely . Foe is in pain .
  61-65
  with arm greaves: +5H-200
  +2H-24 -(-10)
  +2H-#-26-(-10)w/o arm greaves:+3H-20-24-(-10)
  +3H-21036-(-10)l
  +5H-20-34-(-15)
  Strike to foe's shield shoulder
  . Arm
  Foe blocks your attack with his elbow
  .
  Strike shatters foe's knee . Foe crumbles
  Strike to head kills foe, if he has no
  Strike through both of foe's lungs. Foe
  is useless
  . That must really hurt!
  Elbow is shattered . Shield arm is
  to the ground
  . He is down for 3 rounds.
  helm
  .
  If he has a helm he in knocked out
  drops and passes out
  . He dies 6 rounds
  66
  useless
  .
  l
  for 6 hours.
  later.
  30 - (+10)
  +3H -40 - 2x
  20(9-(-90)
  +10H
  (+10)
  Strike along foe's neck.
  Strike to toe's neck. It's not enough for a
  Strike along foe's neck. Foe is franticto
  Strike down foe's defenses with a blow
  Shot raises toe's arm up, severing many
  67-70
  kill
  .
  evade death.
  to both arms.
  muscles and tendons . Arm is useless.
  +5H-30-®
  20-34-(-5)
  40-2®-(+15)
  +3 1-1 - 20®-(-20)
  61~ -36
  Strike to lower leg.
  Strike to foe's calf. Slash muscle . Foe
  Destructive strike to lower leg
  .
  If foe has
  Excellent blow to lower leg slashes
  Strike plunges into leg with deadly effect.
  almost falls down,
  leg armor, it is torn free
  .
  muscles and cartilage. Foe falls prone
  .
  Foe drops, gripping his leg in pain .
  71-75
  with leg greave
  : +5H-3x-(-10)
  w/o leg greave:+3H-0®-(-25)
  +3H-20~9-(-40)
  +5H-200-(-50)
  +6H-2~-(-50)
  310-(-75)
  Strike foe in upper arm. You tear
  Strike to shield side
  . If foe hasshield,
  Strike through muscle
  in shield arm.
  Strike to foe's shield arm. Arm is
  Strike foe in weapon arm, the bone is
  his pretty clothes
  .
  your weapon is stuck in it for a round.
  It foe has ashield, he drops it.
  useless
  .
  broken. Arm is useless
  .
  76-80
  +3H-21rr-34-(-25)
  31036-(-30)
  617-36-(-25)
  +12H-6'0-3"
  +10H-319
  Deep wound in foe's side
  . Well, it
  Tear open foe's side in a graphic display
  Strike bites into foe's ribs. The impact
  Major abdomenal wound. Blood pours
  Strike to toe's back severs avein. Foe
  81-85
  looked like a killing blow .
  of violence
  .
  sounds truly terrible.
  out in frightening quantities .
  goes to his knees and dies in 12 rounds
  .
  61056-(+20)~
  +6H-30®-54-(-25)
  +6H-310-(-25)-56
  +10H-30®-66-(-20)
  -
  _
  Catch foe in the back. He drops his
  Strike to toe's head
  . If foe has no helm
  Strike impacts on foe's head . It he has
  Strike through foes kidneys
  . Foe is down
  Strike
  plunges in just below foe's
  guard and stumbles toward .
  he dies . If foe has helm, he falls to his
  no helm, he dies . Helm is destroyed.
  and immobile for 2 hours, then he dies
  .
  collarbone
  Foe drops and dies in 12
  86-90
  knees.
  rounds
  .
  2r,9 -24-(-20)
  +6H-20®
  +6H-210
  +9H
  -
  Strike to foe's ear
  . Foe hears at -50.
  Strike to foe's hip,
  Strike to chest. If foehas plate chest
  Strike through foe's side spills his guts
  Your weapon passes through the arm
  armor, he dropsand dies in 9 rounds. If
  on thefloor
  . Foe fights on normally for 6
  and sticks out the other side
  . Foe dies in
  91-95
  not, he dies instantly .
  rounds, then dies .
  12 rounds .
  with helmet
  : +5H-40-®
  with waist armor
  : +7H-0-(-10)
  w/o helmet: +3H-26-2a®
  w/owaist armor: +5H-0-36-(-25)
  -
  -
  120
  Strike to nose
  . There is a
  Strike through foe's cheek and throat.
  Strike through foe's neck breaks
  Strike plunges into doomed foe's chest
  Shot through heart sends toe reeling
  permanent scar . Foe's eyes are
  Foe drops and dies after 9 rounds of
  backbone and severs spine. Foe is
  and emerges from theother side . Foe
  back 10 feet to a place suitable for death
  .
  96-99
  crossed for a moment
  .
  incapacity
  .
  paralyzed from the neck down
  .
  drops and dies in 6 rounds.
  Your weapon is stuck in reeling toe
  .
  3 0®-3 "
  (+20)
  -
  -
  -
  Strike through neck
  . Severvein and
  Strike plunges into foe's eye
  . Foe dies
  Shot through both ears proves
  Strike through brain makeslife difficult
  Strike to foe's eye. Foe dies instantly
  artery
  . Foe cannot breath. Foe
  instantly. Foe remains standing for a
  effective
  . Foe dies instantly, Pretty shot
  .
  forfoe
  . You have a half round left to act .
  Carry on soldier
  .
  100
  drops and dies of heart failure.
  moment until he realizes this .
  -
  all allies get +10 for 1 round
  6(+20)
  (+20)
  (+25)
  
  S.9 MECHANICAL BOW WEAPON ATTACK TABLE
  Plate
  Chain
  R-Leather
  S-Leather
  Animal
  Kevlar
  Kinetic
  Combat
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  None
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  (19/20)
  (17/18)
  (15/16)
  (13/14)
  (11/12)
  (9/10)
  (7/8)
  (5/6)
  (4)
  (3)
  (1)
  (gn/m
  (I/IQ
  (Vi)
  MI)
  (IX/X)
  M11)
  148-150
  10D
  14E
  21E
  24E
  19E
  25E
  20E
  28E
  18E
  '21E
  26E
  19E
  21E
  21E
  23E
  19E
  21E
  148-150
  145-147
  10C
  14D
  21E
  23E
  19E
  24E
  20E
  27E
  17E
  20E
  25E
  '
  18D
  20E
  20D
  22E
  18D
  20E
  145-147
  142-144
  10B
  13D
  20D
  22D
  18D
  23E
  19E
  26E
  17E
  19E
  24E
  18D
  20E
  19D
  21E
  17D
  19D
  142-144
  '139-141
  108
  13C
  19D
  -22D
  17D
  22D-
  19E
  " 25E
  ''
  16E
  19E
  23E
  1
  17C
  -19D
  19D
  20E
  17C
  19D
  139-141
  136-138
  9A
  12C
  '~ 18D
  21D
  16D
  21D
  18D
  24E
  -
  15E
  18E
  22E
  16C
  18D
  18D
  19E
  16C
  18D
  136-138
  133-135
  9A
  128
  18C
  20D
  16C
  20D
  17D
  23E
  14D
  17E
  21E
  16C
  17D
  17C
  18D
  16C
  17D
  133-135
  130-132
  9A
  118
  17C
  19C
  15C
  19D
  17D
  22D
  14D
  16D
  20E
  15C
  16D
  16C
  18D
  15B
  16C
  130-132
  127-129
  SA
  11B
  16C
  18C
  14C
  18D
  16C
  21D
  13D
  15D
  20E
  14C
  15D
  16C
  17D
  14B
  15C
  127-129
  124-126
  SA
  108
  16B
  17C
  14C
  17C
  16C
  20D
  12D
  14D
  19D
  13B
  14C
  15C
  16D
  13B
  14C
  124-126
  121-123
  8
  10A
  15B
  16C
  13C
  16C
  15C
  19D
  11C
  13D
  18D
  13B
  13C
  14B
  15C
  13B
  13C
  121-123
  118-120 -
  7
  9A
  14B
  --15C
  '128
  15C
  14C
  18D
  10C
  13C
  17D
  12B
  12C
  13B
  14C
  12B
  12C
  118-120
  115-117
  7
  9A
  14A
  14B
  118
  14C
  14C
  '- 17D
  10C
  12C
  16D
  11B
  12C
  13B
  13C
  11A
  '126
  115-117
  112-114
  7
  8A
  13A
  14B
  11B
  13C
  13C
  160
  '9B
  11C
  15D
  10B
  11B
  12B
  12B
  11A
  11B
  112-114
  109-111
  7
  8A
  12A
  13B
  108
  12C
  13B
  16C
  8B
  10B
  14C
  10B
  10B
  128
  128
  10A
  108
  109-111
  106-108
  6
  7
  12A
  12A
  9A
  11B
  128
  15C
  7B
  9B
  13C
  9A
  98
  11A
  11B
  9
  9A
  106-108
  103-105
  6
  7
  11
  11A
  9A
  10B
  118
  14B
  6A
  8B
  12B
  8A
  8A
  10A
  10A
  9
  8A
  103-105
  100-102
  6
  6
  10
  10A
  8A
  9B
  11B
  13B
  6A
  7A
  11B
  7A
  7A
  9A
  9A
  8
  8A
  100-102
  97-99
  5
  6
  9
  9A
  7A
  SB
  10B
  12B
  5
  7A
  10B
  7A
  6A
  9A
  SA
  7
  7A
  97-99
  94-96
  5
  5
  9
  8A
  6A
  7A
  10A
  11B
  4
  6A
  9A
  6
  5
  SA
  7A
  6
  6
  94-96
  91-93
  5
  5
  8
  7
  6
  6A
  9A
  108
  3
  -
  8A
  5
  4
  7A
  6A
  6
  5
  91-93
  88-90
  5
  4
  7
  6
  ,5
  5A
  8A
  -
  9B
  -
  -
  -
  - 4
  2
  6A
  4A
  5
  3
  88-90
  85-87
  4
  4
  7
  6
  4
  4A
  SA
  8A
  -
  -
  -
  4
  2
  6
  4
  5
  3
  85-87
  82-8
  4
  3
  6
  5
  4
  3
  7
  7A
  -
  -
  -
  3
  1
  -
  3
  4
  2
  82-84-
  79-81
  4
  $
  5
  4
  2
  7
  6A
  -
  2
  1
  4
  3
  3
  2
  79-81
  76-78
  3
  2
  5
  3
  2
  _
  6
  5A
  _
  -
  _
  1
  _
  3
  2
  2
  1
  76-78
  73-75
  3
  2
  4
  2
  -
  -
  5
  4
  -
  -
  -
  1
  -
  3
  2
  2
  1
  73-75
  70-72
  3
  1
  3
  1
  -
  -
  5
  -
  _
  _
  _
  _
  _
  _
  _
  1
  -
  70-72
  67-69
  3
  1
  3
  -
  -
  -
  4
  -
  -
  -
  -
  -
  -
  -
  -
  1
  -
  67-69
  64-66
  2
  -
  2
  -
  -
  -
  4
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  64-66
  61-63
  2
  -
  1
  -
  _
  _
  _
  -
  _
  _
  61-63
  58-60
  2
  _
  -
  _
  _
  58-60
  55-57
  1
  -
  -
  -_
  _
  -
  _
  _
  55-57
  52-54
  1
  -
  -
  --
  _
  52-54
  49-51
  1
  -'
  -
  J
  -
  49-51
  46-48
  -
  _
  _
  _
  46-48
  43-45
  -
  -
  _
  _
  _
  43-45
  40-42
  -
  _
  _
  _
  _
  40-42
  37-39
  -
  _
  _
  _
  _
  37-39
  34-36
  -
  -
  _
  _
  _
  _
  _
  _
  _
  _
  34-36
  XX-33
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  XX-33
  UM 01-XX
  F-
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  01-xX UM
  TYPICAL WEAPON DATA
  WEAPON DATA
  Fumble
  Critical
  OB
  Max
  Max
  Length:
  2 - 4 feet
  Range Modifiers:
  1' - 10':+15
  Weap on
  Range
  Type
  Mod
  Result
  Critical
  Weight:
  4 - 8 pounds
  11' - 100' : +0
  Light Crossbow
  01-05
  Puncture
  +0
  150
  E
  Fumble Range:
  01
  °M
  - 05
  (XX=5)
  101' - 200': -35
  201' - 300' : -50
  Heavy Crossbow
  01-05
  Puncture
  +10
  150
  E
  Critical Type:
  Puncture
  301' - 360' : -75
  Ranges :
  F- Weapon fumbled, roll on the appropriate Fumble/Failure Table.
  UM - Unmodified roll . Apply result with no modifications.
  Weapon
  1-10'
  11-100'
  101-200'
  201-300'301-360'
  Crossbow
  +15
  +0
  -35
  -50
  -75
  Light
  Heavy Crossbow
  +15
  +0
  -35
  -50
  -75
  S
  OPTIONAL CRITS
  Crit
  Plate
  Chain
  RLeath .
  SLeath.
  Kevlar
  Kinetic
  Combat
  Type
  Armor
  Armor
  Armor
  Armor
  Animal
  None
  Armor
  Armor
  Armor
  Krush
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Puncture
  2-10
  2-10
  2-10
  2-10
  2-10
  2-10
  2-10
  2-10
  2-10
  k2$ i
  Roll d10 and look under the target's armor.
  Cross index to the left to see what type of critical the target takes .
  
  Key:
  5x-must parry 8 rounds;
  5®-no parry for 6 rounds;
  50-stunned for 8 rounds ;
  51=bleed 5 hits per round;
  (-5)-foe has -5 penalty ;
  (+5)=attacker gets +5 next round.
  M
  7.2 PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Foe avoids most of theattack
  .
  Glancing blow
  . Nothingextra.
  Foe dances clear of the worst.
  Strike bounces off.
  Strike lands flat.
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  Strike tailed to connect well
  .
  Panck!
  Nick your weapon and your toe.
  Strike lands without energy .
  Shot unbalances foe. You have initiative .
  06-10
  +1H
  +2H
  +3H
  +4H
  +5H
  Strike causes foe to flinch
  . You gain
  Foe questions his resolve . You gain
  Foe's evasion puts him out of position .
  Foe evades and maneuversfor a better
  Foe is fearful of your skill and steps back
  11-15
  initiative next round.
  initiative next round.
  You gain initiative next round.
  position
  .
  from your mighty onslaught.
  +1H
  +3H
  +5H
  +2H-x
  +3H-x
  Foe steps back defensively.
  For steps back and avoids theworst.
  Blow to foe's side. If toe has a belt it is
  Precise strike to toe's side
  . You have the
  Foe vibrates from the impact of the
  16-20
  severed.
  initiative for 1 round.
  strike.
  +1 H-x
  +2H - (x-10)
  +3H - (x-20)
  (-10)
  0-(+20)
  Convince foeof his peril by just
  Foe is uncertain aboutyour next attack.
  Strike crosses foe's head.
  If he has a
  You wound foe in hip. Strike strips
  Deal foe a measurable blow to his side
  .
  missing his abdomen.
  He choses to letyou make the first move
  helm it is knocked off and dented .
  equipment from right side of waist.
  Any one container on your toe now has a
  21-35
  (you gain the initiative).
  hole in
  it
  .
  +2H-x(+10)
  +2H-2x
  #-1
  tr'r-21
  +2H-21-(-10)
  Nick foe's calf with long follow
  Cheap shot to toe's shin.
  Strike along foe's calf. The damage
  Close call forfoe's groin .
  Strike to upper leg rips clothing.
  through .
  takes a moment to show.
  36-45
  with leg greaves:+5H -x
  with waist armor: +4H - Cr
  with leg armor: +3H-x
  1
  w/o leg greaves: +2H -1
  24
  w/owaist armor: 34
  w/o leg armor
  : +2H-31
  Foe's evasion exposes his back to
  Blow to back damages anyequipment
  Lower back strike sendsfoe reeling .
  Light strike pins foe's weapon arm to his
  Strike to side.
  If foe has armor, the blow
  your strike.
  worn there .
  His guard is still up .
  side.
  tears it open and exposes skin.
  46-50
  with abdomen armor: +8H - 0-1
  +2H-(x-30)
  0-4
  20-1
  +6H-00
  w/oabdomen armor: +4H-#®-41
  Strike to foe'schest and he looks
  Solid strike to foe's chest. Blood from
  Strike toward chest. If foe has a shield, it
  Solid chest strike leaves bruises and
  Foe goes low to evade your attack. Strike
  impressed.
  wound ruins any heraldry
  .
  is out of position fortherest of the
  blood.
  takes foe down on one knee. Finish him.
  51-55
  round.
  (x-25)-21
  +3H-21-2x
  +3H-2rrr-21
  +5H-x-31-(-15)
  +5H-'0-(-10)
  Minorthigh wound .
  It could have
  Thigh wound does some damage
  .
  Strike to foe'sthigh
  .
  Strike foein abdomen.
  Blow to foe's side
  . He stumbles to your
  been better .
  right 10 feet.
  56-60
  with leg armor
  : +8H- 00-4
  with abdomen armor: +5H -2®
  +2H-0-21
  +3H-00-21
  w/o leg armor
  : +5H-20-24-(-10)
  w/o abdomen armor: +3H-0~9-34
  +6H-00-51
  Minor forearm wound numbs
  Forearm strike shakes foe up
  . Foe
  Solid strike to foe'srightforearm .
  Blow to foe's weapon arm. Arm is
  Catch foe's forearm . The wound opens
  toe's grip
  .
  attempts a recovery.
  numb.
  up nicely
  . Foe is in pain
  .
  61-65
  I
  with arm greaves: +5H- 200
  +2H-21-(-10)
  +2H-0-24-(-10)w/o arm greaves:+3H-2''-24-(-10)
  +3H-2#-31-(-10)
  +5H-20-31-(- 15)
  Strike to toe's shield shoulder. Arm
  Foe blocks your attack with hiselbow
  .
  Strike shatters toe's knee . Foe crumbles
  Strike to head kills foe, if he has no
  Strike through both of foe's lungs
  . Foe
  is useless.That must really hurt!
  Elbow is shattered . Shield arm is
  to the ground
  . He is down for 3 rounds .
  helm.
  If he has a helm he in knocked out
  drops and passes out. He dies 6 rounds
  66
  useless
  .
  for 6 hours.
  later.
  30-(+10)
  +3H-40-2x
  20(9-(-90)
  +10H
  (+10)
  Strike along foe's neck.
  Strike to foe's neck. It's not enough for a
  Strike along foe's neck. Foe is frantic to
  Strike down foe's defenses with a blow
  Shot raises foe's arm up, severing many
  67-70
  kill
  .
  evade death.
  to both arms .
  muscles and tendons . Arm is useless.
  +5H-30-®
  20-31-(-5)
  40-2®-(+15)
  +3H- 2019 -(-20)
  6,0-31
  Strike to lower leg .
  Strike to foe's calf
  . Slash muscle
  . Foe
  Destructive strike to lower leg
  .
  If foe has
  Excellent blow to lower leg slashes
  Strike plunges into leg with deadly effect .
  almost falls down.
  leg armor,
  it is torn free
  .
  muscles and cartilage. Foe falls prone
  .
  Foe drops, gripping his leg in pain .
  71-75
  with leggreave
  : +5H- 3x - (-10)
  w/o leg greave :+3H-
  -(-25)
  +3H-20®-(-40)
  +5H-2s0-(-50)
  +6H-20~9-(-50)
  30r®-(-75)
  Strike foe in upper arm. You tear
  Strike to shield side. If foe has shield,
  Strike through muscle
  in shield arm
  .
  Strike to foe's shield arm. Arm is
  Strike foe in weapon arm, the bone is
  his pretty clothes
  .
  your weapon is stuck in it for a round.
  If toe has a shield, he drops it,
  useless
  .
  broken. Arm is useless
  .
  76-80
  +3H-20-31-(-25)
  30-34-(-30)
  60-34-(-25)
  +12H-6'0-34
  +10H-3 f,7®
  Deep wound in toe's side
  . Well, it
  Tear open toe's side in a graphic display
  Strike bites into foe's ribs. The impact
  Major abdomenalwound . Blood pours
  Strike to foe's back severs avein . Foe
  81-85
  looked like a killing blow .
  of violence,
  sounds truly terrible.
  out in frightening quantities.
  goes to his kneesand dies in 12 rounds.
  60-51-(+20)
  +6H-300-54-(-25)
  +6H-300-(-25)-51
  +10H-3',(9 -61-(-20)
  -
  Catch foe in the back. He drops his
  Strike to toe's head
  . If foe has no helm
  Strike impacts on foe's head . If he has
  Strike through foes kidneys
  . Foe is down
  Strike
  plunges in just below foe's
  guard and stumbles toward .
  he dies . If foe has helm, he falls to his
  no helm, he dies. Helm is destroyed.
  and immobile for 2 hours, then he dies
  .
  collarbone Foedrops and dies in 12
  86-90
  knees
  .
  rounds .
  2G®-21-(-20)
  +6H-20®
  +6H-23:;F0
  +9H
  -
  Strike to toe's ear
  . Foe hears at -50.
  Strike to toe's hip
  .
  Strike to chest. If foe has plate chest
  Strike through toe's side spills his guts
  Your weapon passes through the arm
  armor, he drops and dies in 9 rounds. If
  on thefloor
  . Foe fights on normally for 6
  and sticks out the other side
  . Foe dies in
  91-95
  not, he dies instantly .
  rounds,then dies.
  12 rounds.
  with helmet : +5H-4Cr-®
  with waist armor
  : +7H-0-(-10)
  w/o helmet: +31-1-26-200
  w/owaist armor: +5H-0-34-(-25)
  -
  -
  120
  Strike to nose . There is a
  Strike through foe's cheek and throat.
  Strike through foe's neck breaks
  Strike plungesinto doomed foe's chest
  Shot through heart sendsfoe reeling
  permanent scar . Foe's eyes are
  Foe drops and dies after 9 rounds of
  backbone and severs spine
  . Foe is
  and emerges from the other side. Foe
  back 10 feet to a place suitable for death.
  96-99
  crossed fora moment
  .
  incapacity .
  paralyzed from theneck down
  .
  drops and dies in 6 rounds
  .
  Your weapon is stuckin reeling foe.
  300-36
  (+20)
  -
  -
  -
  Strike through neck
  . Severvein and
  Strike plunges into foe's eye
  . Foe dies
  Shot through both ears proves
  Strike through brain makes life difficult
  Strike to foe's eye. Foe dies instantly.
  artery
  . Foe cannot breath. Foe
  instantly. Foe remains standing for a
  effective. Foe dies instantly. Pretty shot.
  forfoe.You have a half round left to act.
  Carry on soldier .
  100
  drops and dies of heart failure.
  moment until he realizes this .
  -
  all allies get +10for 1 round
  6(+20)
  (+20)
  (+25)
  
  5.10 NON-MECHANICAL BOW WEAPON ATTACK TABLE
  Kinetic
  Heavy
  Light
  NO
  M9
  Combat
  Heavy
  Light
  148-150-
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  ''118-120'
  115-117
  112-114
  109-111'
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60'-'
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  XX-33
  UM 01-XX
  Crit
  Type
  Krush
  Puncture
  Plate
  Chain
  Heavy
  Light
  Heavy
  Light
  (19/20)
  (17/18)
  (15/16)
  (13/14)
  Critical Type :
  Puncture
  F -Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  UM - Unmodified roll . Apply result with no modifications .
  R-Leather
  Heavy
  Light
  (t1/12)
  (9/10)
  TYPICAL WEAPON DATA
  OPTIONAL CRITS
  S-Leather
  Animal
  Heavy
  Light
  Heavy
  Light
  (7/8)
  (5/6)
  (4)
  (3)
  15E
  23E
  15E
  '- 22E''
  14E
  22E
  14D
  21E
  14D
  ' 20E'
  Roll d10 and look under the target's armor.
  Cross index to the left to see what type of critical the target takes .
  Length :
  Weight :
  Fumble Range:
  Plate
  Chain
  RLeath.
  SLeath .
  Kevlar
  Kinetic Combat
  Armor
  Armor
  Armor
  Armor
  Animal
  None
  Armor
  Armor
  Armor
  2-10
  2-10
  2-10
  2-10
  2-10
  2-10
  2-10
  2-10
  2-10
  Ranges
  :
  Kevlar
  Heavy
  Light
  (11UM
  0/10
  '15E
  17E
  15D
  17E
  14D-
  16E
  13C
  15D
  13C
  15D
  (vin)
  Blow Gun
  1-10'
  11-25'
  26-50'
  51-100'
  +0
  +0
  -20
  -40
  Composite Bow
  1-10'
  11-100'
  101-200'
  201-300'
  +25
  +0
  -35
  -60
  Short Bow
  1-10'
  11-100'
  101-180'
  181-240'
  +10
  +0
  -40
  -70
  Sling
  1=10'
  11-60'
  61-120'
  121-180'
  +15
  +0
  -40
  -65
  148-150'
  145-147
  142-144 -
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120`
  115-117
  112"114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87 '
  82-84'
  79-81
  76-7g
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60'-
  55-57
  52-54-
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  xx-33
  01-xx UM
  WEAPON DATA
  Long Bow
  1-10'
  11-100'
  101-200' 201-300' 301-400'
  +20
  +0
  -30
  -40
  -50
  2.5 - 3.5 feet
  Range Modifiers:
  1' - 10':+10
  1 .5 - 2 pounds
  11' - 100' : +0
  01
  um
  - 04
  (XX=4)
  101'- 180' : -40
  181' - 240' : -70
  16E
  18E
  15E'
  17E
  16D
  18E
  14D
  16E
  16D
  -
  17E'
  14C
  16D
  15D
  16E
  13C
  15D
  14D - 16D
  13C
  14D
  13C
  15D
  12B
  13C
  13C
  14D
  11B
  12C
  13C
  14C
  11B
  12C
  12B
  13C
  10B
  11C
  11B
  12C
  10A
  10B
  Weapon
  Fumble
  Range
  Critical
  Type
  OB
  Mod
  Max
  Result
  Max
  Critical
  Blow Gun
  01-05
  Puncture
  +10
  150
  E
  Composite Bow
  01-04
  Puncture
  +15
  150
  E
  Long Bow
  01-05
  Puncture
  +10
  150
  E
  Short Bow
  01-04
  Puncture
  +0
  150
  E
  Sling
  01-06
  Krush
  +5
  150
  E
  
  I
  Key:
  px=must parry 8 rounds
  ;
  6(&=no parry for 8 rounds;
  6O=stunned for 8 rounds;
  f56=bleed 8 hits per round;
  (-li)=foe has -d penalty;
  (+6)=attacker gets +p next round.
  7.2 PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Foe avoids most of theattack .
  Glancing blow
  . Nothingextra.
  Foe dances clear of the worst.
  Strike bounces off.
  Strike landsflat.
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  Strike tailed to connect well
  .
  Panck!
  Nick your weapon and your foe.
  Strike lands without energy .
  Shot unbalances foe. You have initiative .
  06-10
  '
  +1H
  +2H
  +3H
  +4H
  ,
  +5H
  Strike causes foe to flinch
  . You gain
  Foe questions his resolve . You gain
  Foe's evasion puts him out of position .
  Foe evades and maneuversfor a better
  Foe is fearful of your skill and steps back
  11-15
  initiative next round.
  initiative next round.
  You gain initiative next round.
  position
  .
  from your mighty onslaught.
  +1H
  +3H
  +5H
  +2H - x
  +3H - x
  Foe steps back defensively
  .
  Forsteps back and avoids theworst.
  Blow to foe's side. If foe has a belt it is
  Precise strike to foe's side
  . You have the
  Foe vibrates from the impact of the
  16-20
  severed.
  initiative for 1 round.
  strike.
  +1 H-x
  +2H - (x-10)
  +3H - (x-20)
  (-10)
  0-(+20)
  Convince foeof his peril by just
  Foe is uncertain about your next attack.
  Strike crosses foe's head.
  If he has a
  You wound foe in hip . Strike strips
  Deal foe a measurable blow to his side
  .
  missing his abdomen.
  He choses to letyou make thefirst move
  helm it is knocked offand dented .
  equipment from right side of waist.
  Any one containeron your foe now has a
  21-35
  (you gain the initiative)
  .
  hole in
  it
  .
  +2H-x(+10)
  +2H-2x
  -1
  I~F-21
  +2H-21-(-10)
  Nick foe's calf with long follow
  Cheap shot to foe's shin.
  Strike along foe's calf. The damage
  Close call forfoe's groin .
  Strike to upper leg rips clothing.
  through.
  takes a moment to show.
  36-45
  with leg greaves:+5H-x
  with waistarmor: +4H- 0
  with leg armor: +3H- x
  1
  w/o leg greaves: +2H-4
  21
  w/owaist armor
  : 34
  w/o leg armor
  : +2H-31
  Foe's evasion exposes his back to
  Blow to back damages any equipment
  Lower back strike sendsfoe reeling .
  Light strike pins foe's weapon arm to his
  Strike to side.
  If foe has armor, the blow
  your strike.
  worn there.
  His guard is still up .
  side.
  tears it open and exposes skin
  .
  46-50
  with abdomen armor: +8H-fir-4
  +2H-(x-30)
  I
  r-1
  20-1
  +6H-019
  w/oabdomen armor: +4H-0®-44
  Strike to foe's chest and he looks
  Solid strike to foe's chest. Blood from
  Strike toward chest. If foe has a shield, it
  Solid chest strike leaves bruises and
  Foe goes low to evade your attack. Strike
  impressed.
  wound ruins any heraldry
  .
  is out of position forthe rest of the
  blood.
  takes foe down on one knee. Finish him.
  51-55
  round.
  i
  (x-25)-24
  +3H-21-2x
  +3H-20-24
  +5H-x-34-(-15)
  +5H-0~9 -(-10)
  Minorthigh wound .
  It could have
  Thigh wound does some damage
  .
  Strike to foe'sthigh
  .
  Strike foein abdomen.
  Blow to foe's side
  . He stumbles to your
  been better .
  right 10 feet.
  56-60
  with leg armor
  : +8H-4N®-4
  with abdomen armor
  : +5H-2®'
  +2H-0-24
  +3H-0®-24
  w/o leg armor
  : +5H-20
  21-(-10) - I
  w/o abdomen armor: +3H-0®-36
  +6H-1~9-51
  ---
  Minor forearm wound numbs
  Forearm strike shakes foeup. Foe
  Solid strike to foe'srightforearm .
  Blow to foe's weapon arm. Arm is
  I Catch foe's forearm . The wound opens
  foe's grip.
  attempts a recovery,
  numb.
  up nicely
  . Foe is in pain
  .
  61-65
  with arm greaves: +5H-209
  +3H-20-34-(-10)
  I
  +2H-24-(-10)
  +2H-0-21-(-10)w/o arm greaves:+3H-2Kt-21-(-10)
  +5H-2r-+-34-(-15)
  Strike to foe's shield shoulder. Arm
  Foe blocks your attack with hiselbow.
  Strike shatters foe's knee
  . Foe crumbles
  Strike to head kills foe, if he has no
  Strike through both of foe's lungs. Foe
  is useless
  . That must really hurt!
  Elbow is shattered
  . Shield arm is
  to the ground
  . He is down for 3 rounds .
  helm. If he has a helm he in knocked out
  drops and passes out. He dies 6 rounds
  66
  useless.
  for 6 hours.
  later.
  30-(+10)1
  +3H - 40 - 2x
  200-(-90)
  +1 OH
  (+10)
  Strike along foe's neck.
  Strike to foe's neck
  . It's not enough for a
  Strike along foe's neck. Foe is frantic to
  Strike down foe's defenses with a blow
  Shot raises foe's arm up, severing many
  67-70
  kill
  .
  evade death.
  to both arms .
  muscles and tendons . Arm is useless.
  +5H-30-®
  20-34-(-5)
  40-2®-(+15)
  +3H- 209 -(-20)
  60-31
  Strike to lower leg .
  Strike to foe's calf. Slash muscle
  . Foe
  Destructive strike to lower leg.
  If foe has
  Excellent blow to lower leg slashes
  Strike plunges into leg with deadly effect .
  almost falls down.
  leg armor,
  it is torn free
  .
  muscles and cartilage . Foe falls prone
  .
  Foe drops, gripping his leg in pain .
  71-75
  with leg greave: +5H- 3x - (-10)
  w/o leg greave :+3H-0®-(-25)
  +3H-20®-(-40)
  +5H-20(9 -(-50)
  +6H-20®-(-50)
  30®-(-75)
  Strike foe in upper arm. You tear
  Strike to shield side. If foe has shield,
  Strike through muscle in shield arm .
  Strike to foe's shield arm . Arm is
  Strike foe in weapon arm, the bone is
  his pretty clothes
  .
  your weapon is stuck in it for a round
  .
  If foe has ashield, he drops it.
  useless.
  broken . Arm is useless
  .
  76-80
  +3H-20-31-(-25)
  3~-34-(-30)
  60-31-(-25)
  +12H-60-34
  +10H-30®
  Deep wound in foe's side
  . Well,
  it
  Tear open foe's side in a graphic display
  Strike bites into foe's ribs . The impact
  Major abdomenal wound . Blood pours
  Strike to foe's back severs avein, Foe
  81-85
  looked like a killing blow
  .
  of violence.
  sounds truly terrible.
  out in frightening quantities .
  goes to his kneesand dies in 12 rounds.
  6u-54-(+20)
  +6H-30®-51-(-25)
  +6H-30®-(-25)-54
  +1 OH-31~-,®-61-(-20)
  -
  Catch foe in the back. He drops his
  Strike to toe's head.
  If foe has no helm
  Strike impacts on foe's head
  .
  If he has
  Strike through foes kidneys
  . Foe is down
  Strike
  plunges in just below foe's
  guard and stumbles foward .
  he dies . If foe has helm, he fallsto his
  no helm, he dies
  . Helm is destroyed.
  and immobile for2 hours, then he dies.
  collarbone Foedrops and dies in 12
  86-90
  knees
  .
  rounds
  .
  2-,X®-21-(-20)
  .
  +6H-2''~F®
  +6H-20®
  +9H
  -
  Strike to foe's ear
  . Foehears at -50.
  Strike to foe's hip
  .
  Strike to chest. If foe has plate chest
  Strike through foe's side spills his guts
  Your weapon passes through the arm
  armor, he drops and dies in 9 rounds. If
  on the floor. Foe fights on normally for 6
  and sticks out the other side
  . Foe dies in
  91-95
  not, he dies instantly
  .
  rounds, then dies .
  12 rounds.
  with helmet
  : +5H-40-®
  with waist armor
  : +7H-0-(-10)
  w/o helmet: +3H -24-21z~O
  w/ o wa
  i st armor: +5H-i~r-34-(-25)
  -
  -
  120
  Strike to nose
  . There is a
  Strike through foe's cheek and throat .
  Strike through foe's neck breaks
  Strike plunges into doomed foe's chest
  Shot through heart sends foe reeling
  permanent scar
  . Foe's eyes are
  Foe drops and dies after 9 rounds of
  backbone and severs spine. Foe is
  and emerges from theother side . Foe
  back 10 feet to a place suitable for death.
  96-99
  crossed far a moment.
  incapacity
  .
  paralyzed from the neck down.
  drops and dies in 6 rounds.
  Your weapon is stuck in reeling foe
  .
  30® -34
  (+20)
  -
  -
  -
  Strike through neck
  . Sever vein and
  Strike plunges into foe's eye
  . Foe dies
  Shot through both ears proves
  Strike through brain makes life difficult
  Strike to foe's eye. Foe dies instantly .
  artery. Foe cannot breath . Foe
  instantly . Foe remains standing for a
  effective
  . Foe dies instantly. Pretty shot
  .
  for toe
  . You have a halt round left to act .
  Carry on soldier
  .
  100
  drops and dies of heart failure .
  moment until he realizes this
  .
  -
  all allies get +10 for
  1 round
  6(+20)
  I
  (+20)
  (+25)
  
  THROWN WEAPON ATTACK TABLE
  Plate
  Chain
  R-Leather
  S-Leather
  Animal
  Kevlar
  Kinetic
  Combat
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  None
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  (19/20)
  (17/19)
  (15/16)
  (13/14)
  (11/12)
  (9/10)
  (7/8
  (5/6)
  (4)
  (3)
  (1)
  (III/m
  (UI0
  (Vt)
  (VII)
  (IX/X)
  (VIII)
  ,148-150
  8C
  12D
  15E
  18E
  ;
  16E
  22E
  10E
  18E
  12E
  '159
  20E
  17D
  17E
  15D
  15E
  15D
  15E
  148-150
  145-147
  811
  12C
  15D
  18E
  16E
  21E
  !
  10E
  18E
  12E
  15E
  20E
  16D
  16E
  15D
  15E
  15D
  15E
  145-147
  142-144
  $A'
  12C
  14D
  17D
  I, 15D
  21D
  I,,
  10E
  17E
  12E
  14E
  19E
  16C
  16D
  li
  14D
  14E
  14C
  14D
  142-144
  139-141
  8
  11B
  14C
  17C
  15D
  20D
  10E
  17E
  11E
  14E
  19E
  15C
  15D
  14C
  14E
  1411
  14D
  139-141
  136-138
  8
  116
  14C
  16C
  14C
  19D
  10D
  16E
  )
  11E
  14E
  l
  18E
  15C
  15D
  130
  13E
  1311
  13D
  136-138
  133-135
  7
  11A
  13B
  15C
  14C
  18D
  9D
  16E
  10D
  13E
  18E
  14B
  14D
  13C
  13D
  13B
  12C
  133-135
  130-132
  7
  10A
  13B
  15C
  13C
  18C
  9D
  15D
  10D
  13D
  17E
  14B
  14D
  12B
  12D
  12B
  12C
  130-132
  127-129
  7
  10A
  12A
  14B
  13C
  17C
  9C
  15D
  10D
  12D
  16E
  138
  13C
  12B
  12D
  12A
  12C
  127-129
  124-126
  7
  9
  12A
  14B
  12B
  16C
  9C
  14D
  9D
  12D
  16D
  12A
  12C
  11B
  11D
  11A
  11C
  124-126
  121-123
  7
  9
  11A
  13A
  12B
  15C
  8C
  14D
  9C
  11D
  15D
  12A
  12C
  11B
  11C
  11
  11B
  121-123
  118-120
  6
  9
  11
  12A
  1111
  14C
  8C
  13D
  8C
  11C
  15D
  11A
  11C
  1111
  10C
  10
  1011
  118-120
  115-117
  6
  8
  10
  12A
  1
  10B
  14B
  8C
  13D
  8C
  11C
  14D
  11A
  1111
  108
  1(3C
  10
  10B
  115-117
  112-114
  6
  8
  10
  11A
  10A
  13B
  811
  12C
  8C
  10C
  14D
  10A
  1011
  10A
  1CC
  9
  911
  112-114
  109-111
  6
  8
  10
  11A
  9A
  1211
  ;
  811
  12C
  711
  10C
  13D
  10A
  96
  , l
  10A
  911
  9A
  109-111
  106-108
  6
  7
  9
  10
  9A
  118
  7B
  11C
  7A
  911
  13C
  1
  9A
  9A
  9A
  9B
  8
  8
  106-108
  103-105
  5
  7
  9
  9
  8
  10A
  7A
  10C
  6
  9A
  12C
  8
  8
  8A
  8A
  8
  7
  103-105
  100-102
  5
  7
  8
  9
  8
  10A
  7A
  1011
  6
  8A
  1211
  8
  8
  8A
  8A
  8
  7
  100-102
  97-99
  5
  6
  8
  8
  7
  9A
  7A
  9B
  6
  8
  11B
  7
  7
  7A
  7A
  7
  7
  97-99
  94-96
  5
  6
  7
  8
  7
  8A
  6A
  911
  5
  8
  10A
  7
  6
  7A
  7A
  7
  6
  94-96
  91-93
  5
  5
  7
  7
  6
  7
  6
  8B
  5
  7
  10
  6
  6
  6A
  6A
  6
  6
  91-93
  88-90
  4
  5
  7
  7
  6
  6
  6
  8A
  4
  7
  9
  5
  6
  6
  6
  5
  88-90
  85-87
  4
  5
  6
  6
  5
  6
  0
  7A
  4
  6
  ,
  9
  5
  5
  6
  5
  5
  5
  85-87
  82-84
  4
  4
  6
  5
  5
  5
  7A
  4
  6
  8
  4
  4
  5
  5
  4
  1
  82-84
  79-81
  4
  4
  5
  5
  4
  4
  5
  6A
  3
  5
  8
  4
  3
  5
  4
  4
  4
  79-81
  76-78
  4
  q
  5
  q
  4,
  3
  ,
  -
  6
  3
  L5
  7
  )
  3
  3
  Y
  4
  8
  76-78
  73-75
  3
  3
  4
  4
  3
  3
  5
  5
  2
  5
  7
  3
  2
  4
  3
  3
  3
  73-75
  70-72
  3
  3
  4
  3
  3
  2
  5
  5
  2
  -
  -
  2
  2
  4
  3
  3
  2
  70-72
  67-69
  3
  3
  3
  2
  2
  -
  4
  4
  -
  -
  -
  1
  -
  3
  2
  2
  1
  67-69
  64-66
  3
  2
  3
  2
  -
  -
  4
  4
  -
  -
  -
  1
  -
  3
  2
  2
  1
  64-66
  61-63
  3
  2
  3
  1
  -
  -
  4
  3
  -
  -
  -
  1
  -
  2
  1
  1
  -
  61-63
  58-60
  2
  1
  2
  1
  _
  -
  4
  3
  -
  -
  ?
  -
  -
  -
  2
  1
  =
  1
  -
  58-60
  55-57
  b2-54
  2
  1
  2
  1
  2
  1
  -
  -
  -
  -
  -
  3
  9
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  55-57
  52-54
  49-51
  2
  -
  1
  -
  -
  -
  3
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  49-51
  46-48 ?
  2
  -
  -
  -
  -
  -
  3
  -
  _
  _
  -
  -
  -
  -
  46-48
  -
  43-45
  1
  -
  -
  -
  -
  -
  3
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  43-45
  40-42
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  40-42
  37-39
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  37-39
  34-36
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  34-36
  xX-33
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  xX-33
  UM .01-XX
  F
  F
  I
  F
  F.
  .
  .
  .
  .
  .
  F
  F
  .
  .
  F
  .
  F -
  .
  F
  F
  F
  F
  ...,
  .
  .
  F
  F
  E
  F
  F
  01=XX UM
  TYPICAL WEAPON DATA
  WEAPON DATA
  Length :
  3 - 6 feet
  Range Modifiers:
  1' - 50': +0
  Weapon
  Fumble
  Range
  Critical
  Type
  OB
  Mod
  Max
  Result
  Max
  Critical
  Weight :
  2 - 6 pounds
  51' - 100' : -20
  Bola
  01-07
  Krush
  +0
  150
  E
  Fumble Range:
  01
  °"a
  - 07
  (XX=7)
  101' - 150' : -40
  Boomerang
  01-04
  Krush
  -5
  150
  E
  Dagger
  01
  Slash
  -20
  150
  E
  Critical Type :
  Grapple
  Darts
  01-05
  Puncture
  -10
  130
  E
  Handaxe
  01-04
  Slash
  -5
  150
  E
  F- Weapon fumbled, roll on the appropriate Fumble/Failure Table.
  javelin
  01-04
  Puncture
  -20
  150
  E
  UM - Unmodified roll . Apply result with no modifications .
  Lasso t
  01-06
  Grapple
  -30
  120
  C
  Net (gladiator) t
  01-05
  Grapple
  -25
  150
  D
  Net (fishing) t
  01-08
  Grapple
  -40
  125
  C
  Spear
  01-05
  Puncture
  -30
  150
  E
  Shuriken
  01-05
  Slash
  +0
  150
  E
  Tomahawk
  01-02
  Slash
  -10
  140
  E
  War Hammer
  01-04
  Krush
  -35
  150
  E
  t - Delivers half of the indicated hits.
  OPTIONAL CRITS
  Ranges'
  Bola
  1-10'
  +0
  11-25'
  +0
  2650'
  +0
  51-100'
  -20
  101-150'
  -40
  Crit
  Plate
  Chain
  RLeath. SLeath.
  Kevlar
  Kinetic Combat
  Boomerang
  +0
  +0
  +0
  -20
  -30
  Type
  Armor
  Armor
  Armor
  Armor
  Animal
  None
  Armor
  Armor
  Armor
  Dagger/Darts/Spear
  -10
  -20
  -30
  -
  -
  Handaxe
  -15
  -30
  -45
  -
  -
  Krush
  1-5
  1-5
  1-5
  1-5
  1-5
  1-5
  1-5
  1-5
  1-5
  javelin
  +0
  -20
  -20
  -40
  -
  Grapple
  6-10
  6-10
  6-10
  6-10
  6-10
  6-10
  6-10
  6-10
  6-10
  Lasso
  +0
  -10
  -
  -
  -
  Net
  +0
  -
  -
  -
  -
  Shuriken
  +0
  +0
  -20
  -30
  -
  k3i
  Roll d10 and look under the target's armor.
  Tomahawk
  -5
  -15
  -30
  Cross index to the left to see what type of critical the target takes .
  War Hammer
  -20
  -40
  -60
  -
  -
  
  Key:
  8--must parry B rounds;
  80-no parry for 6 rounds ;
  8O=stunned for 8 rounds;
  86=bleed B hits per round;
  (-8)-foe has -8 penalty;
  (+8)=attacker gets +18 next round.
  33
  M
  7.3 KRUSH CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Not very impressive.
  Your grip fails you.
  Practice this one
  .
  Strike blunted by clothing .
  Destroy one of foe's silly decorations.
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  The strike lost something in the
  Thud
  .
  You should have swung much harder.
  Foe steps right, then left, and almost
  Blow is forceful, not hard. Foe is
  06-10
  translation .
  evades your blow.
  unbalanced . You have initiative.
  +OH
  +2H
  +3H
  +4H
  +6H
  Foe evades your much of your
  Foe evades frantically. You have the
  Really solid strike to foe'sshield side.
  Shot closeto foe's throat
  . He seeks to
  Foe raises an arm to block your strike.
  11-15
  swing. You have initiative.
  initiative next round.
  You have initiative
  .
  avoidyour next strike.
  He does himself harm. You profit.
  +3H
  +3H
  +7H
  +5H - (x-10)
  +6H- 0 - (+5)
  Foe steps back 5 feet
  . He is out of
  Foe is concerned with his own
  Blow to foe's waist. He spinssideways.
  Glancing blow takes skin with it
  . You
  Strong blow breaks foe's guard
  . He is
  16-20
  position .
  preservation . He steps back 5 feet.
  have initiative next round.
  unbalanced .
  +2H - x
  +4H - (x-10)
  +6H - (x-20)
  +5H - (-5)
  0- (+10)
  Foetries to duck under your strike .
  Foe loses some resolve from your solid
  Disorientfoe with atricky shot. He is at
  Foe goes airborne to evadeyour strike.
  Solidshot breaks foe's ribs. You have
  21-35
  You knock him back
  .
  strike
  .
  a loss for words
  .
  He is stumbling back .
  initiative next round.
  +3H - x- (+5)
  +4H - (x-20)
  +5H - 0
  +4H - 00
  +6H - (-10)
  Bust foe's shin . You have initiative .
  Blow to foe's left calf. You gain initiative
  .
  Catchfoe in lower leg. You gain
  Light swing to foe'sleg. Foe's calf is
  Blow to upperleg
  . Minorfracture
  . You
  initiative, while foe regains footing
  .
  bruised . You have the initiative
  .
  have initiative.
  36-45
  with leg greaves: +9H
  with leg greaves: +9H-2x
  w/o leg greaves:+6H-(-5)
  w/o leg greaves:+6H-2(-20)
  +9H-2(-25)
  +1OH-(-10)
  +12H-(-10)
  Foe steps under your blow
  . You
  Solid blow to back. Foe seeksto avoid
  He leansto your shield side andyou hit
  Catch foe in shoulder blade
  . Foe drops
  Glancing strike to lower back . Foe turns
  catch him in the back.
  this attack again. He has lost his way.
  him in the back .You have the initiative
  his guard and reels from your blow.
  away to avoid thedamage . Foe uses his
  46-50
  for 2 rounds .
  weapon for balance.
  +4H - (x-25)
  +6H - (x-25)
  +5H - 00
  +10H - 00
  +15H - #0
  Blow to foe's chest. Foe leans
  Foe recoils before your blow impacts.
  Hard strike to chest, armor does not
  Blow to foe's ribs
  .
  It hurts him to raise
  Blow to chest. He seeks 1o regain his
  51-55
  sideways in pain .
  He steps back 5 feet to defend himself .
  help .
  his arms . Foecannot lean over
  .
  wind and surviveyour onslaught
  .
  +5H-(x-25)
  +6H-2x
  +5H-0-(-10)
  +1OH-(-15)
  +15H-20-(-15)
  Blow to foe's waist sendsa piece of
  Strike passes under shield arm and
  Strike grazes across left thigh and lands
  Miss foe's arm and strike his thigh . He
  Blow to foe's thigh causes his right leg to
  56-60
  equipment flying. Foe recoils.
  lands on foe's thigh. Big bruise .
  on right. It lands solid .
  stumbles and drops something
  .
  fatter for a moment
  .
  +5H-(x-25)
  +6H-x-(-5)
  +6H-x-(-5)-(+10)
  +6H-0-(-10)
  +1 OH-00-(-10)
  Strike to weapon forearm .
  Blow to toe's forearm
  . The strike is
  Catchtoe in mid-swing and disarm him
  .
  Blow to forearm. Blow tears clothing,
  Strike foe's weapon arm with a titanic
  solid
  . The pain is certain .
  His weapon tumbles behind you
  .
  but not skin. Arm is bruised.
  blow
  . Foe drops his weapon and reels .
  61-65
  with arm greaves
  : +8H-x
  w/o arm greaves:+5H-0
  +9H-0-(-10)
  +8H-tr
  +1 OH-00-(-10)
  +1OH-0-(-15)
  Shattershoulder in foe'sshield
  Driveelbow backwardsand break it.
  That does it for him
  . Your strike lands
  Masterful strike to foe's head . If he has
  Crush what was once foe's head ;he
  arm. Arm is quite useless. Foe
  Arm is useless
  . Foe drops weapon,
  on foe's knee. The knee bucklesand foe
  no helm, he is dead. If he has a helm, he
  dies instantly. If foe has ahelm, it is
  66
  drops shield, if he has one.
  leanswayover,and yells out.
  goes down hard
  .
  i s knocked out for 4 hours.
  destroyedalso. You are speckled
  with blood
  .
  +8H-2s0
  300
  +9H-3#9-(-90)
  +20H
  +15H-(+10)
  Solid strike to foe's chest
  . Knocks
  Bloom! Shot strikes foe's upper chest
  .
  Strike to chest causes ahost of trouble .
  Blow to shoulder.
  Blow to foe's shield arm. If foe has a
  the breath out of foe.
  Foe stumbles.
  shield, it is broken.
  If not, arm is broken .
  67-70
  with shoulder armor: +6H - 00
  +8H-30-®
  +10H-200-(-10)
  +10H-3Q-2® -(-10)
  w/o shoulder armor: 200-(-20)
  Shot takes toe in lowerleg
  . He fails
  Strike to foe's rightachilles tendon
  . Oh
  Strike twists foe's knee .
  Blow lands with a crack. Leg bone is
  Blow to foe's hip bonebreaks it . Help! Foe
  71-75
  to jump over it.
  that hurts ya know!
  broken
  . Major cartilage damage .
  has fallen and cannot get up.
  +5H-200-(-20)
  +1 OH-2'cr-®-(-35)
  +1 OH-200-(-40)
  +12H-2t~g -(-50)
  +15H-30-(-75)
  Blow to foe's shield arm destroys
  Blow to foe's shield arm breaks wrist .
  Blow to foe'sweapon arm. A metal
  Blow breaks foe's weapon arm .
  Slap foe's arm and elbow around like
  shield . If no shield, arm is broken .
  Hand is useless
  . Foedrops shield.
  armguard is bent and the arm is useless
  Sling foe's weapon to the right 5feet.
  string
  . Joint is shattered. Arm is useless
  .
  76-80
  until untilthe armor is removed
  .
  Foe's arm is useless. Tendon damage .
  Foe should have stayed in bed.
  +6H-0
  +9H-00
  - (-50)
  +8H-00
  +9H-200
  Blow to foe's side sends him
  Blow thunders as it connects . Foe's ribs
  Foe yells out before the impact and is
  Blow lands on foe's side . He goes down
  Blow to foe's armpit
  . Crush ribs and
  81-85
  stumbling 5 feet to your right.
  crackle in response
  . It hurts
  .
  silenced by the blow
  . Ribs crack.
  hard. Victory is close.
  destroy organs
  . Foe dies in 3 rounds.
  +10H-200-(-20)
  +12H-2r0-(-25)
  +12H-300-(-40)
  +15H-300-(+10)
  +30H
  Strike foe in lower back
  . Muscles
  Foe makes a mistake and pays
  . You
  Powerful blow sweeps foeonto his back .
  Blow to foe's neck
  . If foe has a throat
  Neck strike shatters bone and severs an
  and cartilege are damaged.
  send him prone with a fell strike.
  Bones breakand muscles tear.
  protector, he is paralyzed from the neck
  artery
  . Foe cannot breath . Foe is inactive
  86-90
  Tendons aresmashed.
  down.
  If not, he dies in two rounds
  .
  and suffocates in 12 rounds.
  +12H-300-(-25)
  43:;~O-(-30)
  +20H-6xr-(-50)
  +25H
  -
  Break foe's nose.
  Strike to foe's head. If he has no helm,
  Blow to thigh. Compound fracture
  Strike comesdown on the shield
  Blast to foe's back. A bone is driven into
  he falls into a coma for3 weeks.
  severs an artery. Foe goes down hard
  shoulder of foe . Arm shatters. Foe dies
  vital organs . Foe is down and dies in sm
  91-95
  and dies in 12 rounds
  .
  from shock and blood loss in 9 rounds.
  rounds .
  with nose guard: +1 OH-200
  w/o nose guard: +15H -30
  +20H -12,0
  +9H
  -
  +25H
  Blow to foe's head . If foehas no
  Blast foe's chest
  . Send ribcage into
  Blow to foe's abdomen
  .
  Strike destroys
  Crush foe's chest cavity
  . He gripsyour
  Blow to foe'sface.
  If visored, the visor is
  helm, he is dead . If foe has a helm,
  heart. Foedrops and dies in 6 rounds
  .
  a variety of organs
  . Poor fool expires
  arm, looks into your eyes, then drops
  driven into his face and foe dies in 10
  96-99
  he is knocked down .
  after 6 rounds of inactivity.
  and dies in 3 rounds.
  rounds . Without a visor, he dies
  instantly. You have half the round left .
  +20H - 61>
  (+20)
  -
  (+25)
  +30H -(+20)
  Crush foe's jaw. Drive bone through
  Blow snaps neck. Foe is paralyzed from
  Strike to forehead
  . Destroy foe's eyes.
  Blastto foe's heart
  . It stops. He dies .
  Blow turns hip to dust
  . Foe falls down .
  brain . Foe dies instantly.
  the shoulders down.
  Send his helm flying
  . Foe is spun about
  .
  You consider yourself to be deadly.
  Attempts to stand. Falls again and dies in
  100
  Fine work. You are readyto slay .
  6 rounds.
  +50H-(+20)
  +25H-150
  +30H-2400
  +25H
  +35H-20-6(-30)
  
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  5.12
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  BLACK
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  POWDER PISTOL WEAPON
  S-Leather
  Animal
  Heavy
  Light
  Heavy
  Light
  None
  (7/8)
  (5/6)
  (4)
  (3)
  (1)
  ATTACK TABLE
  Kevlar
  Kinetic
  Combat
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  (111/m
  (1/11)
  (VI)
  (Vin
  QX/X)
  (Vlll)
  148-150
  3D
  3E
  I
  5E
  6E
  BE
  6E
  7E
  9E
  BE
  '9E
  12E
  4E
  6E
  6E
  7E
  4.E
  BE
  148-150
  145-147
  3D
  3E
  5E
  6E
  5E
  BE
  7E
  9E
  BE
  9E
  12E
  4E
  6E
  BE
  7E
  4E
  6E
  145-147
  142-144
  3D
  3E
  5E
  6E
  6E
  6E
  7E
  -
  9E
  6E
  '
  BE
  12E
  4E
  6E
  6f
  7E
  4E
  6E
  142-144
  139-141
  - 3D
  3E
  5E
  6E
  6E
  BE-
  7E
  9E
  5E
  8E
  '10E
  4E
  5E
  BE
  7E
  4E
  5E
  139-141
  -
  136-138
  3C
  3D
  5
  BE
  60
  6E
  7E
  9E
  5D
  8D
  10D
  40
  5D''
  6D
  7D
  4D
  '5D
  136-138
  133-135
  3C
  3D
  5D
  6D
  6D
  6D
  7E
  9E
  5D
  7D
  10D
  4D
  5D
  6D
  7D
  4D
  5D
  133-135
  130-132
  3C
  3D
  5D
  6D
  6D
  6D
  7D
  9D
  5D
  6D
  9D
  4D
  5D
  6D
  7D
  4D
  5D
  130-132
  127-129
  3B
  3D
  5D
  6D
  6D
  6D
  7D
  9D
  4C
  6D
  9D
  4D
  5C
  6D
  6C
  4D
  5C
  127-129
  124-126
  3B
  3C
  5D
  6D
  5D
  6D
  7D
  9D
  4C
  6C
  9C
  4C
  5C
  6C
  6C
  4C
  5C
  124-126
  121-123
  3B
  3C
  5C
  5D
  5C
  6D
  7D
  8D
  4C
  5C
  BC
  4C
  5C
  5C
  6C
  4C
  4C
  121-123
  118-120
  3B
  3C
  5C
  5C
  5C
  5C'
  7D
  8D
  3C
  -
  5C
  7C
  4C
  4C
  5C
  5C
  4C
  4C
  118-120
  115-117
  3A
  '-
  3C
  5C
  50
  4C
  5C
  6C
  8D
  3B
  5C
  7C
  4C
  4B'
  5C
  -
  5C
  40
  4B
  115-117'
  112-114
  3A
  3B
  5C
  4C
  4C
  5C
  6C
  7C
  38
  4B
  7C
  4B
  4B
  -
  5B
  58
  3B
  3B
  112-114
  109-111
  3A
  38
  4C
  4C
  4C
  4C
  6C
  6C
  3B
  4B
  6B
  3B
  3B
  4B
  4B
  3B
  3B
  109-111
  106-108
  3A
  28
  'I
  4B-
  4C
  4B
  4C
  6C
  6C,
  3B
  4B
  6B
  3B
  3B
  4B
  4B
  3B
  38
  106-108
  103-105
  3
  2B
  4B
  4B
  3B
  4B
  5C
  6C
  3A
  4B
  6B
  3B
  3A
  4B
  4B
  3B
  3A
  103-105
  100-102
  2
  2A
  4B
  3B
  3B
  3B
  5C
  5C
  2A
  3A
  5B
  2A
  2A
  3B
  3B
  2A
  2A
  100-102
  97-99
  2
  2A
  4B
  3B
  3B
  3B
  5B
  5C
  2A
  3A
  4A
  2A
  2A
  3B
  3B
  2A
  2A
  97-99
  94-96
  2
  2A
  4B
  3B
  3A
  3B
  4B
  5C
  2A
  2A
  4A
  2A
  2A
  38
  3B
  2A
  2A
  94-96
  91-93
  2
  2A
  3A
  3B
  3A
  3B
  4B
  5B
  1
  2A
  3A
  2A
  2A
  3A
  3A
  2A
  2A
  91-93
  88-90
  2
  2A
  3A
  3A
  3A
  2A
  4B
  4B
  1
  2
  3A
  2A
  1
  3A
  2A
  2A
  2
  88-90
  85-87
  2
  1
  3A
  3A
  2A
  2A
  4B
  48
  1
  -
  2
  1
  1
  1
  2A
  2A
  2
  2
  85-87
  82-84
  2
  1
  3A
  2A
  2A
  2A
  38
  48
  -
  1
  1
  2A
  2A
  1
  1
  82-84
  79-81
  2
  1
  j
  2
  2A
  2
  2A
  3A
  3B
  -
  -
  -
  1
  1
  2A
  1A
  1
  1
  79-81
  76-7811
  1
  1
  2
  <'
  2A
  1
  1A
  3A
  3B
  -
  -
  2A
  1A
  1
  1
  76-78
  73-75
  1
  1
  2
  2
  1
  -
  2A
  3A
  -
  -
  -
  -
  -
  2
  1
  1
  1
  73-75
  70-72
  1
  1
  2
  1
  1
  -
  2A
  2A
  -
  _
  1
  1
  1
  -
  70-72
  67-69
  1
  0
  2
  1
  -
  -
  2A
  2A
  -
  -
  -
  -
  -
  1
  1
  -
  -
  67-69
  64-66
  1
  0
  2
  -
  -
  -
  1 A
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  64-66
  61-63
  1
  0
  2
  -
  -
  -
  1A
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  61-63
  58-60
  1
  -
  2
  -
  -
  _
  _
  58-60
  -
  55-57 '
  1
  1
  -
  -
  1
  _
  _
  -
  -
  55-57
  52-54
  1
  _
  1
  -
  52-54
  49-51'--
  1
  -
  1-
  49-51
  46-48
  1
  -
  1
  -
  46-48
  43-45
  1
  -
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  43-45
  40-42
  1
  -
  1
  -
  40-42
  37-39
  1
  -
  1
  -
  37-39
  34-36
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  34-36
  xX-33
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  XX-33
  UM 01-Xx
  F
  F
  F
  F
  Fs
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  o1-xx UM
  TYPICAL WEAPON DATA_
  WEAPON DATA
  Fumble
  Action/
  OB
  Max
  Max
  Weight :
  2.1 pounds
  Range Modifiers :
  1' - 10':+10
  Weapon
  Range
  Rounds
  Mod
  Result
  Critical
  Fumble Range:
  01
  °M
  - 05
  (XX=5)
  11' - 30' : +0
  Action :
  Single Action
  31' - 55' : -25
  Double Derringer
  O1-05
  Perc/2
  +0
  140
  D
  Rounds :
  6
  56' - 90' : -50
  Duck Foot Pistol
  O1-05
  Perc/4 f
  +20
  150
  D
  Critical Type :
  Ballistic Puncture
  91' - 130':-100
  Dueling Pistol
  O1-04
  Flint/l
  +0
  150
  E
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  Flintlock Pistol
  01-04
  Flint/1
  +0
  150
  E
  UM - Unmodified roll. Apply result with no modifications .
  Percussion Pistol
  01-04
  Perc/1
  +0
  150
  E
  Pocket Flintlock
  01-05
  Flint/1
  -20
  140
  D
  Wheelock Pistol
  01-06
  Wheel/1
  +0
  150
  D
  f - All barrels fire together for 2x Damage .
  Range Modifiers
  +10
  +0
  -25
  -50
  -100
  Double Derringer
  10'
  20'
  30'
  60'
  80'
  Duck Foot Pistol
  10'
  20'
  30'
  40'
  50'
  ;1
  Dueling Pistol
  10'
  30'
  50'
  60'
  80'
  Flintlock Pistol
  10'
  20'
  40'
  60'
  80'
  Percussion Pistol
  10'
  20'
  40'
  60'
  80'
  Pocket Flintlock
  10'
  20'
  30'
  40'
  50'
  e
  Wheelock Pistol
  10'
  20'
  40'
  60'
  80'
  34
  
  Key
  :
  Bx=must parry B rounds;
  8(&=no parry for li rounds ;
  fist=stunned for 8 rounds;
  56=bleed 6 hits per round
  ;
  (-8)-- foe has -0 penalty;
  (+p)=attacker gets +0 next round
  .
  35
  7.9 BALLISTIC PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Graze foe's hand.
  If foe is carrying
  Graze foe's hand. If foe is carrying an
  Shot hits foe's hand
  . If foe is carrying an
  Shot goes through foe's hand breaks
  Shot through foe's hand breaks bone and
  an item, he must make a Routine
  item, he must make a Light maneuver to
  item, he must make a Medium maneuver
  bonesand tearstendons
  . If foe is
  tears tendons. If foe drops any items he
  01-05
  maneuver to hold onto it .
  hold onto it
  .
  to hold onto it
  .
  carrying an item, he must make a Hard
  was carrying with this hand
  .
  maneuver or drop it.
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2x-26-(-10)
  +5H-300-(-20)
  Forearm graze causes foe to flinch .
  Forearm wound causes foeto grimace
  Forearm wound tears tendons . If foe is
  Forearm shot tears muscles and
  Shot to forearm breaks bone andtears
  You gain initiative next round.
  and bleed. You gain initiative next round.
  carrying an item, he must make a Hard
  tendons
  . Foe drops any items he was
  tendon. Foe drops any items he was
  06-10
  maneuver to hold onto it.
  carrying with this arm.
  carrying and looses initiative for the next
  three rounds .
  +1H
  +3H-x-6
  +4H-0-24-(-10)
  +5H-20-34-(-15)
  +7H-3CFO -44-(-25)
  Grazefoe's biceps . Keep that arm
  Nick foe's biceps causing minor muscle
  Shot tears through the upper arm
  That's gotta hurt! Elbow hit breaks bone
  Biceps hit breaks bone, tears muscles and
  11-15
  very still
  .
  damage
  .
  causing major muscle damage.
  andtearstendons
  . Arm useless
  .
  tendons . He cannot even lift his arm.
  +1H
  +3H-x-(-5)
  +5H-20-24-(-10)
  +3H-40-2#-(-20)
  +12H-60-36-(-25)
  Scratches foe'striceps . Get a
  Ripthrough toe's tricepscausing minor
  Major muscle damage is done as the
  Elbow hit breaks foe's funny bone and
  Triceps hit breaks bone, tears muscles and
  16-20
  bandage
  .
  muscle damage .
  shot hits foe'striceps.
  tears tendons. Arm useless
  .
  tendons . Arm useless.
  +1H
  +3H-x-(-5)
  +5H-2rwr-26-(-10)
  +3H-40-2x-(-20)
  +12H-6'~-34-(-25)
  Bullet grazes foe's shoulder. Foe
  Shoulder hit
  . Minor muscle damage
  .
  Bullet goes through foe's shoulder,
  Bullet tears muscles tendons on its way
  Bullet goes clean through without major
  21-30
  staggers from the shock.
  tearing muscle andtendons. Foe is spun
  through foe's shoulder
  . Tears a major
  damage, except forthat severed artery .
  around and may fall down.
  artery
  .
  Blood is everywhere!
  +2H
  +2H-fir(-5)
  +7H-30-6-(-10)
  +7H-3rwr-56-(-20)
  +3H-104-(-5)
  Bullet grazes foe's shoulder. Don't
  Bullet drives into foe'sclavicle
  Bullet cracks foe's clavicle with a smart
  Great shot lodges in the foe's shoulder.
  Bullet breaks clavicle and destroys
  31-40
  lift any heavy objects:
  shot to the neck.
  Surgeon will have to chip away a little
  shoulder joint. Arm useless.
  bone to get this one out.
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-20-36-(-15)
  +12H-40~9-74-(-50)
  Nick foe's thigh. Running will hurt .
  Thighwound tears muscle
  .
  Bullet lodges in foe'sthigh
  . Running is
  Bullet tears muscle and tendons in the
  Bullet breaks femur and severs femoral
  41-50
  very painful(-25 to Moving Maneuvers
  thigh . Femoral artery damaged as the
  artery. Foe falls . Hope he has a belt handy
  .
  until bullet is removed),
  bullet went through .
  +2H
  +41-1-20
  +1 0H-30-(-15)
  +15H-30®-(-25)
  +12H-500-34-(-25)
  Bullet grazes foe's calf. Walking
  Bullet nicks calf
  . Minor muscle damage
  Bullet passes cleanlythrough foe's calf.
  Bullet strikes calf. Tibia fractured.
  Calf hit breaks bone and tears muscle . Foe
  51-55
  proves painful.
  causes foe to drop to one knee and
  Muscle and tendon damage .
  staggers then falls .
  grimace very loudly .
  +2H
  +2H-x-(-5)
  +5H-rrr-26-(-10)
  +12H-2Cr-3x-(-15)
  +15H-3'0-34-(-30)
  Foe hops as bullet brushes foot
  .
  Incredible shot rips atoe from foe's foot.
  Let me seeyou dance! Shot hits foe's
  Ankle strike breaks bone and tears
  Ankle strike breaks bone and tears tendon .
  56-60
  Need a new shoe.
  foot and breaks several small bones.
  tendon
  . Foe falls and cannot get up
  .
  If using an hunting class of II or greater,
  foot is severed. Foe falls
  .
  +2H
  +4H-x-(-5)
  +1 OH-20-(-15)
  +12H-3u-®-(-20)
  +15H-4,0®-46-(-25)
  Foe is reminded to diet as bullet
  Bullet strikesfoe's hip causing a minor
  Bullet lodges in foe's hip making walking
  Hip strike fractures pelvis and nicks
  Foe's hip joint shattered by your incredible
  61-65
  nicks his hips.
  fracture . Cancel those dancing lessons.
  difficult (-30 to Moving Maneuvers until
  artery
  . He tries not to shimmy when he
  shot .
  the bullet is removed).
  walks.
  +3H-x
  +5H-#-(-5)
  +1OH-2frr-®-(-15)
  +15H-3CQ-36-(-20)
  +20H-5CQ-(-50)
  Bullet goes thorough both cheeks
  .
  Bullet seems to have a mind of its own,
  And you thoughtthis shortof shot was a
  Bullet bounces around in foe'schest
  Foe's sexual prowess is now in doubt.You
  Foe will have trouble sitting down
  ricocheting off a rock and entering foe's
  myth! Foe takes it right betweenthe
  cavity. Majorwounds to heart, liver,
  are stunned for 1 round in sympathy
  .
  66
  fora while due to muscle damage .
  head just below his ear
  . Foe is in acoma
  eyes. Foe Dies instantly, then fallsover
  spleen, stomach, and both lungs
  . Foe is
  forthree days
  .
  next round
  .
  in shock for a minute, then dies .
  +10H-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-60®-106-(-50)
  +30H-120®-74-(-75)
  Foe feels stiff breeze as bullet
  Knee shot fractures bone and gives foe a
  Bullet lodged in knee . Ouch .
  Bullet shatters kneecap . Minortendon
  Bullet shatters toe's knee
  . Severe tendon
  67-70
  leaves a feathery touch on his knee .
  limp .
  damage. Strangely, the scar left by the
  damage .
  bullet looks just like a rose
  .
  .
  . .
  +1H-x
  +5H-0-(-10)
  +1OH-2rrr-(-15)
  +15H-400 -6-(-20)
  +20H-60,
  -4®-(-30)
  Shot grazefoe'sabdomen, leaving
  Bullet enters foe's abdomen doing minor
  Abdomen hit causes minor muscle and
  Lower abdominal shot causes much
  Kidney shot. Opponent bleeding profusely
  .
  71-75
  an interestingscar
  .
  muscle damage.
  organ damage.
  bleeding (internal and external)
  .
  If foe attempts to talk, blood will leak out
  from the corners of his mouth.
  +2H
  +3H-0-(-5)
  +5H- 2Cr-36-(-10)
  +5H-30®-44-(-15)
  +1 OH-40®-7" -(-20)
  Bullet piercesfoe's "love handles."
  Shot in theside breaks two ribs
  .
  Bullet glancesoff ribs, breaking a couple
  Bullet breaks a rib and proceeds to lodge
  Foe really didn't need his spleen anyway
  .
  76-80
  Perhaps next time he will stickto
  in the process
  . Major muscle and tendon
  in foe's liver. Foe needs doctor, badly.
  hisdiet.
  damage as it passes through.
  +4H-2x-(-5)
  +5H-20-(-10)
  +10H-3fir-(-15)
  +7H-20-64-(-10)
  +1 OH-3W®-84-(-20)
  Center abdomen hit causes minor
  Bullet passes into foe's abdominal cavity
  Upper abdominal hit perforates internal
  Bullet glances offrib and passes down
  Bullet passes through toe's gut lodging in
  muscle wound. Scar will look like a
  causing minorwounds to foe's
  organs
  .
  through foe's abdomen causing major
  his spine
  . Foe is paralyzed until it is
  81-85
  second belly button
  .
  intestines .
  bleeding and tissue damage.
  removed, and then stillsuffersa -30 to all
  moving maneuvers.
  +4H-Cr-(-5)
  +5H-,r-34-(-10)
  +8H-20-44-(-10)
  +1OH-40-2®-66-(-15)
  +15H-24
  Chest hit causes minor muscle
  Chesthit breaks ribs . Major muscle and
  Chest strike snaps ribs and collapses a
  Chest hit breaks sternum and lodges
  Heart strike . Foe is dead. Very sad
  .
  damage .You missed his heart by
  tendon damage
  .
  lung
  .
  near heart.
  86-90
  only a hand's width. Just a little to
  the left.
  . . .
  +5H-6-(-5)
  +1 OH -2fir-6-(-10)
  +10H-3M-®-46-(-15)
  +12H-30®-74-(-30)
  (+20)
  Foe's ear hasa new piercing . All
  Bullet glances offfoe's skull, taking a
  Bullet to side of foe's head . Lots of
  Bullet lodged in brain
  . Foe is in a coma
  Bullet lodges deep in foe's brain
  . Death in
  91-95
  hearing maneuvers suffer a special
  clump of hair with
  it,
  bleeding and permanent loss of hearing
  for 3 weeks.
  instantaneous (but my isn't that look on
  penaltyof -20.
  in that ear
  .
  his face precious)!
  +2H
  +5H-30-(-5)
  +7H-20-4B-(-10)
  +10H-86
  (+20)
  Bullet goes through foe's cheek
  .
  Bullet breaks foe's jaw. Foe cannot talk
  Bullet to foe's throat
  . Trachea destroyed
  .
  Bullet goes through majorartery in toe's
  Bullet passes through throat and spine.
  Foe hastrouble talking (-10 to
  until he is healed . -10to temporary
  Sorry aboutthat singing career
  .
  neck
  .
  Foe paralyzed .
  96-99
  temporary Appearance)
  .
  Appearance and -5 to potential
  Appearance
  .
  +4H-20-(-5)
  +6H-20-®-26-(-10)
  +7H-300-26-(-15)
  +3H-x-106-(-10)
  +8H-204-(-75)
  Bullet through the eye and into the
  Foe drops immediately from strike to
  Shot through foe's brain kills foe. You
  Foegets a strange look on face as bullet
  Bullet through foe's eye. Foedies instantly.
  100
  brain . Foe is very dead .
  brain through his ear. Very nice
  .
  have halt a round left to act
  .
  ricochets off his jawand into his brain.
  Carry on soldier
  .
  Foe is in coma for next two years.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  5.13 BLACK POWDER RIFLE WEAPON ATTACK TABLE
  148-150'
  145-147
  142-144'
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-76
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  1
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  XX-33
  UM! 01=XX
  36
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  12E
  15F'
  12E
  15F
  12E
  15F'
  12D
  15E'
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  22F
  24F
  22F
  24F
  22F
  24F
  22F
  24F
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  '24F
  27F
  24F
  27F
  24F
  27F
  24F
  27F
  6
  2
  TYPICAL WEAPON DATA
  S-Leather
  Heavy
  Light
  (7/8)
  (5/6)
  29F
  ' 36F
  29F
  36F
  29F
  36F
  29F
  36F
  18B
  ,18C
  166
  ''186
  14B
  16B
  148'
  ` 13B
  13A
  - 13B
  F- Weapon fumbled, roll on the appropriate Fumble/Failure Table.
  UM - Unmodified roll. Apply result with no modifications.
  For a "F" severity critical, roll once and apply- both an "E" and an "A" result
  .
  Animal
  Heavy
  Light
  (4)
  (3)
  24F
  36F
  21F
  36F
  24F
  32F
  21E
  32E'
  48F
  '48F''
  48F
  42E
  Kevlar
  Heavy
  Light
  p11/m
  win
  Kinetic
  Heavy
  Light
  M)
  MD
  25F
  30F
  25F
  30F
  25F
  30F
  25E
  28E
  28E
  28E
  28D
  27D
  27D
  25D
  23C
  23C
  22C
  19C
  19C
  19C
  16B
  16B
  i6B
  13A
  Combat
  Heavy
  Light
  (WX)
  MID
  19F
  24F
  19F
  24F
  19F
  24F
  `19E
  22E
  19E
  22E
  19E
  22E
  19E
  22D
  19D
  21 D
  19D
  21D
  18D
  19C
  17C
  18C
  17C
  18C
  16C
  17C
  15C
  15B
  14B
  15B
  14B
  15B
  13B
  12A
  12A
  12A
  12A
  12A
  12A
  10A
  148-150`,
  145-147
  142-144
  139-141'
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88'-90
  85-87
  82-84
  79-81
  76=76
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  XX-33
  01-Xx UM
  WEAPON DATA
  l
  2D
  27E
  '21E
  ,
  15E
  22E
  24E
  24E
  29F
  36F
  `32E
  42E'
  21E
  24E
  25E
  2D
  15E
  22E
  24E
  24E
  27E
  29E
  36E
  21E
  30E
  42E
  21E
  24E
  25E
  2C
  15E
  22E
  24E
  24E
  26E
  29E
  36E
  20D
  27D
  39E
  20E
  23D
  25E
  2C
  15D
  22E
  24E
  24E
  24E
  29E
  36E
  18D
  27D
  36D
  19D
  21D
  25D
  2C
  15D
  22D
  24D
  21D
  24D
  29E
  36E
  18D
  25D
  36D
  19D
  21D
  25D
  2B
  15D
  22D
  22D
  21D
  24D
  29E
  34E
  17C
  23D
  33D
  19D
  20C
  24D
  2B
  14C
  22D
  21D
  21D
  20D''
  29D !
  32D'
  15C
  23C
  30D
  17C
  17C
  23C
  2i3
  13C
  22D
  21D
  19C
  20D
  27D
  32D
  15C
  23C
  30C
  16C
  17C
  22C
  2A
  13C
  22C
  19C
  18C
  20D
  26D
  30D
  15C
  18C
  30C
  16C
  17C
  21C
  2A
  12C
  19C
  180
  18C
  19C
  26D
  27D
  12B
  18B
  24C
  15C
  15B
  19C
  2A
   118
  19C
  18C
  16C
  17C
  24C
  27D'
  12B,
  18B
  24B
  14B
  14B
  19C
  12
  11B
  19B
  18C
  15B
  17C
  22C
  27D
  12B
  16B
  24B
  14B
  14B
  19C
  11
  11B
  18B
  15B
  15B
  15C
  22C
  23C
  10A
  13A
  21B
  13B
  12A
  178
  10
  9A
  16B
  15B
  15B
  13B
  22C
  23C
  9A
  13A
  18B
  11A
  11A
  168
  10
  9A
  i6B
  15B
  12B
  13B
  18C
  23C
  9A
  11A
  18A
  11A
  11A
  16B
  10
  9A
  15A
  13B
  12A
  13B
  18B
  20C
  7
  9A
  15A
  11A
  10A
  14B
  Weapon
  Fumble
  Range
  Action/
  Rounds
  OB
  Mod
  Max
  Result
  Max
  Critic
  Arab Jezail Rifle
  01-05
  Flint/1
  +10
  150
  E
  Brown Bess Musket
  01-04
  Flint/1
  +0
  150
  F
  Civil War Rifle
  01-05
  Perc/1
  +10
  150
  F
  Matchlock
  01-07
  Match/ 1
  +0
  150
  F
  Pennsylvania Rifle
  01-05
  Flint/l
  +10
  ISO
  F
  Smoothbore Carbine
  01-04
  Flint/1
  +0
  150
  E
  Wheelock
  01-05
  Wheel/1
  +0
  150
  F
  Range Modifiers
  +10
  +0
  -25
  -50
  -100
  Arab Jezail Rifle
  10'
  65'
  120'
  400'
  600'
  Brown Bess Musket
  10'
  50'
  150'
  200'
  400'
  Civil War Rifle
  10'
  70'
  140'
  550'
  1500'
  Matchlock
  10'
  50'
  150'
  200'
  400'
  Pennsylvania Rifle
  10'
  65'
  120'
  400'
  800'
  Smoothbore Carbine
  10'
  40'
  90'
  150'
  300'
  Wheelock
  10'
  50'
  150'
  200'
  300'
  Weight:
  14 .5 pounds
  Range Modifiers :
  1' - 10':+10
  Fumble Range:
  01
  u'
  - 06
  (XX=6)
  11' - 70': +0
  Action:
  Percussion
  71' - 140' : -25
  Rounds:
  1
  141' - 550' : -50
  Critical Type:
  Ballistic Puncture
  551' - 1500':-100
  
  Key:
  6x-must parry 6 rounds;
  60-no parry for 6 rounds;
  6£7-stunned for 8 rounds
  ;
  156-bleed 6 hits per round;
  (-6)-foe has -5 penalty;
  (+6)-attacker gets +6 next round.
  37
  7.9 BALLISTIC PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Graze foe's hand
  . It foe is carrying
  Graze foe's hand
  .
  If foe is carrying an
  Shot hits foe's hand . If foe is carrying an
  Shot goes through foe's hand breaks
  Shot through foe's hand breaks bone and
  an item, he must make a Routine
  item, he must make a Light maneuver to
  item, he must make a Medium maneuver
  bonesandtearstendons
  .
  If foe is
  tears tendons. If foe drops any items he
  01-05
  maneuver to hold onto it .
  hold onto it .
  to hold onto it
  .
  carrying an item, he must make a Hard
  was carrying with this hand .
  maneuver or drop it.
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2x-26-(-10)
  +5H-300 -(-20)
  Forearm graze causes foe to flinch .
  Forearm wound causes foe to grimace
  Forearm wound tears tendons. If foeis
  Forearm shot tears muscles and
  Shot to forearm breaks bone and tears
  You gain initiative next round.
  and bleed. You gain initiative next round
  .
  carrying an item, he must make a Hard
  tendons . Foedropsany items he was
  tendon. Foe drops any items he was
  06-10
  maneuver to hold onto
  it.
  carrying with this arm.
  carrying and looses initiative forthe next
  three rounds .
  +1H
  +3H-x-6
  +4H-0-24-(-10)
  +5H-20-36-(-15)
  +7H-300-46-(-25)
  Graze foe's biceps . Keep that arm
  Nick foe's biceps causing minor muscle
  Shot tears throughthe upperarm
  That's gotta hurt! Elbow hit breaks bone
  Biceps hit breaks bone, tears muscles and
  11-15
  very still
  .
  damage .
  causing major muscle damage
  .
  and tears tendons . Arm useless.
  tendons. He cannot even lift his arm.
  +1H
  +3H-x-(-5)
  +5H-20-26-(-10)
  +3H-40-20-(-20)
  +12H-60-36-(-25)
  Scratches foe'striceps
  . Get a
  Rip through foe's triceps causing minor
  Major muscle damage is done as the
  Elbow hit breaks foe's funny bone and
  Triceps hit breaks bone, tears muscles and
  16-20
  bandage
  .
  muscle damage.
  shot hits foe'striceps
  .
  tears tendons. Arm useless.
  tendons. Arm useless.
  +1H
  +3H-x-(-5)
  +5H-20-24-(-10)
  +3H-40-2x-(-20)
  +12H-60-36-(-25)
  Bullet grazes foe'sshoulder. Foe
  Shoulder hit. Minor muscle damage.
  Bullet goes through foe's shoulder,
  Bullet tears muscles tendons on its way
  Bullet goes cleanthrough without major
  21-30
  staggers from theshock
  .
  tearing muscle and tendons. Foe is spun
  through foe's shoulder. Tears a major
  damage, except forthat severed artery.
  around and mayfall down .
  artery.
  Blood is everywhere!
  +2H
  +2H-0(-5 )
  +7H-30-6-(-10)
  +7H-30-56-(-20)
  +3H-106-(-5)
  Bullet grazes foe's shoulder
  . Don't
  Bullet drives into foe's clavicle
  Bullet cracks foe'sclavicle with asmart
  Great shot lodges in thefoe'sshoulder.
  Bullet breaks clavicle and destroys
  31-40
  lift any heavyobjects.
  shot to the neck.
  Surgeon will have to chip away a little
  shoulder joint .Arm useless
  .
  bone to get this one out.
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-20-36-(-15)
  +12H-400-76-(-50)
  Nick foe'sthigh. Running will hurt .
  Thigh woundtears muscle
  .
  Bullet lodges in foe'sthigh. Running is
  Bullet tears muscle and tendons in the
  Bullet breaks femur and severs femoral
  41-50
  very painful (-25 to Moving Maneuvers
  thigh . Femoral artery damaged as the
  artery. Foe falls
  . Hope he has a belt handy
  .
  until bullet is removed).
  bullet went through
  .
  +21-1
  +4H-20
  +10H-30-(-15)
  +15H-300-(-25)
  +12H-500-36-(-25)
  Bullet grazes foe's calf. Walking
  Bullet nicks calf. Minor muscle damage
  Bullet passes cleanlythrough foe's calf.
  Bullet strikes calf. Tibia fractured .
  Calf hit breaks bone andtears muscle
  . Foe
  51-55
  proves painful.
  causes foe to drop to one knee and
  Muscle and tendon damage .
  staggers then falls .
  grimace very loudly .
  +2H
  +2H-x-(-5)
  +5H-0-26-(-10)
  +12H-20-3x-(-15)
  +15H-300-34-(-30)
  Foe hops as bullet brushes foot
  .
  Incredible shot rips atoe from foe's foot.
  Let me seeyou dance! Shot hits foe's
  Ankle strike breaks bone and tears
  Ankle strike breaks bone and tearstendon .
  56-60
  Need a new shoe
  .
  foot and breaks several small bones.
  tendon. Foe falls and cannot get up
  .
  If using an huntingclass of II or greater,
  foot is severed. Foe falls
  .
  +2H
  +4H-x-(-5)
  +1 OH -2frt-(-15)
  +12H-30-®-(-20)
  +15H-400-46-(-25)
  Foe is reminded to diet as bullet
  Bullet strikestoe's hip causing a minor
  Bullet lodges in foe's hip making walking
  Hip strike fractures pelvis and nicks
  Foe's hipjointshattered by your incredible
  61-65
  nicks his hips .
  fracture. Cancel thosedancing lessons.
  difficult (-30 to Moving Maneuvers until
  artery . He tries notto shimmy when he
  shot .
  the bullet is removed)
  .
  walks.
  +3H-x
  +5H-0-(-5)
  +1 OH-20-®-(-15)
  +15H-300-36-(-20)
  +20H-50®-(-50)
  Bullet goes thorough both cheeks.
  Bullet seemsto have a mind of its own,
  Andyouthought this short of shot was a
  Bullet bounces around in foe's chest
  Foe's sexual prowess is now in doubt. You
  Foe will have trouble sitting down
  ricocheting offa rock and entering foe's
  myth! Foe takes it right between the
  cavity . Major wounds to heart, liver,
  are stunned for 1 round in sympathy.
  66
  for a while dueto muscle damage.
  head just below his ear. Foe is in a coma
  eyes
  . Foe Dies instantly, then falls over
  spleen, stomach, and both lungs. Foe is
  for three days.
  next round.
  in shockfora minute,then dies.
  +1 OH-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-600-106-(-50)
  +30H-1200-76-(-75)
  Foe feels stiffbreeze as bullet
  Knee shot fractures bone and gives foe a
  Bullet lodged in knee
  . Ouch
  .
  Bullet shatters kneecap
  . Minortendon
  Bullet shatters toe's knee . Severe tendon
  67-70
  leaves a feathery touch on hisknee
  .
  limp
  .
  damage . Strangely, the scar left by the
  damage.
  bullet looksjust like arose . . .
  .
  +1H-x
  +5H-0-(-10)
  +10H-20-(-15)
  +15H-4 P~&-4-(-20)
  +20H-60-4®-(-30)
  Shot graze foe's abdomen, leaving
  Bullet enters foe's abdomen doing minor
  Abdomen hitcauses minormuscle and
  Lowerabdominal shot causes much
  Kidney shot
  . Opponent bleeding profusely.
  an interesting scar.
  muscle damage.
  organ damage .
  bleeding (internal and external).
  If foeattempts to talk, blood will leak out
  71-75
  from thecorners of his mouth.
  +2H
  +3H-i7-(-5)
  +5H- 20-36-(-10)
  +5H-300-46-(-15)
  +1OH-4r0-7 " -(-20)
  Bullet pierces foe's "love handles."
  Shot in the side breaks two ribs .
  Bullet glances off ribs, breaking acouple
  Bullet breaks a rib and proceeds to lodge
  Foe really didn't need his spleen anyway.
  76-80
  Perhaps next time he will stickto
  in the process. Major muscle and tendon
  in foe's liver. Foe needs doctor, badly.
  his diet.
  damage as it passes through.
  +4H-2x-(-5)
  +SH-2tvr-(-10)
  +1 OH-30-(-15)
  +7H-20-6" -(-10)
  +1 OH-3W®-86-(-20)
  Center abdomen hit causes minor
  Bullet passes into foe's abdominal cavity
  Upperabdominal hit perforates internal
  Bullet glances off rib and passes down
  Bullet passes through foe's gut lodging in
  muscle wound . Scar will look like a
  causing minor wounds to foe's
  organs,
  through foe's abdomen causing major
  his spine. Foe is paralyzed until it is
  81-85
  second belly button
  .
  intestines.
  bleeding andtissue damage
  .
  removed, andthen still suffers a -30 to all
  moving maneuvers.
  +4H-trr-(-5)
  +5H-0-36-(-10)
  +8H-20-46-(-10)
  +1 OH-40-2®-64-(-15)
  +15H-26
  Chest hit causes minor muscle
  Chest hit breaks ribs. Majormuscle and
  Chest strike snaps ribs and collapses a
  Chest hit breaks sternum and lodges
  Heart strike . Foe is dead. Very sad
  .
  damage . You missed his heart by
  tendon damage .
  lung .
  near heart .
  86-90
  only a hand's width
  . Just a little to
  the left
  . . .
  .
  +5H-6-(-5)
  +1OH-20-6-(-10)
  +1 OH-30-®-46-(-15)
  +12H-3 0~O-76-(-30)
  (+20)
  Foe's earhas a new piercing
  . All
  Bullet glances off foe's skull, taking a
  Bullet to side of foe's head
  . Lots of
  Bullet lodged in brain. Foe is in a coma
  Bullet lodges deep in foe's brain . Death in
  91-95
  hearing maneuvers suffer a special
  clump of hair with it.
  bleeding and permanent loss of hearing
  for3 weeks.
  instantaneous (but my isn'tthat look on
  penalty of -20.
  in that ear.
  his face precious)!
  +2H
  +5H-3rrr-(-5)
  +7H-20-4B-(-10)
  +10H-86
  (+20)
  Bullet goes throughfoe's cheek.
  Bullet breaks foe's jaw
  . Foe cannot talk
  Bullet to foe's throat. Trachea destroyed.
  Bullet goes through major artery in foe's
  Bullet passes through throat and spine
  .
  Foe has trouble talking (-10 to
  until he is healed . -10 to temporary
  Sorry about that singing career.
  neck.
  Foe paralyzed .
  96-99
  temporaryAppearance) .
  Appearance and -5 to potential
  Appearance
  .
  +4H-20-(-5)
  +6H-2#-®-26-(-10)
  +7H-3CFO -26-(-15)
  +3H-x-106-(-10)
  +8H-20" -(-75)
  Bullet throughthe eye and into the
  Foe drops immediately from strike to
  Shot through foe's brain kills foe. You
  Foe gets a strange look on face as bullet
  Bullet through foe's eye. Foedies instantly.
  100
  brain
  . Foe is very dead .
  brain through his ear
  . Very nice
  .
  have half a round left to act
  .
  ricochets off his jaw and into his brain.
  Carry on soldier
  .
  Foe is in coma for next twoyears.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  148-150
  145-147
  142-144'
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  116-120
  115-117'
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  58-60
  55-57
  52-54'
  49-51'
  46-48
  38
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  11E
  12E
  11E
  12E
  '11E
  12E
  11E
  12E
  11E
  '12E
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  12E''
  13E''
  12E
  13E'
  12E
  13E'
  12E
  13E'!
  12D
  '13E
  TYPICAL WEAPON DATA
  S-Leather
  Animal
  Heavy
  Light
  Heavy
  Light
  (7/8)
  (5/6)
  (4)
  (3)
  14D '' 16D
  13C
  16D
  13C
  15C
  13C
  13C
  12C
  13C''
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  UM - Unmodified roll. Apply result with no modifications .
  E
  18E
  12E
  18E
  12E
  16E'
  10E
  ` 16E
  10D
  16D'
  Kevlar
  Heavy
  Light
  alum
  win
  Kinetic
  Heavy
  Light
  (vq
  (V11)
  12E
  15E
  12E
  15E
  12E
  15E
  12E
  14E
  12D
  14D
  12D
  14D
  12D
  14D
  12D
  13C
  12C
  13C
  12C
  12C
  Combat
  Heavy
  Light
  (o:/X)
  (vin)
  12E
  12E
  12E
  11E
  11D
  9D
  11D
  9D
  11D
  9D
  10C
  9C
  10C
  9C
  9C
  148-150
  145-147
  142-144
  139-141 '`-
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  ''
  109-111
  106-108'
  103-105
  100-102
  97-99
  94-96
  91-93
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  XX-33
  01=XX'UM
  Max
  Critical
  E
  C
  D
  E
  D
  C
  E
  D
  Range Modifiers
  +10
  +0
  -25
  -50
  -100
  Colt Detective Special
  10'
  30'
  55'
  90'
  130'
  Colt M1849 Pocket
  10'
  30'
  55'
  90'
  130'
  Colt Navy
  10'
  30'
  55'
  90'
  130'
  Colt Peacemaker
  10'
  30'
  55'
  90'
  130'
  Remington Army
  10'
  30'
  55'
  90'
  130'
  Remington Derringer
  10'
  30'
  55'
  90'
  130'
  Smith&Wesson Service
  10'
  30'
  55'
  90'
  130'
  Weley Mk 3
  10'
  30'
  55'
  90'
  130'
  WEAPON DATA
  Fumble
  Action/
  OB
  Weapon
  Range
  Rounds
  Mod
  Max
  Result
  Colt Detective Special
  01-02
  DAction/6
  +5
  150
  Colt M1849 Pocket
  01-04
  SAction/6
  -20
  110
  Colt Navy
  01-04
  SAction/6
  +0
  150
  Colt Peacemaker
  01-05
  SAction/6
  +0
  150
  Remington Army t
  01-04
  SAction/6
  +0
  150
  Remington Derringer t 01-04
  Breech/2
  -I5
  110
  Smith&Wesson Service 01-03
  DAction/6
  +0
  150
  Webley Mk 3
  01-03
  DAction/6
  -10
  125
  t - Inflicts half the indicated hits
  7B
  9B
  9B
  7B
  7A
  6A
  8B
  8B
  6A
  6A
  5A
  7B
  7B
  5A
  5A
  5A
  7B
  7B
  5A
  5A
  4A
  7A
  6A
  5A
  4A
  Weight :
  2.3 pounds
  Range Modifiers:
  1' - 10':+10
  Fumble Range:
  01
  um
  - 05
  (XX=5)
  l1'-30'
  : +0
  Action:
  Single Action
  31'- 55' : -25
  Rounds :
  6
  56'- 90' : -50
  Critical Type :
  Ballistic Puncture
  91'- 130':-100
  
  '
  Key:
  Bx-must parry 8 rounds;
  fi0=no parry for 6 rounds;
  f50-stunned for 5 rounds ;
  fit=bleed 8 hits per round; (-D)-foe has -6 penalty;
  (+6)=attacker gets +B next round.
  7.9 BALLISTIC PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Graze foe's hand
  .
  If foe is carrying
  Graze foe's hand.
  If foe is carrying an
  Shot hits foe's hand . If foe is carrying an
  Shot goes through foe's hand breaks
  Shot through toe's hand breaks bone and
  an item, he must make a Routine
  item, he must make a Light maneuver to
  item, he must make a Medium maneuver
  bones and tearstendons
  . If foe is
  tears tendons.
  If foe drops any items he
  01-05
  maneuver to hold onto it.
  hold onto A.
  to hold onto it .
  carrying an item, he must make a Hard
  was carrying with this hand .
  maneuver or drop it
  .
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2x-26-(-10)
  +5H-3'.o®-(-20)
  Forearm graze causes foe to flinch .
  Forearm wound causes foe to grimace
  Forearm wound tears tendons. If foe is
  Forearm shot tears muscles and
  Shot to forearm breaks bone and tears
  You gain initiative next round.
  and bleed. You gain initiative next round
  .
  carrying an item, he must make a Hard
  tendons . Foe drops any items he was
  tendon
  . Foe drops any items he was
  06-10
  maneuver to hold onto
  it
  .
  carrying with this arm .
  carrying and looses initiative for the next
  three rounds.
  +1H
  +3H-x-6
  +4H-0-26-(-10)
  +5H-20-36-(-15)
  +7H-31:X®-46-(-25)
  Graze foe's biceps. Keep that arm
  Nick foe's biceps causing minor muscle
  Shot tears throughthe upperarm
  That's gotta hurt! Elbow hit breaks bone
  Biceps hit breaks bone, tears musclesand
  11-15
  very still
  .
  damage .
  causing major muscle damage
  .
  and tears tendons . Arm useless.
  tendons. He cannot even
  lift his arm .
  +1H
  +3H-x-(-5)
  +5H-20-24-(-10)
  +3H-40-20-(-20)
  +12H-6#-36-(-25)
  Scratches foe's triceps . Get a
  Rip through foe's triceps causing minor
  Major muscle damage is done as the
  Elbow hit breaks foe's funny bone and
  Triceps hit breaks bone, tears muscles and
  16-20
  bandage
  .
  muscle damage.
  shot hits foe'striceps .
  tears tendons. Arm useless.
  tendons. Arm useless.
  +1H
  +3H-x-(-5)
  +5H-20-26-(-10)
  +3H-4r-2x-(-20)
  +12H-6 IC'> -34-(-25)
  Bullet grazes foe'sshoulder. Foe
  Shoulder hit. Minor muscle damage.
  Bullet goes through foe's shoulder,
  Bullet tears muscles tendons on its way
  Bullet goes clean throughwithout major
  21-30
  staggers from the shock
  .
  tearing muscle and tendons. Foe is spun
  through toe's shoulder. Tears a major
  damage, except for that severed artery.
  around and may fall down .
  artery.
  Blood is everywhere!
  +2H
  +2H-0(-5)
  +7H-30-4-(-10)
  +7H-30-54-(-20)
  +3H-10r1-(-5)
  Bullet grazes foe'sshoulder. Don't
  Bullet drives into foe's clavicle
  Bullet cracks foe's clavicle with asmart
  Great shot lodges in thefoe'sshoulder.
  Bullet breaks clavicle and destroys
  31-40
  lift any heavyobjects
  .
  shot to the neck.
  Surgeon will have to chip away a little
  shoulder joint. Arm useless.
  bone to get this one out
  .
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-20-36-(-15)
  +12H-4' 0-76-(-50)
  Nick foe's thigh . Running will hurt
  .
  Thigh wound tears muscle
  .
  Bullet lodges in foe'sthigh
  . Running is
  Bullet tears muscle and tendons in the
  Bullet breaks femur and severs femoral
  41-50
  very painful (-25 to Moving Maneuvers
  thigh . Femoral artery damaged as the
  artery. Foe falls . Hope he has a belt handy.
  until bullet is removed).
  bullet went through .
  +2H
  +4H-20
  +1OH-30-(-15)
  +15H-309-(-25)
  +12H-5~>O-34-(-25)
  Bullet grazes foe's calf. Walking
  Bullet nicks calf
  . Minor muscle damage
  Bullet passes cleanlythroughtoe's calf.
  Bullet strikes calf. Tibia fractured .
  Calf hit breaks bone and tears muscle
  . Foe
  51-55
  proves painful
  .
  causes foe to drop to one knee and
  Muscle andtendon damage .
  staggers then falls .
  grimace very loudly .
  +2H
  +2H-x-(-5)
  +5H-rwr-24-(-10)
  +12H-20-3x-(-15)
  +15H-3rwr®-34-(-30)
  Foe hops as bullet brushes foot .
  Incredible shot rips atoe from foe's foot.
  Let me seeyou dance! Shot hits foe's
  Ankle strike breaks bone and tears
  Ankle strike breaks bone and tears tendon
  .
  56-6U
  Need a new shoe .
  foot and breaks several small bones
  .
  tendon
  . Foe falls and cannot get up
  .
  If using an hunting class of II or greater,
  toot is severed
  . Foe falls .
  +2H
  +4H-x-(-5)
  +1 OH-2»r-(-15)
  +12H-30-®-(-20)
  +15H-4
  ®-46-(-25)
  Foe is reminded to diet as bullet
  Bullet strikes foe's hip causing a minor
  Bullet lodges in foe's hip making walking
  Hip strike fractures pelvis and nicks
  Foe's hipjoint shattered by your incredible
  61-65
  nicks his hips .
  fracture. Cancel those dancing lessons.
  difficult (-30 to Moving Maneuvers until
  artery. He tries notto shimmy when he
  shot.
  the bullet is removed)
  .
  walks.
  +3H-x
  +5H-t7-(-5)
  +1OH-2 1z~ -®-(-15)
  +15H-30®-34-(-20)
  +20H-5,0®-(-50)
  Bullet goes thorough both cheeks.
  Bullet seemsto have a mind of its own,
  And you thought this short of shot was a
  Bullet bouncesaround in toe's chest
  Foe's sexual prowess is now in doubt.You
  Foe will have trouble sitting down
  ricocheting offa rock and entering foe's
  myth! Foe takes
  it right between the
  cavity. Major wounds to heart, liver,
  are stunned for 1 round in sympathy
  .
  66
  for a while due to muscle damage.
  head just belowhis ear. Foe is in a coma
  eyes. Foe Dies instantly, then falls over
  spleen,stomach, and both lungs. Foe is
  forthreedays.
  next round.
  in shock for a minute, then dies
  .
  +1OH-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-6 0~9-106-(-50)
  +30H-120®-76-(-75)
  Foe feels stiffbreeze as bullet
  Knee shot fractures bone and gives foe a
  Bullet lodged in knee
  . Ouch.
  Bullet shatters kneecap . Minor tendon
  Bullet shatters foe's knee
  . Severe tendon
  67-70
  leaves a feathery touch on his knee
  .
  limp
  .
  damage. Strangely, the scar left by the
  damage.
  bullet looks just like a rose. . . .
  +1H-x
  +5H-!
  -(-10)
  +1 OH-20-(-15)
  +15H-40®-4-(-20)
  +20H-6w-4®-(-30)
  Shot graze foe's abdomen, leaving
  Bullet enters foe's abdomen doing minor
  Abdomen hit causes minormuscle and
  Lower abdominal shot causes much
  Kidney shot . Opponent bleeding profusely.
  71-75
  an interesting scar.
  muscle damage.
  organ damage
  .
  bleeding (internal and external).
  If foeattempts to talk, blood will leak out
  from the corners of his mouth
  .
  +2H
  +3H-0-(-5)
  +5H-20-34-(-10)
  +5H-309-44-(-15)
  +10H-40®-7 " -(-20)
  Bullet pierces foe's "love handles."
  Shot in theside breaks two ribs.
  Bullet glances off ribs, breaking a couple
  Bullet breaks a rib and proceeds to lodge
  Foe really didn't need his spleen anyway.
  76-80
  Perhaps next time he will stick to
  in the process. Major muscle and tendon
  in foe's liver. Foe needs doctor, badly.
  his diet .
  damage as it passes through .
  +4H-2x-(-5)
  +5H-20-(-10)
  +1 OH-30-(-15)
  +7H-20-66-(-10)
  +10H-3W®-84-(-20)
  Center abdomen hit causes minor
  Bullet passes into foe's abdominal cavity
  Upper abdominal hit perforates internal
  Bullet glances offrib and passes down
  Bullet passes through foe'sgut lodging in
  muscle wound . Scar will look like a
  causing minorwounds to foe's
  organs,
  through foe's abdomen causing major
  his spine. Foe is paralyzed until it is
  81-85
  second belly button
  .
  intestines .
  bleeding and tissue damage .
  removed, and then still suffers a -30to all
  moving maneuvers .
  +4H-lz~ -(-5)
  +5H-0-3fr-(-10)
  +8H-2#-44-(-10)
  +1OH-40-2®-64-(-15)
  +15H-26
  Chest hitcauses minor muscle
  Chesthit breaks ribs . Major muscle and
  Chest strike snaps ribs and collapses a
  Chest hit breaks sternum and lodges
  Heart strike
  . Foe is dead . Very sad.
  damage . You missed his heart by
  tendon damage
  .
  lung
  .
  near heart.
  86-90
  only a hand's width. Just a little to
  the left
  .
  .
  . .
  +5H-
  -(-5)
  +1OH-20-4-(-10)
  +1 OH-30-®-46-(-15)
  +12H-3 0~9-7"-(-30)
  (+20)
  Foe's ear has a new piercing. All
  Bullet glances offfoe's skull, taking a
  Bullet to side of foe's head. Lots of
  Bullet lodged in brain
  . Foe is in acoma
  Bullet lodges deep in foe's brain . Death in
  91-95
  hearing maneuvers suffer a special
  clump of hair with it .
  bleeding and permanentloss of hearing
  for 3 weeks.
  instantaneous (but my isn't that look on
  penalty of -20.
  in that ear.
  his face precious)!
  +2H
  +5H-30-(-5)
  +7H-20-4B-(-10)
  +10H-84
  (+20)
  Bullet goes through foe's cheek.
  Bullet breaks foe's jaw. Foe cannot talk
  Bullet to foe's throat . Tracheadestroyed
  .
  Bullet goes through majorartery in foe's
  Bullet passes through throat and spine.
  Foe has trouble talking (-10 to
  until he is healed. -10to temporary
  Sorry aboutthat singing career.
  neck
  .
  Foe paralyzed
  .
  96-99
  temporary Appearance) .
  Appearance and -5 to potential
  Appearance.
  +4H-20-(-5)
  +6H-2C+-®-26-(-10)
  +7H-30®-26-(-15)
  +3H-x-104-(-10)
  +8H-206-(-75)
  Bullet through the eye and into the
  Foe drops immediately from strike to
  Shot through foe's brain killsfoe. You
  Foe gets a strange look on face as bullet
  Bullet throughtoe'seye
  . Foe dies instantly .
  100
  brain
  . Foe is very dead
  .
  brain through his ear. Very nice.
  have half a round left to act.
  ricochets off his jaw and into his brain .
  Carry on soldier.
  Foe is in coma for next two years.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  5.15 LATE REVOLVER WEAPON ATTACK TABLE
  S-Leather
  Heavy
  Light
  None
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51-
  46-48
  43-45
  40-42
  37-39
  34-36
  xx-33
  UM 01'-xx
  40
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  6C
  7D
  6C
  7D
  6B
  71)
  613
  7C
  613
  7C
  6
  5B
  5
  5A
  5
  4A
  5
  4A
  5
  4A
  Chain
  R-Leather
  Heavy
  Light
  Heavy
  Light
  (15/16)
  (13/14)
  (11/12)
  (9/10)
  11E
  12E
  11E
  12E
  11E
  12E
  11E
  12E
  11E
  12E
  11D
  12D
  11D
  12D
  11D
  12D
  11D
  12D
  11C
  11D
  TYPICAL WEAPON DATA
  12E
  13E
  12E
  13E
  12E
  13E
  12E
  13E
  12D
  13E
  (7/8)
  (5/6)
  14E
  18E
  14E
  18E
  14E
  18E
  14E
  18E
  14E
  18E
  14D
  16D
  13C
  16D
  13C
  15C
  13C
  13C''
  12C
  13C
  Animal
  Heavy
  Light
  (4)
  (3)
  12E
  18E
  12E
  18E
  12E
  16E
  10E
  16E
  10D
  16D
  10D
  15D
  10D
  13D
  9C
  13D
  9C
  12C
  SC
  11C
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  UM - Unmodified roll. Apply result with no modifications .
  24E
  24E
  24E
  21E
  21D
  21D
  19D
  18D
  18C
  16C
  15C
  15C
  15C
  12B
  12B
  12B
  108
  9A
  9A
  7A
  Kevlar
  Heavy
  Light
  (11UM
  (Vii)
  10E
  ,10E
  12E
  10E
  12E'
  10E
  11E
  '10D
  11D
  Kinetic
  Heavy
  Light
  M)
  (v11)
  12E
  15E
  12E
  15E
  12E
  15E
  12E
  14E
  Combat
  Heavy
  Light
  (M/x>
  (VIU)
  148-150
  145-147
  142-144
  139-141
  13ti-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78-
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  '55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  XX-33
  D
  E
  E
  E
  D
  E
  D
  01-XX'UM
  Max
  Critical
  1' - Inflicts half the indicated hits.
  $ - Inflicts double the indicated hits .
  Range Modifiers
  +10
  +0
  -25
  -50
  -100
  Colt Anaconda
  10'
  35'
  60'
  100'
  150'
  Colt King Cobra
  10'
  30'
  55'
  90'
  130'
  EAA Big Bore
  10'
  35'
  60'
  100'
  150'
  H&R M504
  10'
  30'
  55'
  90'
  130'
  Rossi M720 .38
  10'
  30'
  55'
  90'
  130'
  Rossi M720 .44
  10'
  30'
  55'
  90'
  130'
  Rueger Single Six
  10'
  30'
  55'
  90'
  130'
  Weapon
  WEAPON DATA
  Fumble
  Action/
  OB
  Range
  Rounds
  Mod
  Max
  Result
  Colt Anaconda f
  01-05
  DAction/6
  +0
  150
  Colt King Cobra
  01-03
  DAction/6
  +5
  150
  EAA Big Bore $
  01-05
  DAction/6
  -10
  150
  H&R M504
  01-04
  DAction/5
  +0
  150
  Rossi M720 .38 f
  01-03
  DAction/6
  +0
  150
  Rossi M720 .44
  01-03
  DAction/6
  +0
  150
  Ruger Single Six t
  01-02
  SAction/6
  -10
  125
  Weight :
  1 .9 pounds
  Range Modifiers:
  1' - 10':+10
  Fumble Range:
  01
  uM
  - 04
  (XX=4)
  11' - 30' :
  +0
  Action :
  Double Action
  31'- 55' : -25
  Rounds :
  5
  56' - 90' : -50
  Critical Type :
  Ballistic Puncture
  91'- 130':100
  
  Key:
  px=must parry 5 rounds;
  60-no parry for f5 rounds;
  O0=stunned for 8 rounds ;
  l5" =bleed 5 hits per round ;
  (-B)-foe has -6 penalty;
  (+B)=attacker gets +8 next round.
  7.9 BALLISTIC PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Graze foe's hand.
  If foe is carrying
  Graze foe's hand. If foe is carrying an
  Shot hits foe's hand . If foe is carrying an
  Shot goes through foe's hand breaks
  Shot through foe's hand breaks bone and
  an item, he must make a Routine
  item, he must make a Light maneuver to
  item, he must make a Medium maneuver
  bones and tearstendons
  . If foe is
  tears tendons.
  If foe drops any items he
  01-05
  maneuver to hold onto it .
  hold onto R
  .
  to hold onto it .
  carrying an item, he must make a Hard
  was carrying with this hand .
  maneuver or drop it.
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2x-24-(-10)
  +5H-300-(-20)
  Forearm graze causes foe to flinch .
  Forearm wound causes foe to grimace
  Forearm wound tears tendons. If foe is
  Forearm shot tears musclesand
  Shot to forearm breaks bone and tears
  You gain initiative next round.
  and bleed . You gain initiative next round.
  carrying an item, he must make a Hard
  tendons . Foe drops any items he was
  tendon. Foe drops any items he was
  06-10
  maneuver to hold onto it
  .
  carrying with this arm,
  carrying and looses initiative forthe next
  threerounds.
  +1H
  +3H-x-4
  +4H-0-26-(-10)
  +5H-20-36-(-15)
  +7H-30®-44-(-25)
  Graze foe's biceps. Keep that arm
  Nick foe's biceps causing minor muscle
  Shot tearsthrough the upper arm
  That's gotta hurt! Elbow hitbreaks bone
  Biceps hit breaks bone, tears musclesand
  11-15
  very still
  .
  damage .
  causing major muscle damage.
  and tears tendons . Arm useless.
  tendons . He cannot even
  lift hisarm.
  +1H
  +3H-x-(-5)
  +5H-2'0-26-(-10)
  +3H-40-20-(-20)
  +12H-60-34-(-25)
  Scratches foe's triceps . Get a
  Rip through foe'striceps causing minor
  Major muscle damage is done as the
  Elbow hit breaks foe's funny bone and
  Triceps hit breaks bone, tears muscles and
  16-20
  bandage
  .
  muscle damage.
  shot hits foe'striceps
  .
  tears tendons . Arm useless.
  tendons . Arm useless.
  +1H
  +3H-x-(-5)
  +5H-20-26-(-10)
  +3H-4c0-2x-(-20)
  +12H-60-36-(-25)
  Bullet grazes foe'sshoulder. Foe
  Shoulder hit. Minor muscle damage.
  Bullet goes throughfoe's shoulder,
  Bullet tears musclestendons on its way
  Bullet goes clean through without major
  21-30
  staggers from theshock
  .
  tearing muscle and tendons . Foe is spun
  through foe's shoulder. Tears a major
  damage, except forthat severed artery.
  around and may fall down .
  artery.
  Blood is everywhere!
  +2H
  +2H-0(-5)
  +7H-30-6-(-10)
  +7H-30-54-(-20)
  +3H-104-(-5)
  Bullet grazes foe'sshoulder. Don't
  Bullet drives into foe's clavicle
  Bullet cracks foe's clavicle with a smart
  Great shot lodges in thefoe's shoulder.
  Bullet breaks clavicle and destroys
  31-4~
  lift any heavyobjects
  .
  shot to the neck.
  Surgeon will have to chip away a little
  shoulder joint
  . Arm useless
  .
  bone to get this one out
  .
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-2s0-36-(-15)
  +12H-400-76-(-50)
  Nick foe's thigh . Running will hurt
  .
  Thigh woundtears muscle
  .
  Bullet lodges in foe's thigh. Running is
  Bullet tears muscle and tendons in the
  Bullet breaks femur and severs femoral
  41-5U
  very painful (-25 to Moving Maneuvers
  thigh . Femoral artery damaged as the
  artery. Foefalls. Hope he has a belt handy.
  until bullet is removed) .
  bullet went through .
  +2H
  +4H-2t0
  +10H-30-(-15)
  +15H-300-(-25)
  +12H-500-34-(-25)
  Bullet grazes foe's calf. Walking
  Bullet nicks calf. Minor muscle damage
  Bullet passes cleanlythrough foe's calf.
  Bullet strikes calf. Tibia fractured .
  Calf hit breaks bone and tears muscle. Foe
  51-55
  proves painful.
  causes toe to drop to one knee and
  Muscle andtendon damage
  .
  staggers then falls.
  grimace very loudly
  .
  +2H
  +2H-x-(-5)
  +5H-r0-26-(-10)
  +12H-20-3x-(-15)
  +15H-3S00-34-(-30)
  Foe hops as bullet brushes foot
  .
  Incredible shot rips atoe from toe's foot .
  Let me see you dance! Shot hits foe's
  Anklestrike breaks bone and tears
  Ankle strike breaks bone and tears tendon
  .
  56-60
  Need a new shoe.
  foot and breaks several small bones.
  tendon
  . Foe falls and cannot get up
  .
  If usingan hunting class of II or greater,
  foot is severed. Foe falls.
  +2H
  +4H-x-(-5)
  +10H-2T0-(-15)
  +12H-30-®-(-20)
  +15H-400-46-(-25)
  Foe is reminded to diet as bullet
  Bullet strikesfoe's hip causing a minor
  Bullet lodges in foe's hip making walking
  Hip strike fractures pelvis and nicks
  Foe's hip joint shattered by your incredible
  61-65
  nicks his hips
  .
  fracture. Cancel those dancing lessons.
  difficult (-30 to Moving Maneuvers until
  artery . He tries not to shimmy when he
  shot .
  the bullet is removed)
  .
  walks.
  +3H-x
  +5H-i0-(-5)
  +1 OH-20-®-(-15)
  +15H-300-36-(-20)
  +20H-50®-(-50)
  Bullet goes thorough both cheeks
  .
  Bullet seems to have a mind of itsown,
  And you thought this short of shot was a
  Bullet bounces around in foe's chest
  Foe's sexual prowess is now in doubt
  . You
  Foe will have trouble sitting down
  ricocheting off a rock and entering foe's
  myth! Foetakes it right betweenthe
  cavity . Major wounds to heart, liver,
  are stunned for 1 round in sympathy.
  66
  fora whiledueto muscle damage.
  head just below his ear. Foe is in a coma
  eyes. Foe Dies instantly, then falls over
  spleen, stomach, and both lungs. Foe is
  for three days.
  next round
  .
  in shockfora minute, then dies.
  +10H-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-60®-106-(-50)
  +30H-12 0®-76-(-75)
  Foe feels stiffbreeze as bullet
  Knee shot fractures bone and gives foea
  Bullet lodged in knee. Ouch.
  Bullet shatters kneecap
  . Minortendon
  Bullet shatters foe's knee. Severe tendon
  67-70
  leaves afeathery touch on his knee,
  limp.
  damage . Strangely, the scar left by the
  damage .
  bullet looks just like a rose . . . .
  +1H-x
  +5H-#-(-10)
  +1 OH-20-(-15)
  +15H-4#0-6-(-20)
  +20H-6a0-4®-(-30)
  Shot graze foe's abdomen, leaving
  Bullet enters foe's abdomen doing minor
  Abdomen hit causes minormuscle and
  Lower abdominalshot causes much
  Kidney shot. Opponent bleeding profusely.
  71-75
  an interesting scar.
  muscle damage .
  organ damage.
  bleeding (internal and external).
  If foe attempts to talk, blood will leak out
  from the corners of his mouth .
  +2H
  +3H-0-(-5)
  +5H- 20-36-(-10)
  +5H-300-46-(-15)
  +1OH-40®-7 " -(-20)
  Bullet pierces foe's "love handles."
  Shot in the side breaks two ribs.
  Bullet glances off ribs, breaking a couple
  Bullet breaks arib and proceeds to lodge
  Foe really didn't need his spleen anyway.
  76-$0
  Perhapsnext time he will stick to
  in the process. Major muscle and tendon
  in foe's liver. Foe needs doctor, badly.
  his diet .
  damage as it passes through .
  +4H-2x-(-5)
  +5H-20-(-10)
  +1 OH-30-(-15)
  +7H-2 1,~F -64-(-10)
  +1 OH-3W®-86-(-20)
  Center abdomen hit causes minor
  Bullet passes into foe's abdominal cavity
  Upper abdominal hit perforates internal
  Bullet glances offrib and passes down
  Bullet passes through foe's gut lodging in
  muscle wound . Scar will look like a
  causing minorwounds to foe's
  organs.
  through foe's abdomen causing major
  his spine. Foe is paralyzed until it is
  81-85
  second belly button.
  intestines .
  bleeding and tissue damage .
  removed, andthen still suffers a -30to all
  moving maneuvers .
  +4H-0-(-5)
  +5H-0-3"-(-10)
  +BH-2'.0-44-(-10)
  +10H-4'a-2®-66-(-15)
  +15H-2"
  Chest hit causes minor muscle
  Chest hit breaks ribs . Major muscle and
  Chest strike snaps ribs and collapses a
  Chest hit breaks sternum and lodges
  Heart strike. Foe is dead . Very sad.
  damage
  . You missed his heart by
  tendon damage
  .
  lung
  .
  near heart.
  86-90
  only a hand's width. Just a little to
  the left.
  . . .
  +5H-6-(-5)
  +1 OH-20-4-(-10)
  +10H-30-®-4" -(-15)
  +12H-3 ~>O-76-(-30)
  (+20)
  Foe's ear has a new piercing. All
  Bullet glances offfoe's skull, taking a
  Bullet to side of foe's head . Lots of
  Bullet lodged in brain
  . Foe is in acoma
  Bullet lodges deep in foe's brain
  . Death in
  91-95
  hearing maneuvers suffer a special
  clump of hair with it .
  bleeding and permanent loss of hearing
  for 3 weeks.
  instantaneous (but my isn't that look on
  penalty of -20
  .
  in that ear
  .
  his face precious)!
  +2H
  +5H-30-(-5)
  +7H-2t0-4B-(-10)
  +10H-84
  (+20)
  Bullet goes through foe's cheek.
  Bullet breaks foe's jaw. Foe cannot talk
  Bullet to foe's throat . Tracheadestroyed
  .
  Bullet goes through majorartery in toe's
  Bullet passes through throat and spine.
  Foe hastrouble talking (-10 to
  until he is healed. -10to temporary
  Sorry about that singing career.
  neck
  .
  Foe paralyzed
  .
  96-99
  temporary Appearance)
  .
  Appearance and -5 to potential
  Appearance .
  +4H-20-(-5)
  +6H-20-®-24-(-10)
  +7H-3~0®-26-(-15)
  +3H-x-104-(-10)
  +8H-206-(-75)
  Bullet through the eye and into the
  Foe drops immediatelyfrom strike to
  Shot through toe'sbrain kills foe
  . You
  Foe gets a strange look on face as bullet
  Bullet throughfoe's eye. Foe dies instantly
  .
  10o
  brain. Foe is very dead
  .
  brain through his ear. Very nice .
  have half a round left to act.
  ricochets off his jaw and into his brain
  .
  Carry on soldier.
  Foe is in coma for next two years
  .
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  5.16 LT. SEMI-AUTOMATIC PISTOL WEAPON ATTACK TABLE
  Kinetic
  Heavy
  Light
  148-150
  145-147
  142-144
  139-141
  `136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  XX-33
  UM 01-xx
  42
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  TYPICAL WEAPON DATA
  S-Leather
  Heavy
  Light
  (7/e)
  (5/6)
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  UM - Unmodified roll. Apply result with no modifications .
  Animal
  Heavy
  Light
  (4)
  (3)
  Kevlar
  Heavy
  Light
  P31/M
  (1/11)
  (VI)
  M3)
  Combat
  Heavy
  Light
  (WX)
  M31)
  148-150
  145-147'-
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54 ''
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  XX-33
  01-Xx UM
  WEAPON DATA
  Weapon
  Fumble
  Action/
  Range
  Rounds
  OII
  Mod
  Max
  Result
  Max
  Critical
  Mannlicher M. 1903
  01-04
  SAutc/6
  +0
  150
  D
  Mauser Pocket t
  01-03
  SAuto/8
  +0
  135
  C
  New Nambu
  01-02
  SAuto/8
  +0
  150
  D
  Parabellum Swiss
  01-04
  SAuto/8
  +10
  150
  E
  Smith & Wesson 41
  01-02
  SAuto/10
  +0
  135
  D
  TT-33 Tokarev
  01-03
  SAuto/8
  +10
  150
  E
  Walther PPK
  01-03
  SAuto/7
  +0
  135
  D
  t - Inflicts half the indicated hits .
  Range Modifiers
  +10
  +0
  -25
  -50
  -100
  Mannlicher M. 1903
  10'
  25'
  45'
  80'
  120'
  Mauser Pocket
  10'
  25'
  45'
  80'
  120'
  New Nambu
  10'
  25'
  45'
  80'
  120'
  Parabellum Swiss
  10'
  25'
  45'
  80'
  120'
  Smith & Wesson 41
  10'
  25'
  45'
  80'
  120'
  TT-33 Tokarev
  10'
  25'
  45'
  80'
  120'
  Walther PPK
  10'
  25'
  45'
  80'
  120'
  Weight:
  1 .3 pounds
  Range Modifiers :
  l'- 10':+10
  Fumble Range:
  01
  uM
  - 02
  (XX=2)
  11' - 25' : +0
  Action :
  Semi-Automatic
  26' - 45' : -25
  Rounds :
  8
  56' - 80' : -50
  Critical Type :
  Ballistic Puncture
  91'- 120':-100
  
  Iffy:
  6x-must parry 6 rounds;
  6®-no parry for 8 rounds;
  60-stunned for 8 rounds;
  B6-bleed 8 hits per round;
  (-B)-foe has -B penalty;
  (+B)-attacker gets +6 next round.
  7.9 BALLISTIC PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Grazefoe's hand . If foe is carrying
  Graze foe's hand.
  If foe is carrying an
  Shot hits foe's hand. If foe is carrying an
  Shot goes through foe's hand breaks
  Shot through foe's hand breaks bone and
  an item, he must make a Routine
  item, he must make a Light maneuver to
  item, he must make a Medium maneuver
  bonesandtearstendons
  .
  It foe is
  tears tendons. If foe dropsany items he
  01-05
  maneuver to hold onto it.
  hold onto it
  .
  to hold onto it.
  carrying an hem, he must make a Hard
  was carrying with this hand.
  maneuver or drop it.
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2x-24-(-10)
  +5H-300-(-20)
  Forearm graze causes foe to flinch
  .
  Forearm wound causes foe to grimace
  Forearmwound tears tendons . If foe is
  Forearm shot tears muscles and
  Shot to forearm breaks bone andtears
  You gain initiative next round.
  and bleed. You gain initiative next round.
  carrying an item, he must make a Hard
  tendons . Foe drops anyitems he was
  tendon. Foe drops any items he was
  06-10
  maneuverto hold onto it.
  carrying with this arm .
  carrying and looses initiative forthe next
  three rounds .
  +1H
  +3H-x-6
  +4H-07-24-(-10)
  +5H-207-36-(-15)
  +7H-30r®-46-(-25)
  Grazefoe's biceps. Keep that arm
  Nick foe's biceps causing minor muscle
  Shot tears through the upper arm
  That's gotta hurt! Elbow hit breaks bone
  Biceps
  hit
  breaks bone, tears muscles and
  11-15
  very still.
  damage
  .
  causingmajor muscle damage.
  and tears tendons. Arm useless.
  tendons. He cannot even lift his arm .
  +1H
  +3H-x-(-5)
  +5H-20-24-(-10)
  +3H-400-20t-(-20)
  +12H-60t-36-(-25)
  Scratchesfoe's triceps. Geta
  Rip through foe's triceps causing minor
  Major muscle damage is done as the
  Elbow hit breaks foe's funny bone and
  Triceps hit breaks bone,tears muscles and
  16-20
  bandage.
  muscle damage.
  shot hits toe'striceps.
  tears tendons. Arm useless.
  tendons. Arm useless.
  +1H
  +3H-x-(-5)
  +5H-20-24-(-10)
  +3H-40-2x-(-20)
  +12H-607-34-(-25)
  Bullet grazes foe's shoulder
  . Foe
  Shoulder hit. Minor muscle damage
  .
  Bullet goes through foe's shoulder,
  Bullet tears muscles tendonson its way
  Bullet goes clean through without major
  staggers from the shock.
  tearing muscle and tendons . Foe is spun
  through foe's shoulder
  . Tears a major
  damage, except forthat severed artery.
  21-30
  around and mayfall down
  .
  artery.
  Blood is everywhere!
  +2H
  +2H-07(-5)
  +7H-307-6-(-10)
  +7H-30056-(-20)
  +3H-106-(-5)
  Bullet grazes foe's shoulder
  . Don't
  Bullet drives into foe'sclavicle
  Bullet cracks foe's clavicle with a smart
  Great shot lodges in thefoe's shoulder.
  Bullet breaks clavicle and destroys
  lift any heavy objects .
  shot to the neck
  .
  Surgeon will have to chip away a little
  shoulder joint
  . Arm useless.
  31-40
  bone to get this one out
  .
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-20r-36-(-15)
  +12H-400-76-(-50)
  Nick foe'sthigh. Runningwill hurt .
  Thigh woundtears muscle .
  Bullet lodges in foe's thigh . Running is
  Bullet tears muscle andtendons in the
  Bullet breaks femurandsevers femoral
  41-50
  very painful (-25 to Moving Maneuvers
  thigh . Femoral artery damaged as the
  artery. Foe falls. Hope he has a belt handy
  .
  until bullet is removed) .
  bullet went through .
  +2H
  +4H-20+
  +1 OH-30+-(-15)
  +15H-307®-(-25)
  +12H-50r®-36-(-25)
  Bullet grazes foe's calf
  . Walking
  Bullet nicks calf
  . Minor muscle damage
  Bullet passes cleanly through foe's calf.
  Bullet strikes calf. Tibia fractured .
  Calf hit breaks bone and tears muscle. Foe
  51-55
  proves painful.
  causes foe to drop to one knee and
  Muscle and tendon damage
  .
  staggers then falls.
  grimace very loudly.
  +2H
  +2H-x-(-5)
  +5H-0-2" -(-10)
  +12H-20-3x-(-15)
  +15H-307®-36-(-30)
  Foe hops as bullet brushes foot.
  Incredible shot rips a toe from foe'sfoot .
  Let me see you dance! Shot hits foe's
  Anklestrike breaks bone and tears
  Ankle strike breaks bone and tearstendon .
  Need a new shoe.
  foot and breaks several small bones.
  tendon. Foe falls and cannot get up
  .
  If using an hunting class of II or greater,
  56-60
  foot is severed. Foe falls.
  +2H
  +4H-x-(-5)
  +10H-20-(-15)
  +12H-307-®-(-20)
  +15H-40+®-46-(-25)
  Foe is reminded to diet as bullet
  Bullet strikestoe's hip causing a minor
  Bullet lodges in foe'ship making walking
  Hipstrike fractures pelvis and nicks
  Foe's hip joint shattered by your incredible
  61-65
  nicks his hips.
  fracture. Cancel those dancing lessons
  .
  difficult (-30 to Moving Maneuvers until
  artery
  . He tries notto shimmy when he
  shot
  .
  the bullet is removed) .
  walks.
  +3H-x
  +5H-0-(-5)
  +10H-20-®-(-15)
  +15H-30t®-36-(-20)
  +20H-50t®-(-50)
  Bullet goes thorough both cheeks.
  Bullet seemsto have a mind of its own,
  And you thoughtthis shortof shot was a
  Bullet bounces around in foe's chest
  Foe's sexual prowess is now in doubt
  . You
  Foe will have trouble sitting down
  ricocheting offa rock and entering foe's
  myth! Foetakes it right betweenthe
  cavity
  . Major wounds to heart, liver,
  are stunned for 1 round in sympathy
  .
  66
  forawhile due to muscle damage.
  head just below his ear. Foe is in a coma
  eyes. Foe Dies instantly, then falls over
  spleen, stomach, and both lungs. Foe is
  for three days.
  next round.
  in shockfora minute,then dies.
  +10H-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-607®-106-(-50)
  +30H-120
  -76-(-75)
  Foe feels stiff breeze as bullet
  Knee shot fractures bone and givesfoe a
  Bullet lodged in knee. Ouch .
  Bullet shatters kneecap . Minor tendon
  Bullet shatters foe's knee. Severe tendon
  67-70
  leaves afeathery touch on his knee
  .
  limp.
  damage . Strangely, the scar left by the
  damage.
  bullet looks just like a rose . . . .
  +1H-x
  +5H-0t-(-10)
  +10H-207-(-15)
  +15H-400-6-(-20)
  +20H-607-4®-(-30)
  Shot graze foe's abdomen, leaving
  Bullet enters toe's abdomen doing minor Abdomen hit causes minor muscle and
  Lowerabdominal shot causes much
  Kidney shot. Opponent bleeding profusely.
  an interesting scar
  .
  muscle damage .
  organ damage.
  bleeding (internal and external).
  If foeattempts to talk, blood will leak out
  71-75
  from the corners of his mouth.
  +2H
  +3H-0-(-5)
  +5H-20+-36-(-10)
  +5H-30K0-46-(-15)
  +1 OH-4 7®-7" -(-20)
  Bullet piercesfoe's "love handles."
  Shot in the side breaks two ribs .
  Bullet glances off ribs, breaking a couple
  Bullet breaks a rib and proceeds to lodge
  Foe really didn't need his spleen anyway.
  76-80
  Perhaps next time he will stick to
  in the process
  . Majormuscle andtendon
  in foe's liver. Foe needs doctor, badly.
  his diet.
  damage as I passes through.
  +4H-2x-(-5)
  +5H-20r-(-10)
  +1 OH-30-(-15)
  +7H-20r-66-(-10)
  +1 OH-3W®-86-(-20)
  Center abdomen
  hit causes minor
  Bullet passes into foe's abdominal cavity
  Upperabdominal hit perforates internal
  Bullet glances off rib and passes down
  Bullet passes through foe's gut lodging in
  muscle wound. Scar will look like a
  causing minorwounds to foe's
  organs.
  throughfoe'sabdomen causing major
  hisspine. Foe is paralyzed until it is
  81-85
  second bellybutton
  .
  intestines .
  bleeding and tissue damage.
  removed, andthen still suffers a -30 to all
  moving maneuvers.
  +4H-07-(-5)
  +5H-0r-36-(-10)
  +8H-201-44-(-10)
  +1 OH-407-20-66-(-15)
  +15H-26
  Chest hit causes minor muscle
  Chest hit breaks ribs . Major muscle and
  Chest strike snaps ribs and collapses a
  Chestltd breaks sternum and lodges
  Heart strike . Foe is dead. Very sad
  .
  damage. You missed his heart by
  tendon damage.
  lung .
  near heart.
  86-90
  only a hand's width. Just a little to
  the left . . .
  .
  +5H-6-(-5)
  +10H-20-6-(-10)
  +1 OH-307-®-46-(-15)
  +12H-300-74-(-30)
  (+20)
  Foe's earhas a newpiercing. All
  Bullet glances offfoe's skull, taking a
  Bullet to side of toe's head
  . Lots of
  Bullet lodged in brain
  . Foe is in acoma
  Bullet lodges deep in foe's brain . Death in
  91-95
  hearing maneuvers suffer a special
  clump of hair with a
  .
  bleeding and permanent loss of hearing
  for 3 weeks.
  instantaneous (but my isn't that look on
  penalty of-20.
  in that ear.
  hisface precious)!
  +2H
  +5H-307-(-5)
  +7H-20-4B-(-10)
  +10H-86
  (+20)
  Bullet goes through foe's cheek.
  Bullet breaks foe's jaw. Foe cannot talk
  Bullet to foe's throat. Trachea destroyed.
  Bullet goes through majorartery in foe's
  Bullet passes through throat and spine
  .
  Foe has trouble talking (-10 to
  until he is healed. -10to temporary
  Sorry about that singing career.
  neck
  .
  Foe paralyzed
  .
  96-99
  temporaryAppearance) .
  Appearance and -5 to potential
  Appearance .
  +4H-207-(-5)
  +6H-20+-®-24-(-10)
  +7H-30r®-26-(-15)
  +3H-x-10" -(-10)
  +8H-206-(-75)
  Bullet throughtheeye and into the
  Foe drops immediatelyfrom strike to
  Shot through foe's brain kills foe. You
  Foegets a strangelook on face as bullet
  Bullet throughfoe's eye
  . Foe dies instantly.
  brain . Foe is very dead
  .
  brain through hisear. Very nice.
  have half a round left to act.
  ricochets off his jaw and into his brain.
  Carry on soldier.
  100
  Foe is in coma fornext two years
  .
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  M5.17 Hvv. SEMI-AUTOMATIC PISTOL WEAPON ATTACK TABLE
  Plate
  Chain
  R-Leather
  S-Leather
  Animal
  Kevlar
  Kinetic
  Combat
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  None
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  (19/20)
  (17/19)
  (15/16)
  (13/14)
  (11/12)
  (9/10)
  (7/a)
  (5/6)
  (4)
  (3)
  (1)
  (11VIv)
  (1/11)
  (vt)
  (v11)
  (WX)
  (vtn)
  148-150
  8D
  10E
  15E
  16E
  I
  16E
  18E
  19E
  24E
  16E
  24E
  32E
  14E
  17E
  I
  17E
  20E
  I
  13E
  16E
  148-150
  145-147
  -8D
  10E
  15E
  16E
  16E
  18E
  19E
  24E
  16E
  24E
  32E
  14E
  17E
  17E
  20E
  13E
  16E
  145-147
  142-144
  3D
  10E
  15E
  16E
  153E
  18E'
  19E
  24E
  16E
  21E
  32E
  14E
  17E
  17E
  20E
  13E
  16E
  142-144
  139-141
  3D
  - 10E
  15E
  16E
  16E
  18E
  19E
  24E
  - - 14E
  21E
  28E
  14E
  16E
  17E
  19E
  13E
  15E
  139-141
  136-138
  9C'
  100
  15E
  16E
  16D
  18E
  19E-
  24E
  14D
  21D
  28D
  14D
  16D
  !
  17D
  19E
  13E
  15D
  136-138'
  133-135
  8C
  10D
  15D
  16D
  16D
  18D
  19E
  24E
  14D
  20D
  28D
  14D
  16D
  17D
  19D
  13D
  15D
  133-135
  130-132
  8C
  10D
  15D
  16D
  16D
  17D
  19D
  24D
  13D
  18D
  26D
  13D
  15D
  17D
  18D
  13D
  14D
  130-132
  127-129
  8B
  10D
  15D
  16D
  16D
  16D
  19D
  24D
  12C
  18D
  24D
  13D
  14C
  17D
  18D
  13D
  14C
  127-129
  124-126
  8B
  10C
  15D
  16D
  14D
  16D
  19D
  24D
  12C
  16C
  24C
  13D
  14C
  17D
  18C
  13C
  14C
  124-126
  121-123
  8B
  10C
  15C
  15D
  14C
  16D
  19D
  23D
  11C
  15C
  22C
  13C
  13C
  16C
  17C
  12C
  13C
  121-123
  118-120
  138
  9C
  15C
  14C
  14C
  13C
  19D
  210
  10C
  15C
  20C
  11C
  11C
  15C
  15C
  11C
  12C
  118-120
  115-117
  8A
  9C
  15C
  '140
  13C
  13C'-
  18C
  21D
  ,10B
  ''-15C
  '20C
  11C
  -11B
  15C
  15C
  11C
  12B
  115-117
  112"114
  8A
  -
  9B
  15C
  1'3C
  12C
  13C
  17C'
  20C ,
  10B
  126
  20C
  11B
  11B
  148
  `15B
  11B
  11B
  112-114'
  109-111
  8A
  8B
  '13C
  12C
  12C
  12C
  17C
  18C'
  8B
  12B
  16B
  10B
  106
  13B'
  -13B
  10B
  10B
  -
  109-111
  106-108
  8A
  78
  `
  13B
  12C
  118
  11C
  16C
  18C
  8B
  12B
  (
  16B
  9B
  9B
  12B
  13B
  9B
  10B
  106-108
  103-105
  8
  7B
  13B
  128
  10B
  11B
  14C
  18C
  8A
  10B
  16B
  98
  9A
  12B
  13B
  9B
  10A
  103-105
  100-102
  7
  7A
  12B
  10B
  10B
  10B
  14C
  15C
  7A
  9A
  14B
  8A
  8A
  11B
  11B
  8A
  8A
  100-102
  97-99
  7
  6A
  11B
  108
  10B
  9B
  148
  115C
  6A
  9A
  12A
  7A
  7A
  10B
  10B
  8A
  8A
  97-99
  94-96
  7
  6A
  11B
  10B
  8A
  9B
  12B
  115C
  6A
  7A
  12A
  7A
  7A
  10B
  10B
  8A
  8A
  94-96
  91-93
  7
  6A
  10A
  9B
  8A
  9B
  12B
  113B
  5
  6A
  10A
  7A
  7A
  9A
  9A
  7A
  7A
  91-93
  88-90
  6
  5A
  9A
  8A
  !i
  8A
  6A
  12B
  12B
  4
  2
  8A
  5A
  5
  8A
  BA
  6A
  6
  88-90
  85-87
  5
  9A
  8A
  7A
  6A
  11B
  126
  2
  -
  2,
  1
  5
  3A
  7A
  6
  5
  85-87
  82-84
  5
  9A
  7A
  6A
  6A
  9B
  10B
  -
  -
  _
  5
  3
  7A
  5A
  6
  3
  82-84
  79-81
  4
  7
  6A
  6
  5A-
  9A
  9B
  -
  -
  {
  4
  2
  6A
  4A
  5
  3
  79-81
  76-78
  5
  -
  3
  7
  6A
  5
  4A .
  8A
  98
  -
  -
  -
  3
  2
  6A
  4A
  4
  3'
  76-78
  73-75
  5
  3
  7
  6
  4
  -
  7A
  9A
  -
  -
  -
  1
  -
  6
  4
  4
  3
  73-75
  70-72
  4
  3
  6
  4
  2
  -
  7A
  6A
  -
  -
  -
  1
  -
  4
  3
  3
  2
  70-72
  67-69
  4
  2
  5
  3
  -
  -
  7A
  4A
  -
  -
  -
  1
  -
  3
  2
  2
  1
  67-69
  64-66
  4
  2
  5
  -
  -
  -
  4A
  -
  -
  -
  -
  1
  -
  1
  -
  1
  -
  64-66
  61-63
  4
  -
  4
  -
  -
  -
  3
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  61-63
  58-60
  3
  -
  ,
  3
  _
  -
  _
  _
  _
  -
  _
  _
  _
  _
  _
  -
  -
  58-60
  55-57'
  3
  -
  2
  -
  _
  -
  -
  -
  _
  _
  55-57
  52-54
  -
  -
  _
  _
  _
  -
  -
  -
  -
  _
  52-54
  49-51
  -
  -
  _
  _
  -
  _
  -
  -
  _
  49-51
  46-48
  -
  _
  -
  _
  -
  i
  -
  -
  _
  46-48
  43-45
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  43-45
  40-42
  -
  _
  -
  -
  -
  -
  -
  _
  -
  40-42
  37-39
  -
  -
  -
  -
  -
  -
  -
  _
  -
  37-39
  34-36
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  34-36
  xx-33
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  xx-33
  UM 01-xx
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  `
  F
  I J
  F
  F
  F
  F
  F
  F
  01-xx UM
  TYPICAL WEAPON DATA
  WEAPON DATA
  Fumble
  Action/
  OB
  Max
  Max
  Weight :
  2.1 pounds
  Range Modifiers :
  1' - 10':+10
  Weapon
  Range
  Rounds
  Mod
  Result
  Critical
  Fumble Range:
  01
  °"
  - 02
  (XX=2)
  11' - 25' : +0
  Action :
  Semi-Automatic
  26' - 45' : -25
  Beretta M92
  01-02
  SAutc/15
  +0
  140
  E
  Rounds :
  15
  56' - 80' : -50
  Brigadier
  01-05
  SAuto/8
  +15
  150
  E
  Critical Type :
  Ballistic Puncture
  91 1 - 120':-100
  Glock 20
  01-04
  SAuto/15
  +0
  150
  E
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  Llama Model 11 t
  01-03
  SAutc/8
  +0
  150
  E
  UM - Unmodified roll. Apply result with no modifications .
  M.R.: Desert Eagle t
  01-04
  SAuto/8
  +15
  150
  E
  Ruger P-90
  01-04
  SAuto/7
  +0
  140
  E
  Webley & Scott Mk 1
  01-04
  SAuto/7
  +0
  140
  D
  t - Inflicts half the indicated hits .
  .19
  W1
  $ - Inflicts twice the indicated hits.
  Range Modifiers
  +10
  +0
  -25
  -50
  -100
  Beretta M92
  10'
  25'
  45'
  80'
  120'
  Brigadier
  10'
  25'
  45'
  85'
  125'
  Glock 20
  10'
  25'
  45'
  80'
  120'
  Llama Model 11
  10'
  25'
  45'
  80'
  120'
  M.R.: Desert Eagle
  10'
  25'
  45'
  85'
  125'
  Ruger P-90
  10'
  25'
  45'
  80'
  120'
  44
  Webley & Scott Mk 1
  10'
  25'
  45'
  80'
  120'
  
  Key:
  6X-must parry 8 rounds
  ;
  6(&=no parry for 8 rounds ;
  60=stunned for 8 rounds;
  84=bleed 5 hits per round
  ;
  (-B)=foe has -6 penalty;
  (+B)-attacker gets +8 next round.
  7.9 BALLISTIC PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Graze foe's hand. If foe is carrying
  Graze foe's hand. If foe is carrying an
  Shot hits foe's hand . If foe is carrying an
  Shot goes through foe's hand breaks
  Shot through foe's hand breaks bone and
  an item, he must make aRoutine
  item, he must make a Light maneuver to
  item, he must make a Medium maneuver
  bonesand tearstendons.
  If foe is
  tears tendons. If foe drops any items he
  01-05
  maneuver to hold onto it .
  hold onto ft .
  to hold onto it
  .
  carrying an item, he must make a Hard
  was carrying with this hand .
  maneuver or drop it.
  +0H
  +1H-X
  +1H-2X(-10)
  +3H-2X-26-(-10)
  +5H-3r0-(-20)
  Forearm graze causes foe to flinch.
  Forearm wound causes foe to grimace
  Forearm wound tears tendons. If foeis
  Forearm shot tears muscles and
  Shot to forearm breaks bone and tears
  You gain initiative next round.
  and bleed . Yougain initiative next round.
  carrying an item, he must make a Hard
  tendons . Foedrops any items he was
  tendon. Foe drops any items he was
  06-10
  maneuver to hold onto
  it.
  carrying with this arm.
  carrying and looses initiative for the next
  three rounds .
  +1H
  +3H-x-6
  +4H-0-26-(-10)
  +5H-20-36-(-15)
  +7H-3trr®-46-(-25)
  Grazefoe's biceps . Keep that arm
  Nick foe's biceps causing minor muscle
  Shot tearsthrough the upper arm
  That's gotta hurt! Elbow hit breaks bone
  Biceps hit breaks bone, tears muscles and
  11-15
  very still
  .
  damage
  .
  causing major muscle damage
  .
  and tears tendons . Arm useless.
  tendons. He cannot even
  lift his arm .
  +1H
  +3H-X-(-5)
  +5H-20-26-(-10)
  +3H-40-2Q-(-20)
  +12H-6s)-36-(-25)
  Scratches foe'striceps . Geta
  Rip through foe'striceps causing minor
  Major muscle damage is done as the
  Elbow hit breaks foe's funny bone and
  Triceps hit breaks bone, tears muscles and
  16-20
  bandage
  .
  muscle damage.
  shot hits foe'striceps
  .
  tears tendons . Arm useless.
  tendons. Armuseless.
  +1H
  +3H-X-(-5)
  +5H-20-26-(-10)
  +3H-40-2X-(-20)
  +12H-6'-7-36-(-25)
  Bullet grazes foe'sshoulder. Foe
  Shoulder hit. Minor muscle damage.
  Bullet goes through foe's shoulder,
  Bullet tears muscles tendons on its way
  Bullet goes clean through without major
  21-30
  staggers from the shock.
  tearing muscle and tendons . Foe is spun
  through foe's shoulder. Tears a major
  damage, except forthat severed artery.
  around and mayfall down
  .
  artery
  .
  Blood is everywhere!
  +2H
  +2H-0(-5)
  +7H-30-4-(-10)
  +7H-30-56-(-20)
  +3H-106-(-5)
  Bullet grazes foe's shoulder. Don't
  Bullet drives into foe's clavicle
  Bullet cracks foe's clavicle with a smart
  Great shot lodges in thefoe's shoulder.
  Bullet breaks clavicle and destroys
  31-40
  lift any heavyobjects.
  -
  shot to the neck .
  Surgeon will have to chip away a little
  shoulder joint . Arm useless.
  bone to get this one out
  .
  +1H
  +4H-(-5)
  +8H-X-(-10)
  +12H-20-36-(-15)
  +12H-400-7fr-(-50)
  Nick foe'sthigh. Running will hurt
  .
  Thigh wound tears muscle
  .
  Bullet lodges in foe'sthigh . Running is
  Bullet tears muscle and tendons in the
  Bullet breaks femur and severs femoral
  41-50
  very painful (-25 to Moving Maneuvers
  thigh . Femoral artery damaged as the
  artery. Foe falls . Hope he has a belt handy.
  until bullet is removed).
  bullet went through
  .
  +211
  +4H-20
  +10H-30-(-15)
  +15H-300-(-25)
  +12H-5 O~O -36-(-25)
  Bullet grazes foe'scalf. Walking
  Bullet nicks calf. Minor muscle damage
  Bullet passes cleanlythrough foe's calf.
  Bullet strikes calf. Tibia fractured .
  Calf hit breaks bone andtears muscle. Foe
  51-55
  proves painful.
  causes foe to drop to one knee and
  Muscle andtendon damage .
  staggers then falls .
  grimace very loudly
  .
  +2H
  +2H-X-(-5)
  +5H-0-26-(-10)
  +12H-20-3X-(-15)
  +15H-300-3ft-(-30)
  Foe hops as bullet brushes foot
  .
  Incredible shot rips a toe from foe'sfoot.
  Let me see you dance! Shot hits foe's
  Anklestrike breaks bone and tears
  Ankle strike breaks bone andtearstendon
  .
  56-60
  Need a new shoe.
  foot and breaks several small bones.
  tendon
  . Foe falls and cannot get up
  .
  If using an hunting class of II or greater,
  foot is severed. Foe falls.
  +2H
  +4H-X-(-5)
  +10H-20-(-15)
  +12H-30-®-(-20)
  +15H-40®-44-(-25)
  Foe is reminded to diet as bullet
  Bullet strikes foe's hip causing a minor
  Bullet lodges in foe's hip making walking
  Hip strike fractures pelvis and nicks
  Foe's hip joint shattered by your incredible
  61-65
  nicks his hips.
  fracture . Cancel those dancing lessons.
  difficult (-30 to Moving Maneuvers until
  artery
  . He tries notto shimmy when he
  shot .
  the bullet is removed).
  walks.
  +3H-X
  +5H-0-(-5)
  +10H-2';r-®-(-15)
  +15H-30®-36-(-20)
  +20H-500-(-50)
  Bullet goes thorough both cheeks
  .
  Bullet seems to have a mind of its own,
  And you thought this short of shot was a
  Bullet bounces around in foe's chest
  Foe's sexual prowess is now in doubt
  . You
  Foe will have trouble sifting down
  ricocheting off a rock and entering toe's
  myth! Foetakes it right betweenthe
  cavity
  . Major wounds to heart, liver,
  are stunned for 1 round in sympathy
  .
  66
  for a while due to muscle damage .
  head just below his ear. Foe is in a coma
  eyes. Foe Dies instantly, then falls over
  spleen, stomach, and both lungs. Foe is
  forthree days .
  next round
  .
  in shockfora minute,then dies.
  +10H-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-6#0-104-(-50)
  +30H-1200-76-(-75)
  Foe feels stiff breeze as bullet
  Knee shot fractures bone and givesfoe a
  Bullet lodged in knee. Ouch .
  Bullet shatters kneecap
  . Minor tendon
  Bullet shatters toe's knee. Severe tendon
  67-70
  leaves a feathery touch on his knee.
  limp .
  damage . Strangely, the scar left by the
  damage .
  bullet looksjust like a rose . . .
  .
  +1H-X
  +5H-0-(-10)
  +10H-2tz-(-15)
  +15H-400-6-(-20)
  +20H-6rrr-4®-(-30)
  Shot graze foe's abdomen, leaving
  Bullet enters foe's abdomendoing minor
  Abdomen hit causes minor muscle and
  Lower abdominal shot causes much
  Kidney shot. Opponent bleeding profusely
  .
  71-75
  an interesting scar .
  muscle damage
  .
  organ damage.
  bleeding (internaland external).
  If foe attempts to talk, blood will leak out
  from the corners of his mouth.
  +2H
  +3H-0-(-5)
  +5H-20-36-(-10)
  +5H-30®-46-(-15)
  +10H-4#®-7" -(-20)
  Bullet pierces toe's "love handles ."
  Shot in the side breaks two ribs .
  Bullet glances off ribs, breaking a couple
  Bullet breaks a rib and proceeds to lodge
  Foereally didn't need his spleen anyway .
  76-80
  Perhaps next time he will stickto
  in the process
  . Major muscle andtendon
  in foe's liver. Foe needs doctor, badly
  .
  his diet
  .
  damage as
  it passes through
  .
  +4H-2X-(-5)
  +5H-20-(-10)
  +10H-30-(-15)
  +7H-2t*r-66-(-10)
  +1OH-3W®-84-(-20)
  Center abdomen hitcauses minor
  Bullet passes into foe's abdominal cavity
  Upper abdominal hit perforates internal
  Bullet glances off rib and passes down
  Bullet passes through foe's gutlodging in
  muscle wound. Scar will look like a
  causing minor wounds to foe's
  organs.
  throughfoe's abdomen causing major
  his spine. Foe is paralyzed until it is
  81-85
  second belly button.
  intestines
  .
  bleeding and tissue damage .
  removed, and then still suffers a -30to all
  moving maneuvers.
  +4H- .N-(-5)
  +5H-0-36-(-10)
  +8H-20-46-(-10)
  +10H-40-2®-64-(-15)
  +15H-26
  Chest hit causes minor muscle
  Chest hit breaks ribs. Majormuscle and
  Chest strike snaps ribs and collapses a
  Chesthit breaks sternum and lodges
  Heart strike . Foe is dead
  . Very sad.
  damage
  . You missed his heart by
  tendon damage .
  lung.
  near heart.
  86-90
  only a hand's width
  . Just a little to
  the left. . . .
  +5H-6-(-5)
  +10H-20-6-(-10)
  +10H-3 1,,~ -®-46-(-15)
  +12H-300-74-(-30)
  (+20)
  Foe's ear has a new piercing . All
  Bullet glances off foe's skull, taking a
  Bullet to side of foe's head
  . Lots of
  Bullet lodged in brain. Foe is in a coma
  Bullet lodges deep in foe's brain . Death in
  91-95
  hearing maneuvers suffer a special
  clump of hair with it.
  bleeding and permanent loss of hearing
  for 3 weeks.
  instantaneous (but my isn'tthat look on
  penalty of -20.
  in that ear.
  his face precious)!
  +2H
  +5H-3rd-(-5)
  +7H-20-4B-(-10)
  +10H-86
  (+20)
  Bullet goes through foe's cheek.
  Bullet breaks foe's jaw
  . Foe cannot talk
  Bullet to foe's throat. Trachea destroyed.
  Bullet goes through major artery in foe's
  Bullet passes through throat and spine.
  Foe has troubletalking (-10 to
  until he is healed .-10 to temporary
  Sorry about that singing career.
  neck.
  Foe paralyzed .
  96-99
  temporaryAppearance).
  Appearance and -5 to potential
  Appearance.
  +4H-2r<3-(-5)
  +6H-20 -®-26-(-10)
  +7H-300-24-(-15)
  +3H-X-106-(-10)
  +8H-206-(-75)
  Bullet through the eye and into the
  Foe drops immediately from strike to
  Shot through foe's brain kills foe. You
  Foe gets a strange look on face as bullet
  Bullet through foe's eye. Foedies instantly.
  100
  brain . Foe is very dead .
  brain through his ear. Very nice
  .
  have half a round left to act
  .
  ricochets oft hisjaw and into his brain.
  Carry on soldier
  .
  Foe is in coma for next twoyears.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  M
  .18 MILITARY RIFLE WEAPON ATTACK TABLE
  Plate
  Chain
  R-Leather
  S-Leather
  Animal
  Kevlar
  Kinetic
  Combat
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  None
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  (19/20)
  (17/18)
  (15/16)
  (13/14)
  (11/12)
  (9/10)
  (7/8)
  (5/6)
  (4)
  (3)
  (1)
  (111/M
  (1/11)
  (VI)
  (vtl)
  (IX/X)
  (Vlll)
  148-150
  24F
  31G
  45G
  48G
  48G
  55G
  59G
  73G -
  49G
  73G
  96G
  43G
  52G
  52G
  ',61G
  39G
  48G
  148-150
  145-147
  24F
  31G
  45G
  48G
  48G
  55G
  59G
  73G
  49G
  73G
  96G
  43G
  52G
  52G
  61G
  39G
  46G
  145-147
  142-144
  24F
  31G
  45G
  48G
  48G
  55G
  59G
  73G
  49G
  64G
  96G
  43G
  52G
  152G
  61G
  39G
  48G
  142-144
  139-141
  24E
  31F
  45F
  48F
  48F
  55F
  59G'
  - 73G
  43F
  64F
  84F
  1
  43F
  49F
  52F
  -
  5<8F
  39F
  45F
  139-141
  136-138
  24E
  31F
  45F
  48F
  48F
  55F
  59F
  73F
  43F
  64F
  84F
  43F
  49F
  52F
  58F
  19F
  45F
  136-138
  133-135
  24D
  31F
  45F
  48F
  48F
  55F
  59F
  73F
  43E
  60E
  84F
  43F
  49E
  52F
  58E
  39F
  45E
  133-135
  130-132
  24D
  31E
  45F
  48F
  48E
  52F
  59F
  73F
  40E
  55E
  78E
  41E
  46E
  52E
  56E
  39E
  44E
  130-132
  127-129
  24D
  31E
  45E
  48E
  48E
  48E
  59F
  73F
  37E
  55E
  72E
  39E
  42E
  52E
  55E
  39E
  42E
  127-129
  124-126
  24C
  31E
  45E
  48E
  42E
  48E
  59E
  73F
  37D
  50D
  72E
  39E
  42D
  52E
  55E
  39E
  42D
  124-126
  121-123
  24C
  31D
  45E
  45E
  42E
  48E
  59E
  69E
  34D
  46D
  66D
  39D
  41D
  50D
  51D
  37D
  39D
  121-123
  118-120
  24C
  29D
  45D
  '42D
  42D
  41E
  59E
  64E
  -'
  31D
  46D
  60D
  35D
  36D
  46D
  47D
  35D
  36D
  118-120
  115-117
  248
  27D
  45D
  42D
  39D
  41D
  55E
  64E -
  31C
  46C
  60D
  34D
  36C
  45,D
  47D
  34D
  36C
  115-117
  112-114
  248
  27C
  45D
  39D
  36D
  41D
  52D
  60E
  31C
  36C
  60C
  34C
  36C
  43D
  45D
  32C
  35C
  112-114
  109=111
  24A
  25C
  39C
  36D
  36C
  38D
  52D
  55D
  24B
  36C
  48C
  31C
  31C
  40C
  39C
  30C
  30C
  109-111
  106-108
  -24A
  23C
  39C
  36C
  33C
  34C
  48D
  55D
  24B
  36B
  48C
  28C
  298
  39C
  39C
  29C
  - 30B
  106-108
  `
  103-105
  24A
  23B
  39C
  36C
  30C
  34C
  44D
  55D
  24B
  32B
  48B
  28B
  29B
  39C
  39C
  29B
  308
  103-105
  100-102
  22
  23B
  36C
  30C
  30B
  31C
  44C
  46D
  21A
  27B
  42B
  27B
  268
  34C
  33B
  26B
  25B
  100-102
  97-99
  21
  19B
  33B
  30B
  30B
  27C
  44C
  46D
  18A
  27A
  36B
  23B
  238
  32C
  31B
  24B
  24A
  97-99
  94-96
  21
  19A
  338
  30B
  24B
  27B
  37C
  46C
  18A
  23A
  36A
  23A
  22A
  32B
  31B
  24A
  24A
  94-96
  91-93
  21
  19A
  318
  278
  24B
  278
  37C
  41C
  15
  18A
  30A
  23A
  21A
  30B
  28A
  22A
  21A
  91-93
  88-90
  18
  17A
  28A
  248
  24A
  208
  37C
  36C
  12
  2
  16A
  18A
  16A.
  26B
  24A
  20A
  18A
  88-90
  85-87
  18
  15
  28A
  24A
  21A
  20B'
  33B
  36C
  1
  -
  2
  17A
  10A
  25B
  18A
  19
  12
  85-87
  82-84
  18
  15
  28A
  21A
  18A
  '20A
  29B
  32B
  -
  -
  17
  10
  23A
  16A
  14
  10
  82-84
  79-81
  16
  13
  22
  18A
  18
  17A
  29B
  '' 27B
  -
  -
  -
  15
  8
  20A
  13A
  15
  9
  79-81
  76-78
  15
  11
  22
  18A
  15
  8A
  ''
  26B
  ''27B
  - ;j
  -
  9
  4
  19A
  '`13A
  14
  9
  76-78
  73-75
  15
  11
  22
  18
  12
  -
  22A
  27B
  -
  -
  -
  5
  -
  19A
  13A
  14
  9
  73-75
  70-72
  13
  11
  19
  12
  2
  -
  22A
  18B
  -
  -
  -
  5
  -
  14A
  9A
  11
  6
  70-72
  67-69
  12
  7
  16
  4
  -
  -
  22A
  4A
  -
  -
  -
  3
  -
  5
  2
  5
  2
  67-69
  64-66
  12
  3
  16
  -
  -
  -
  14A
  -
  -
  -
  -
  1
  -
  1
  -
  1
  -
  64-66
  61-63
  12
  1
  16
  -
  -
  -
  14A
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  61-63
  58-60
  12
  -
  i
  14
  _
  -
  4
  _
  -
  58-60
  55-57
  10
  -
  14
  -
  -
  -
  2
  -
  _
  _
  55-57
  52-54
  10
  -
  11 `
  -
  -
  -
  -
  52-54
  49-51
  9
  -
  1
  _
  49-51
  46-48
  9
  6
  46-48
  43-45
  9
  -
  2
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  43-45
  40-42
  9
  -
  _
  _
  40-42
  37-39
  9
  -
  -
  37-39
  34-36
  7
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  34-36
  xx-33
  6
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  xx-33
  UM 01-xx
  F
  F
  F
  , F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  01-Xx UM
  TYPICAL WEAPON DATA
  WEAPON DATA
  Weight:
  8.7 pounds
  Range Modifiers :
  1'
  - 5':+10
  Fumble
  Action/
  OB
  Max
  Max
  Weapon
  Range
  Rounds
  Mod
  Result
  Critical
  Fumble Range:
  01
  °M
  - 04
  (XX=4)
  6'- 75' : +0
  Action :
  Semi-Automatic
  76'- 180' : -25
  Heckler & Koch G3
  01-05
  Auto*/20
  +0
  150
  G
  Rounds :
  20
  181'- 800' : -50
  Kalishnakov AK47
  01-05
  Auto*/30
  -10
  140
  F
  Critical Type :
  Ballistic Puncture
  801' - 2500':-100
  Lee-Enfield SMLE 3
  01-03
  Bolt/8
  +0
  150
  G
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  Mannlicher 1903
  01-03
  Bolt/5
  +0
  140
  F
  UM - Unmodified roll . Apply result with no modifications
  .
  M14
  01-04
  SAuto/20
  +0
  150
  G
  For a "F" severity critical, roll once and apply both an "E" and an "A" result.
  M16AI t
  01-05
  Auto*/30
  +0
  150
  F
  For a "G" severity critical, roll once and apply both an "E" and a "B" result
  .
  Tokarev SVT-38
  01-04
  SAutc/10
  +5
  150
  G
  Uzi
  01-05
  Auto*/32
  +0
  140
  F
  t
  *
  - Inflicts half indicated hits.
  - Can also be fired as a semi-automatic .
  Range Modifiers
  +10
  +0
  -25
  -50
  -100
  "'!
  Heckler & Koch G3
  5'
  75'
  180'
  800'
  2500'
  Kalishnakov AK47
  10'
  70'
  140'
  550'
  1500'
  Lee-Enfield SMLE 3
  5'
  75'
  180'
  800'
  2500'
  0~~
  =
  ~,~
  /
  Mannlicher 1903
  5'
  75'
  180'
  800'
  2500'
  °~IBM B
  Iil1-
  V_-
  j
  M14
  5'
  75'
  180'
  800'
  2500'
  -
  M16A1
  10'
  70'
  140'
  550'
  1500'
  Tokarev SVT-38
  5'
  75'
  180'
  800'
  2500'
  46
  LV
  '~~~
  I
  Uzi
  5'
  55'
  110'
  300'
  400'
  
  Key:
  8X-must parry B rounds;
  B®-no parry for 8 rounds ;
  BO-stunned for B rounds;
  B" -bleed 8 hits per round;
  (-B)-foe has -6 penalty,
  (+8)-attacker gets +8 next round .
  47
  7.9 BALLISTIC PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Graze foe's hand . If foe is carrying
  Graze foe's hand. If foe is carrying an
  Shot hits foe's hand
  . It toe is carrying an
  Shot goes through foe's hand breaks
  Shot through toe's hand breaks bone and
  an hem, he must make a Routine
  item, he must make a Light maneuver to
  item, he must make a Medium maneuver
  bones and tears tendons. If foe is
  tears tendons . If toe drops any items he
  01-05
  maneuver to hold onto it.
  hold onto it .
  to hold onto it.
  carrying an item, he must make a Hard
  was carrying with this hand .
  maneuver or drop d.
  +OH
  +1H-x
  +1H-2X(-10)
  +3H-2x-26-(-10)
  +5H-300-(-20)
  Forearm graze causes toe to flinch
  .
  Forearm wound causes toe to grimace
  Forearmwound tears tendons . If foe is
  Forearm shot tears muscles and
  Shot to forearm breaks bone and tears
  You gain initiative next round.
  and bleed. Yougain initiative next round.
  carrying an item, he must make a Hard
  tendons. Foe drops any hems he was
  tendon . Foe drops any items he was
  06-10
  maneuver to hold onto it.
  carrying with this arm.
  carrying and looses initiative for the next
  three rounds .
  +1H
  +3H-x-6
  +4H-0-24-(-10)
  +5H-20-36-(-15)
  +7H-300-46-(-25)
  Graze foe's biceps
  . Keep that arm
  Nick toe's biceps causing minor muscle
  Shot tears through the upper arm
  That's gotta hurt! Elbow hit breaks bone
  Biceps hit breaks bone,tears muscles and
  11-15
  very still.
  damage .
  causing major muscle damage.
  and tearstendons
  . Arm useless
  .
  tendons. He cannot even lift his arm.
  +1H
  +3H-x-(-5)
  +5H-20-24-(-10)
  +3H-40-20-(-20)
  +12H-60-36-(-25)
  Scratchesfoe's triceps. Get a
  Rip through toe'striceps causing minor
  Major muscle damage is done as the
  Elbow hit breaks foe's funny bone and
  Triceps hit breaks bone, tears musclesand
  16-20
  bandage.
  muscle damage.
  shot hits toe'striceps.
  tearstendons. Arm useless
  .
  tendons. Arm useless
  .
  +1H
  +3H-X-(-5)
  +5H-20-24-(-10)
  +3H-40-2x-(-20)
  +12H-60-36-(-25)
  Bullet grazes foe's shoulder . Foe
  Shoulder hit. Minormuscle damage.
  Bullet goes through foe's shoulder,
  Bullet tears muscles tendons on its way
  Bullet goes clean through without major
  21-30
  staggers from the shock.
  tearing muscle and tendons
  . Foe is spun
  throughtoe's shoulder. Tears a major
  damage, except forthat severed artery .
  around and maytall down
  .
  artery .
  Blood is everywhere!
  +2H
  +2H-0(-5)
  +7H-330-4-(-10)
  +7H-30-54-(-20)
  +3H-104-(-5)
  Bullet grazes foe's shoulder
  . Don't
  Bullet drives into foe's clavicle
  Bullet cracks toe's clavicle with a smart
  Great shot lodges in the toe's shoulder.
  Bullet breaks clavicle and destroys
  31-40
  lift any heavy objects . -
  shot to the neck
  .
  Surgeon will have to chip away a little
  shoulder joint
  . Arm useless.
  bone to getthis one out.
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-2r`+-34-(-15)
  +12H-440-76-(-50)
  Nick toe's thigh
  . Running will hurt.
  Thigh woundtears muscle .
  Bullet lodges in foe's thigh . Running is
  Bullet tears muscle and tendons in the
  Bullet breaks femurand severs femoral
  41-50
  very painful (-25 to Moving Maneuvers
  thigh
  . Femoral artery damaged as the
  artery. Foe falls
  . Hope he has a belt handy
  .
  until bullet is removed) .
  bullet went through.
  +2H
  +4H-20
  +1OH-30-(-15)
  +15H-309-(-25)
  +12H-508-36-(-25)
  Bullet grazes foe's calf. Walking
  Bullet nicks calf. Minor muscle damage
  Bullet passes cleanly through toe's calf.
  Bullet strikescalf . Tibia fractured .
  Calf hit breaks bone and tears muscle . Foe
  51-55
  proves painful.
  causes toe to drop to one knee and
  Muscle and tendon damage
  .
  staggers then falls.
  grimace very loudly
  .
  +2H
  +2H-X-(-5)
  +5H-0-24-(-10)
  +12H-20-3x-(-15)
  +15H-309-36-(-30)
  Foe hops as bullet brushesfoot .
  Incredible shot rips atoefrom toe's foot.
  Let me see you dance! Shot hits foe's
  Ankle strike breaks bone and tears
  Ankle strike breaks bone and tears tendon .
  56-60
  Need a new shoe .
  foot and breaks several small bones.
  tendon . Foefalls and cannot get up.
  If using an hunting class of 11 or greater,
  toot is severed. Foe falls.
  +2H
  +4H-X-(-5)
  +1 OH-20-(-15)
  +12H-30-®-(-20)
  +15H-400-46-(-25)
  Foe is reminded to diet as bullet
  Bullet strikestoe's hip causing a minor
  Bullet lodges in toe's hip making walking
  Hip strike fractures pelvis and nicks
  Foe'ship joint shattered by your incredible
  61-65
  nicks his hips.
  fracture. Cancel those dancing lessons.
  difficult (-30 to Moving Maneuvers until
  artery. He tries not to shimmy when he
  shot .
  the bullet is removed).
  walks.
  +3H-x
  +5H-0-(-5)
  +1 OH-2r»r-®-(-15)
  +15H-3 0~3-34-(-20)
  +20H-500-(-50)
  Bullet goes thorough both cheeks.
  Bullet seems to have a mind of its own,
  And you thoughtthis shortof shot was a
  Bullet bounces around in toe'schest
  Foe'ssexual prowess is now in doubt. You
  Foe will have trouble sitting down
  ricocheting offa rock and entering toe's
  myth! Foe takes it right betweenthe
  cavity. Majorwounds to heart, liver,
  are stunned for 1 round in sympathy .
  66
  fora while due to muscle damage.
  head just below hisear. Foe is in a coma
  eyes. Foe Dies instantly, then falls over
  spleen, stomach, and both lungs. Foe is
  for three days.
  next round.
  in shock for a minute, then dies .
  +1OH-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-600-10" -(-50)
  +30H-1209-76-(-75)
  Foe feels stiff breeze as bullet
  Knee shot fractures bone and gives foe a
  Bullet lodged in knee . Ouch .
  Bullet shatters kneecap. Minortendon
  Bullet shatters foe's knee . Severe tendon
  67-70
  leaves a feathery touch on his knee.
  limp.
  damage. Strangely, the scar left by the
  damage.
  bullet looks just like a rose
  . . ..
  +1H-X
  +5H-0-(-10)
  +10H-20-(-15)
  +15H-400-6-(-20)
  +20H-6#-4®-(-30)
  Shot graze toe'sabdomen, leaving
  Bullet enters toe's abdomen doing minor
  Abdomen hitcauses minor muscle and
  Lower abdominal shot causes much
  Kidney shot. Opponent bleeding profusely.
  71-75
  an interestingscar
  .
  muscle damage .
  organ damage .
  bleeding (internal and external) .
  It foe attempts to talk, blood will leak out
  from the corners of his mouth.
  +2H
  +3H-to-(-5)
  +5H- 20-36-(-10)
  +5H-300-44-(-15)
  +1 OH-400-7 "-(-20)
  Bullet piercesfoe's "love handles."
  Shot in the side breaks tworibs.
  Bullet glancesoff ribs, breaking a couple
  Bullet breaks a riband proceeds to lodge
  Foe really didn't need his spleen anyway.
  76-80
  Perhaps next time he will stick to
  in the process. Majormuscle and tendon
  in foe'sliver. Foe needsdoctor, badly
  .
  his diet.
  damage as it passes through.
  +4H-2x-(-5)
  +SH-2twt-(-10)
  +1 OH-30-(-15)
  +7H-2trt-64-(-10)
  +1 OH-3W®-86-(-20)
  Center abdomen hit causes minor
  Bullet passes into foe's abdominal cavity
  Upper abdominal hit perforates internal
  Bullet glances off riband passes down
  Bullet passes through toe's gut lodging in
  muscle wound. Scar will look like a
  causing minorwounds to foe's
  organs
  .
  through foe's abdomen causing major
  his spine. Foe is paralyzed until it is
  81-85
  second belly button
  .
  intestines
  .
  bleeding and tissue damage.
  removed, and then still suffers a-30 to all
  moving maneuvers.
  +4H-0-(-5)
  +5H-0-36-(-10)
  +BH-20-46-(-10)
  +10H-4fit-2®-66-(-15)
  +15H-26
  Chest hitcauses minor muscle
  Chest hit breaks ribs. Major muscle and
  Chest strike snaps ribs and collapses a
  Chest hit breaks sternum and lodges
  Heart strike . Foe is dead . Very sad.
  damage . You missed his heart by
  tendon damage.
  lung
  .
  near heart
  .
  86-90
  only a hand's width. Just a little to
  the left
  . .
  . .
  +5H-6-(-5)
  +1 OH-20-6-(-10)
  +1 OH-31~t-®-46-(-15)
  +12H-339-74-(-30)
  (+20)
  Foe's ear has a new piercing . All
  Bullet glances off foe's skull, taking a
  Bullet to side of foe's head. Lots of
  Bullet lodged in brain. Foe is in a coma
  Bullet lodges deep in toe's brain . Death in
  91-95
  hearing maneuvers suffer a special
  clump of hair with it.
  bleeding and permanentloss of hearing
  for 3 weeks.
  instantaneous (but my isn'tthat look on
  penalty of -20
  .
  in that ear.
  his face precious)!
  +2H
  +5H-30-(-5)
  +7H-20-48-(-10)
  +10H-84
  (+20)
  Bullet goes through foe's cheek
  .
  Bullet breaks foe'sjaw. Foe cannot talk
  Bullet to toe's throat . Trachea destroyed.
  Bullet goes through majorartery in foe's
  Bullet passes through throat and spine
  .
  Foe has trouble talking (-10 to
  until he is healed
  . -10 to temporary
  Sorry aboutthat singing career.
  neck .
  Foe paralyzed .
  96-99
  temporary Appearance).
  Appearance and -5 to potential
  Appearance.
  +4H-20-(-5)
  +6H-2#-®-26-(-10)
  +7H-300-26-(-15)
  +3H-x-106-(-10)
  +8H-206-(-75)
  Bullet through the eye andinto the
  Foe drops immediately from strike to
  Shot through toe's brain killstoe.You
  Foe gets a strange look on face as bullet
  Bullet through foe's eye. Foedies instantly.
  100
  brain. Foe is very dead.
  brain through his ear. Very nice
  .
  have halt a round left to act.
  ricochets off his jawand into his brain
  .
  Carry on soldier .
  Foe is in coma fornext two years
  .
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  5.19 HUNTING RIFLE WEAPON ATTACK TABLE
  148=150'
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  '106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  xx-33
  UM 01-xx
  48
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  16E
  21F
  30F
  32F
  16E
  21F
  30F
  '32F
  16E
  21F
  30F
  32F
  16D
  21E
  30F
  32F
  16D
  21E
  30E
  '32E
  16D
  21E
  16C
  21E
  16C
  21D
  16C
  21D
  168
  21D
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  18A
  16A
  '1,8A
  16'A
  18A
  14A
  12A
  12A -
  TYPICAL
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  8
  2
  DATA
  s-Leather
  Heavy
  Light
  (7/8)
  (5/6)
  39F
  49F
  39F
  49F
  39F
  49F
  39F
  49F
  39F
  49F
  39E
  49E
  39E
  49E
  39E
  49E
  39E
  49E
  39E
  46E
  248
  24C
  228
  248
  198
  218
  198
  188
  17A
  188
  14A
  188
  14A
  12A
  14A
  4A
  9A
  -
  9
  -
  F- Weapon fumbled, roll on the appropriate Fumble/Failure Table.
  UM - Unmodified roll. Apply result with no modifications.
  For a "F" severity critical, roll once and apply_ both an "E" and an "A" result
  .
  Animal
  Heavy
  Light
  (4)
  (3)
  `33F
  '49F''
  33F
  49F
  33F
  43F
  29E
  43E
  29E
  43E
  29E
  40E
  27D
  36D
  24D
  36D
  24D
  33D
  22C
  30D
  Weight:
  7 pounds
  Range Modifiers :
  1' - 10':+10
  Fumble Range:
  01 - 04 °" (XX=4)
  11' - 65': +0
  Action:
  Lever
  66' - 120' : -25
  Rounds:
  5
  121' - 400' : -50
  Critical Type:
  Ballistic Puncture
  401' - 600':-100
  64F
  56E
  56
  56E
  52E
  48D
  48D
  44D
  16A
  Kevlar
  Heavy
  Light
  (n1/m
  cum
  29F
  35F
  29F
  35F
  29F
  35F
  29E
  33E
  29E
  33
  29E
  33E
  27E
  30D
  26D
  28D
  26D
  28D
  26D
  27C
  3
  3
  2
  1
  Kinetic
  Heavy
  Light
  M)
  MA
  35F
  40F
  35F
  40F
  35F
  `40F
  35E
  39E
  35E
  39E
  35E
  39E
  35E
  38D
  35D
  36D
  35D
  36D
  33D
  34D
  178
  16A
  17A
  13A
  15A
  10A
  13A
  12A
  12A
  9A
  9
  6
  4
  2
  1
  -
  Combat
  Heavy
  Light
  (Wx)
  MID
  F
  32F,
  F
  32F
  28F
  32F
  26E
  30E'
  26E
  30E,
  26E
  30E
  26E
  29D
  26D
  28D
  26D
  28D
  25D
  26C
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117-
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  !88-90'
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57-
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  XX-33
  01-xx UM
  WEAPON DATA
  168
  19C
  30D
  28D
  28D
  27D
  39D
  43D
  200'  300
  40D'
  23C
  23C
  31C
  31C
  23C
  24C
  16[3
  18C
  30D
  28D
  26C
  27D
  37D
  43D
  ''
  20C
  30C
  40C
  22C
  23C
  30C
  31C
  3C
  24C
  16A
  18C
  30C
  26C
  24C
  27D
  34D
  40D`
  20C
  24C
  40C
  22C
  23C
  29C
  30C
  22C
  23C
  16A
  17C
  26C
  24C
  24C
  25C
  34D
  36D
  16B
  248
  32C
  21C
  208
  26C
  27C
  20C
  208
  16A !- 158
  "26C
  -24C
  22C
  23C
  32C
  36D
  16B'
  248
  328
  198
  198
  25C
  27C
  198
  ,208
  16
  15B
  26B
  24C
  20B
  23C
  29C
  36D
  16B
  21B
  328
  198
  198
  25C
  27C
  198
  208
  15
  15B
  24B
  208
  208
  20C
  29C
  30C
  14A
  18A
  288
  178
  178
  228
  228
  178
  17A
  14
  13A
  22B
  208
  208
  188
  29C
  30C
  12A
  18A
  248
  15A
  15A
  218
  218
  16A
  16A
  14
  13A
  22B
  208
  16B
  188
  24C
  30C
  12A
  15A
  24A
  15A
  15A
  218
  218
  16A
  16A
  14
  13A
  20A
  188
  16A
  188
  24B
  27C
  10
  12A
  20A
  15A
  14A
  208
  18A
  15A
  14A
  Fumble
  Weapon
  Range
  Action/
  Rounds
  OB
  Mod
  Max
  Result
  Max
  Critical
  38th Year Arisaka
  01-03
  Bolt/5
  +15
  150
  F
  Act . Arms Timberwolf 01-04
  Pump/8
  -5
  145
  F
  Blaser Model R84
  01-04
  Bolt/ 1
  +15
  150
  F
  H&H Royal Dbl Cust.$ 01-06
  Breech/2
  +0
  150
  F
  Martini-Henry .577
  01-05
  Breech/l
  +5
  150
  F
  Manlicher 256
  01-05
  Bolt/4
  +20
  150
  F
  Winchester Model 64
  01-04
  Lever/5
  +0
  150
  F
  $ - Inflicts double the indicated hits .
  Range Modifiers
  +10
  +0
  -25
  -50
  -100
  38th Year ARisaka
  5'
  70'
  180'
  800'
  2500'
  Act. . Arms Timberwolf
  5'
  75'
  180'
  800'
  2500'
  Blaser Model R48
  10'
  70'
  140'
  550'
  1500'
  H&H Royal Dbl. Cust .
  5'
  80'
  200'
  1200'
  5000'
  Martini-Henry .577
  5'
  75'
  180'
  800'
  2500'
  Manlicher 256
  5'
  80'
  200'
  1200'
  5000'
  Winchester Model 64
  10'
  65'
  120'
  400'
  600'
  10
  7
  15
  12
  9
  7
  13
  8
  8
  5
  11
  4
  8
  3
  11
  -
  8
  -
  11
  -
  
  Key:
  px=must parry 8 rounds
  ;
  B4~-no parry for fS rounds ;
  80=stunned for 6 rounds;
  0 "=bleed 5 hits per round;
  (-B)=foe has -6 penalty ;
  (+p)=attacker gets +p next round
  .
  49
  7.9 BALLISTIC PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Graze foe's hand
  . If foe is carrying
  Graze foe's hand
  .
  If foe is carrying an
  Shot hits foe's hand . If foe is carrying an
  Shot goes through foe's hand breaks
  Shot through foe's hand breaks bone and
  an item, he must make aRoutine
  item, he must make a Light maneuver to
  item, he must make a Medium maneuver
  bones and tearstendons
  . If foe is
  tears tendons
  . If foe drops any itemshe
  01-0$
  maneuver to hold onto It.
  hold onto it .
  to hold onto it .
  carrying an item, he must make a Hard
  was carrying with this hand .
  maneuver or drop
  it.
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2x-26-(-10)
  +5H-300-(-20)
  Forearm graze causes foe to flinch .
  Forearm wound causes foe to grimace
  Forearm wound tears tendons. If foe is
  Forearm shot tears muscles and
  Shot to forearm breaks bone and tears
  You gain initiative next round.
  and bleed. You gain initiative next round
  .
  carrying an item, he must make aHard
  tendons . Foe drops anyitems he was
  tendon. Foe drops any items he was
  06-10
  maneuver to hold onto
  it.
  carrying with this arm.
  carrying and looses initiative for the next
  three rounds .
  +1H
  +3H-x-6
  +4H-0-26-(-10)
  +5H-20-36-(-15)
  +7H-30®-4" -(-25)
  Graze foe's biceps
  . Keep that arm
  Nick foe's biceps causing minor muscle
  Shot tearsthrough the upper arm
  That's gotta hurt! Elbow hit breaks bone
  Biceps hit breaks bone, tears muscles and
  11-15
  very still.
  damage
  .
  causing major muscle damage.
  and tears tendons . Arm useless.
  tendons . He cannot even lift his arm .
  +1H
  +3H-x-(-5)
  +5H-207-26-(-10)
  +3H-40-20-(-20)
  +12H-60-36-(-25)
  Scratchesfoe's triceps. Get a
  Ripthrough foe'striceps causing minor
  Major muscle damage is done as the
  Elbowhit breaks foe'sfunny bone and
  Triceps hit breaks bone,tears muscles and
  16-20
  bandage.
  muscle damage .
  shot hits foe'striceps.
  tears tendons
  . Arm useless
  .
  tendons . Arm useless
  .
  +1H
  +3H-x-(-5)
  +5H-20-2 " -(-10)
  +3H-40-2x-(-20)
  +12H-60-36-(-25)
  Bullet grazes foe's shoulder. Foe
  Shoulder hit . Minor muscle damage
  .
  Bullet goes through foe's shoulder,
  Bullet tears muscles tendons on itsway
  Bullet goes clean through without major
  21-30
  staggers from the shock.
  tearing muscle and tendons
  . Foe is spun
  through foe's shoulder. Tears a major
  damage,except forthat severed artery.
  around and may fall down
  .
  artery.
  Blood is everywhere!
  +2H
  +2H-0(-5)
  +7H-30-6-(-10)
  +7H-30-5" -(-20)
  +3H-106-(-5)
  Bullet grazes foe's shoulder. Don't
  Bullet drives into foe's clavicle
  Bullet cracks foe's clavicle with a smart
  Great shot lodges in the foe's shoulder
  .
  Bullet breaks clavicle and destroys
  31-40
  lift any heavy objects .
  -
  shot to the neck.
  Surgeon will have to chip away a little
  shoulder joint. Arm useless .
  bone to getthis one out.
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-20-36-(-15)
  +12H-407®-76-(-50)
  Nick foe's thigh . Running will hurt.
  Thigh wound tears muscle .
  Bullet lodges in foe'sthigh
  . Running is
  Bullet tears muscle andtendons in the
  Bullet breaks femur and severs femoral
  41-$0
  very painful (-25 to Moving Maneuvers
  thigh. Femoral artery damaged as the
  artery
  . Foe falls . Hope he has a belt handy
  .
  until bullet is removed)
  .
  bullet went through .
  +21-1
  +41-1-20
  +10H-30-(-15)
  +15H-30®-(-25)
  +12H-5#®-36-(-25)
  Bullet grazes foe's calf
  . Walking
  Bullet nicks calf
  . Minor muscle damage
  Bullet passes cleanlythrough foe's calf
  .
  Bullet strikes calf. Tibia fractured .
  Calf hit breaks bone andtears muscle
  . Foe
  $1-$$
  proves painful
  .
  causes foe to drop to one knee and
  Muscle and tendon damage.
  staggers then falls .
  grimace very loudly.
  +2H
  +2H-x-(-5)
  +5H-0-26-(-10)
  +12H-20-3x-(-15)
  +15H-30®-3 "-(-30)
  Foe hops as bullet brushes foot .
  Incredible shot rips atoefrom toe'sfoot.
  Letme seeyou dance! Shot hits foe's
  Ankle strike breaks bone and tears
  Ankle strike breaks bone and tearstendon .
  $6-60
  Need a new shoe
  .
  foot and breaks several small bones
  .
  tendon
  . Foe falls and cannot get up
  .
  If using an huntingclass of II or greater,
  foot is severed. Foe falls
  .
  +2H
  +4H-x-(-5)
  +10H-20-(-15)
  +12H-30-®-(-20)
  +15H-4:o®-46-(-25)
  Foe is reminded to diet as bullet
  Bullet strikesfoe's hip causinga minor
  Bullet lodges in foe's hip making walking
  Hip strike fractures pelvis and nicks
  Foe's hipjointshattered by your incredible
  61-6$
  nicks his hips.
  fracture. Cancel those dancing lessons.
  difficult (-30 to Moving Maneuvers until
  artery . He tries not to shimmy when he
  shot .
  the bullet is removed).
  walks.
  +3H-x
  +5H-0-(-5)
  +1 OH-20-®-(-15)
  +15H-300-34-(-20)
  +20H-500-(-50)
  Bullet goes thorough both cheeks .
  Bullet seems to have a mind of its own,
  And you thoughtthis shortof shot was a
  Bullet bounces around in foe's chest
  Foe's sexual prowess is now in doubt. You
  Foe will have trouble sitting down
  ricocheting off a rock and entering toe's
  myth! Foetakes it right betweenthe
  cavity . Majorwounds to heart, liver,
  are stunned for 1 round in sympathy.
  66
  for a while due to muscle damage .
  head just below his ear
  . Foe is in a coma
  eyes. Foe Dies instantly, then falls over
  spleen, stomach, andboth lungs
  . Foe is
  forthree days .
  next round
  .
  in shock for a minute,then dies.
  +10H-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-60®-106-(-50)
  +30H-1200-76-(-75)
  Foe feels stiff breeze as bullet
  Knee shot fractures bone and givesfoe a
  Bullet lodged in knee. Ouch .
  Bullet shatters kneecap. Minortendon
  Bullet shatters foe's knee. Severe tendon
  67-70
  leaves a feathery touch on his knee .
  limp .
  damage
  . Strangely, the scar left by the
  damage .
  bullet looksjust like a rose . . .
  .
  +1H-x
  +5H-0-(-10)
  +10H-20-(-15)
  +15H-40®-4-(-20)
  +20H-60"r-4®-(-30)
  Shot grazefoe's abdomen, leaving
  Bullet enters foe's abdomen doing minor
  Abdomen hit causes minor muscle and
  Lowerabdominal shot causes much
  Kidney shot. Opponent bleeding profusely
  .
  $
  an interesting scar
  .
  muscle damage.
  organ damage .
  bleeding (internal and external) .
  If foe attempts to talk, blood will leak out
  from the corners of his mouth.
  +2H
  +3H-0-(-5)
  +5H- 20-34-(-10)
  +5H-307®-46-(-15)
  +1 OH-40®-7" -(-20)
  Bullet pierces foe's "love handles."
  Shot in theside breaks two ribs
  .
  Bullet glances off ribs, breaking a couple
  Bullet breaks a rib and proceeds to lodge
  Foe really didn't need his spleen anyway.
  76-80
  Perhaps next time he will stickto
  in the process. Majormuscle and tendon
  in foe's liver
  . Foe needs doctor, badly.
  hisdiet.
  damage as it passes through
  .
  +4H-2x-(-5)
  +5H-20-(-10)
  +10H-30-(-15)
  +7H-2#-66-(-10)
  +1 OH-3W®-8 " -(-20)
  Center abdomen hit causes minor
  Bullet passes into foe's abdominal cavity
  Upper abdominal hit perforates internal
  Bullet glances off rib and passes down
  Bullet passes through foe's gut lodging in
  muscle wound. Scar will look like a
  causing minorwounds to foe's
  organs
  .
  through foe's abdomen causing major
  his spine
  . Foe is paralyzed until it is
  81-85
  second belly button
  .
  intestines.
  bleeding and tissue damage.
  removed, and then still suffers a-30 to all
  moving maneuvers.
  +4H-0-(-5)
  +5H-0-34-(-10)
  +BH-20:r-46-(-10)
  +1OH-40-2®-66-(-15)
  +15H-24
  Chest hitcauses minor muscle
  Chest hit breaks ribs
  . Major muscle and
  Chest strike snaps ribs and collapses a
  Chest hit breaks sternum and lodges
  Heart strike
  . Foe is dead . Very sad
  .
  damage . You missed his heart by
  tendon damage
  .
  lung
  .
  near heart
  .
  86-90
  only a hand's width. Just a little to
  the left
  .
  .
  . .
  +5H-4-(-5)
  +10H-20-6-(-10)
  +1 OH-30-®-44-(-15)
  +12H-3
  -76-(-30)
  (+20)
  Foe's ear has a new piercing . All
  Bullet glances offfoe's skull, taking a
  Bullet to side of foe's head . Lots of
  Bullet lodged in brain. Foe is in a coma
  Bullet lodges deep in toe's brain
  . Death in
  91-9$
  hearing maneuvers suffer a special
  clump of hair with it
  .
  bleeding and permanent loss of hearing
  for 3 weeks
  .
  instantaneous (but my isn't that look on
  penaltyof -20
  .
  in that ear,
  hisface precious)!
  +2H
  +5H-30-(-5)
  +7H-20-4B-(-10)
  +10H-86
  (+20)
  Bullet goes through foe's cheek
  .
  Bullet breaks foe's jaw. Foe cannot talk
  Bullet to foe'sthroat
  . Trachea destroyed
  .
  Bullet goes through major artery in foe's
  Bullet passes through throat and spine.
  Foe hastrouble talking (-10 to
  until he is healed . -10 to temporary
  Sorryabout that singing career .
  neck.
  Foe paralyzed.
  96-99
  temporary Appearance).
  Appearance and -5 to potential
  Appearance
  .
  +4H-2#-(-5)
  +6H-20-®-26-(-10)
  +7H-30®-26-(-15)
  +3H-x-106-(-10)
  +8H-204-(-75)
  Bullet through the eye and into the
  Foe drops immediately from strike to
  Shot through foe's brain kills foe. You
  Foegets a strange look on face as bullet
  Bullet through foe's eye. Foedies instantly.
  100
  brain . Foe is very dead.
  brainthrough his ear
  . Very nice
  .
  have half a round left to act
  .
  ricochets offhis jaw and into his brain.
  Carry on soldier
  .
  Foeis in coma for next twoyears.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  5.20 SMALL SHOTGUN WEAPON ATTACK TABLE
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120'
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  -
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60-
  55-57''
  52-54
  49-51
  '46-48
  43-45
  40-42
  37-39
  34-36
  xx-33
  UM 01-xx
  50
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  13E
  17F'
  13E
  17F''
  13E
  17
  13D
  13D
  13D
  17E
  13C
  17D
  13C
  17D
  13B
  16D
  13B
  15C
  13B
  15C
  13A
  15C
  13A
  13C
  13A-
  13B
  13
  13B
  12
  12B
  12
  11A
  12
  11A
  11
  10A
  10
  9
  12A
  - 13A
  12A
  10A
  10A
  TYPICAL WEAPON DATA
  18B'
  23B
  188
  18B
  188
  -18B
  14A
  '1
  18B
  14A
  ''
  16B
  14A
  13A
  13A
  13A
  11
  11A
  11
  9A
  11
  6A
  F-Weapon fumbled, roll on the appropriate Fumble/Failure Table.
  UM - Unmodified roll. Apply result with no modifications.
  For a "F" severity critical, roll once and apply both an "E" and an "A" result.
  Weight :
  7 pounds
  Range Modifiers:
  1' - 10':+10
  Fumble Range:
  01 - 04 um (XX=4)
  11' - 50':
  +0
  Action:
  Pump
  51' - 90' : -25
  Rounds :
  4
  91' - 150'
  : -50
  Critical Type:
  Ballistic Shrapnel
  151' - 200' :-100
  148"150
  145-147
  142-144
  139-141
  136-138''
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120''
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57 -
  52-54
  49-51' -
  46-48
  43-45
  40-42
  37-39
  34-36
  xx-33
  01-xx UM
  WEAPON DATA
  Fumble
  Action/
  OB
  Max
  Max
  Weapon
  Range
  Rounds
  Mod
  Result
  Critical
  Beretta 424 Hamerless 01-02
  Breech/2
  +0
  150
  F
  Blunderbuss t
  01-05
  Muz/1
  -10
  135
  E
  Browning Model 12
  01-04
  Pump/4
  +0
  150
  F
  Noble 420
  01-03
  Breech/2
  -10
  135
  E
  Krieghoff Model 32 t
  01-04
  Breech/2
  +0
  150
  E
  Smith & Wessen
  01-05
  SAuto/4
  +0
  150
  F
  Stevens Model 58
  01-03
  Bolt/2
  +0
  150
  F
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  S-Leather
  Heavy
  Light
  (7/8)
  (5/6)
  Animal
  Heavy
  Light
  (4)
  (3)
  None
  (1)
  Kevlar
  Kinetic
  Heavy
  Light
  Heavy
  Light
  (111/m
  (1/11)
  M)
  (VID
  Combat
  Heavy
  Light
  (IX/X)
  (v111)
  25F
  27F
  27F
  31F
  33F
  41F
  28F-
  39F,
  54F
  24F"
  29F
  29F
  ` 34F
  22F
  - 27F
  25F
  27F
  27F
  31
  33F
  41F
  26F
  36F
  51 F
  24F
  28F
  29F
  33F
  22F
  26F
  25F
  27F
  27F
  31F
  33F
  41F
  24F
  36F
  48F
  24F
  27F
  129F
  32F
  22F
  25F
  25E
  27F
  33F
  41F
  24E
  84E
  48E
  24E
  27E
  29E
  32E
  22E
  25E
  25E
  27E
  27E
  31 E'
  33E
  '41F
  23E--
  32E
  45E
  24E
  27E
  'j 29E
  32E
  22E -
  '
  25E
  25E
  27E
  27E
  27E
  33E
  41E
  21E
  32E
  42E
  22E
  24E
  29E
  31E
  22E
  24E
  25E
  27E
  26E
  27E
  33E
  41E
  21D
  32D
  42D
  22D
  24D
  29D
  31D
  22D
  24D
  25D
  26E
  24D
  27E
  33E
  39E
  21D
  27D
  42D
  22D
  24D
  28D
  30D
  21D
  23D
  25D
  24D
  24D
  26D
  33E
  36E
  18D
  27D
  36D
  21D
  22D
  27D
  28D
  20D
  21D
  25D
  24D
  22D
  24D
  31D
  36E
  18C
  27C
  36D
  19C
  21C
  25D
  28D
  19C
  21C
  25D
  24D
  21 D
  24D
  29D'
  36D
  L 18C
  25C
  36C
  19C
  21C
  25C
  28C
  19C
  21 C,
  23C
  21C
  21C
  22D
  29D
  '32D
  17B
  23C'
  33C
  '18C
  19C
  23C
  24C
  18C
  19B
  22C
  '1C
  21C
  20C
  29D-' 32D''
  15B
  23B
  30C
  16C .
  17B
  .
  . .
  22C
  -- 23C -'
  17C
  18B
  22C
  21C
  18C
  20C
  26D
  32D
  15B
  20B
  308
  16B'
  17B
  22C
  23C-'
  17B
  18B
  21B
  19C
  18B
  20C'
  26C
  30D
  14A
  18B
  278
  16B
  17B
  21C
  228
  15B
  16B
  19B
  18B
  18B
  17C
  26C
  27C
  12A
  18A
  24B
  14B
  14B
  19B
  19B
  15B
  15A
  19B
  18B
  16B
  17B
  24C
  27C
  12A
  18A
  24A
  14A
  14A
  19B
  19B
  14A
  15A
  19B
  16B
  15B
  17B
  22C
  25C
  12
  13A
  24A
  14A
  14A
  18B
  18A
  13A
  14A
  16A
  15B
  15A
  15B
  22B
  23C
  9
  13
  18A
  12A
  12A
  16B
  16A
  12A
  12A
  16A
  15A
  13A
  13B
  20B
  23C
  9
  13
  18A
  11A
  11A
  16B
  16A
  12
  12
  t - Inflicts half the indicated hits
  .
  Range Modifiers
  +10
  +0
  -25
  -50
  -100
  Beretta 424 Hamerless
  10'
  50'
  90'
  150'
  200'
  Blunderbuss
  10'
  25'
  45'
  80'
  120'
  Browning Model 12
  10'
  50'
  90'
  150'
  200'
  Noble 420
  10'
  50'
  90'
  150'
  200'
  Krieghoff Model 32
  10'
  55'
  90'
  150'
  200'
  Smith & Wessen
  10'
  55'
  90'
  150'
  200'
  Stevens Model 58
  10'
  55'
  90'
  150'
  200'
  
  ICey:
  B--ust parry 8 rounds;
  B®-no parry for 8 rounds ;
  Bit-stunned for B rounds ;
  B6-bleed 5 hits per round;
  (-6)-foe has -B penalty,
  (+B)-attacker gets +B next round.
  51
  7.11 BALLISTIC SHRAPNEL CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Foe's hand is hit! If he is holding an
  Foe's hand is hit! If he is holding an
  Foe's hand is hit! If he is holding an
  Foe's hand is hit!
  It he is holding an
  Foe's hand is ltd! If he is holding an item,
  01-05
  item, it must immediately checkfor
  item, it must immediately checkfor
  item, it must immediately check for
  item, it must immediately check for
  it automatically breaks .
  breakage .
  breakage with a -10 penalty
  .
  breakage with a -20penalty.
  breakage with a-30 penalty.
  +31-1
  +3H-2x
  +4H-2x(-10)
  +8H-4#-31-(-20)
  +15H-500-(-50)
  Forearm strike burns! You gain the
  Strike to foe's lowerarm starts to bleed.
  Forearm wound tears muscle and
  Forearm shot tears musclesand
  Incredible blast to foe'sarm completely
  06-1
  initiative next round.
  His grip may slip! You gain the initiative
  tendons . If foe is holding an item,d must
  tendons. Foe drops any held hems and
  rips off his hand and lowerarm! Foe faints
  next round.
  check for breakage with a -20 penalty .
  they check for breakage.
  and is out for 10 rounds .
  +511
  +7H-3x-21
  +8H-30-31-(-15)
  +10H-40-41-(-25)
  +15H-700-81-(-50)
  Lots of hot air over foe's arm.
  Deep scratches on foe's biceps cause
  Serious gash on upperarm causes
  Foe'selbow takesthe brunt of theblast .
  Only dangling flesh is left on foe's arm .
  It
  11-15
  minor muscle damage.
  major muscle damage.
  Broken bone and torn tendonsare the
  is completely useless
  .
  price
  . His arm is useless.
  +3H-x
  +7H-3x-(-5)
  +15H-40-2®-41-(-20)
  +1 OH-40-24-(-20)
  +25H-700 -44-(-40)
  An incredible shot leaves only
  Upper arm strike leaves foewith minor
  Foe'striceps take the blast. He will need
  Right on the elbow! Blastbreaks bone
  Boned foe's arm just like a chicken. Arm is
  16-20
  minor scratches.
  muscle damage .
  a doctor for that majormuscle damage.
  and tears tendons . Arm useless.
  useless.
  +4H-2x
  +7H-20-(-10)
  +12H-300-31-(-25)
  +12H-40-2®-31-(-20)
  +30H-600-51-(-60)
  Shrapnel grazes foe'sshoulder.
  Shoulder hit
  . Minor muscle damage. The
  Shrapnel goes through foe's shoulder,
  Shrapnel tears muscles tendons on its
  Foe really didn't need that arm anyway. Foe
  21-30
  That will leave a mark.
  strips on his uniform are ripped off
  .
  tearing muscle and tendons. He will feel
  waythrough foe's shoulder. Nicks a
  is unconscious forsix hours.
  that one for awhile.
  major artery.
  +5H-2x
  +8H-30(-10)
  +16H-400-21-(-15)
  +18H-500-61-(-25)
  +25H-101-(-50)
  Shrapnel grazes foe'sshoulder,
  Shrapnel glances offclavicle. Foe looks
  Shrapnel breaks collar bone. He will
  Shrapnel lodges in the foe'sshoulder.
  Shrapnel breaks clavicle and destroys
  31-40
  spinning him around .
  surprisedto still have a head
  .
  never wear a tie again!
  Surgeon will have to chip away a little
  shoulder joint . His arm will hang limp until
  bone to getthis one out.
  healed .
  +5H-2x
  +7H-20-(-10)
  +12H-3'`+-(-15)
  +20H-306-(-25)
  +30H-600-31-(-40)
  Graze foe's thigh . Now those nice
  Thigh wound tears muscle and leaves
  Shrapnel lodged in thigh. Running very
  Shrapnel tears muscle andtendons in
  foe's leg severed at the thigh. Foe falls .
  41-50
  pants are ripped .
  foe with aminor limp .
  painful .-25 to Moving Maneuversuntil
  the thigh. Foe is knocked backward 5
  Hope he has a bell handy.
  Shrapnel is removed .
  feet from the blast.
  +3H-x
  +6H-20-(-10)
  +BH-3fy-31-(-15)
  +16H-300-(-25)
  +40H-400-41-(-40)
  Shrapnel grazes foe'scalf and
  Several wide cuts on toe's calf, but none
  Shrapnel goes cleanthroughtheback of
  Shrapnel strikes calf. Broken bones have
  Foe blown back 15' . When he rises, he
  51-55
  causes himto stagger.
  are deep. Unfortunately, the muscles
  foe's lower leg. He is knocked over and
  ripped through the flesh of the leg .
  realizes that he now has a ragged stump
  have minor damage
  .
  now has muscle and tendon damage
  .
  below his knee (and he can'tstand up)
  .
  +4H-x
  +8H-20-21-(-10)
  +15H-30-34-(-15)
  +25H-400-31-(-25)
  +35H-600-104-(-75)
  Blast near foe's feet causes himto
  Lucky shot on foe'sfoot takesoff all of
  Solid blast to foe's foot. The sound of
  Ouch! Right on the ankle . Bones break
  Foot bone ain't connectedto the leg bone
  56-60
  dance.
  his toes! Now hisshoe won't fit .
  breaking bone is very clear.The Several
  andtendons torn
  . Foe fallsandwill have
  no mo'. Blast rips the toot off at the ankle .
  toes have been lost.
  trouble standing.
  +4H-x
  +7H-20-(-10)
  +25H-40-(-25)
  +24H-400-(-30)
  +35H-600-41-(-50)
  Closeshot at toe's hip. Maybe it is
  Blaststrikessolidly on foe's hip . Luckily
  Shrapnel goes deep into foe's hip
  Strong blastto foe's hip fractures his
  Blast completely shatters foe'ship. Foe is
  61-65
  time to start that diet.
  his bonesare strong and it is any a
  (lodging againt the bone). Walking
  pelvis. He now has a funny walk
  .
  thrown back 15'.
  minor fracture.
  proves massively painful .
  +7H-2x
  +10H-20-(-5)
  +25H-4®-(-20)
  +30H-500-41-(-25)
  +34H-700-5 "-(-50)
  Shrapnel imbedded in foe's
  Blastto foe's head! Amazingly, toe's
  Foeforget to duck. He takes shrapnel in
  Abdomenal blast knocks foe through the
  Surprise shot to foe's groin. Foe no longer
  buttocks. He will need a special
  head is mostly intact . He will just be in a
  the eyes. Foe spins head over heels
  nearest wall. Majorinternal damage to all
  needs his "little blackbook". You are
  66
  pillow just to sit down.
  coma for threedays.
  backwardsandwill diein 10 rounds if
  kindsof organs
  . Hope a doctor is on
  stunned for 3 rounds in sympathy. He
  not tended to by adoctor.
  hand .
  collapses and won't get up until tomorrow.
  +20H-(-15)
  +20H-(-40)-(+25)
  +1 OH-5Cr®-(-30)-(+25)
  +50H-809-154-(-75)
  +50H-1500-151-(-75)
  Foe's knee is peppered with
  Knee strike fractures bone . Very
  Great shot to toe's leg causes him to
  Blastto foe's leg shatters his knee cap
  .
  Blast annihilates foe's leg below the knee .
  67-70
  shrapnel. Amazingly, no permanent
  impressive .
  drop
  .
  He will have a bad limp untilthe major
  Wow!
  damage.
  tendon damage is healed .
  +3H-x
  +7H-#-(-10)
  +20H-30-31-(-20)
  +25H-500-41-(-30)
  +35H-600-81-(-50)
  Blast in the gut throws foe
  Shot in the stomach does minormuscle
  Abdomenal hitcauses muscle and organ
  Lowerabdominal shot causes much
  Blast rips out foe's kidney
  . Who needs a
  71-75
  backwards 10'
  .
  damage. But the scar looks like a
  damage. Foe flies off his feet .
  internal damage to internal organs .
  surgeon
  .
  turnip. . .
  +5H-x
  +7H-20-(-10)
  +12H- 3#-51-(-20)
  +12H-409-71-(-20)
  +35H-609-101-(-40)
  Blast in foe's side leaves a mass of
  Shrapnel finds a home in foe's side,
  Solid shot to foe's ribs is followed by the
  Shrapnel breaks ribs and lodges inside
  Gut shot rips outseveral organs . Find a
  76-80
  flesh dangling
  . Surprising, it only
  breaking a few ribs in the process
  .
  sound of breaking bone. There is also
  toe .The bleeding just won't seem to
  donor, quickly .
  leaves a small scar.
  major muscle and tendon damage
  .
  stop! Geta medic.
  +8H-3X-6-(-10)
  +12H-30-(-10)
  +20H-4#0-(-20)
  +35H-400-71-(-20)
  +35H-608)-151-(-40)
  Impressive shot right in the
  Blast rips into toe's gut andcauses
  Upper abdominalltd damagesinternal
  Blast in the gut leaves a gaping hole .
  Shrapnel passes clean through foe's
  abdomen knocks foe backwards.
  majordamage to everything
  it finds
  organs and muscles.
  Amazing, toe is still standing!
  abdomen and lodges in his spine. Foe is
  81-85
  there .
  paralyzed until d is removed, and then still
  suffers a -30 penaltyto all maneuvers .
  +10H-3#-2®-21-(-10)
  +15H-40-51-(-20)
  +14H-300-61-(-20)
  +25H-600-91-(-30)
  +35H-61
  Chest strike rips all of toe's buttons
  Blast in the chest breaks ribs and tears
  Foe is wheezing as blast perforates a
  Shrapnel lodges near foe's heart.
  Blast through foe's chest and destroy his
  86-90
  off his shirt
  .
  muscles and tendons. Get a new shirt
  .
  lung .
  Sternum is shattered.
  heart . Foe flies 20' and everyone is
  stunned for two rounds
  .
  +12H-3"0-31-(-10)
  +15H-30-®-31-(-15)
  +25H-400-61-(-25)
  +25H-40®-81-(-30)
  (+20)
  Blast to foe's head rips off one ear.
  Shrapnel strikesfoe's head . Luckily he
  Shrapnel to side of foe's head. He can no
  Blastcracks foe's skull. He is in a coma
  Blast tears offthe top of foe's head . Death
  91-95
  Foe hears at-30.
  has a mighty skull and only loses his
  longer hear or see from that side of the
  for 3 weeks then awakenswith amnesia
  is instantaneous.
  hair.
  head .
  (and a headache) .
  +8H-304~-21-(-10)
  +8H-30-4-(-5)
  +15H-400-61-(-20)
  +40H-101
  (+20)
  Shrapnel peppers foe's jawand
  Blast shatters foe's jaw. He cannot talk
  Blast rips through foe's throat. He is now
  Shrapnel destroys foe's neck (and wind
  Foe is left with nothing on top of hisneck.
  leaves several holes. Foe has
  until healed . He suffers a-10 to his
  a mute .
  pipe)
  . He will probably die before he
  Anyone gota mop?
  96-99
  trouble talking because of damage
  temporaryAppearance and -5 to his
  suffocates
  .
  to thetongue .
  potentialAppearance .
  +12H-400-(-15)
  +11H-300-34-(-15)
  +20H-4s9-61-(-25)
  +25H-508-124-(-20)
  (+20)
  Shrapnel passes through the ear
  Foe's face is ripped off; right before he
  Foe's head is opened from the blast. He
  Strong blastto foe'shead cracks his
  Don't looseyour head! Coops. Too late.
  . .
  100
  and into the brain . Foe is very dead
  .
  dies from shrapnel in the brain .
  is quite dead. You have half a round left
  skull. He is in coma for next two years.
  to act.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  5.21
  LARGE SHOTGUN WEAPON ATTACK TABLE
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  XX-33
  UM 01-XX
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  20E
  26F
  38F
  41F
  i
  20E
  26F
  i'3BF
  41F
  20E
  26F
  38F
  41F
  20D
  26E
  38E
  41F
  2222
  222
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  41F
  46F
  41F
  46F
  41F
  46F
  41E
  46F
  S-Leather
  Animal
  Heavy
  Light
  Heavy
  Light
  (7/8)
  (5/6)
  (4)
  (3)
  50F
  62F
  42F
  58F
  81F
  50F
  - 62F
  39F'
  55F
  76F
  50F
  -
  62F
  37F
  '55F
  72F
  50F
  62F
  37E
  51E
  72E
  Kevlar
  Heavy
  Light
  (III/M
  (1/11)
  '36F
  36F
  36F
  36E
  44F
  42F
  41 F'
  41 E-
  Kinetic
  Heavy
  Light
  M)
  M1)
  o2F'
  40F
  49F
  44E
  49E
  Combat
  Heavy
  Light
  (Wx)
  MID
  33F -
  41 F
  33F
  40F
  33F
  39F
  10
  6
  5
  9
  6
  3
  4
  2
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111-
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60 -
  55-5Z
  5254
  49-51''
  46-48
  43-45
  40-42
  37-39
  34-36
  XX-33
  01-XX UM
  Max
  Critical
  F
  F
  F
  F
  F
  F
  F
  F
  -100
  200'
  200'
  200'
  200'
  200'
  200'
  200'
  120'
  0D
  26E
  38E
  41E
  41E
  46E
  50E
  ' 62F
  35E
  -48E
  67E'
  36E
  40E,,
  44E
  48E
  33E
  ' .°38E
  0D
  26E
  38E
  41E
  41E
  41E
  50E
  62E
  32E
  48E
  63E
  33E
  36E
  44E
  47E
  33E
  36E
  0C
  26D
  38E
  41E
  39E
  41E
  50E
  62E
  32D
  48D
  63D
  33D
  36D
  44D
  47D
  33D
  36D
  0C
  26D
  38D
  39E
  36D
  41E
  50E
  58E
  32D
  41D
  63D
  33D
  36D
  42D
  45D
  32D
  35D
  0B
  25D
  38D
  36D
  36D
  39D
  50E
  55E
  28D
  41D
  54D
  31D
  33D
  40D
  41 D
  30D
  32D
  0B
  23C
  38D
  36D
  34D
  36D
  47D
  55E
  28C
  41C
  54D
  29C
  32C
  39D
  41 D
  29C
  32C
  0B-
  23C
  38D
  36D
  32D
  36D
  44D
  55D
  28C
  38C
  54C
  29C
  32C
  39C
  41C
  29C
  32C
  0A
  23C
  35C
  32C
  320
  33D
  44D-
  480
  25B
  34C
  49C
  28C
  2:9C
  35C
  36C
  27C
  28B
  0A
  '20C
  33C
  32C
  32C
  31
  44D
  48D
  23B
  34B
  45C
  25C
  27B
  34C
  35C
  26C
  27B
  0A
  20B
  33C
  32C
  27C
  310
  39D
  48D
  23B
  31B
  45B
  '25B
  27B
  34C
  35C
  26B
  27B
  20
  20B
  31B
  29C
  27B
  31C
  39C
  45D
  j
  21A
  27B
  40B
  25B
  26B
  32C
  33B
  24B'
  25B
  18
  19B
  29B
  27B
  27B
  26C
  39C
  41C
  18A
  27A
  36B
  22B
  22B
  30B
  29B
  22A
  23B
  18
  17A
  29B
  278
  25B
  26B
  36C
  41C
  18A
  27A
  36A
  21A
  22A
  29B
  29B
  22A
  22A
  18
  17A
  29B
  25B
  22B
  26B
  33C
  38C
  18
  20A
  36A
  21A
  22A
  27B
  28B
  21A
  21A
  16
  16A
  25A
  22B
  22A
  23B
  33B
  34C
  14
  20
  27A
  19A
  18A
  25B
  24B
  18A
  19A
  15
  14
  25A
  22A
  20A
  20B
  30B
  34C
  14
  20
  27A
  17A
  17A
  24B
  24B
  18
  18
  TYPICAL WEAPON DATA
  WEAPON DATA
  Weight:
  7.5 pounds
  Range Modifiers :
  1' - 10':+10
  Weapon
  Fumble
  Range
  Action/
  Rounds
  OB
  Mod
  Max
  Result
  Fumble Range:
  01
  um
  - 03
  (XX=3)
  11' - 50': +0
  Action:
  Breech
  51' - 90': -25
  Colt Auto Magnum
  01-05
  SAutc/4
  +20
  150
  Rounds:
  2
  91' - 150' : -50
  Franchi SPAS-15
  01-05
  SAuto/6
  +0
  150
  Critical Type:
  Ballistic Shrapnel
  151' - 200' :-100
  High Standard M10B
  01-05
  SAutc/5
  +0
  145
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  Merkel Model 147E
  01-04
  Breech/2
  +0
  135
  UM - Unmodified roll
  . Apply result with no modifications.
  Mossberg M590
  01-02
  Bolt/4
  +5
  150
  For a "F" severity critical, roll once and apply- both an "E" and an "A" result .
  Purdey Deluxe
  01-03
  Breech/2
  +0
  150
  Savage Model 28A
  01-02
  Pump/5
  +0
  150
  1~~"IIIlI11111111pll1"rL~~
  Scattergun
  01-04
  Breech/2
  +0
  150
  Range Modifiers
  +10
  +0
  -25
  -50
  Colt Auto Magnum
  10'
  55'
  90'
  150'
  Franchi SPAS-15
  10'
  55'
  90'
  150'
  High Standard M10B
  10'
  55'
  90'
  150'
  Meckel Model 147E
  10'
  55'
  90'
  150'
  Mossberg M590
  10'
  55'
  90'
  150'
  Purdey Deluxe
  10'
  50'
  90'
  150'
  Savage Model 28A
  10'
  55'
  90'
  150'
  52
  Scattergun
  10'
  25'
  45'
  80'
  
  Key:
  fix=must parry 8 rounds;
  f5(&=no parry for 8 rounds;
  f50=stunned for 8 rounds;
  B " =bleed 5 hits per round;
  (-15)=foe has -5 penalty
  ;
  (+6)=attacker gets +6 next round.
  53
  7.1 l BALLISTIC SHRAPNEL CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Foe's hand is hit! If he is holding an
  Foe's hand is hit! If he is holding an
  Foe's hand is hit! If he is holding an
  Foe's hand is hit!
  If he is holding an
  Foe's hand is hit! If he is holdingan item,
  dem, it must immediatelycheck for
  item,
  it must immediatelycheckfor
  item,
  it must immediately check for
  item, it must immediately check for
  it automatically breaks
  .
  01-05
  breakage.
  breakage with a -10 penalty
  .
  breakage with a-20 penalty.
  breakage with a-30 penalty.
  +3H
  +3H-2x
  +4H-2x(-10)
  +8H-40-36-(-20)
  +15H-5 1Z~®-(-50)
  Forearm strike burns! You gain the
  Strike to foe's lower arm starts to bleed.
  Forearm wound tears muscle and
  Forearm shot tears musclesand
  Incredible blast to foe's arm completely
  initiative next round.
  Hisgrip may slip! You gain the initiative
  tendons. If foe is holding an item,it must
  tendons . Foe dropsany held items and
  rips offhis hand and lowerarm! Foe faints
  06-1
  next round
  .
  checkfor breakage with a -20 penalty
  .
  they checkforbreakage
  .
  and is out for 10 rounds .
  +5H
  +7H-3x-26
  +8H-30-34-(-15)
  +10H-40-46-(-25)
  +15H-70®-86-(-50)
  Lots of hot air over foe's arm.
  Deep scratches on foe's biceps cause
  Serious gash on upper arm causes
  Foe's elbowtakes the brunt of the blast.
  Only dangling flesh is left on foe's arm .
  It
  minor muscle damage
  .
  majormuscle damage .
  Broken bone and torn tendons arethe
  is completely useless .
  11-15
  price . His arm is useless
  .
  +3H-x
  +7H-3x-(-5)
  +15H-40-2®-46-(-20)
  +10H-40-26-(-20)
  +25H-700-46-(-40)
  An incredible shot leaves only
  Upper arm strike leaves foe with minor
  Foe's tricepstake the blast
  . He will need
  Right on the elbow! Blast breaks bone
  Boned foe'sarm just like a chicken
  . Arm is
  16-20
  minorscratches.
  muscle damage
  .
  a doctor for that major muscle damage
  .
  and tears tendons. Arm useless.
  useless.
  +4H-2x
  +7H-20-(-10)
  +12H-30®-34-(-25)
  +12H-40-2®-36-(-20)
  +30H-600-56-(-60)
  Shrapnel grazes foe's shoulder.
  Shoulder hit. Minor muscle damage
  . The
  Shrapnel goes through foe's shoulder,
  Shrapnel tears musclestendons on its
  Foe really didn't need that arm anyway. Foe
  That will leave a mark.
  strips on his uniform are ripped off
  .
  tearing muscle andtendons. He will feel
  way through foe's shoulder. Nicks a
  is unconscious for six hours
  .
  21-30
  that one for a while.
  majorartery .
  +5H-2x
  +8H-30(-10)
  +16H-40®-24-(-15)
  +18H-50®-66-(-25)
  +25H-106-(-50)
  Shrapnel grazes foe's shoulder,
  Shrapnel glances offclavicle
  . Foe looks
  Shrapnel breaks collar bone
  . He will
  Shrapnel lodges in the foe's shoulder
  .
  Shrapnel breaks clavicle and destroys
  spinning himaround,
  surprised to still have a head.
  never wear a tie again!
  Surgeon will have to chip away a little
  shoulder joint. His arm will hang limp until
  31-40
  bone to get this one out.
  healed .
  +5H-2x
  +7H-20-(-10)
  +12H-30-(-15)
  +20H-3'0®-(-25)
  +30H-600-36-(-40)
  Graze foe's thigh . Now those nice
  Thigh wound tears muscle and leaves
  Shrapnel lodged in thigh . Running very
  Shrapnel tears muscle and tendons in
  foe's leg severed at the thigh . Foe falls.
  pants are ripped
  .
  foe with a minor limp .
  painful
  . -25 to Moving Maneuvers until
  the thigh . Foe is knocked backward 5
  Hope he has a belt handy
  .
  41-50
  Shrapnel is removed.
  feet from the blast .
  +3H-x
  +6H-2#-(-10)
  +8H-3#-36-(-15)
  +16H-30®-(-25)
  +40H-4 f~>O -46-(-40)
  Shrapnel grazes foe's calf and
  Several wide cuts on foe's calf, but none
  Shrapnel goes clean through the back of
  Shrapnel strikes calf. Broken bones have
  Foe blown back 15' . When he rises, he
  causes him to stagger.
  are deep. Unfortunately, the muscles
  foe's lower leg . He is knocked over and
  ripped through the flesh of the leg
  .
  realizes that he now has a ragged stump
  51-55
  have minor damage
  .
  now has muscle and tendon damage.
  below his knee (and he can't stand up).
  +4H-x
  +BH-20-26-(-10)
  +15H-30-36-(-15)
  +25H-40®-36-(-25)
  +35H-600-106-(-75)
  Blast near foe's feet causes him to
  Lucky shot on foe's foot takes off all of
  Solid blast to foe's foot. The sound of
  Ouch! Right on theankle. Bones break
  Foot bone ain't connected to the leg bone
  dance
  .
  histoes! Now his shoe won't fit.
  breaking bone is very clear, TheSeveral
  andtendons torn. Foe falls and will have
  no me'
  . Blast rips the foot offat the ankle .
  56-60
  toes have been lost
  .
  trouble standing
  .
  +4H-x
  +7H-2Q-(-10)
  +25H-40-(-25)
  +24H-4 ~®-(-30)
  +35H-60®-44-(-50)
  Close shot at foe's hip
  . Maybe it is
  Blaststrikes solidly on foe's hip
  . Luckily
  Shrapnel goes deep into foe's hip
  Strong blastto foe's hipfractures his
  Blast completely shatters foe's hip . Foe is
  time to start that diet.
  his bones are strong and it is only a
  (lodging againt the bone)
  . Walking
  pelvis. He now has a funny walk
  .
  thrown back 15' .
  61-65
  minorfracture .
  proves massively painful
  .
  +7H-2x
  +10H-20-(-5)
  +25H-4®-(-20)
  +30H-5u®-46-(-25)
  +34H-77C®-5" -(-50)
  Shrapnel imbedded in foe's
  Blast to foe's head! Amazingly, foe's
  Foe forget to duck
  . He takes shrapnel in
  Abdomenal blast knocks foe through the
  Surprise shot to foe'sgroin
  . Foe no longer
  buttocks. He will need a special
  head is mostly intact
  . He will just be in a
  the eyes
  . Foe spins head over heels
  nearest wall
  . Major internal damage to all
  needs his "little black book"
  . You are
  66
  pillow just to sit down .
  coma forthree days .
  backwardsand will die in 10 rounds
  if
  kinds of organs . Hope a doctor is on
  stunnedfor 3 rounds in sympathy . He
  not tended to by a doctor .
  hand .
  collapses and won't get up until tomorrow.
  +20H-(-15)
  +20H-(-40)-(+25)
  +10H-50®-(-30)-(+25)
  +50H-800-156-(-75)
  +50H-1509-156-(-75)
  Foe's knee is peppered with
  Knee strike fractures bone
  . Very
  Great shot to foe's leg causes him to
  Blast to foe's leg shatters his knee cap.
  Blast annihilates foe's leg below the knee.
  67-70
  shrapnel. Amazingly, no permanent
  impressive
  .
  drop.
  He will have a bad limp until the major
  Wow!
  damage.
  tendon damage is healed.
  +3H-x
  +7H-0-(-10)
  +20H-3fir-36-(-20)
  +25H-50®-46-(-30)
  +35H-60®-86-(-50)
  Blast in the gutthrows foe
  Shot in the stomach does minor muscle
  Abdomenal hit causes muscle and organ
  Lower abdominal shot causes much
  Blast rips out foe's kidney
  . Who needs a
  backwards 10'.
  damage. Butthe scar looks like a
  damage . Foe flies off hisfeel.
  internal damage to internal organs
  .
  surgeon
  .
  71-75
  turnip
  .
  .
  .
  +5H-x
  +7H-20-(-10)
  +12H- 30-56-(-20)
  +12H-40®-74-(-20)
  +35H-60®-106-(-40)
  Blastin foe's side leaves a mass of
  Shrapnel finds a home in foe'sside,
  Solid shot to foe's ribs is followed by the
  Shrapnel breaks ribs and lodges inside
  Gut shot rips out several organs. Find a
  flesh dangling
  . Surprising, it only
  breaking afew ribs in the process
  .
  sound of breaking bone. There is also
  foe.The bleeding just won't seem to
  donor, quickly.
  76-80
  leaves a small scar .
  major muscle and tendon damage.
  stop! Geta medic.
  +8H-3x-6-(-10)
  +12H-3C+-(-10)
  +20H-4th-(-20)
  +35H-4
  -76-(-20)
  +35H-6'0®-156-(-40)
  Impressive shot right in the
  Blast rips into foe's gut and causes
  Upperabdominal hit damages internal
  Blast in the gut leaves a gaping hole .
  Shrapnel passes clean through foe's
  abdomen knocks foe backwards
  .
  major damage to everything it finds
  organs and muscles .
  Amazing, foe is still standing!
  abdomen and lodges in his spine. Foe is
  81-85
  there .
  paralyzed until it is removed, and then still
  suffers a-30 penaltyto all maneuvers.
  +10H-3rrr-2®-26-(-10)
  +15H-4Cr-56-(-20)
  +14H-3rvr®-66-(-20)
  +25H-60®-96-(-30)
  +35H-66
  Chest strike rips all of foe's buttons
  Blast in the chest breaks ribs and tears
  Foe is wheezing as blast perforates a
  Shrapnel lodges near foe'sheart.
  Blast through foe's chest and destroy his
  off his shirt
  .
  muscles and tendons
  . Get a new shirt
  .
  lung
  .
  Sternum is shattered
  .
  heart . Foe flies 20' and everyone is
  86-90
  stunned fortwo rounds.
  +12H-30-36-(-10)
  +15H-3'0-®-36-(-15)
  +25H-400-64-(-25)
  +25H-40®-86-(-30)
  (+20)
  Blast to foe's head rips offone ear.
  Shrapnel strikes foe's head . Luckily he
  Shrapnel to side of foe's head
  . He can no
  Blast cracks foe's skull. He is in a coma
  Blast tears offthe top of foe's head
  . Death
  Foe hears at-30.
  has a mighty skull and only loses his
  longer hear or see from that side of the
  for 3 weeks then awakens with amnesia
  is instantaneous
  .
  91-95
  hair.
  head
  .
  (and a headache) .
  +8H-3'.J®-26-(-10)
  +8H-3'cr-6-(-5)
  +15H-40®-64-(-20)
  +40H-106
  (+20)
  Shrapnel peppers foe's jawand
  Blastshatters foe's jaw
  . He cannot talk
  Blastrips throughfoe's throat. He is now
  Shrapnel destroys foe's neck (and wind
  Foe is left with nothing on top of his neck.
  leaves several holes. Foe has
  until healed
  . He suffers a -10to his
  a mute.
  pipe) . He will probably die before he
  Anyone gota mop?
  96-99
  troubletalking because of damage
  temporary Appearance and -5 to his
  suffocates .
  to the tongue
  .
  potential Appearance.
  +12H-40®-(-15)
  +11H-30®-36-(-15)
  +20H-40®-66-(-25)
  +25H-5100 -126-(-20)
  (+20)
  Shrapnel passes through the ear
  Foe's face is ripped off
  ; right before he
  Foe'shead is opened from the blast
  . He
  Strong blast to foe's head cracks his
  Don't loose your head! Coops. Too late
  .
  .
  .
  100
  and into the brain . Foe is very dead .
  dies from shrapnel in the brain.
  is quite dead. You have half a round left
  skull . He is in coma for next two years
  .
  to act.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  5.22 BLASTER PISTOL WEAPON ATTACK TABLE
  None
  148-150
  145-147
  142-144
  139-141`
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-38
  43-45
  40-42
  3739
  3436
  XX33
  UM'01-xx
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  UM - Unmodified roll. Apply result with no modifications .
  54
  Animal
  Heavy
  Light
  (4)
  (3)
  Kevlar
  Heavy
  Light
  (11Vtv)
  (V]Q
  Kinetic
  Heavy
  Light
  (v9
  (vil)
  26C
  33
  26C
  32D
  25B
  31D
  24B
  30C
  23B
  2
  19
  Combat
  Heavy
  Light
  (UM
  (vin)
  11C
  16E
  11C
  16E
  11B
  16E
  11B
  15D
  106
  14D
  10A
  14C
  10A
  13C
  9
  12B
  9
  12B
  9
  11A
  7
  7
  6
  7
  6
  6
  5
  6
  5
  5
  148-150
  145-147''
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  -
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87''
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  5&60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  3739
  3436
  )oc33
  01-xx UM
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  S-Leather
  Heavy
  Light
  (7/a)
  (5/6)
  20E
  22E
  22E
  25E
  27E
  33E
  20E
  22E
  22E
  25E
  27E
  32E
  19E
  21E
  21E
  24E
  26E
  31E
  19E
  20E
  20E
  23E
  25E
  30E
  18E
  20E
  19E
  22E
  24E
  29E
  17D
  19D
  19D
  21D
  23E
  28E
  17D
  18D
  18D
  20D
  22D
  26D
  16D
  17D
  17D
  19D
  21D
  25D
  16D
  16D
  16D
  18D
  20D
  24D
  15C
  16D
  15C
  17D
  20D
  23D
  14C
  15C
  1 14C
  16C
  19D
  22D
  14C
  14C
  14C
  15C
  18D
  20C
  13C
  13C
  13C
  14C
  17C
  19C
  12C
  12C
  12C
  13C
  16C
  18C
  12B
  12C
  11B
  12C
  15C
  17C
  11B
  11B
  10B
  11B
  14C
  16C
  10B
  10B
  9B
  10B
  13C
  15C
  10B
  9B
  9B
  9B
  12B
  13B
  9B
  8B
  8A
  8B
  11B
  12B
  SA
  8B
  7A
  7B
  10B
  11B
  Silent Death ASP 101
  Star Trek Phaser t
  Star Wars Blaster
  01-03
  01-03
  01-03
  SAuto/128
  Cont/256
  SAutc/102
  +10
  +0
  +10
  150
  140
  150
  E
  D
  F
  t - Inflicts half the indicated hits .
  Range Modifiers
  +10
  +0
  -25
  -50
  -100
  B. Galactica Sidearm
  10'
  15'
  25'
  40'
  105'
  Beretta Raptor
  10'
  15'
  25'
  40'
  105'
  Privateers Imp. Light
  10'
  15'
  25'
  40'
  105'
  Privateers ISC Blaster
  10'
  15'
  25'
  40'
  105'
  Silent Death ASP 101
  10'
  15'
  25'
  40'
  105'
  Star Trek Phaser
  10'
  15'
  25'
  40'
  105'
  Star Wars Blaster
  10'
  15'
  25'
  40'
  105'
  TYPICAL WEAPON DATA
  WEAPON DATA
  Weight:
  .9 pounds
  Range Modifiers :
  l'- 10':+10
  um
  Weapon
  Fumble
  Range
  Action/
  Rounds
  OB
  Mod
  Max
  Result
  Max
  Critical
  Fumble Range:
  01 - 03
  (XX=3)
  11' - 15' : +0
  Action:
  Semi-Automatic
  16'- 25' : -25
  B. Galactica Sidearm
  01-03
  SAuto/32
  +0
  150
  E
  Rounds:
  64
  26' - 40' : -50
  Beretta Raptor
  01-03
  SAuto/64
  +0
  150
  E
  Critical Type:
  Blaster
  41'- 105':-100
  Privateers Imp. Light
  01-03
  SAutc/93
  +0
  145
  E
  Privateers ISC Blaster
  01-03
  SAuto/93
  +0
  150
  E
  
  Key:
  Bx-must parry 8 rounds;
  8®-no parry for B rounds;
  80-stunned for 8 rounds;
  86-bleed B hits per round;
  (-8)-foe has -8 penalty,
  (+B)-attacker gets +B next round .
  7.14 BLASTER CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Beam grazes foe's hand. Foe must
  Beam nick's foe's hand
  .
  If foe is holding
  Beam pierces foe's hand
  .
  It foe is holding
  Beam passes through bones, muscles
  Beam slices through foe's hand, slashing
  make a Routine maneuver to hold
  something, it is a Light maneuver to hold
  an object, he must make a Medium
  and tendons in hand
  .
  If foe is holding
  bones andtendons. Foedrops anything he
  01-05
  onto anything held by it.
  on to ft.
  maneuver or drop it.
  anything, he must make aHard maneuver
  was holding in that hand
  .
  or drOD n.
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2x-26-(-10)
  Forearm graze causes foe to flinch
  .
  Forearmwoundcauses foe to grimace.
  Forearm strike separates muscles and
  Beam slices throughmuscles and
  Beam slices through bones and tendons in
  He loses initiative next round.
  tendons . Foe emitsastartled gasp . If he
  tendons in foe's forearm. The arm begins
  toe's forearm. Foe drops anything he was
  06-10
  is holding anything, he must make a Hard
  spasming, and thefoe drops anything
  holding .
  maneuver to hold onto it .
  that he was holding .
  +1H
  +3H-x-6
  +4H-zt-26-(-10)
  +5H-20-36-(-15)
  +7H-3tt®-46-(-25)
  Beam grazes foe's upper arm.
  Beam causes minor muscle damage to
  Beam causes majormuscular damage to
  Foe emits a scream of anguish as beam
  Beam slices through biceps, bone,and
  11-15
  Wound is cauterized
  .
  biceps.
  upperarm.
  passes through bane andtendons in his
  tendons. Arm is completely useless
  .
  elbow. Arm is useless.
  +1H
  +3H-x-(-5)
  +SH-20-2 " -(-10)
  +3H-40-20-(-20)
  +12H-6az-36-(-25)
  Beam nicksfoe's triceps . Couldhave
  Beam rips through triceps . He didn't like
  Major muscle damage to foe'striceps .
  Elbow hit shatters elbow. Arm is useless .
  Beam cuts deep, through bone,triceps, and
  16-20
  been worse.
  that one.
  Foe shrieks like a banshee .
  tendons. Arm is useless.
  +1H
  +3H-x-(-5)
  +5H-20-24-(-10)
  +3H-40-2x-(-20)
  +12H-60-36-(-25)
  Beam nicks foe's shoulder. Foe
  Shoulder hit
  . Minordamage, but a lotof
  Beam passes through shoulder, severing
  Beam slices through muscles and
  Beam passes through shoulder, missing
  becomes nauseous from the pain
  .
  pain.
  muscles and tendons .
  tendons on itsway through shoulder
  .
  everything but that artery.
  21-30
  Looks like you got an artery.
  +2H
  +2H-fir(-5)
  +7H-3tr-4-(-10)
  +7H-3t^t-5" -(-20)
  +3H-106-(-5)
  Beam just misses clavicle. That was
  Beam cuts chunkoutof foe'sclavicle
  .
  Beam cracks toe's clavicle . He stumbles
  Beam catches bone, muscle andtendon
  Beam slices through shoulder and destroys
  31-40
  lucky.
  in shock.
  in foe'sshoulder .
  joint. Arm is useless
  .
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-2t;r-36-(-15)
  +12H-409-76-(-50)
  A tiny piece of foe's thigh
  Thigh wound burnsthrough muscle
  .
  Beam slices muscles in foe'sthigh. Ouch .
  Beam cuts deep into thigh, nicking the
  Beam slices throughfemur, catching
  41-50
  evaporates .
  femoral artery .
  femoral artery. Foecollapses
  .
  +2H
  +4H-20
  +1 OH-30-(-15)
  +15H-33tit®-(-25)
  +12H-50®-36-(-25)
  Beam grazes can. Nice limp .
  Beam passes through can. Foe sucks air
  Beam passes cleanly throughfoe's can.
  Beam passes through can and tibia.
  Beam slices throughcan and bone
  . Foe
  51-55
  and drops to one knee .
  Muscles andtendonsare severed.
  goes down, a startled look on his face.
  +2H
  +2H-x-(-5)
  +5H-0-24-(-10)
  +12H-2t2-3x-(-15)
  +15H-300-36-(-30)
  Beam pierces toe's boot .
  Shot neatly severs foe'stoe
  .
  Beam slices throughseveral small bones
  Ankle strike slices through bone and
  Ankle strike slices through bone and
  56-60
  in foe's foot. That's gotta hurt.
  tendon
  . Foe's leg folds like a good map.
  tendon. If using a huntingclass II or better,
  foot is removed.
  +2H
  +4H-x-(-5)
  +10H-2&t-(-15)
  +12H-3tr-®-(-20)
  +15H-400-46-(-25)
  If foe had been watching hisweight,
  Beam hits foe's hip joint, causing it to
  Beam chipsfoe's hip. All moving
  Hip strike slices through pelvic girdle
  .
  Beam shatters hipjointwith heat
  61-65
  that would have never hit
  .
  crack
  .
  maneuvers are a-30 until chips are
  He'll probably neverwalk right again .
  expansion . It's a Kodak moment
  .
  removed
  .
  +3H-x
  +5H-3
  ::f
  -(-5)
  +1OH-2 :z-c -(-15)
  +15H-309-36-(-20)
  +20H-5 1.18-(-50)
  Beam pierces both cheeks . Biggest
  Beam hit foe right between his eyes.
  Beam hits foe rightbetweenthe eyes . Foe
  Heat shatters sternum, sending shards of
  Beam strikesfoe's groin, severing vitals .
  muscle in the body, ya know.
  Beam somehowpasses through head
  stumbles and falls, dead. Well done,
  bone through his lungs, liver, spleen, and
  You arestunned forone round in
  66
  without hitting anything toovital . Foe is in
  David
  .
  stomach
  . The beam continues through
  sympathy .
  acoma forthree days .
  the heart, adding insult to injury .
  +1 OH-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-600-106-(-50)
  +30H-1200-76-(-75)
  Crackling path of beam brushes
  Knee fracture causes foe severe pain .
  Cracked knee. Guess he's dropping out of
  Beam shatters kneecap, damaging
  Beam shatters toe's kneecaps, sending
  foe'sknee.
  That'll probably be able to predict the
  the NFL draft.
  musclesand tendons . Looks like his
  shard through muscles and tendons.
  67-70
  weather
  .
  dancing career is over
  .
  +1H-x
  +5H-0-(-10)
  +1OH-2fx-(-15)
  +15H-400-6-(-20)
  +20H-60-4®-(-30)
  Shot creates an interesting
  Beam passes through abdomen, causing
  Abdominal hit severs musclesand
  Lower abdominal strike causes internal
  Beam slices through kidney .Foes is
  71-75
  extensionto foe's appendix scar.
  only muscle damage
  .
  intestines, but it feels a lot worse than it
  bleeding.
  bleeding badly.
  +2H
  is
  .
  +3H-0-(-5)
  +5H- 20-36-(-10)
  +5H-300-44-(-15)
  +1 OH-400-7" -(-20)
  Beam hit foe's love handle, causing
  Heat from beam cracks two ribs.
  Beam slices through ribs, causing
  Beam passes through rib and liver
  . He's
  Spleens are highly overrated
  .
  76-80
  fat to boil away. He should thank
  secondary muscle and tendon damage .
  bleeding black. Notgood.
  you
  .
  +4H-2x-(-5)
  +5H-20-(-10)
  +1 OH -3t~r-(-15)
  +7H-20-66-(-10)
  +1 OH-3W®-86-(-20)
  Beam passes through abdomen
  Beam passes through abdominal cavity,
  Beam perforates intestines in the upper
  Beam passes through ribs, piercing
  Beam slices through spine, paralyzing foe
  .
  81-85
  without critical damage . New belly
  causing minor damage to intestines.
  abdomen. Talk aboutheartburn .
  organs andveins on its waythrough the
  button?
  body
  .
  +4H-0-(-5)
  +SH-0-36-(-10)
  +8H-20-46-(-10)
  +1 OH-40-2®-64-(-15)
  +15H-26
  Beam pierces chest, missing heart
  Chest strike severs ribs, causing major
  Beam slices through ribs, muscles,
  Beam cracks sternum and grazes heart.
  Beam neatly piercesheart. Send flowers.
  86-90
  by ahand's width.Toying with him?
  muscle damage to boot.
  tendons, and a lung. Nice suckingchest
  wound .
  +5H-(-5)
  +1OH-20-6-(-10)
  +10H-330®-46-(-15)
  +12H-300-76-(-30)
  (+20)
  You slice his earlobe off
  . -20to all
  Beam creases toe's skull. That's gonna be
  Beam glancesoff skull
  . Blood, permanent
  Beam grazes brain . Foe drops into a
  Beam neatly dissects brain.
  hearing maneuvers.
  a nice scar.
  hearing loss (in one ear), and
  coma forthreeweeks.
  91-95
  disorientation are just the beginning.
  +2H
  +5H-33~t-(-5)
  +7H-20-4B-(-10)
  +10H-86
  (+20)
  Beam pierces cheek
  . Foe has
  Beam cracks foe's jaw. Foe can'ttalk
  . -10
  Beam neatly destroys foe's voice box
  Beam passes through majorartery in
  Beam passes through throat and spine . Foe
  difficulty talking. His Appearance is
  to temporary appearance, -5 to
  And he was worried aboutsmoking . . .
  foe's neck .
  is mute and paralyzed .
  96-99
  modified by-10 until healed
  .
  permanent appearance.
  +4H-20-(-5)
  +6H-2twr-®-26-(-10)
  +7H-309-24-(-15)
  +3H-x-10" -(-10)
  +8H-206-(-75)
  Beam passes through eye. Foe
  Beam pierces ear and kills foe instantly.
  Beam burns adeadly path throughfoe's
  Beam slices some excess tissue from
  Beam passes through foe's eye. Foedies
  collapseswithoutso much as a
  brain . Say goodnight, Gracie.
  foe's brain . Foe is in a coma for two
  instantly .You wish you had acamera.
  100
  twitch .
  years.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  5.23 BLASTER RIFLE WEAPON ATTACK TABLE
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  5254
  49-51
  46-48
  43-45
  40-42
  37-39
  3436
  XX-33
  UM 01-xx
  56
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  15E
  20F
  15E
  20F
  15E
  19F
  15D
  19F
  14D
  18E
  14C
  17E
  13C
  17E
  13B
  16D
  12B
  15D
  12B
  14D
  12A
  14C
  11A
  13C
  12C
  12C
  11B
  Chain
  Heavy
  Light
  9A
  R-Leather
  Heavy
  Light
  TYPICAL WEAPON DATA
  S-Leather
  Heavy
  Light
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  UM - Unmodified roll . Apply result with no modifications.
  For a "F" severity critical, roll once and apply both an "E" and an "A" result.
  13B
  13B
  2
  11B
  12B
  I
  1
  10B
  10B
  B
  8A
  Animal
  Heavy
  Light
  35E
  33E
  30D
  28D
  26D
  24C
  21C
  19C
  17B
  15B
  12B
  10A
  SA
  6A
  3A
  wu~l!~II!IN~IIII!i!il!IIINIU~~~+gym
  WRIN
  P
  F
  57F
  54F
  52F
  49E
  46E
  43E
  40D
  38D
  35D
  32D
  29C
  26C
  24C
  21B
  18B
  15B
  12B
  9A
  7A
  18
  21
  17
  19
  16
  17
  15
  16
  14
  14
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  XX33
  F
  E
  F
  F
  F
  F
  F
  F
  01-xx UM
  WEAPON DATA
  Max
  Critical
  -100
  300'
  600'
  600'
  600'
  600'
  150'
  600'
  600'
  15/16)
  (13/14)
  (11/12)
  (9/10)
  (7/8)
  (5/6)
  (4)
  28F
  .30F
  30F
  35F
  37F
  ;'46F
  31F
  28F
  30F
  29F
  34F
  36F
  45F
  30F
  27F
  28F
  28F
  33F
  35F
  43F
  29F
  26F
  27F
  27F
  31F
  34F
  41F
  27E
  25E
  26E
  26E
  30E
  33F
  40F
  26E
  24E
  25E
  25E
  29E
  31E
  38E
  24E
  23E
  24E
  24E
  27E
  30E
  36E
  23D
  22E
  23E
  23E
  26E
  29E
  35E
  21D
  21D
  22D
  22D
  24D
  28E
  33E
  20D
  20D
  21D
  20D
  23D
  26E
  31D
  18D
  19D
  20D
  19D
  22D
  25D
  30D
  17C
  19D
  19D
  18D
  20D
  24D
  28D
  16C
  18C
  18C
  17C
  19D
  23D
  26D
  14C
  17C
  17C
  16C
  17C
  21D
  25D
  13B
  16C
  15C
  15C
  16C
  20D
  23C
  11B
  15B
  14C
  14B
  15C
  19C
  22C
  108
  14B
  13B
  12B
  13C
  18C
  20C
  8A
  13B
  12B
  11B
  12B
  16C
  18C
  7A
  12B
  11B
  10B
  10B
  15C
  17B
  5A
  11A
  10B
  9A
  9B
  14B
  15B
  4
  Kevlar
  Heavy
  Light
  (rtt/M
  (t/t1)
  Kinetic
  Heavy
  Light
  M)
  Mt)
  Combat
  Heavy
  Light
  (Wx)
  Mn)
  36F
  48E
  22D
  45E
  15D
  22F
  35E
  47E
  22D
  44E
  15D
  22F
  34D
  45E
  21C
  42D
  15C
  21E
  33C
  43D
  20C
  40D
  14C
  20E
  32C
  41D
  20B
  39D
  14B
  19D
  31B
  39C
  19A
  37C
  13A
  18D
  29A
  37C
  18A
  35C
  13A
  18C
  28
  36B
  17
  33B
  12
  17C
  27
  34B
  16
  32B
  12
  16B
  26
  32A
  16
  30A
  11
  15B
  Fumble
  Weapon
  Range
  Action/
  Rounds
  OB
  Mod
  Max
  Result
  B . Galactica Cylon RE 01-03
  SAuto/21
  +5
  150
  H & K X-20
  01-03
  Cont/32
  +0
  145
  Priv . Herrrrnick Rrrng 01-03
  Cont/56
  +0
  150
  Priv . Chromtech A-13
  01-03
  Cont/5760
  +0
  150
  SD ASP 1100110
  01-03
  Cont/85
  +15
  150
  SD Jam Grieper
  01-03
  Auto/51
  +0
  150
  STJem'Hadar Rifle
  01-03
  Cont/146
  +35
  150
  SW Imperial Rifle
  01-03
  Auto/73
  +10
  150
  Range Modifiers
  +10
  +0
  -25
  -50
  B. Galactica Cylon RE
  5'
  30'
  60'
  150'
  H & K X-20
  5'
  35'
  65'
  330'
  Priv. Herrrrnick Rrmg
  5'
  30'
  60'
  300'
  Priv. Chromtech A-13
  5'
  30'
  60'
  300'
  SD ASP 1100110
  5'
  30'
  60'
  300'
  SDjam Grieper
  5'
  15'
  30'
  75'
  ST Jem'Hadar Rifle
  5'
  30'
  60'
  300'
  SW Imperial Rifle
  5'
  30'
  60'
  300'
  11
  20
  9
  10
  10
  18
  8
  9
  9
  16
  8
  8
  9
  15
  7
  7
  8
  13
  7
  6
  Weight:
  7.7 pounds
  Range Modifiers:
  1' - 5':+10
  Fumble Range:
  01
  um
  - 03
  (XX=3)
  6' - 30' : +0
  Action:
  Continuous
  31' - 60' : -25
  Rounds:
  56
  61' - 300' : -50
  Critical Type:
  Blaster
  301' - 600' :-100
  
  Key.
  BA-must parry 6 rounds;
  BO-no parry for 8 rounds;
  Bar-stunned for 8 rounds;
  8"-bleed 6 hits per round;
  (-B)-foe has -8 penalty,
  (+B)-attacker gets +B next round .
  57
  7.14 BLASTER CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Beam grazes foe's hand. Foemust
  Beam nick's foe's hand. It toeis holding
  Beam piercestoe's hand. If foe is holding
  Beam passes through bones, muscles
  Beam slices through foe's hand, slashing
  make aRoutine maneuver to hold
  something, ill is aLightmaneuver to hold
  an object, he must make a Medium
  andtendonsin hand. If foe is holding
  bones andtendons. Foedrops anything he
  01-05
  onto anything held by it
  .
  on to it.
  maneuver or drop it.
  anything, he must make a Hard maneuver
  was holding in that hand .
  or drop n.
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2x-26-(-10)
  Forearm graze causes foe to flinch.
  Forearmwound causes toeto grimace.
  Forearm strike separatesmuscles and
  Beam slices through musclesand
  Beam slices through bones and tendons in
  He loses initiative next round.
  tendons . Foe emitsastartled gasp . If he
  tendons in foe'sforearm .Thearm begins
  foe's forearm. Foedrops anything he was
  06-10
  is holding anything, he must make a Hard
  spasming, and the foe drops anything
  holding
  .
  maneuver to hold onto n.
  that he was holding
  .
  +1H
  +3H-x-6
  +4H-tr-26-(-10)
  +5H-20-36-(-15)
  +7H-30~9 -46-(-25)
  Beam grazes foe's upper arm.
  Beam causes minor muscle damage to
  Beam causes majormuscular damage to
  Foe emitsa scream of anguish as beam
  Beam slices through biceps, bone, and
  Wound is cauterized
  .
  biceps.
  upperarm.
  passes through bone and tendons in his
  tendons. Arm is completely useless .
  11-15
  elbow.Arm is useless .
  +1H
  +3H-x-(-5)
  +5H-20-26-(-10)
  +3H-4zr-20-(-20)
  +12H-60-36-(-25)
  Beam nicks foe's triceps . Couldhave
  Beam rips through triceps . He didn't like
  Major muscle damage to toe'striceps .
  Elbow hit shatters elbow. Arm is useless
  .
  Beam cuts deep, through bone,triceps, and
  16-20
  been worse.
  that one.
  Foe shrieks like a banshee .
  tendons. Arm is useless .
  +1H
  +3H-x-(-5)
  +5H-20-2 " -(-10)
  +3H-40-2x-(-20)
  +12H-6rrr-36-(-25)
  Beam nicks foe'sshoulder. Foe
  Shoulder hit
  . Minordamage, but a lotof
  Beam passes through shoulder, severing
  Beam slices through muscles and
  Beam passes through shoulder, missing
  becomes nauseous from the pain
  .
  pain.
  muscles and tendons .
  tendons on itsway throughshoulder.
  everything but that artery
  .
  21-30
  Looks like you gotan artery.
  +2H
  +2H-fir(-5)
  +7H-30-6-(-10)
  +7H-30-5"-(-20)
  +3H-106-(-5)
  Beam just misses clavicle. That was
  Beam cuts chunkoutof foe'sclavicle
  .
  Beam cracks foe'sclavicle. He stumbles
  Beam catches bone, muscle andtendon
  Beam slices throughshoulder anddestroys
  31-40
  lucky,
  in shock
  .
  in foe'sshoulder
  .
  joint. Arm is useless .
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-20-36-(-15)
  +12H-40®-76-(-50)
  Atiny piece of toe's thigh
  Thighwound burnsthrough muscle .
  Beam slices muscles in foe'sthigh. Ouch .
  Beam cuts deep into thigh, nicking the
  Beam slices throughfemur, catching
  41-50
  evaporates.
  femoral artery
  .
  femoralartery
  . Foe collapses.
  +2H
  +4H-2a
  +10H-3Cr-(-15)
  +15H-300-(-25)
  +12H-5t0-36-(-25)
  Beam grazes calf . Nice limp .
  Beam passes through call. Foe sucks air
  Beam passes cleanlythrough foe's calf.
  Beam passes through cahandtibia.
  Beam slices through calf and bone. Foe
  51-55
  and dropsto one knee .
  Muscles and tendons are severed.
  goes down, a startled look on hisface .
  +2H
  +2H-x-(-5)
  +5H-ttir-26-(-10)
  +12H-20-3x-(-15)
  +15H-300-36-(-30)
  Beam pierces foe's boot.
  Shot neatly severs foe'stoe.
  Beam slices through several small bones
  Ankle strike slices through bone and
  Ankle strike slices through bone and
  in foe's foot . That's gotta hurt.
  tendon
  . Foe's leg folds like a good map.
  tendon . It using ahunting class II or better,
  56-60
  toot is removed
  .
  +2H
  +4H-x-(-5)
  +1OH-2V-(-15)
  +12H-30-®-(-20)
  +15H-4tz®-46-(-25)
  If toe had been watching his weight,
  Beam hits foe's hip joint, causing it to
  Beam chips foe's hip
  . All moving
  Hip strike slices through pelvic girdle .
  Beam shatters hip jointwith heat
  that would have never hit.
  crack
  .
  maneuversare a-30 until chips are
  He'll probably never walk right again.
  expansion. It's a Kodak moment.
  61-65
  removed .
  +3H-x
  +5H-twr-(-5)
  +1 OH-20-®-(-15)
  +15H-33',!f0 -36-(-20)
  +20H-503-(-50)
  Beam pierces both cheeks. Biggest
  Beam hit foe right between his eyes
  .
  Beam hits foe right between the eyes. Foe
  Heat shatters sternum, sending shards of
  Beam strikes toe's groin, severing vitals .
  muscle in the body, ya know .
  Beam somehow passes through head
  stumbles andfalls, dead
  . Well done,
  bone through his lungs, liver, spleen, and
  You are stunned forone round in
  66
  withouthitting anything too vital. Foe is in
  David.
  stomach .The beam continuesthrough
  sympathy
  .
  a coma forthree days.
  the heart, adding insult to injury.
  +1 OH-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-6t0-106-(-50)
  +30H-12r~r®-76-(-75)
  Crackling path of beam brushes
  Knee fracture causes foe severe pain.
  Cracked knee . Guess he's dropping out of
  Beam shatters kneecap, damaging
  Beam shatters foe's kneecaps, sending
  foe's knee
  .
  That'll probably be able to predictthe
  the NFLdraft.
  muscles andtendons. Looks like his
  shardthrough muscles andtendons
  .
  67-70
  weather.
  dancing career is over.
  +1H-x
  +5H-rrr-(-10)
  +1 OH-20-(-15)
  +15H-4 0~9-6-(-20)
  +20H-6Q-4®-(-30)
  Shot creates an interesting
  Beam passes through abdomen, causing
  Abdominalhit severs muscles and
  Lowerabdominalstrike causes internal
  Beam slices through kidney
  . Foes is
  71-75
  extension to foe'sappendix scar.
  only muscle damage
  intestines, but it feels a lot worse than h
  bleeding .
  bleeding badly
  .
  +2H
  +3H-0-(-5)
  is.
  +51-1- 20-36-(-10)
  +5H-30®-46-(-15)
  +1 OH -404~ -7" -(-20)
  Beam hitfoe's love handle, causing
  Heat from beam cracks two ribs .
  Beam slices through ribs, causing
  Beam passes through rib and liver . He's
  Spleens are highly overrated.
  76-80
  tat to boil away
  . He should thank
  secondary muscle and tendon damage.
  bleeding black. Not good.
  you.
  +4H-2x-(-5)
  +5H-20-(-10)
  +10H-30-(-15)
  +7H-2t~r-66-(-10)
  +1 OH-3W®-86-(-20)
  Beam passes through abdomen
  Beam passes through abdominal cavity,
  Beam perforates intestines in the upper
  Beam passes through ribs, piercing
  Beam slices through spine, paralyzing foe.
  withoutcritical damage. New belly
  causing minordamage to intestines .
  abdomen. Talk about heart burn
  .
  organs and veins on its waythrough the
  81-85
  button?
  +4H-0-(-5)
  +5H-0-36-(-10)
  +8H-20-46-(-10)
  +1 OH-40-2®-66-(-15)
  +15H-26
  Beam pierceschest, missing heart
  Chest strike severs ribs, causing major
  Beam slices through ribs, muscles,
  Beam cracks stemum andgrazes heart
  .
  Beam neatty pierces heart
  . Send flowers.
  86-90
  by ahand's width. Toying with him?
  muscle damage to boot.
  tendons, and a lung. Nice sucking chest
  wound.
  +5H-(-5)
  +1 OH-20- "-(-10)
  +1 OH-30-®-44-(-15)
  +12H-300-76-(-30)
  (+20)
  You slice his earlobe off. -20to all
  Beam creases foe's skull . That's gonna be
  Beam glances off skull
  . Blood, permanent
  Beam grazes brain. Foedrops into a
  Beam neatly dissects brain.
  hearing maneuvers.
  a nice scar.
  hearing loss (in one ear), and
  coma forthree weeks.
  91-95
  disorientation are just the beginning.
  +2H
  +5H-30-(-5)
  +7H-20-4B-(-10)
  +1OH-86
  (+20)
  Beam pierces cheek. Foe has
  Beam cracks foe's jaw.Foe can'ttalk. -10
  Beam neatly destroys foe's voice box
  .
  Beam passes through major artery in
  Beam passes through throat and spine. Foe
  difficulty talking. His Appearance is
  to temporary appearance,-5 to
  And he was worried aboutsmoking . . .
  foe's neck.
  is mute and paralyzed.
  96-99
  modified by-10 until healed
  .
  permanent appearance .
  +4H-20-(-5)
  +6H-20-®-26-(-10)
  +7H-3#~9 -26-(-15)
  +3H-x-106-(-10)
  +8H-206-(-75)
  Beam passes through eye. Foe
  Beam pierces ear and killsfoe instantly
  .
  Beam burns a deadly path throughfoe's
  Beam slices some excess tissue from
  Beam passes throughtoe's eye. Foe dies
  collapseswithout so much as a
  brain . Say goodnight, Gracie.
  foe's brain. Foe is in acoma fortwo
  instantly .You wish you had a camera.
  100
  twitch .
  years.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  5.24 LASER PISTOL WEAPON ATTACK TABLE
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  116-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  xx-33
  UM 01-xx
  58
  S-Leather
  Animal
  Heavy
  Light
  Heavy
  Light
  (7/8)
  (5/6)
  (4)
  (3)
  35E
  33E
  31E
  29D
  27D
  25D
  23D
  21C
  19C
  18C
  16B
  148
  12B
  10B
  8A
  Kevlar
  Kinetic
  Heavy
  Light
  Heavy
  Light
  (IIVM
  turn
  (VI)
  (v11)
  Combat
  Heavy
  Light
  (DW)
  (VIII)
  16F
  16F
  16E
  15E
  14E
  14D
  13D
  13C
  12C
  12B
  118
  10A
  10A
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  xx-33
  Max
  Critical
  F
  F
  E
  F
  F
  D
  01-xx UM
  -100
  525'
  580'
  525'
  525'
  525'
  270'
  t - Inflicts half the hits indicated
  .
  Range Modifiers
  +10
  +0
  -25
  -50
  Beretta Flashpoint
  45'
  75'
  120'
  195'
  H&K LP-10
  20'
  85'
  130'
  215'
  Priv. Jarrrl Tock
  45'
  75'
  120'
  195'
  Priv. Karrr Tock
  45'
  75'
  120'
  195'
  SD ASP 10101
  45'
  75'
  120'
  195'
  SD Th-C Derringer
  15'
  45'
  60'
  105'
  TYPICAL WEAPON DATA
  WEAPON DATA
  Weight:
  6.8 pounds
  Range Modifiers:
  l'-45':+10
  Weapon
  Fumble
  Range
  Action/
  Rounds
  OB
  Mod
  Max
  Result
  Fumble Range:
  01
  u'
  - 03
  (XX=3)
  46' - 75': +0
  Action:
  Semi-Automatic
  76'- 120' : -25
  Beretta Flashpoint
  01-03
  SAuto/93
  +0
  150
  Rounds:
  93
  121'- 195': -50
  H & K LP-10
  01-03
  SAuto/93
  +15
  150
  Critical Type:
  Laser
  196'- 525':-100
  Priv. Jarrrl Tock
  01-03
  SAuto/93
  +0
  135
  F- Weapon fumbled, roll on the appropriate Fumble/Failure Table.
  Priv. Karrr Tock
  01-03
  Auto/140
  +15
  150
  UM - Unmodified roll. Apply result with no modifications.
  For a "F" severity critical, roll once and apply- both an "E" and an "A" result.
  SD ASP 10101
  01-02
  SAutc/128
  +10
  150
  SD Th-C Derringer t
  01-05
  SAutc/25
  +0
  135
  Plate
  Chain
  R-Leather
  Heavy
  (19/20)
  Light
  (17/18)
  Heavy
  (15/16)
  Light
  (13/14)
  Heavy
  (11/12)
  Light
  (9/10)
  11D
  14E
  20E
  22E
  22F
  25F
  11D
  14E
  20E'
  22E
  22F
  25F'
  11D
  14E
  20E
  21 E
  21F
  24F
  11C
  13E
  19E
  21E
  20F
  23F
  11C
  13D
  18D
  20E
  20E
  22F
  
  Key.
  8x-must parry 8 rounds;
  B®-no parry for 8 rounds;
  Bar-stunned for B rounds;
  BI-bleed B hits per round;
  (-B)-foe has -8 penalty;
  (+8)-attacker gets +8 next round.
  7.13 LASER CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Beam piercesthe skin between toe's
  Beam grazes hand. Foe flinches .
  Beam nicks foe's hand, piercing anything
  Shot burns through hand, missing most
  Foe has a burn clean through his hand . That
  01-05
  fingers .
  he carries
  .
  everything vital
  .
  must smart.
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2x-26-(-10)
  +5H-303-(-20)
  Forearm burn leaves only slight
  Beam creasesforearm . Thewound is
  Beam slices throughtendons in forearm.
  Hole burns through musclesin foe's
  Beam burns clean throughforearm, slicing
  damage. You have the initiative.
  cauterized
  .
  Foe screams in surprise .
  forearm. Foe grips it in pain.
  bone in two. Arm is useless . Foe drops
  06-10
  anything he's carrying.
  +1H
  +3H-x- "
  +4H-0-26-(-10)
  +5H-20-36-(-15)
  +7H-309-46-(-25)
  Beam grazes inner arm.
  Minor muscle damage to foe's upperarm.
  Beam cauterizes its waythrough biceps,
  Laser passes through elbow, slicingthe
  Beam cuts through bicep, slicing bone in
  11-15
  Better luck next time
  .
  doing some smallamount of damage.
  joint and tendons
  . Arm is useless.
  twoand severing muscles and tendons
  .
  +1H
  +3H-x-(-5)
  +5H-20-26-(-10)
  +3H-40-2 1~7-(-20)
  +12H-60-36-(-25)
  That'llleave amark.
  Shot nicks foe's bicep . Hisflinch only
  Beam slices deep into biceps. Instant
  Funny bone cracks from heat. Muscles
  Foe grasps arm as beam cuts bone,
  16-20
  makes it worse.
  tatoo removal.
  andtendons severed. Say, "Mommy."
  tendonsand muscles
  . Burned and mangled
  flesh hang in agrizzlymess
  . Ick.
  +1H
  +3H-x-(-5)
  +5H-20-26-(-10)
  +3H-40-2x-(-20)
  +12H-60-36-(-25)
  You got a piece of his shoulder, but
  Beam pierces shoulder, but only barely.
  Clean shoulder wound. Muscles and
  Laser cuts through shoulder,damaging
  You missed the bone and the biceps. If it
  only barely.
  tendons bare the brunt of the damage.
  muscles and tendon, but cauterizing all
  wasn't for theartery, that would have been
  21-30
  damage
  .
  awaste of a shot.
  +2H
  +2H-0 (-5)
  +7H-3z>-6-(-10)
  +7H-30-5 "-(-20)
  +3H-106-(-5)
  Beam takes a chunkoutof foe's
  Beam takesa piece out of foe's clavicle.
  Beam passes cleanthrough foe'sclavicle.
  Beam passes clean throughclavicle
  . That
  Clavicle and shoulder joint are nearly a
  31-40
  shoulder.
  He screams like a small child.
  That arm ain't hanging right.
  must'vehurt .
  complete write off. Better find a really good
  surgeon
  .
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-20-36-(-15)
  +12H-400-76-(-50)
  Beam brushes toe's hip .
  Slight muscle damage to foe'sthigh.
  Beam passes straight throughfoe's thigh
  .
  Beam burns a neat little hole through
  Scything beam of light severs thigh bone
  Foe's legalmost crumples outfrom
  thigh, cutting muscle andtendon
  .
  and artery. Foe collapses like a bagof
  41-50
  underneath him.
  wheat.
  +2H
  +4H-20
  +1 OH-30-(-15)
  +15H-3"-(-25)
  +12H-5CO-36-(-25)
  You take a piece out of his calf.
  Beam only nicks the foe's call, severing a
  Beam strikes straight through calf,
  Beam slices through shinbone and cant,
  Agonizing shot burns through shin bone
  51-55
  single tendon .
  severing muscle and tendon. That'll leave
  fracturing bone and severing muscle .
  and muscles . Foe goes down . . . hard.
  a mark
  .
  +2H
  +2H-x-(-5)
  +5H-0-26-(-10)
  +12H-20-3x-(-15)
  +15H-300-36-(-30)
  Foe moves hisfoot just in time .
  Were you trying to make him dance or
  Beam passes effortlessly through foe's
  Slicing path through ankle breaks bone
  You think he wasAchilles? Beam slices
  56-60
  something? Beam slices off foe's toe.
  foot. Several bones arecut
  . Foe looks at
  and tendons. Foe looks down in shock.
  throughankle and tendon, disconnecting
  you in shock
  .
  thefoot completely . Ouch
  .
  +2H
  +4H-x-(-5)
  +1OH-20-(-15)
  +12H-30-®-(-20)
  +15H-4"-46-(-25)
  Barely grazed his belly
  .
  Beam passes cleanly though foe's hip
  You leave a very nice hole in foe's hip.
  Surgical removal of foe's love handles.
  Slice hip bone in two. Foe mews pitifully.
  bone. Minordamage
  . Foe takes a step
  You smell boiling fat .
  61-65
  andthe hip bone snaps.
  +3H-x
  +5H
  (-5)
  +1 OH-20-®-(-15)
  +15H-309-36-(-20)
  +20H-5"-(-50)
  They told him to watch hissix. Now
  Beam passes clean in one earand out the
  Laser makes neat incision in foe's nose.
  Youwaved that one around just enough
  Slicing blow to groin vaporizes vitals. All
  he won't be sitting down for days .
  other. Foe drops in coma for one week.
  Beam continues through spine, brainstem
  to open beautiful slices in front and back
  within 15 feet are stunned, dumbfounded,
  66
  Pitiful.
  and back of head .Check out look on his
  of foe . Those look like intestines.
  for one round.
  face.
  +10H-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-600-10"-(-50)
  +30H-1204~ -76-(-75)
  Beam brushesfoe's knee .
  Beam cracks kneecap in two. Foe
  Very neat hole in foe's knee .He won't be
  Surgical strike almost completely
  Surgical strike almost completely removes
  67-70
  managesto shift his weight just in time.
  making theteam this fall .
  removes kneecap .
  kneecap
  .
  +1H-x
  +5H-0-(-10)
  +10H-20-(-15)
  +15H-400-6-(-20)
  +20H-60-4®-(-30)
  Beam goes rightthrough foe's
  Beam passes though abdomen,
  Beam passes through foe's stomach . Talk
  Wound opens in torso, slicing through
  Beautiful little hole through kidney. Even
  abdomen, miraculously missing
  perforating toe'sintestine .
  abouta perforated ulcer.
  kidneys and intestines . Foe gasps in pain .
  with the cauterization, there'sblood.
  71-75
  everything
  .
  +2H
  +3H-0-(-5)
  +5H- 20-36-(-10)
  +5H-30<9-46-(-15)
  +1 OH-409-7 " -(-20)
  Laser piercesfoe's side
  . Nothing
  Beam takes out rib, but just misses lung
  .
  Beam cuts two ribs in hag. Muscle and
  That black blood probably meansyou hit
  Nice appendectomy. You go to med-
  76-80
  important is damaged
  .
  tendon damage result .
  his liver. Notgood.
  school?
  +4H-2x-(-5)
  +5H-20-(-10)
  +1 OH-30-(-15)
  +7H-20-66-(-10)
  +1 OH-3W®-86-(-20)
  Beam passes through gut, nicking
  Shot to toe's belt'-button turns hisoutie
  Beam pierces foe's lung
  . Canyousay,
  Slicing shot to pelvic girdle. He's actually
  You managed to miss all the important
  an intestine .
  into an innie
  . Minordamage to intestines .
  "Sucking chestwound."?I knew you
  bleeding from this one.Good work
  .
  stuff
  . Well, except the spinal cord. Foe
  81-85
  could
  .
  collapses, paralyzed .
  +4H-0-(-5)
  +5H-tY-36-(-10)
  +8H-20-46-(-10)
  +1OH-40-2®-64-(-15)
  +15H-26
  Almost gothis lung with that one.
  Ribcracks as beam passes through h
  .
  Rib and lung pierced. Life stinks
  Drilled straight through sternum .
  Beam drills rightthrough heart. It takes foe
  Minor muscle damage
  .
  sometimes.
  Unfortunately, ft was an artery you
  two rounds to realizehe's dead .
  86-90
  clipped, notthe heart.
  +5H-(-5)
  +1 OH-20-6-(-10)
  +1 OH-30-®-46-(-15)
  +12H-300-76-(-30)
  (+20)
  You clip offa piece of foe's ear. It
  Beam leaves crease in foe's head . His hair
  Beam slices through side of head,
  Surgical blow to the brainsevers several
  Beam slices right through brain pan
  . Very
  feels worse than h is .
  is smouldering.
  piercing inner earand damaging eye. -10
  nerve bundles
  . Foe drops, unconscious,
  surgical. Foe almost survives
  .
  91-95
  to awareness checks.
  fortwo months
  . When he awakes, he's
  deaf.
  +2H
  -
  +5H-30-(-5)
  +7H-2Cr-4B-(-10)
  +1 OH-86
  (+20)
  Beam cracks foe's jaw, butjust
  Beam crack'sfoe's jaw
  .
  It'll have to be
  Surgical removal of voice box
  . Wow.
  Beam severs carotid artery. Foetries to
  Beam catches jugular andspine
  . He can't
  slightly
  .
  wiredshut
  .
  -
  staunch theflow, but it pours out through
  even reach up to try to stop the blood
  .
  96-99
  hisfingers.
  +4H-20-(-5)
  +6H-20-®-26-(-10)
  +7H-309-24-(-15)
  +3H-x-106-(-10)
  +8H-206-(-75)
  Beam piercesskull in non-vital area.
  Beam pierces foe'seye. Foe drops like a
  Beam pierces brain, damaging multiple
  Beam enters eye. Aflickof the wrist
  You missed. No wait. Is that a burn
  If he hadn't twitched, he would have
  puppet with its strings cut.
  areas
  . Poor sap dies instantly.
  brings beam out side of head . Sad
  .
  between his eyes? Foe crumples, dead .
  100
  lived .
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  M
  5 .25
  LASER RIFLE WEAPON ATTACK TABLE
  Plate
  Chain
  R-Leather
  S-Leather
  Animal
  Kevlar
  Kinetic
  Combat
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  None
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  (19/20)
  (17/18)
  (15/l6)
  (13/14)
  (11/12)
  (9/10)
  (7/8)
  (5/6)
  (4)
  (3)
  (1)
  OEM
  (1/11)
  (v1)
  MD
  (DVX)
  (v111)
  148-150
  19E
  25F
  35F
  38F
  38G
  44G
  47G
  ',58G
  39G
  58G
  76G
  46F
  61G
  46E
  57F
  19E
  28G
  148-150
  145-147
  19E
  25F
  35F
  37F
  37G
  43G
  46G
  56G
  38G
  55G
  73G
  45F
  59G'
  45E
  55F
  19E
  28G
  145-147
  142-144
  19D
  24F
  34F
  36F
  36G
  41G
  45G
  54G
  36G
  53G
  69G
  44E
  57G
  43D
  53E
  19D'
  27F-
  142-144
  139-141
  18D
  23E
  32F
  35F
  34G
  40G
  43G
  52G
  34F
  50F
  66F
  42E
  55F
  42D
  51E
  18D
  26F
  139-141
  136-138
  18C
  22E
  31E
  33E
  33F
  38F
  s42F
  50F
  33F
  48F
  63F
  41D
  53F
  40C
  49D
  17C
  25E
  136-138
  133-135
  17C
  22E
  30E
  32E
  32F
  36F
  40F
  48F
  31F
  45F
  59F
  39D
  50F
  398
  47D
  178
  24E
  133-135
  130-132
  178
  21D
  29E
  31E
  30F
  35F
  39F
  46F
  29E
  42E
  56F
  38D
  48E
  378
  45D
  168
  23D
  130-132
  127-129
  16B
  20D
  28D
  30E
  29E
  33F
  37F
  45F
  28E
  40E
  53E
  36C
  46E
  36A
  43C
  16A
  21D
  127-129
  124-126
  16A
  19D
  27D
  28D
  28E
  31E
  36F
  43E
  26E
  37E
  49E
  35C
  44D
  34A
  41C
  15A
  20C
  124126
  121-123
  15A
  18D
  26D
  27D
  26E
  30E
  34E
  41E
  24D
  34D
  46E
  338
  42D
  33
  398
  15
  19C
  121-123
  118-120
  15A
  17C
  25D
  26D
  25E
  28E
  33E
  39E
  '22D
  32D
  43D
  328
  39D
  31
  37B
  14
  188
  118-120
  115-117
  14
  17C
  "
  24C
  24D
  24D
  26D
  31E
  37E
  21D
  29D
  40D
  30A
  37C
  29
  35A
  13
  178
  115-117
  112-114
  14
  16C
  23C
  23C
  22D
  25D
  30E
  35E
  19C
  26C
  36D
  29A
  35C
  28
  33A
  13
  16A
  112-114
  109-111
  13
  158
  22C
  22C
  21D
  23D
  28D
  33D
  17C
  24C
  33C
  27
  33C
  25
  31
  12
  15A
  109-111
  106-108
  13
  148
  218
  20C
  20C
  21D
  27D
  31D
  16C
  21C
  30C
  26
  318
  1
  25
  29
  12
  14
  106-108
  103-105
  12
  138
  208
  198
  18C
  20C
  25D
  29D
  14B
  198
  26C
  24
  29B
  23
  27
  11
  13
  103-105
  100-102
  12
  13A
  198
  188
  17C
  18C
  24D
  27D
  12B
  16B
  23B
  23
  26B
  22
  25
  11
  12
  100-102
  97-99
  11
  12A
  188
  178
  15C
  16C
  22D
  25C
  11B
  138
  208
  22
  24A
  20
  23
  10
  11
  97-99
  94-96
  11
  11A
  17A
  15B
  14B
  15C
  21C
  23C
  9A
  11A
  168
  20
  22A
  19
  21
  9
  10
  94-96
  91-93
  10
  10
  15A
  14A
  13B
  138
  19C
  21C
  7A
  8A
  138
  19
  20A
  17
  19
  9
  9
  91-93
  88-90
  9
  9
  14A
  13A
  118
  118
  18C
  19C
  6A
  5A
  10A
  17
  18
  15
  17
  8
  8
  88-90
  85-87
  9
  8
  13A
  -11A
  10A
  108
  16C
  178
  4
  3
  7A
  16
  16
  14
  15
  8
  7
  85-87
  82-84
  8
  8
  12
  10A
  9A
  `88
  15B
  15B
  2
  -
  3A
  14
  13
  12
  13
  7
  6
  82-84
  79-81
  8
  7
  11
  9
  7A
  7A
  138
  13B
  -
  -
  13
  11
  11
  11
  6
  5
  79-81
  76-78
  7
  6
  10
  7
  6A
  5A
  12B
  11B
  -
  -
  -,
  11
  9
  9
  8
  6
  4
  76-78
  73-75
  7
  5
  9
  6
  5
  3A
  108
  9A
  -
  -
  -
  10
  7
  8
  6
  5
  3
  73-75
  70-72
  6
  4
  8
  5
  3
  2A
  9A
  7A
  -
  -
  -
  8
  5
  6
  4
  5
  2
  70-72
  67-69
  6
  3
  7
  4
  2
  -
  7A
  5A
  -
  -
  -
  7
  2
  5
  2
  4
  1
  67-69
  64-66
  5
  3
  6
  2
  -
  -
  6A
  3A
  -
  -
  -
  5
  -
  3
  -
  4
  -
  64-66
  61-63
  5
  2
  5
  1
  -
  -
  4A
  1
  -
  -
  -
  4
  -
  2
  -
  3
  -
  61-63
  58-60
  4
  1
  4
  -
  -
  -
  3A
  -
  -
  -
  -
  2
  -
  -
  -
  2
  -
  58-60
  55_57
  4
  -
  3
  -
  -
  -
  1
  -
  -
  -
  I
  1
  -
  -
  -
  2
  -
  55-57
  52-54
  3
  -
  2
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  52-54
  49-51
  3
  -
  -
  -
  -
  -
  -
  49-51
  46-48
  2
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  46-48
  43-45
  2
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  43-45
  40-42
  1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  40-42
  37-39
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  3739
  34-36
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  34-36
  XX-33
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  xx33
  UM 01-XX
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  F
  01-XX UM
  TYPICAL WEAPON DATA
  WEAPON DATA
  Fumble
  Action/
  OB
  Max
  Max
  Weight :
  6.2 pounds
  Range Modifiers:
  l'-15':+10
  Weapon
  Range
  Rounds
  Mod
  Result
  Critical
  Fumble Range :
  01
  um
  - 03
  (XX=3)
  16' - 150': +0
  Action :
  Automatic
  151'- 300': -25
  Priv. Trrrrratak Rrrng
  01-03
  Auto/46
  +0
  150
  G
  Rounds :
  24
  301' - 1500': -50
  SD ASP100101
  01-02
  SAuto/64
  +40
  150
  G
  Critical Type :
  Laser
  1501' - 3000':-100
  SD Th-C Transgressort01-02
  SAuto/51
  +0
  150
  G
  F-Weapon fumbled, roll on the appropriate Fumble/Failure Table.
  Spectrum Arms AL-15 01-03
  Auto/24
  +0
  150
  G
  UM - Unmodified roll . Apply result with no modifications .
  Steyr-Klough L2
  01-03
  Auto/25
  +10
  130
  F
  For a "F" severity critical, roll once and apply both an "E" and an "A" result.
  For a "G" severity critical, roll once and apply both an "E" and a "B" result.
  Ultimate Arms HAL
  01-03
  Auto/
  +35
  150
  G
  t - Inflicts double the hits indicated
  .
  Range Modifiers
  +10
  +0
  -25
  -50
  -100
  Priv. Trrrratak Rrmg
  15'
  150'
  300'
  1500'
  3000'
  SD ASP 100101
  15'
  225'
  450'
  2250'
  4500'
  O
  SD Th-C Transgressor
  30'
  450'
  900'
  4500'
  9000'
  Spectrum Arms AL-15
  15'
  150'
  300'
  1500'
  3000'
  Steyr-Klough L2
  15'
  150'
  300'
  1500'
  3000'
  Ultimate Arms HAL
  30'
  450'
  600'
  3000'
  6000'
  GO
  I
  I
  
  Key:
  BA-must parry 8 rounds ;
  B0--no parry for B rounds;
  80-stunned for 8 rounds;
  B"-bleed 8 hits per round;
  (-8)-foe has -8 penalty,
  (+B)-attacker gets +8 next round.
  G1
  7.13 LASER CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Beam piercesthe skin between foe's
  Beam grazes hand
  . Foe flinches .
  Beam nicksfoe's hand, piercing anything
  Shot burnsthrough hand, missing most
  Foe has a burn cleanthrough his hand
  . That
  01-05
  fingers.
  he carries.
  everything vital
  .
  must smart.
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2x-26-(-10)
  +5H-300-(-20)
  Forearm burn leaves only slight
  Beam creases forearm. The wound is
  Beam slices through tendons in forearm .
  Hole burns through muscles in foe's
  Beam burns clean through forearm, slicing
  damage
  . You have the initiative
  .
  cauterized.
  Foe screams in surprise
  .
  forearm. Foe grips
  it in pain.
  bone in two. Arm is useless
  . Foe drops
  06-10
  anything he's carrying .
  +1H
  +3H-x-6
  +4H-0-24-(-10)
  +5H-20-36-(-15)
  +7H-300-44-(-25)
  Beam grazes innerarm.
  Minor muscle damage to toe's upperarm .
  Beam cauterizes itswaythrough biceps,
  Laser passes through elbow, slicingthe
  Beam cuts through bicep, slicing bone in
  11-15
  Better luck next time .
  doing some small amount of damage.
  joint and tendons .Arm is useless.
  twoand severing muscles and tendons.
  +1H
  +3H-x-(-5)
  +5H-20-26-(-10)
  +3H-4#-20-(-20)
  +12H-60-36-(-25)
  That'll leave a mark .
  Shot nicksfoe's bicep. His flinch only
  Beam slices deep into biceps. Instant
  Funnybone cracks from heat . Muscles
  Foe grasps arm as beam cuts bone,
  16-20
  makes hworse
  .
  tatooremoval
  .
  and tendons severed
  . Say, "Mommy."
  tendons and muscles. Burned and mangled
  flesh hang in agrizzly mess
  . Ick.
  +1H
  +3H-x-(-5)
  +5H-20-24-(-10)
  +3H-40-2x-(-20)
  +12H-60-36-(-25)
  You got a piece of his shoulder, but
  Beam pierces shoulder, but only barely.
  Cleanshoulder wound. Musclesand
  Lasercuts through shoulder, damaging
  You missed the bone andthe biceps . It it
  only barely.
  tendonsbare the brunt of the damage.
  muscles and tendon, but cauterizing all
  wasn't for the artery, that would have been
  21-30
  damage.
  a waste of ashot.
  +2H
  +2H-fit(-5)
  +7H-30-4-(-10)
  +7H-30-54-(-20)
  +3H-106-(-5)
  Beam takes a chunk out of foe's
  Beam takes a pieceoutof foe's clavicle.
  Beam passes clean through foe's clavicle.
  Beam passes clean through clavicle . That
  Clavicle andshoulder joint are nearly a
  shoulder.
  He screams like a small child
  .
  That arm ain't hanging right.
  must've hurt.
  complete write off. Better find a really good
  31-40
  surgeon
  .
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-20-34-(-15)
  +12H-4~-76-(-50)
  Beam brushes foe's hip .
  Slight muscle damage to foe's thigh
  .
  Beam passes straight throughfoe's thigh .
  Beam burns aneat little hole through
  Scything beam of light severs thigh bone
  Foe's leg almost crumples out from
  thigh, cutting muscle and tendon .
  and artery. Foe collapses like a bag of
  41 -50
  underneath him.
  wheat
  .
  +2H
  +4H-20
  +1 OH-30-(-15)
  +15H-30®-(-25)
  +12H-500-36-(-25)
  Youtake a piece outof his calf .
  Beam only nicksthe foe'scalf, severing a
  Beam strikes straight through calf,
  Beam slices through shinbone and calf,
  Agonizing shot burns throughshin bone
  single tendon
  .
  severing muscle and tendon. That'll leave
  fracturing bone and severing muscle.
  and muscles . Foe goes down .
  .
  . hard
  .
  51-55
  a mark
  .
  +2H
  +2H-x-(-5)
  +5H-'4t-24-(-10)
  +12H-20-3x-(-15)
  +15H-300-36-(-30)
  Foe moves hisfoot just in time
  .
  Were youtrying to make him danceor
  Beam passes effortlessly throughfoe's
  Slicing path through ankle breaks bone
  You thinkhe was Achilles? Beam slices
  56-60
  something? Beam slices off foe's toe.
  foot. Several bones are cut . Foe looks at
  and tendons
  . Foe looks down in shock.
  through ankle and tendon, disconnecting
  you in shock.
  the foot completely. Ouch .
  +2H
  +4H-x-(-5)
  +1 OH-20-(-15)
  +12H-30-®-(-20)
  +15H-4CO-46-(-25)
  Barely grazed his belly.
  Beam passes cleanlythough toe's hip
  You leave avery nice hole in foe's hip .
  Surgical removal of foe's love handles
  .
  Slice hip bone in two. Foe mews pitifully,
  bone. Minordamage. Foetakes a step
  You smell boiling fat.
  61-65
  and the hip bone snaps.
  +3H-x
  +5H-tz-(-5)
  +10H-2 ";x-®-(-15)
  +15H-309-36-(-20)
  +20H-503-(-50)
  They told him to watch his six. Now
  Beam passes clean in one ear and outthe
  Lasermakes neat incision in foe's nose
  .
  You waved that one around just enough
  Slicing blow to groin vaporizes vitals . All
  he won'tbe sitting down for days
  .
  other. Foe drops in coma foroneweek.
  Beam continues through spine, brainstem
  to open beautiful slices in front and back
  within 15 feet are stunned, dumbfounded,
  66
  Pitiful
  .
  and back of head . Check out look on his
  of foe.Those look like intestines.
  forone round.
  face .
  +1 OH-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-603-106-(-50)
  +30H-1209-74-(-75)
  Beam brushesfoe's knee .
  Beam cracks kneecap in two. Foe
  Very neat hole in foe's knee . He won't be
  Surgical strike almost completely
  Surgical strike almost completely removes
  manages to shift his weight just in time .
  making the team this fall.
  removes kneecap.
  kneecap.
  67-70
  +1H-x
  +5H-0-(-10)
  +10H-20-(-15)
  +15H-400-4-(-20)
  +20H-60-4®-(-30)
  Beam goes rightthrough toe's
  Beam passes though abdomen,
  Beam passes through foe's stomach
  . Talk
  Wound opens in torso, slicingthrough
  Beautiful little hole through kidney. Even
  abdomen, miraculously missing
  perforating toe's intestine
  .
  about a perforated ulcer .
  kidneys and intestines. Foe gasps in pain.
  with the cauterization, there's blood
  .
  71-75
  everything
  .
  +2H
  +3H-0-(-5)
  +5H- 20-34-(-10)
  +5H-30®-44-(-15)
  +1 OH-40®-7" -(-20)
  Laser piercestoe's side
  . Nothing
  Beam takes out rib, but just misses lung.
  Beam cuts two ribs in half. Muscle and
  That black blood probably means you hit
  Nice appendectomy
  . You go to med-
  important is damaged
  tendon damage result.
  his liver. Not good .
  school?
  76-80
  +4H-2x-(-5)
  +5H-20-(-10)
  +1 OH-30-(-15)
  +7H-20-66-(-10)
  +10H-3W®-86-(-20)
  Beam passes through gut, nicking
  Shot to foe's belly-button turns hisoutie
  Beam pierces foe's lung . Can you say,
  Slicing shot to pelvic girdle. He's actually
  You managedto miss allthe important
  an intestine.
  into an innie
  . Minordamage to intestines
  .
  "Sucking chestwound."? I knew you
  bleeding from this one
  . Good work
  .
  stuff. Well, except the spinal cord . Foe
  81 -85
  could.
  collapses, paralyzed
  .
  +4H-0-(-5)
  +5H-0-36-(-10)
  +8H-20-46-(-10)
  +10H-40-2®-66-(-15)
  +15H-26
  Almost gothis lung with that one.
  Rib cracks as beam passes through it.
  Rib and lung pierced
  . Life stinks
  Drilled straight through sternum .
  Beam drills right through heart. It takes foe
  Minor muscle damage .
  sometimes.
  Unfortunatey, it was an artery you
  two rounds to realize he's dead
  .
  86-90
  clipped, not the heart
  .
  +5H-(-5)
  +1 OH-20-6-(-10)
  +1 OH-30-®-46-(-15)
  +12H-3 3:~g-76-(-30)
  (+20)
  You clip off a piece of foe'sear
  .
  It
  Beam leaves crease in foe's head . His hair
  Beam slices through side of head,
  Surgical blow to the brain severs several
  Beam slices fightthrough brain pan. Very
  feels worsethan it is.
  is smouldering
  .
  piercing inner earand damaging eye. -10
  nerve bundles. Foe drops, unconscious,
  surgical. Foe almost survives.
  91-95
  to awareness checks.
  fortwo months
  . When he awakes, he's
  deaf .
  +2H
  +5H-30-(-5)
  +7H-20-4B-(-10)
  +1OH-8 "
  (+20)
  Beam cracks foe'sjaw, but just
  Beam crack'sfoe's jaw. It'll have to be
  Surgical removal of voice box. Wow.
  Beam severs carotid artery
  . Foe triesto
  Beam catches jugularand spine. He can't
  slightly
  .
  wired shut .
  staunch the flow, but it pours out through
  even reach up to tryto stop the blood
  .
  96-99
  hisfingers
  .
  +4H-2xz-(-5)
  +6H-20-®-26-(-10)
  +7H-30®-26-(-15)
  +3H-x-106-(-10)
  +8H-206-(-75)
  Beam pierces skull in non-vital area
  .
  Beam pierces toe's eye. Foe drops like a
  Beam pierces brain, damaging multiple
  Beam enters eye. Aflickof the wrist
  You missed . No wait. Is that a burn
  If he hadn't twitched, he would have
  puppet with its stringscut.
  areas. Poor sap dies instantly.
  brings beam out side of head. Sad.
  between his eyes? Foe crumples, dead
  .
  100
  lived .
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  5.26 PLASMA PISTOL WEAPON ATTACK TABLE
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  `109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  Xx-33
  UM 01-XX
  62
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  7D
  7D
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  S-Leather
  Animal
  Heavy
  Light
  Heavy
  Light
  (7/8)
  (5/6)
  (4)
  (3)
  23E
  27E
  26E
  25E
  24D
  23D
  21D
  20D
  19C
  18C
  16C
  15C
  14B
  13B
  12B
  10B
  9A
  8A
  7A
  5A
  148-150'`
  145-147
  142-144
  139-141
  136-198
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  -
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  65-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  XX-33
  D
  F
  F
  F
  F
  F
  01-xx UM
  Max
  Critical
  t - Inflicts half the hits indicated .
  t - Inflicts double the hits indicated .
  Range Modifiers
  +10
  +0
  -25
  -50
  -100
  B-5 Earth Force Pistol
  3'
  5'
  10'
  15'
  25'
  B-5 Sha'ann PP
  10'
  15'
  25'
  40'
  105'
  Priv. Tarrrum Tock
  5'
  10'
  15'
  20'
  55'
  SD ASP 111000
  5'
  10'
  15'
  20'
  55'
  SD Th-C Sun Spot
  5'
  10'
  15'
  20'
  55'
  Spectrum Arms 3100
  5'
  10'
  15'
  20'
  55'
  Kevlar
  Kinetic
  Combat
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  (VII)
  (v1)
  (vii)
  (Wt)
  (VIM
  17D
  22E
  17C
  21D
  7C
  10E
  17D
  22E
  17C
  21 D
  7C
  10E
  17C
  21E
  17B
  20C
  7B
  101)
  16C
  20D
  16A
  20C
  7A
  10D
  16C
  20D
  16A
  19C
  TYPICAL WEAPON DATA
  WEAPON DATA
  Weight:
  1 .8 pounds
  Range Modifiers:
  1' -5':+10
  um
  Weapon
  Fumble
  Range
  Action/
  Rounds
  OB
  Mod
  Max
  Result
  Fumble Range:
  01 - 03
  (XX=3)
  6'- 10' : +0
  Action:
  Semi-Automatic
  11' - 15' : -25
  B-5 Earth Force Pistolt 01-05
  SAutc/15
  +10
  115
  Rounds :
  46
  16'- 20' : -50
  B-5 Shaann PP
  01-03
  SAutc/
  +10
  150
  Critical Type :
  Plasma
  21'- 55':100
  Priv . Tarrrum Tock
  01-03
  SAuto/35
  +0
  150
  F - Weapon fumbled, roll on the appropriate Fumble/Failure Table.
  SD ASP 111000
  01-03
  SAutc/64
  +10
  150
  UM - Unmodified roll. Apply result with no modifications .
  SD Th-C Sun Spot t
  01-03
  SAutc/51
  +0
  150
  Spectrum Arms 3100
  01-03
  SAutc/46
  +0
  150
  
  Key :
  Bx-must parry 8 rounds;
  B0-no parry for B rounds;
  BO-stunned for 8 rounds;
  BI-bleed B hits per round;
  (-B)-foe has -8 penalty,
  (+B)-attacker gets +B next round.
  7.15 PLASMA CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Blast hit's item in foe's hand. A Light
  Blast hits whatever he was holding. A
  Plasma catches object in foe's hand. He
  Shot burnsthrough foe's hand and
  Blast detonates whatever foewas holding,
  01-OS
  maneuver will allow him to hold
  Medium maneuver,and he might even
  must make a Hard maneuver to hold onto
  anything he was holding.
  sending shrapnel through hand .
  onto
  ft.
  hold onto it.
  it.
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2x-26-(-10)
  +5H-30~9 -(-20)
  Light burns. You gain initiative next
  Deep burn on foe's forearm, you getthe
  Glancing shot burnsthrough tendon in
  Blast burns through musclesand tendons
  Blast burnsthrough both bonesin forearm,
  06-10
  round.
  initiative next round.
  toe'sforearm
  .
  in toe's forearm.
  renderingarm useless.
  +1H
  +3H-x-4
  +4H-0-26-(-10)
  +5H-20-36-(-15)
  +7H-30®-4"-(-25)
  Blast leaves a nasty burn.
  Plasma grazes foe's biceps, causing a
  Plasma burn deeply into foe's biceps.
  Plasma burns through bone and tendon,
  Blast burnsthrough upper arm, eating
  11-15
  painful burn.
  making foe wonder why it's called the
  through bone and tendon. Foecannot lift
  humerus.
  hisarm.
  +1H
  +3H-x-(-5)
  +5H-20-26-(-10)
  +3H-40-2tt-(-20)
  +12H-60-36-(-25)
  His arm catches a bitof it.
  Blast causes a painful burn to foe's
  Solid hit burnsthrough triceps
  .
  Plasma effectively destroys elbow
  . Medic!
  Penetrating blast burns throughupper arm
  16-20
  triceps.
  and bone
  . Arm is useless
  .
  +1H
  +3H-x-(-5)
  +5H-20-26-(-10)
  +3H-40-2x-(-20)
  +12H-60-34-(-25)
  Foe moved at the last moment. You
  Shot burns foe'sshoulder
  .
  Blastburns deep into foe's shoulder,
  Plasma burns through shoulder and out
  You just burned a hole in his shoulder big
  21-30
  barely got a piece of him.
  dissolving muscles and tendons alike
  .
  otherside .
  enough to putyour fist through. That's a
  gusher.
  +2H
  +2H-0(-5)
  +7H-30-6-(-10)
  +7H-30-54-(-20)
  +3H-106-(-5)
  He almost felt that one
  .
  Plasma burns foe's neck
  .
  Blast burns cleanthrough foe's clavicle .
  Plasma burns out top of foe's shoulder.
  Plasma burnsshoulder joint to thenub.
  That arm will never be right again
  .
  31-40
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-2Q-36-(-15)
  +12H-40®-76-(-50)
  Shot grazes foe's thigh leaving an
  Plasma burns into foe's thigh . Minor
  Plasma burn deep into foe's thigh.
  Shot burns throughthigh, removing half
  Blastto thighburns through bone and
  41-50
  ugly mark .
  muscle damage.
  the muscles, burning tendons and
  arteries . Foe drops into an expandingpool
  cookingthrough arteries.
  of blood
  .
  +2H
  +4H-20
  +1 OH-30-(-15)
  +15H-3 0~9-(-25)
  +12H-50~9 -36-(-25)
  Blast grazes foe's calf . That must've
  Plasma burn a chunkout of foe's cart .
  Shot to foe's calf burns through muscle
  Shot burns throughfoe's tibia . That leg
  Shot hits lower leg, burning through bone
  smarted .
  Minor muscle damage.
  and tendons.
  isn'tgonna be thesame again
  .
  and sinew. Legfolds like alawn chair
  .
  51-55
  +2H
  +2H-x-(-5)
  +5H-zr-26-(-10)
  +12H-20-3x-(-15)
  +15H-30®-34-(-30)
  Blast just misses, but plasma
  Plasma grazes foe'sfoot, burning offtwo
  Plasma catches foe in center of foot,
  Plasma burns through most of ankle,
  If using huntingclass
  I or greater, foot is
  splatters onto foot
  .
  toes.
  burning through bone, muscle, and into
  bones andtendons alike .
  burned right off . Otherwise, ankle is
  56-60
  the ground .
  destroyed
  .
  +2H
  +4H-x-(-5)
  +10H-20-(-15)
  +12H-30-®-(-20)
  +15H-400-46-(-25)
  Closeshot
  . Good thing those hips
  Shot catches foe's hip. Heat expansion
  Plasma causes cracks in foe's femur.
  Plasma burns through foe's hip joint.
  Foe'ship is destroyed
  .
  61-65
  weren't any wider.
  cracks hip. Ouch .
  Walking will cause d10 hits per minute.
  +3H-x
  +SH-~O -(-5)
  +10H-20-®-(-15)
  +15H-303 -36-(-20)
  +20H-50®-(-50)
  Shot catchesfoe in the rear. Those
  Blast hits foe in shoulder, butsplashing
  Plasma burns straight into foe's forehead,
  Shot burns through abdomen. Though
  Blast to foe's groin burns all vitals to a nub.
  66
  burns look painful .
  plasma catchestoe in ear, causing brain
  then down into foe's neck
  . Very sad
  .
  organ not burned out begin spilling on
  Allwithingsight are stunned in sympathy
  damage. Foe is in acoma fordl 0 days .
  the ground
  .
  for one round.
  +10H-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-60®-106-(-50)
  +30H-1204~-76-(-75)
  Plasma grazes foe's knee.
  Blast burnsdeep into foe'sknee, but fails
  Blast burns flesh of foe's knee .
  Plasma burns outkneecap. Musclesand
  Knee jointdestroyed.Tendons are not
  67-70
  to cause more damage.
  tendons are damaged as well .
  doing much better.
  +1H-x
  +5H-0-(-10)
  +1 OH-20-(-15)
  +15H-4 0~9 -4-(-20)
  +20H-6#-4®-(-30)
  Closeshot grazes foe's stomach
  .
  Foecatches apiece of h in his abdomen.
  Shot burns fist-sized hole through foe's
  Majordamage to stomach causes
  Blast blows through kidney. Blood bubbles
  71-75
  Minor damage .
  abdomen.
  bleeding in spite of cauterization
  .
  out of wound and begins filling abdomen.
  +2H
  +3H-tY-(-5)
  +5H- 20-36-(-10)
  +5H-30(9 -46-(-15)
  +1 OH-409-7 "-(-20)
  Plasma burns off a random love
  Foedodges most of the blast, but it still
  Blast burnsthrough d5 ribs. Muscles and
  Blastbursts through rib, crippling lung
  .
  Good thing Godgave himtwo lungs .
  76-80
  handle
  .
  burnsthrough d5 ribs.
  tendons are badly burned.
  Hope he hasgood medical.
  Several ribs are burned away.
  +4H-2x-(-5)
  +5H-20-(-10)
  +10H-30-(-15)
  +7H-20-64-(-10)
  +10H-3W®-86-(-20)
  Only a piece of that caught him
  . He'll
  Foetakes ft in thegut. The internal
  Plasma burns a grapefruit-sized large
  Blastmakes a gory mess of foe's
  Blast blowsthrough foe's gut. His spine
  81-85
  have a newappendix scar.
  damage is significant.
  hole in foe'sabdomen
  .
  midsection
  .
  dissolves, leaving him paralyzed.
  +4H-0-(-5)
  +5H-0-36-(-10)
  +8H-20-46-(-10)
  +10H-40-2®-66-(-15)
  +15H-24
  Blastsplashes onto chest as it
  Solid hit burns through d5 ribs and
  Plasma burn through d10 ribs wrecks
  Sternum manages to channel plasma
  Blast burns straight throughtoe's sternum .
  passes
  .
  causes muscle and tendon damage.
  toe's lung
  .
  around heart, but both lungsand various
  Talk about a heart attack
  .
  86-90
  other organs are damaged.
  +5H-(-5)
  +1 OH-20-6-(-10)
  +1 OH-30-®-46-(-15)
  +12H-3:0-74-(-30)
  (+20)
  Foe's ear is removed .
  Plasma doesn't quite burn through foe's
  Plasma burns deep into foe's skull,
  Plasma burns hole in skull. Foeslips into
  Foe'shead just sort of boils away. Foe is
  91-95
  skull.
  wrecking foe's hearing in that earfor
  a coma for dl 0 weeks and loses a level's
  too shocked to fall over
  .
  good.
  worth of experience .
  +2H
  +5H-30-(-5)
  +7H-20-4B-(-10)
  +10H-86
  (+20)
  Shot leaves burn marks across foe's
  Plasma burnsthrough foe's jaw.
  Blast to foe's mouth burns through jaw
  Plasm burns foe'sjaw away. That's a lot
  Plasma burns straight through foe's mouth
  face. Scarwill shave 10 off his
  Naturally, he can'ttalk .Take 20 off his
  and teeth
  .
  of blood for a burn-wound .
  and out through his spine. Foe is paralyzed .
  96-99
  appearance .
  appearance.
  +4H-20-(-5)
  +6H-20-®-26-(-10)
  +7H-30®-26-(-15)
  +3H-x-106-(-10)
  +8H-206-(-75)
  Blast enters through eye, burning
  Plasma enters foe's ear and hollows out
  You burn toe'shead down to a nub. Carry
  Blastcatches foe dead in theface,
  Foe'sneck just sort of disintegrates, leaving
  out half his brain. Neat
  .
  his skull .Wow.
  on.
  melting it right off
  . Ick
  .
  his head hanging in the air for a beat
  .
  100
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  5.27 PLASMA RIFLE WEAPON ATTACK TABLE
  64
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  0
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  3436
  xx-33
  xx
  Max
  Critical
  G
  G
  G
  G
  G
  G
  G
  -100
  300'
  300'
  300'
  300'
  300'
  300'
  2700'
  M
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  S-Leather
  Heavy
  Light
  (7/8)
  (5/6)
  Animal
  Heavy
  Light
  (4)
  (3)
  None
  (1)
  Kevlar
  Heavy
  Light
  (EVM
  (1/11)
  Kinetic
  Heavy
  Light
  (vq
  MA
  Combat
  Heavy
  Light
  (nVX)
  (vm)
  148-150
  22F
  27G
  37G
  40G
  40G
  45G
  48G
  59G
  41G
  56G
  `76G
  47F
  61G
  47E
  57F
  22E
  30G
  145-147
  22F
  27G
  37G
  39G
  39G
  44G
  47G
  57G
  40G
  54G
  73G
  46F
  59G
  46D
  55F
  22D
  29G
  142-144
  22E
  26G
  35G
  38G
  38G'
  42G
  45G
  55G
  39G
  51G
  69G
  45E
  57F
  45C
  53E
  21C
  28F
  139-141
  21E
  25F
  34F
  36F
  36F
  40F
  44G
  53G
  37F
  49F
  66F
  43D
  55F
  43B
  51D
  21B
  27E
  136-138
  20D
  24F
  33F
  35F
  35F
  39F
  42F
  51F
  36F
  46F
  42D
  53E
  42A
  49D
  20A
  26D
  133-135
  20D
  23F
  32F
  34F
  33F
  37F
  41F
  49F
  34E
  43E
  59F
  40C
  51D
  40
  47C
  19
  24D
  130-132
  19C
  22E
  31E
  32F
  32E
  35F
  39F
  47F
  33E
  41E
  56E
  39B
  49D
  39
  45B
  18
  23C
  127-129
  19C
  21E
  30E
  31E
  31E
  34E
  38F
  45F
  32D
  38E
  53E
  37B
  46C
  37
  43B
  18
  22B
  124-126
  18B
  21D
  29E
  30E
  29E
  32E
  36E
  43F
  30D
  36D
  49D
  36A
  44C
  36
  41A
  17
  21B
  121-123
  17B
  20D
  28D
  28E
  28D
  30E
  35E
  41E
  29D
  33D
  46D
  34A
  42B
  34
  39A
  16
  19A
  118-120
  17A
  19D
  26D
  27D
  26D
  29D
  33E
  39E
  27C
  31C
  43D
  40A
  15
  115-117
  16A
  18C
  25D
  26D
  25D
  27D
  32E
  37E
  26C
  28C
  40C
  A
  112-114
  16A
  17C
  24C
  24D
  23C
  25D
  30D
  35E
  25B
  26C
  36C
  3
  109-111
  15
  16C
  `23C
  23C
  22C
  24D
  29D
  33D
  23B
  23B
  33C
  106-108
  14
  15B
  22C '
  21C
  21C
  22C
  27D
  31D
  22B
  21B
  '30B
  103-105
  14
  14B
  21B
  20C
  19B
  20C
  26D
  29D
  20A
  18A
  26B
  25
  29
  25
  28
  12
  12
  100-102
  13
  13A
  20B
  19B
  18B
  18C
  24C
  27D
  19A
  15A
  238
  24
  27
  24
  26
  11
  11
  97-99
  13
  13A
  19B
  17B
  16B
  17B
  22C
  25C
  17
  13A
  20A
  22
  25
  22
  24
  10
  9
  94-96
  12
  12A
  17A
  16B
  15A
  15B
  21C
  23C
  16
  10
  16A
  21
  23
  21
  22
  9
  8
  91-93
  11
  11
  16A
  15B
  13A
  13B
  19B
  21C
  15
  8
  13A
  19
  21
  19
  20
  9
  7
  88-90
  15A
  13A
  12A
  12A
  18B
  19C
  10
  18
  19
  18
  85-87'
  14A
  12A
  11
  10A
  16B
  17B
  7
  16
  17
  82-84
  11A
  15D
  15B
  3
  15
  14
  I
  1
  79-81
  13A
  13B
  -
  13
  12
  76-78
  12A
  11B
  73-75
  8
  5
  10
  6
  5
  3
  10A
  9A
  6
  10
  8
  10
  8
  4
  70-72
  7
  5
  8
  5
  3
  2
  9A
  7A
  5
  9
  6
  9
  6
  3
  67-69
  7
  4
  7
  4
  2
  -
  7
  5A
  3
  7
  4
  7
  4
  3
  64-66
  6
  3
  6
  2
  6
  3A
  2
  6
  2
  6
  2
  2
  61-63
  5
  2
  5
  1
  4
  1A
  4
  -
  4
  1
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  2
  40-42
  1
  37-39
  34-36
  xx-33
  UM 01-xx
  Ultimate Arms LSPC t 01-02
  SAutc/
  +25
  150
  t - Inflicts double the hits indicated .
  Range Modifiers
  +10
  +0
  -25
  -50
  B-5 Earth Force Carb.
  5'
  15'
  30'
  150'
  Chromtech P-30
  5'
  15'
  30'
  150'
  Priv. Kathrack Rrrng
  5'
  15'
  30'
  150'
  SD ASP 1110101
  5'
  15'
  30'
  150'
  SD Th-C Nova
  5'
  15'
  30'
  150'
  Steyr-Klough APC-24
  5'
  15'
  30'
  150'
  Ultimate Arms ISPC
  10'
  135'
  270'
  1350'
  TYPICAL
  DATA
  WEAPON DATA
  Weight:
  31 pounds
  Range Modifiers :
  1 1 -51:+10
  Weapon
  Fumble
  Range
  Action/
  Rounds
  OB
  Mod
  Max
  Result
  Fumble Range:
  01
  °'
  - 03
  (XX=3)
  6' - 15' :
  +0
  Action:
  Automatic
  16' - 30' : -25
  B-5 Earth Force Carb. 01-02
  Auto/25
  +20
  150
  Rounds:
  1875
  31' - 150' : -50
  Chromtech P-30
  01-03
  Auto/1875
  +0
  150
  Critical Type:
  Plasma
  151' - 300':-100
  Priv. Kathrack Rrrng
  01-03
  Auto/28
  +0
  150
  F-Weapon fumbled, roll on the appropriate Fumble/Failure Table.
  SD ASP 1110101
  01-03
  Auto/51
  +10
  150
  UM - Unmodified roll. Apply result with no modifications .
  SD Th-C Nova
  01-03
  Auto/51
  +0
  150
  For a "F" severity critical, roll once and apply both an "E" and an "A" result .
  For a "G" severity critical, roll once and apply both an "E" and a "B" result
  .
  Steyr-Klough APC-24
  01-03
  Auto/21
  +25
  150
  
  Key :
  8X-must parry 8 rounds;
  B0-no parry for 8 rounds;
  150-stunned for 5 rounds;
  8" -bleed 6 hits per round;
  (-8)-foe has -15 penalty,
  (+B)-attacker gets +8 next round .
  G5
  7.15 PLASMA CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Blast hit's hem in toe's hand
  . A Light
  Blast hits whatever he was holding . A
  Plasma catches object in foe's hand
  . He
  Shot burns throughfoe's hand and
  Blast detonates whatever toe was holding,
  01-05
  maneuver will allow himto hold
  Medium maneuver, and he might even
  must make a Hard maneuver to hold onto
  anything he was holding.
  sendingshrapnel through hand.
  onto k.
  hold onto ft.
  it .
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2X-26-(-10)
  +5H-300-(-20)
  Lightbums
  . You gain initiative next
  Deep burn on foe's forearm, youget the
  Glancing shot burns throughtendon in
  Blast burnsthrough muscles and tendons
  Blast burns through both bones in forearm,
  06-10
  round.
  initiative next round.
  foe'sforearm.
  in foe's forearm
  .
  rendering arm useless
  .
  +1H
  +3H-x-6
  +4H-0-26-(-10)
  +5H-20-36-(-15)
  +7H-300-4r1-(-25)
  Blast leaves a nastyburn .
  Plasma grazes foe'sbiceps, causinga
  Plasma bum deeply into foe's biceps .
  Plasma burns through bone andtendon,
  Blast burns through upperarm, eating
  11-15
  painful burn .
  making foe wonder why it's called the
  through bone and tendon
  . Foe cannot lift
  humerus.
  his arm.
  +1H
  +3H-X-(-5)
  +5H-20-24-(-10)
  +3H-40-20-(-20)
  +12H-60-36-(-25)
  His arm catches a bit of it.
  Blast causes a painful burn to foe's
  Solid hit burns through triceps .
  Plasma effectively destroys elbow. Medic!
  Penetrating blast burns through upperarm
  16-20
  triceps .
  and bone. Arm is useless.
  +1H
  +3H-x-(-5)
  +5H-2ty-26-(-10)
  +3H-40-2X-(-20)
  +12H-6Q-36-(-25)
  Foe moved at the last moment. You
  Shot burns foe'sshoulder .
  Blast burns deep into toe's shoulder,
  Plasma burns through shoulder andout
  Youjust burned a hole in his shoulder big
  21-30
  barely gotapieceof him.
  dissolving muscles andtendons alike .
  other side .
  enough to put your fist through. That's a
  pusher.
  +2H
  +2H-0(-5)
  +7H-30-6-(-10)
  +7H-3sy-56-(-20)
  +3H-10r1-(-5)
  He almost fell that one
  .
  Plasma burns foe's neck .
  Blast burns cleanthrough foe'sclavicle.
  Plasma burns out top of toe's shoulder.
  Plasma burns shoulder joint to the nub.
  31-40
  That armwill never be rightagain
  .
  -
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-20-36-(-15)
  +12H-409-76-(-50)
  Shot grazes foe'sthigh leaving an
  Plasma burns into foe's thigh . Minor
  Plasma burn deep into toe's thigh .
  Shot burns through thigh, removing hall
  Blast to thigh burns through bone and
  41-50
  ugly mark'
  muscle damage.
  the muscles, burning tendons and
  arteries. Foe drops into an expanding pool
  cooking througharteries
  .
  of blood.
  +2H
  +4H-20
  +1OH-30-(-15)
  +15H-3t0®-(-25)
  +12H-500-34-(-25)
  Blast grazes foe's calf . That must've
  Plasma burn a chunkout of toe's call .
  Shot to foe'scall burnsthrough muscle
  Shot burns through foe's tibia. That leg
  Shot hits lower leg, burningthrough bone
  51-55
  smarted .
  Minormuscle damage
  .
  and tendons.
  isn'tgonna be the same again.
  and sinew. Legfolds like a lawn chair.
  +2H
  +2H-x-(-5)
  +5H-0-24-(-10)
  +12H-20-3x-(-15)
  +15H-3x0-34-(-30)
  Blast just misses, but plasma
  Plasma grazes foe'sfoot,burning offtwo
  Plasma catches foe in center of foot,
  Plasma burns through most of ankle.
  It using hunting class
  I or greater, foot is
  56-60
  splatters onto foot.
  toes .
  burningthrough bone, muscle, and into
  bonesandtendonsalike.
  burned rightoff . Otherwise, ankle is
  the ground .
  destroyed
  .
  +2H
  +4H-X-(-5)
  +1OH-20-(-15)
  +12H-30-®-(-20)
  +15H-400-44-(-25)
  Close shot. Good thingthose hips
  Shot catches toe's hip. Heat expansion
  Plasma causes cracks in foe'sfemur.
  Plasma burns through foe's hip joint.
  Foe's hip is destroyed
  .
  61-65
  weren'tany wider.
  cracks hip
  . Ouch
  .
  Walking will cause dl 0 hits perminute.
  +3H-X
  +5H-0-(-5)
  +10H-23t-®-(-15)
  +15H-300-36-(-20)
  +20H-50®-(-50)
  Shot catches foe in the rear. Those
  Blast hits foe in shoulder, butsplashing
  Plasma burns straight into foe's forehead,
  Shot burns through abdomen. Though
  Blast to toe's groin burns all vitals to a nub.
  66
  burns look painful.
  plasma catches foe in ear, causing brain
  then down into foe's neck
  . Very sad.
  organ not burned out begin spilling on
  Allwishing sight arestunned in sympathy
  damage
  . Foe is in a coma ford10days.
  the ground
  .
  for one round.
  +1 OH-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-60®-106-(-50)
  +30H-1200-76-(-75)
  Plasma grazes foe's knee.
  Blast burns deep into foe's knee, butfails
  Blast burnsflesh of foe's knee .
  Plasma burns out kneecap. Muscles and
  Knee pint destroyed
  . Tendons are not
  67-70
  to cause more damage .
  tendons are damaged as well.
  doing much better
  .
  +1H-X
  +5H-xr-(-10)
  +10H-20-(-15)
  +15H-4th-6-(-20)
  +20H-60-4®-(-30)
  Close shot grazes foe's stomach.
  Foe catches a pieceof it in his abdomen.
  Shot burns fist-sized hole through foe's
  Majordamage to stomach causes
  Blast blowsthrough kidney . Blood bubbles
  71-75
  Minordamage
  .
  abdomen.
  bleeding in spite of cauterization
  .
  out of woundand begins filling abdomen.
  +2H
  +3H-0-(-5)
  +5H- 2V-36-(-10)
  +5H-30®-4ft-(-15)
  +1 OH-4xo®-7" -(-20)
  Plasma burns offa random love
  Foe dodges most of the blast, but a still
  Blast burnsthrough d5 ribs . Muscles and
  Blast bursts through rib, crippling lung.
  Good thing God gave him two lungs
  .
  76-80
  handle.
  burns through d5 ribs .
  tendons are badly burned.
  Hope he has good medical.
  Several ribs are burned away
  .
  +4H-2x-(-5)
  +5H-20-(-10)
  +1OH-30-(-15)
  +7H-20-66-(-10)
  +1 OH-3W®-86-(-20)
  Only a piece of that caught him. He'll
  Foe takes it in the gut
  . The internal
  Plasma burns a grapefruit-sized large
  Blast makes agory mess of toe's
  Blast blowsthroughtoe's gut. His spine
  81-85
  have anew appendix scar
  .
  damage is significant .
  hole in foe's abdomen.
  midsection.
  dissolves, leaving him paralyzed .
  +4H-0-(-5)
  +5H-0-3r1-(-10)
  +8H-2Xt-46-(-10)
  +1 OH-40-2®-66-(-15)
  +15 H -2ft
  Blast splashes onto chestas it
  Solid hit burns through d5 ribs and
  Plasma burn throughdl 0 ribs wrecks
  Sternum managesto channel plasma
  Blast burns straight through foe's sternum
  .
  86-90
  passes .
  causes muscle and tendon damage .
  foe'slung
  .
  around heart, but both lungs and various
  Talk about a heart attack.
  other organs aredamaged
  .
  +5H-(-5)
  +1 OH-20-6-(-10)
  +1 OH-30-®-46-(-15)
  +12H-3~-76-(-30)
  (+20)
  Foe's earis removed.
  Plasma doesn't quite burn throughfoe's
  Plasma burns deep into toe's skull,
  Plasma burns hole in skull . Foe slips into
  Foe's head just sort of boils away
  . Foe is
  91-95
  skull .
  wrecking foe's hearing in that earfor
  a coma fordl 0weeks and losesa level's
  too shocked to fall over.
  good .
  worth of experience.
  +2H
  +5H-30-(-5)
  +7H-20-48-(-10)
  +10H-8r1
  (+20)
  Shot leaves burn marks across foe's
  Plasma burns through toe'sjaw.
  Blastto foe'smouth burns through jaw
  Plasm burns foe's jaw away. That's a lot
  Plasma burns straight through foe's mouth
  96-99
  face . Scar will shave 10 off his
  Naturally, he can't talk. Take 20 off his
  and teeth,
  of blood foraburn-wound .
  andoutthrough his spine. Foe is paralyzed
  .
  appearance
  .
  appearance.
  +4H-2s+-(-5)
  +6H-20-®-26-(-10)
  +7H-300-26-(-15)
  +3H-x-104-(-10)
  +8H-204-(-75)
  Blast enters through eye, burning
  Plasma enters foe's earand hollowsout
  You burn foe's head down to a nub. Carry
  Blast catchesfoe dead in the face,
  Foe's neck just sort of disintegrates, leaving
  100
  outhalf his brain . Neat .
  hisskull. Wow.
  on.
  melting h right off. Ick .
  his head hanging in the airfora beat.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  5.28 STUNNER WEAPON ATTACK TABLE
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  xx33
  UM 01-xx
  66
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  Chain
  R-Leather
  Heavy
  Light
  Heavy
  Light
  (15/16)
  (13/14)
  (11/12)
  (9/10)
  S-Leather
  Heavy
  Light
  (7/8)
  (5/6)
  TYPICAL WEAPON DATA
  Animal
  Heavy
  Light
  (4)
  (3)
  F- Weapon fumbled, roll on the appropriate Fumble/Failure Table .
  UM -Unmodified roll . Apply result with no modifications .
  IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
  Kevlar
  Kinetic
  I
  Combat
  Heavy
  Light
  Heavy
  Light
  Heavy
  Light
  (11wM
  (u1D
  (V1)
  (VIn
  (n:/x)
  (Vin)
  148-150
  145-147 :
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  xx-33
  01-xx UM
  Max
  Critical
  A
  B
  C
  D
  E
  f - Criticals inflicted are of one higher severity level (A=B, B=C, C=D).
  $ - Criticals inflicted are of two higher severity levels (A=C, B=D, C=E).
  Range Modifiers
  +10
  +0
  -25
  -50
  -100
  Sec. Sys. Mark I - V
  5'
  15'
  30'
  60'
  150'
  WEAPON DATA
  Fumble
  Action/
  OB
  Weapon
  Range
  Rounds
  Mod
  Max
  Result
  Security Sys. Mark I
  01-02
  Cont/Days
  +0
  150
  Security Sys. Mark Il
  01-02
  Cont/Days
  +0
  150
  Security Sys. Mark 111
  01-02
  Cont/Days
  +0
  150
  Security Sys. Mk IV f 01-02
  Cont/Days
  +0
  150
  Security Sys. Mark V $ 01-02
  Cont/Days
  +0
  150
  Weight:
  .02 pounds
  Range Modifiers:
  l'-5':+10
  Fumble Range:
  01
  °'
  - 02
  (XX=2)
  6'- 15' : +0
  Action:
  Continuous
  16'- 30' : -25
  Rounds:
  120 hours
  31' - 60' : -50
  Critical Type:
  Stunner
  61'- 150':-100
  
  Key:
  BA-must parry 8 rounds;
  B(R-no parry for B rounds;
  BO-stunned for 6 rounds;
  B"-bleed 8 hits per round;
  (-B)-foe has -B penalty,
  (+B)-attacker gets +8 next round.
  67
  17.16 STUNNER CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Maybe you'll getasecond chance.
  Foeshrugs it off.
  Foe shakes his head to clear it
  .
  Foe turns his ankle.
  Foe reaches outto steady himself .
  01-05
  +0H
  +1H-x
  +1H-2x(-10)
  +3H-2x-24-(-10)
  +5H-300-(-20)
  No effect.
  Foestaggers.
  Foeis dazed amoment.
  Foe has ahard time functioningforthree
  Foe falls to one knee .
  06-10
  rounds
  .
  +1H
  +3H-x-4
  +4H-ri-26-(-10)
  +5H-2ri-34-(-15)
  +7H-3riri®-44-(-25)
  Foe stumbles.
  Foe is a little offforthree rounds .
  Foe has a hard time with his hand-eye
  Foe leans against the nearest object for
  Foe's coordination messed up for 2 days .
  11-15
  coordination for 4 rounds.
  support.
  +1H
  +3H-x-(-5)
  +5H-2ri-24-(-10)
  +3H-4ri-2ri-(-20)
  +12H-6ri-36-(-25)
  Foe is shaken.
  Foeis dazed.
  Foelooks at you, surprised
  .
  Foe loses the use of his armfor24
  Foe's legs stop working for3days.
  16-20
  rounds
  . He stumbles
  .
  +1H
  +3H-x-(-5)
  +5H-2#-26-(-10)
  +3H-4ri-2x-(-20)
  +12H-6ri-36-(-25)
  Foe is somewhat. dazed.
  Foe looks around, confused.
  Foe is stunned.
  Foe is paralyzed from the waistdown for
  Foe loses control of his neck muscle and
  21-30
  7 rounds . If standing, he takes the
  his head falls asleep for12 rounds
  .
  damage below.
  +2H
  +2H-ri (-5)
  +7H-3ri-4,-(-10)
  +7H-3ri-56-(-20)
  +3H-106-(-5)
  Foe is stunned .
  Foeis disoriented.
  Foe falls to one knee, struggling to
  Foe is having a hard time concentrating .
  Foe wanders off, confused, for 16 rounds.
  31-40
  remain conscious.
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-2ri-36-(-15)
  +12H-4ri®-76-(-50)
  Foe is having trouble.
  Foe reachesoutto steady himself .
  Foe has a problem with hand-eye
  Foe falls, hard.
  Foe is disoriented and confused.
  41-50
  coordination for 1 hour.
  -
  +2H
  +4H-20
  +1 0H- 30 -(-15)
  +15H-300 -(-25)
  +12H-500-34-(-25)
  Foe is confused.
  Foe is knocked to his knees. Penalty only
  Foe's limbs feel wooden for 7 rounds
  .
  Foe collapses, stunned.
  Foe is lost and unable to cope with his
  51-55
  applies next round.
  surroundings
  .
  +2H
  +2H-x-(-5)
  +SH-ri-26-(-10)
  +12H-2ri-3x-(-15)
  +15H-3ri®-34-(-30)
  Well done.
  Foestaggers and falls against something
  Foe has a hard time moving rightfor
  Foe is incapacitated for11 rounds
  .
  Foe goes down, hard .
  56-60
  pointy.
  about 12 rounds.
  +2H
  +4H-x-(-5)
  +10H-2ri-(-15)
  +12H-3iri-®-(-20)
  +15H-400-46-(-25)
  Foe falls to one knee.
  Foe's arms ceasefunctioning for 7
  Neural pathways disrupted .Foe is blind
  Foe dropsto the ground in a grand mal
  Foe does a face plant. Graceful.
  61-65
  rounds.
  for 9 rounds. Foefalls.
  seizure. It lasts 12 rounds.
  +3H-x
  +SH-ri-(-5)
  +1 OH-230-®-(-15)
  +15H-3tQ-36-(-20)
  +20H-Sri®-(-50)
  Foe falls. He isn't orienting well at
  Foecollapses, landing wrong
  . He looks
  Attack takes all the life out of foe's limbs.
  Foe collapses, snapping an arm in the
  Foe collapses, in acoma,for20 days.
  66
  all .
  like that hurt
  .
  He falls, paralyzed, for 20 rounds.
  process. He is unresponsive for 24
  Penalties last an additional 20 days .
  rounds.
  +1 OH-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-6ri®-106-(-50)
  +30H-12ri®-76-(-75)
  Foe drops his weapon .
  Foe is dazed. He drops anything in his
  Foe begins drooling all over himself, as
  Foe collapses into a quivering pile for 13
  Foe collapses on his equipment, causing
  67-70
  handsand stares into space, completely
  he collapses, paralyzed. Pathetic .
  rounds. His equipmentis scattered .
  random damage .
  unresponsive, for8 rounds .
  +1H-x
  +5H-ri-(-10)
  +1 OH -2ri-(-15)
  +15H-4ri®-6-(-20)
  +20H-6ri-4®-(-30)
  Foe falls to one knee.
  Foe's legs fold underneath him. His legs
  Foe falls to his knee. He is notdoing well.
  Strike wrecks foe'scoordination for 14
  Foe loses control of his limbsfor40
  71-75
  refuse to work for10 rounds .
  rounds.
  rounds . Guess he'll have to use harsh
  +2H
  +3H-ri-(-5)
  +5H- 2ri-34-(-10)
  +5H-3riri®-46-(-15)
  +1 OH-4ri®-7" -(-20)
  Foe is really disoriented
  .
  Musclesgive out. Foe is paralyzed for 10
  Foe is messed up. He can'tquite move
  Foe's neurons begin misfiring . He isn't
  Foe is uncoordinated for twodays
  .
  76-80
  rounds.
  right for 15 rounds.
  himselffor 20 hours
  .
  +4H-2x-(-5)
  +5H-2ri-(-10)
  +10H-3ri-(-15)
  +7H-2ri-66-(-10)
  +10H-3W®-86-(-20)
  Foe is knocked down.
  Foefalls to his knees.
  Foe manages to stay upright forthree
  Attack leaves one half of foe's body
  Something goes terrible wrong
  . Foe's heart
  rounds, afterwhich, he collapsesfor10
  paralyzed for 16 rounds.
  goes into arrest
  . Immediate medical
  81-85
  rounds, paralyzed.
  attention should save him
  . He has10
  rounds .
  +4H-ri-(-5)
  +5H-ri-36-(-10)
  +8H-2ri-46-(-10)
  +10H-4ri-2®-6" -(-15)
  +15H-26
  Foe is really out of h.
  Foecollapses as hit musclesgive out. He
  Foe is uncoordinatedfor 5 hours.
  Foe is paralyzed, but fully conscious, for
  Foe falls hard. He slips into a 30 day coma.
  86-90
  is paralyzed for 12 rounds
  .
  17 rounds.
  +5H-(-5)
  +1 OH -2ri-4-(-10)
  +1 OH-Sri-®-46-(-15)
  +12H-3ri®-76-(-30)
  (+20)
  Foe is lost . Penalty lasts for one
  Sonics scramble foe's brain. His body
  Foe's eye's won't focus
  . All actions
  Foewishes he were dead .
  Motor control is spotty at best . Foe is
  91-95
  hour.
  doesn't work right for 24 hours
  .
  involving vision are penalizedfor 1 day.
  unable to fight for 24 hours.
  +2H
  +5H-3ri-(-5)
  +7H-2ri-4B-(-10)
  +1 OH-84
  (+20)
  Foe is out cold for15 rounds
  .
  Foecollapses, cutting himself . He cannot
  Foe collapses, paralyzed, for24 rounds .
  Foe is incapable of all but the briefest
  Foefolds like a bad poker hand
  . He will not
  96-99
  move for 20 rounds.
  He then tries on a 10-day coma.
  moments of lucidity for3 days.
  regain consciousness for30 days.
  +4H-2ri-(-5)
  +6H-2ri-®-24-(-10)
  +7H-3ri®-26-(-15)
  +3H-x-106-(-10)
  +8H-206-(-75)
  Foe begins spasming
  . He has
  Foe is knocked cold for24 rounds .When
  Foe feel his legs go outfrom underneath
  Foe goes down like the Titanic.
  Foefalls, hitting his head andcausing
  100
  whiplash . He won't completely
  he wakes up, it takes 6 hours for his
  him
  . He lands, hard, and doesn't shake
  tremendous blunt trauma. Foe dies .
  shake this offfor3 hours.
  coordination to come back .
  off the effects for24 hours
  .
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  68
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  E
  D
  D
  C
  C
  C
  C
  B
  B
  B
  8
  A
  A
  A
  28E
  27E
  26D
  25D
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  S-Leather
  Heavy
  Light
  (7/8)
  (5/6)
  29E
  28E
  27E
  26E
  25D
  24D
  23D
  22D
  21C
  20C
  19C
  18C
  17B
  16B
  14B
  42F
  40E
  39E
  37E
  36E
  35E
  33E
  32D
  31D
  29D
  28D
  26C
  25C
  24C
  22C
  F-Attack fumbled, roll on the appropriate Fumble/Failure Table.
  UM - Unmodified roll. Apply result with no modifications .
  For a "F" severity critical, roll once and apply both an "E" and an "A" result.
  29E
  27E
  26
  25E
  24D
  23D
  22D
  21C
  20C
  19C
  1BB
  17B
  168
  15A
  14A
  13A
  12A
  11A
  10
  9
  35E
  33E
  32E
  31E
  30
  28D
  27D
  26D
  25D
  24C
  22C
  21C
  20C
  19B
  18B
  16B
  15B
  14A
  13A
  11A
  10A
  31D
  30D
  29D
  27C
  '26C
  25B
  238
  22B
  21B
  19B
  18B
  17B
  15A
  14A
  13A
  11A
  10A
  9
  7
  6
  17B
  168
  15B
  14A
  13A
  12A
  11A
  9
  9
  8
  30E
  28E
  27E
  26E
  25D
  24D
  23D
  22C
  22C
  19C
  1BB
  178
  16B
  15A
  14A
  13A
  12A
  10A
  9
  8
  33E
  32E
  311)
  29D
  28D
  27D
  26D
  25C
  24C
  23C
  22C
  208
  19B
  18B
  17B
  16A
  15A
  13A
  13
  12
  Combat
  Heavy
  Light
  (1/X)
  (VIII)
  35E
  26E
  28E
  33E
  25E
  27E
  32E
  24D
  26D
  31E
  23D
  25D
  30D
  22C
  24C
  23C
  17B
  18B
  21Bs
  16B
  17B
  20B'
  15B
  16B
  19B
  14A
  15A
  18B
  13A
  14A
  2
  1
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  01-02 UM
  ATTACK DATA
  Fumble
  Critical
  OB
  Max
  Max
  Range
  Type
  Mod
  Result
  Critical
  Alligator
  01-02
  Puncture
  +45
  120
  D
  Bear
  01-02
  Puncture
  +60
  120
  D
  Camel
  01-02
  Puncture
  +40
  120
  D
  Drake
  01-02
  Puncture
  +90
  150
  F
  Dragon
  01-02
  Puncture
  +115
  150
  F
  Eagle
  01-02
  Slash
  +35
  105
  B
  Elephant, tusk
  01-02
  Puncture
  +70
  150
  F
  Hawk
  01-02
  Slash
  +25
  105
  B
  Horse
  01-02
  Puncture
  +35
  120
  D
  Human
  01-02
  Puncture
  +0
  105
  A
  Lion
  01-02
  Puncture
  +85
  135
  E
  Octopus
  01-02
  Slash
  +45
  105
  B
  Rhinocerous, horn
  01-02
  Puncture
  +120
  150
  F
  Shark
  01-02
  Puncture
  +80
  125
  E
  Snake
  01-02
  Puncture
  +30
  100
  B
  Tiger
  01-02
  Puncture
  +85
  135
  E
  Unicorn, horn
  01-02
  Puncture
  +140
  135
  E
  Rodent
  01-02
  Puncture
  +15
  90
  A
  148-150
  16E
  25E
  2
  145-147
  15D
  24E
  142-144
  14C
  23D
  139-141
  13C
  22D
  136-138
  12B
  21C
  133-135
  11B
  20C
  130-132
  118
  19C
  127-129
  108
  18C
  212019181716151413121111109A
  124-126
  9A
  17C
  121-123
  8A
  17B
  118-120
  7A
  16B
  115-117
  6A
  15B
  112-114
  6A
  14B
  109-111
  13A
  106-108
  12A
  103-105
  8A
  100-102
  7
  97-99
  6
  94-96
  5
  91-93
  4
  43-45
  40-42
  37-39
  34-36
  03-33
  UM 01-02
  F
  
  7.2 PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Foe avoids most of the attack .
  Glancing blow. Nothing extra
  .
  Foe dances clear of the worst.
  Strike bounces off.
  Strike lands flat.
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  Strike failed to connectwell.
  Panck!
  Nick your weapon andyour foe.
  Strike landswithout energy .
  Shot unbalances foe
  . You have initiative.
  06-10
  +1H
  +2H
  +3H
  +4H
  +SH
  Strike causes foe to flinch . You gain
  Foe questions his resolve
  . You gain
  Foe's evasion puts him out of position .
  Foe evades and maneuversfor a better
  Foe is fearful of your skill and steps back
  11-15
  initiative next round.
  initiative next round
  .
  You gain initiative next round.
  position
  .
  from your mighty onslaught.
  +1H
  +3H
  +5H
  +2H-x
  +3H-X
  Foe steps back defensively.
  For steps back and avoids theworst.
  Slow to foe'sside. It foe hasa belt it is
  Precise strike to foe's side . You have the
  Foe vibrates from the impact of the
  16-20
  severed.
  initiative for 1 round
  .
  strike.
  +1 H-X
  +2H - (X-10)
  +3H - (X-20)
  (-10)
  0-(+20)
  Convince foe of his peril by just
  Foe is uncertain about your next attack.
  Strike crosses foe's head
  . If he has a
  Youwound foe in hip. Strike strips
  Deal foe a measurable blow to his side
  .
  missing his abdomen.
  He choses to letyou make thefirstmove
  helm it is knocked offanddented .
  equipmentfrom rightside of waist.
  Any one container on your foe now has a
  21-35
  (you gain the initiative).
  hole in it .
  +2H-X (+10)
  +2H-2x
  0- "
  0-2"
  +2H-2" -(-10)
  Nick foe's calf with long follow
  Cheap shot to foe's shin
  .
  Strike along foe's calf
  . The damage
  Closecall for foe's groin.
  Strike to upper leg rips clothing
  .
  through
  .
  takes a moment to show
  .
  36-45
  with leg greaves:+SH- x
  with waistarmor: +4H-0
  with leg armor: +3H-x
  "
  w/o leg greaves
  : +2H- "
  2"
  w/o waist armor
  : 3"
  w/o leg armor: +2H-3"
  Foe's evasion exposes his back to
  Blow to back damages any equipment
  Lower back strike sends foe reeling .
  Light strike pins foe'sweapon arm to his
  Strike to side
  . If foe has armor, the blow
  your strike.
  worn there.
  His guard is still up
  .
  side .
  tears it open andexposes skin .
  46-50
  with abdomen armor: +8H-0- "
  +2H-(X-30)
  0- "
  20-"
  +6H-00
  w/o abdomen armor: +4H-00-4"
  Strike to foe'schest and he looks
  Solid strike to foe's chest. Bloodfrom
  Strike toward chest. If toe has a shield, it
  Solid chest strike leaves bruises and
  Foe goes lowto evadeyour attack. Strike
  impressed.
  wound ruins any heraldry.
  is out of position forthe rest of the
  blood.
  takes toe down on one knee
  . Finish him.
  51-55
  round.
  (x-25)-2 "
  +3H-2" -2X
  +3H-20-2"
  +5H-X-3" -(-15)
  +5H-00-(-10)
  Minor thigh wound .
  It could have
  Thigh wound does some damage.
  Strike to foe'sthigh
  .
  Strike foe in abdomen.
  Blow to foe's side. He stumbles to your
  been better.
  right 10 feet .
  56-60
  with leg armor
  : +8H-~- "
  with abdomen armor: +5H-2
  +2H-0-24
  +3H-00-2"
  w/o leg armor
  : +5H-20-2 "-(-10)
  w/o abdomen armor: +3H-00-3"
  +6H-00-5 "
  Minorforearm wound numbs
  Forearm strike shakes foe up
  . Foe
  Solid strike to foe's right forearm
  .
  Blow to foe's weapon arm . Arm is
  Catch foe's forearm . The wound opens
  foe's grip .
  attempts a recovery.
  numb
  .
  up nicety
  . Foeis in pain .
  61-65
  with arm greaves: +5H-206
  +2H-2"-(-10)
  +2H-0-2"-(-10)w/o arm greaves:+3H-20-2" -(-10)
  +3H-23r-3"-(-10)
  +5H-2trr-3 "-(-15)
  Strike to foe'sshield shoulder. Arm
  Foe blocks your attack with his elbow
  .
  Strike shatters toe'sknee. Foecrumbles
  Strike to head kills foe,
  if he has no
  Strike through both of foe's lungs. Foe
  is useless. That must realty hurt!
  Elbow is shattered . Shield arm is
  to the ground . He is down for 3 rounds
  .
  helm . If he has a helm he in knocked out
  drops and passes out
  . He dies 6 rounds
  66
  useless
  .
  for6 hours
  .
  later.
  30-(+10)
  +3H-40-2x
  200- (-90)
  +10H
  (+10)
  Strike along foe's neck .
  Strike to foe's neck. It's not enough fora
  Strike along toe's neck
  . Foe is frantic to
  Strike down foe's defenses with a blow
  Shot raises toe's arm up, severing many
  kill .
  evade death.
  to both arms .
  muscles and tendons. Arm is useless.
  67-70
  +5H-30-C3
  20-3" -(-5)
  40-2®-(+15)
  +3H- 200-(-20)
  60-3 "
  Strike to lower leg
  .
  Strike to foe'scalf . Slash muscle. Foe
  Destructive strike to lower leg. If foe has
  Excellent blow to lower leg slashes
  Strike plunges into leg with deadly effect .
  almost falls down .
  leg armor, it is torn free .
  muscles and cartilage . Foefalls prone.
  Foe drops, gripping his leg in pain.
  71-75
  with leg greave: +5H - 3x -(-10)
  w/o leg greave :+3H-00-(-25)
  +3H-200-(-40)
  +5H-2~00-(-50)
  +6H-200-(-50)
  309-(-75)
  Strike toe in upperarm. Youtear
  Strike to shield side . If toe has shield,
  Strike through muscle in shield arm .
  Strike to toe's shield arm.Arm is
  Strike foe in weapon arm, the bone is
  his pretty clothes.
  your weapon is stuck in it fora round.
  If foe has a shield, he drops it.
  useless
  .
  broken
  . Arm is useless.
  76-80
  +3H-20-36 - (-25)
  30 -34 - (-30)
  60-36 - (-25)
  +12H -60 -34
  +10H - 308
  Deep wound in foe's side. Well, it
  Tear open foe's side in agraphic display
  Strike bites into foe's ribs . The impact
  Major abdomenalwound . Blood pours
  Strike to foe's back severs a vein. Foe
  81-85
  looked like a killing blow.
  of violence.
  sounds trulyterrible.
  out in frightening quantities.
  goes to his knees and dies in 12 rounds
  .
  60-5 "-(+20)
  +6H-309-5"-(-25)
  +6H-300-(-25)-5"
  +1 OH-300-6" -(-20)
  -
  Catch foe in the back. He drops his
  Strike to foe's head.
  If foe has no helm
  Strike impacts on foe's head . It he has
  Strike through foes kidneys. Foe is down
  Strike plunges in just belowtoe's
  guard and stumbles toward .
  he dies
  . If toe has helm, he fallsto his
  no helm, he dies . Helm is destroyed.
  and immobile for 2 hours, then he dies.
  collarbone Foe drops and dies in 12
  86-90
  knees.
  rounds.
  200-26 -(-20)
  +6H-200
  +6H-200
  +9H
  -
  Strike to foe's ear. Foe hears at -50.
  Strike to foe's hip
  .
  Strike to chest. If foe has plate chest
  Strike through toe's side spills his guts
  Your weapon passes through the arm
  armor, he drops and dies in 9 rounds . If
  on thefloor
  . Foe fights on normally for 6
  and sticks out the otherside. Foe dies in
  91-95
  not, he dies instantly.
  rounds, then dies.
  12 rounds .
  with helmet: +5H-40-®
  with waistarmor: +7H-0
  . -(-10)
  w/o helmet : +31-1-24-200
  w/owaistarmor:+5H-0-3 "-(-25)
  -
  -
  120
  Strike to nose. There is a
  Strike through foe's cheekand throat.
  Strike throughfoe's neck breaks
  Strike plunges into doomed toe's chest
  Shot throughheart sendsfoe reeling
  permanentscar
  . Foe's eyes are
  Foe drops and dies after9 rounds of
  backbone and severs spine. Foe is
  and emergesfrom the other side
  . Foe
  back 10 feet to a place suitable for death
  .
  96-99
  crossedfor a moment .
  incapacity.
  paralyzed from the neck down.
  drops and dies in 6 rounds .
  Your weapon is stuck in reeling foe
  .
  300-36
  (+20)
  -
  -
  -
  Strike through neck. Sever vein and
  Strike plunges into toe's eye. Foe dies
  Shot through both ears proves
  Strike through brain makes life difficult
  Strike to toe'seye
  . Foe dies instantly.
  artery. Foe cannot breath . Foe
  instantly
  . Foe remainsstanding fora
  effective. Foe dies instantly. Pretty shot .
  for foe. You have a half round left to act . Carryon soldier.
  100
  drops and dies of heart failure
  .
  moment untilhe realizes this.
  -
  all allies get+10 for 1 round
  6(+20)
  (+20)
  (+25)
  Key:
  BX-must parry 8 rounds;
  8®-no parry for B rounds;
  BO-stunned for 8 rounds;
  B"-bleed B hits per round;
  (-B)-foe has -B penalty,
  (+B)-attacker gets +B next round.
  69
  
  5.30 CLAW ATTACK TABLE
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  68-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  3739
  3436
  0333
  UM 01-02
  t
  F-Attack fumbled, roll on the appropriate Fumble/Failure Table.
  UM - Unmodified roll . Apply result with no modifications.
  For a "F" severity critical, roll once and apply both an "E" and an "A" result.
  Animal
  Heavy
  Light
  (4)
  (3)
  19E
  21E
  18E
  20E
  ''I
  24E
  17E
  19E
  23E
  17E
  19E
  23E
  i6D
  18E
  22E
  Kevlar
  Heavy
  Light
  (MUM
  (1/11)
  18E
  I -
  17E
  16E
  15D
  15D
  11B
  12B
  10B
  11B
  9A
  10A
  10A
  148-150
  145-147
  142-144 -
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117,
  112-114
  `' 109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  65-57
  52-54
  49-51
  46-48
  43-05
  40-42
  37-39
  3436
  03-33
  Max
  Critical
  E
  E
  F
  F
  D
  D
  A
  E
  C
  E
  B
  E
  A
  E
  D
  D
  01-02 UM
  Kinetic
  Heavy
  Light
  (VI)
  (VII)
  Combat
  Heavy
  Light
  (Wx)
  (VIII)
  19E
  21C
  16E
  18E
  18D
  20E
  15D
  17E
  17D
  19E
  14D
  16D
  17D
  19E
  14C
  16D`
  16D
  18D
  13C
  15C
  i6D
  17D
  13C
  14C
  15D
  17D
  12C
  14C
  15C
  16C
  12C
  13C
  14C
  15C
  11B
  12C
  14C
  15C
  11B
  12B
  13C
  14C'
  10B
  11B
  12B
  13B
  1
  10B
  108
  12B
  13B
  i
  9A
  -
  10B
  11B
  128
  108
  11B
  10A
  11A
  8A
  8A
  9A
  10A
  7
  8A
  9
  9A
  7
  7
  8
  9A
  6
  7
  8
  8
  6
  6
  Attack
  ATTACK DATA
  Fumble
  Critical
  OB
  Range
  Type
  Mod
  Max
  Result
  Bear
  01-02
  Slash
  +60
  135
  Chimera
  01-02
  Slash
  +100
  135
  Drake
  01-02
  Slash
  +50
  150
  Dragon
  01-02
  Slash
  +80
  150
  Eagle
  01-02
  Slash
  +50
  120
  Hawk
  01-02
  Slash
  +40
  120
  Housecat
  01-02
  Slash
  +10
  80
  Gargoyle
  01-02
  Slash
  +60
  135
  Kangaroo
  01-02
  Slash
  +50
  110
  Lion
  01-02
  Slash
  +120
  135
  Platypus
  01-02
  Slash
  +30
  105
  Tiger
  01-02
  Slash
  +75
  135
  Rodent
  01-02
  Slash
  +20
  90
  Sphinx
  01-02
  Slash
  +140
  135
  Wombat
  01-02
  Slash
  +40
  120
  Yeti
  01-02
  Slash
  +80
  120
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  S-Leather
  Heavy
  Lig
  (7/8)
  (5/6)
  12E
  18E
  15E
  23
  11D
  17E
  14E
  22
  110
  16E
  13E
  21E
  10C
  16D
  13D
  21E
  10C
  15D
  12D
  20
  9B
  15D
  12D
  19E
  9B
  14C
  11C
  19E
  8B
  13C
  11C
  18D
  88
  13C
  10C
  17D
  7A
  128
  10C
  17D
  12B
  9B
  16D
  118
  !
  9B
  15C
  10A
  8B
  15C
  10A
  8A
  14C
  13C
  5
  9A
  7A
  13B
  4
  8A
  6A
  128
  4
  BA
  6A
  11B
  3
  7
  5A
  11A
  3
  6
  5
  10A
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  Chain
  Heavy
  Light
  (15/16)
  (13/14)
  10E-
  15E
  14D
  17E
  15D
  13C
  16E
  14D
  13C
  15D
  14C
  12C
  15D
  13C
  '2B
  14C
  7B
  13C
  11B
  14C
  7B
  12C
  11B
  13C
  7B
  12C
  10B
  13C
  6A
  11B
  10A
  12C
  6A
  11B
  9A
  12B
  
  Key:
  BY.-must parry 8 rounds ;
  B®-no parry for 6 rounds ;
  Bit-stunned for 3 rounds;
  86-bleed 5 hits per round ;
  (-B)-foe has -B penalty;
  (+8)-attacker gets +6 non round.
  7.1 SLASH CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Weak strike.
  Feeble strike falls clear of target
  .
  Firm shot. Good recovery
  . Tryagain.
  Strike lands poorly.
  Your attack is weak.
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  Good form, but it disappoints.
  Hard strike with no edge . Foesteps clear
  Strike toewith more force than edge.
  An opening appearsand all you can to is
  Unbalancefoe. You receive initiative next
  06-10
  before you sort it out.
  smack foe lightly.
  round
  .
  +1H
  +2H
  +3H
  +4H
  +5H
  Blademisses foe'sface by inches.
  Foesteps quickly out of your reach
  . You
  Blow to foe's side yields the initiative to
  You forceyour opponent back. He keeps
  You push aside foe's weapon and force
  11-15
  You receive initiative next round
  .
  receive initiative next round.
  you next round
  .
  you at bay with wild swings.
  him back.
  +1H
  +3H
  +6H
  +3H-x
  +4H-x
  Strike passes under foe's arm
  .
  It
  Blow to foe's side
  . Foe defends
  Your assault catches foe in side and
  You lean in and slash foe's side
  . You
  Strong blow to foe's ribs . Foedrops his
  16-20
  fails to bite deep . He recoils.
  energetically.
  forces him back 5feet.
  receive initiative next round.
  guard and almost his weapon .
  +1 H - x
  +2H - (x-10)
  +4H-(x-20)
  +2H - (-10)
  0,8-(+10)
  Foe's evasion puts him out of an
  Foe is shaken by your blow to his
  You breakfoe's rib with a lightning
  Arm and chest strike. Foe cannot defend
  Foe avoids your main effort, but you nick
  aggressive posture,
  side
  . His defensivemeasures look
  strike to his chest. He recovers quickly .
  himselffora moment. You step around
  him on your recovery. Foe receives minor
  21-35
  clumsy.
  His shield side still facesyou.
  his shielded side .
  side wound andstumbles back 10 feet
  .
  +2H-x-(+10)
  +2H-(x-20)
  +3H-#
  +3H-00
  +3H-4-(-10)
  Minorthigh wound. Cutfoewith
  Strike foe in shin . If he doesn'thave
  The blow does nothing more than open a
  Foe blocks your attack on his chest. You
  Blow to foe's upper leg. Leg armor helps
  the smallest of slashes.
  greaves, you slash open foe's shin .
  wide cut in foe.
  slash foe's upperarea
  .
  blockthe blow.
  36-45
  -
  with leg greaves: +2H-x
  with leg greaves: +5H
  4
  w/o leg greaves:+2H-4
  +2H-26
  +3H-24
  w/o leg greaves:+3H-36
  Blow to foe's back
  . Foeattempts to
  Foe twists oddly to avoid your attack.
  Blow to foe's back
  . Foe twists out of h
  Reach long and catch foe in his lower
  Strike to toe's stomach
  . He doubles over
  ward you offwith a wild swing
  .
  Blow strikesfoe's back.
  and you turn your weapon to magnify
  back. He twists out of it, but is
  in pain andyou pull your sword clean
  46-50
  the wound. Foe yells out
  .
  unbalanced .
  with one more sweep
  .
  +2H-(x-30)
  +4H-(x-30)
  +3H-0&-6
  +3H-09-26
  +4H-00-36
  Blow to foe's chest
  . Foe stumbles
  Quality strike. Minorchestwound. If foe
  Blow lands solidly upon foe's chest.
  Heavy blow to uppertorso. Wound falls
  Cut foe open with little grace. You are
  back and puts up a feeble guard.
  has armor, he only staggers. If not, the
  You get some slashing action, but not a
  open and foe is
  in pain
  . His guard is still
  unsure of your success untilyou see all
  51-55
  wound is effective.
  mortal wound .
  up, amazingly enough .
  the blood coming out of his chest.
  with chest armor: +4H-x
  +2H-(x-25)-6
  w/o chest armor: +3H-2x-4-(-5)
  +4H-x-26-(-10)
  +5H-x-36-(-15)
  +6H-20-46-(-10)
  You recover from your initial swing
  Edge makescontact well enough. Minor
  Strike to side slipsdown onto toe's
  Tip of your blade gets a hit on foe's
  Thigh wound. Your blow cuts deep and
  56-60
  and bring edge across foe'sthigh
  .
  thigh wound.
  thigh.The wound is effective.
  thigh . You twistyour weapon .
  severs an important vein.
  +3H-x-24
  +4H-2x-24
  +5H-'a-26
  +6H-2:z-26
  +81-1 -20-56
  You feign high and strike low
  .
  Nick foein his forearm. Wound bleeds
  Catch part of foe'sforearm . You make a
  You are luckyto strike foe's forearm
  Foe tries to disarm you and pays with a
  61-65
  Slash foe in back of upper leg .
  surprisingly strongly
  .
  long slice in foe'sarm.
  while recovering from a lunge.
  nastycutto his forearm
  .
  +3H-24-(-10)
  +4H-Kt-24-(-10)
  +4H-twt-36-(-10)
  +4H-2trr-36-(-10)
  +6H-20-36-(-15)
  Foe blocks your attack with his
  Your strike misses torso and breaks
  Your swing falls short when foe leaps
  You knockfoe out for6 hours with a
  Block foe's weapon arm away andthen
  shield arm. Shoulder is broken and
  foe's elbow. Foe drops his weapon and
  back. You shatterfoe's knee. Foe is
  strike to side of head.
  If foe has no helm,
  sever it . Foe drops immediately and
  66
  arm is useless. You have initiative .
  hisweapon arm is useless.
  knocked down .
  you kill him instantly.
  expires in 12 rounds. Good shot!
  +9H-3rwt-(+10)
  +8H-4trt-2®
  +6H-3®-(-90)
  +15H
  +12H-(+10)
  Strike lands close againstfoe's
  Your attempt to behead foe almost
  Slashfoe'sneck
  . Your weapon cuts neck You strike foe'sshoulder and slash
  Slash tendons and crush the bones in
  67-70
  neck. Foe is horrified.
  works. Neck strike. Foe is nothappy
  .
  garments (and armor) free
  .
  muscles.
  foe's shield arm shoulder
  . Arm is useless.
  +6H-30-®
  +7H-2'w+-34-(-5)
  +8H-40-2®-(+10)
  +5H-3rwt-(-20)-(+10)
  40-26
  Blow fallson lower leg
  . Slash
  Slash muscle in foe'scalf. Foe is in too
  Slash muscle and tendonsin foe's lower
  Slash muscle and severtendons in foe's
  Slash toe's lower leg and sever muscle
  tendons. Poor sucker .
  much pain to regain footing quickly .
  leg. Foe stumbles forward into you with
  lower leg . He can't stand much longer
  .
  and tendons. Foewill fall without
  71-75
  his guard down .
  His guard is feeble .
  something to lean against.
  +4H-20-24-(-30)
  +6H-30-®-(-40)
  +7H-204~-(-45)
  30-2®-(-50)
  +8H-60-(-70)
  Foe goes low, butyou still catch his
  Foe moves his shield armtooslowly.
  You come in high and fast . Slash muscle
  Foe mistakenly brings his weapon arm
  Foe reaches out to blockyour blow .You
  upperarm. It's a bleeder.
  You gladly slash hisarm.
  and tendons in foe'sshield arm. Foe's
  across your blade. Sever tendons .
  sever two fingers and break his shield
  76-80
  arm is useless.
  Foe's arm is limp and useless.
  arm making d useless.
  +5H-200-34-(-25)
  +6H-2~CQ-34-(-30)
  +9H-60-41
  +10H-40-2®
  +12H-300
  Foe steps right into your swing.
  Your edge bites half itswidth into foe
  .
  You follow your training well .You
  You plunge your weapon into foe's
  Sever opponent's hand. Sad. Foe is down
  You make a largewound.
  Open up aterrible wound . Blood goes
  extend on your slashing arc. Strike
  stomach . Major abdomenal wound. Foe
  and in shock for 12 rounds, then dies
  .
  81-85
  everywhere.
  lands against foe's side
  .
  is instantly pale from blood loss
  .
  +6H-50-64-(+20)
  +7H-299-64
  +8H-200-44-(-20)
  +10H-40-2®-86-(-10)
  +5H-1200
  Foe turns out andaway from your
  Strike to back. Foe goes pronetrying to
  Blastto back breaks bone . Foe
  Your attempt to disarm foeis even more
  Meat chopping strike severs foe's leg.
  swing
  . You still catch his side
  .
  avoid your strike. He gets up facing the
  stumbles forward before falling down .
  effective
  . Sever opponent's hand. Foe is
  Foe drops and lapses in
  86-90
  wrong direction.
  He is having trouble standing.
  in shock for6 rounds andthen dies .
  unconsciousness. Foe dies in 9 rounds.
  +BH-200-24-(-10)
  +10H-300-3 "
  +9H-400-(-10)
  +6H-600
  +15H-(+10)
  Blow to foe's head.
  If no helmet,
  Strike to foe's hip .The blow has little
  Chop the top of foe's thigh. Sever foe's
  Sever foe'sweapon arm and bury your
  Sever foe's spine. Foe collapses,
  cut offfoe'sear (all hearing ability
  i
  edge, but much impact . Your blow
  leg . Foe drops immediately and dies in 6
  sword into foe's side . Foe falls prone.
  paralyzed from the neck down
  91-95
  halved).
  staggers foe
  . His recovery is slow.
  rounds dueto shockand blood loss
  .
  Foe is in shock for12 rounds, then dies .
  permanently
  .
  with helmet: +3H -209
  w/o helmet: +3H-30-®-36
  +7H-30-®-(-20)-(+10)
  +20H
  +15H-900
  +20H
  The tipof your weapon slashes
  Strike to foe's head breaks skull and
  You cleave shield and arm in half Foe
  Slash foe's side . Foedies in 3 rounds
  Strike to foe's head destroys brain and
  foe's nose. Minorwound and a
  causes massive brain damage . Foe
  attempts to catch hisfalling arm. Foe is
  due to internal organ damage . Foe is
  makes life difficult forthepoor fool
  .
  96-99
  permanent scar .
  drops and dies in 6 rounds
  .
  in shock for 12 rounds then dies .
  down and unconscious immediately.
  Foe expires in a heap-immediately.
  +2H - 6,0 -26 - (-30)
  +20H
  +18H-1200
  +20H
  -
  Strike severs carotid artery and
  Disembowel foe, killinghim instantly
  .
  Strike up, in, and across foe's forehead
  .
  Impale foe in heart. Foe dies instantly
  .
  Very close! Strike to foe's groin area . All
  jugular vein, breaking foe's neck.
  25% chance your weapon is stuck in
  Destroyfoe'seyes. Foe flips onto his
  Heart is destroyed. 25% chance your
  vital organs are destroyed immediately.
  100
  Foe dies in 6 rounds of agony.
  opponent for 1 round.
  back in pain .
  weapon is stuck in for2 rounds.
  Foe dies after24 rounds of agony.
  -
  -
  +5H-3000
  +12H
  +10H-12
  
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  62-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  03-33
  UM 01-02
  72
  F
  27F
  34F
  26E
  33E
  25D
  32E
  24D
  31 E
  23C
  30E
  22C
  29E
  21C
  28D
  20C
  27D
  19B
  26D
  18B
  25D
  15A
  14A
  13A
  12A
  11A
  32F
  47F
  31E
  45E
  30E
  44E'
  29E
  43E
  28E
  42E
  F- Attack fumbled, roll on the appropriate Fumble/Failure Table.
  UM - Unmodified roll . Apply result with no modifications.
  For a "F" severity critical, roll once and apply both an "E" and an "A" result.
  40F
  38E
  37E
  36E
  35E
  40E
  45F
  43E
  42E
  27E
  40E
  34E
  39E
  43E
  26D
  39E
  33E
  37E
  42E
  25D
  38E
  32D
  36E
  41E
  24D
  37E
  31D
  35D
  39E
  24D
  36D
  30D
  34D
  38E
  23D
  34D
  I 29D
  '22C
  33D
  28D
  21C
  32D
  27D
  20C
  31 D
  25C
  18C
  30D
  24C
  18C
  28C
  23C
  17B
  27C
  22C
  16B
  26C
  21C
  16B
  25C
  20B
  15B
  24C
  19B
  14B
  22C
  18B
  13A
  21B
  17B
  12A
  20B
  168
  11A
  19B
  15A
  10A
  17B
  14A
  9A
  16A
  12A
  15A
  18A
  8A
  15A
  11A
  14A
  17A
  8A
  14A
  10A
  12A
  16A
  7A
  13A
  9A
  11A
  14A
  6A
  11A
  AA
  10A
  13A
  32F
  37F
  31E
  35E
  30E
  34E
  29D
  33E
  28D
  32E
  27D
  31E
  26C
  30D
  25C
  29D
  24C
  28D
  23C
  27D
  38F
  43F
  37E
  41E
  36E
  40E
  35D
  39E
  34D
  38E
  32D
  37E
  31D
  36E
  31D
  35D
  30D
  34D
  29C
  33D
  27C
  31 D
  26C
  30D
  ! 25C
  29D
  ! 24C
  28C
  24C
  27C
  22B
  25C
  21B
  24C
  20B
  23C
  19B
  22B
  18B
  21B
  17B
  20B
  16A
  19B
  15A
  18B
  14A
  17A
  13A
  15A
  34F
  39F
  33E
  37E
  32E
  36E
  31D
  35D
  30D
  34D
  29D
  33D
  28C
  32D
  27C
  31C
  26C
  30C
  25C
  29C
  24C
  28C
  23C
  27C
  22B
  26C
  21B
  25C
  21B
  24C
  20B
  23B
  19B
  22B
  18A
  21B
  17A
  208
  15A
  188
  14A
  17A
  14A
  16A
  13A
  15A
  12A
  14A
  11A
  13A
  10A
  12A
  9A
  11A
  8A
  10A
  7
  9A
  6
  8A
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-106
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-06
  61-63
  58-60
  55-57
  52-54
  49-51
  46-08
  43-45
  40-42
  37-39
  34-36
  03-33
  ATTACK DATA
  Fumble
  Critical
  OB
  Max
  Max
  Range
  Type
  Mod
  Result
  Critical
  01-02 UM
  33D
  11 37D
  22C
  26D
  31 D
  36D
  21C
  25D
  30D
  34D
  20B
  24C
  29D
  33D
  19B
  23C
  28D
  32D
  198
  22C
  27C
  31C
  18B
  21C
  25C
  29C
  17B
  208
  24C
  28C
  16A
  19B
  23C
  27C
  15A
  188
  22B
  26C
  14A
  178
  21B
  IE 24C
  13A
  16A
  20D
  23C
  13A
  15A
  18B
  22B
  12A
  14A
  17A
  21B
  11A
  13A
  16A
  ~E
  19B
  10A
  12A
  20F
  30F
  31F
  39F
  19E
  29E
  30E
  37E
  18D
  28E
  lil
  29E
  36E
  17D
  27D
  28D
  35D
  17C
  26D
  27D
  34D
  16C
  25D
  26D
  33D
  15C
  24C
  25C
  32D
  14B
  24C
  24C
  31C
  14B
  23C
  23C
  30C
  13B
  22C
  23C
  29C
  12B
  21C
  22C
  28C
  11B
  20C
  21C
  27C
  11A
  19B
  20B
  260
  10A
  18B
  ~
  19B
  25C
  9A
  18B
  18B
  24C
  9A
  17B
  178
  23B
  8A
  16B
  i6B
  22B
  7A
  15A
  16B
  21B
  6A
  14A
  15A
  20B
  6A
  13A
  14A
  18B
  Bear
  01-02
  Krush
  +80
  120
  D
  Bull
  01-02
  Krush
  +60
  135
  E
  Dolphin
  01-02
  Krush
  +50
  120
  D
  Drake
  01-02
  Krush
  +50
  150
  F
  Dragon
  01-02
  Krush
  +150
  150
  F
  Elephant
  01-02
  Krush
  +80
  150
  F
  Elk
  01-02
  Krush
  +50
  135
  E
  Fall
  n/a
  Krush
  +1/foot
  150
  F
  Hippo
  01-02
  Krush
  +60
  135
  E
  Horse
  01-02
  Krush
  +25
  120
  D
  Manta Ray
  01-02
  Krush
  +40
  105
  B
  Moose
  01-02
  Krush
  +55
  135
  E
  Walrus
  01-02
  Krush
  +40
  120
  D
  Whale
  01-02
  Krush
  +80
  150
  F
  
  Key:
  6X-must parry 8 rounds;
  60-no parry for 5 rounds;
  60-stunned for 8 rounds ;
  61=bleed 6 hits per round;
  (-6)-foe has -6 penalty;
  (+B)-attacker gets +6 next round.
  73
  7.3 KMUSH CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Not very impressive
  .
  Your grip fails you.
  Practice this one.
  Strike blunted by clothing.
  Destroy oneof foe'ssillydecorations.
  01-05
  .OH
  +OH
  +1H
  +2H
  +3H
  The strike lost something in the
  Thud.
  You should have swung much harder
  .
  Foe steps right, then left, and almost
  Blow is forceful, not hard . Foe
  is
  06-10
  translation.
  evades your blow.
  unbalanced
  . You have initiative.
  +OH
  +2H
  +311
  +411
  +6H
  Foe evades your much of your
  Foe evades frantically . You have the
  Really solid strike to foe's shield side .
  Shot closeto foe'sthroat. He seeks to
  Foe raises an arm to block your strike.
  11-15
  swing
  . You have initiative.
  initiative next round.
  You have initiative.
  avoid your next strike .
  He does himself harm
  . You profit
  .
  +3H
  +3H
  +7H
  +5H - (x-10)
  +6H-0- (+5)
  Foe steps back 5 feet. He is out of
  Foe is concerned with hisown
  Blow to foe'swaist
  . He spins sideways .
  Glancing blow takes skin with it
  . You
  Strong blow breaks foe's guard
  . He is
  16-20
  position.
  preservation
  . He stepsback 5 feet .
  have initiative next round.
  unbalanced .
  +2H- X
  +4H - (X-10)
  +6H - (x-20)
  +5H - (-5)
  0- (+10)
  Foe tries to duck underyour strike
  .
  Foe loses some resolve from your solid
  Disorient foe with a tricky shot. He is at
  Foe goes airborne to evade your strike.
  Solid shot breaks foe's ribs. You have
  21-35
  You knock him back.
  strike.
  a loss for words.
  He is stumbling back
  .
  initiative next round
  .
  +3H-x - (+5)
  +4H - (x-20)
  +5H - 4
  +4H - fit®
  +6H - (-10)
  Bust foe's shin
  . You have initiative .
  Blow to foe's left calf . You gain initiative
  .
  Catch foe in lower leg . You gain
  Light swing to foe's leg. Foe's calf is
  Blow to upperleg. Minorfracture
  . You
  initiative, while foeregains footing
  .
  bruised . You have the initiative
  .
  have initiative.
  36-45
  with leg greaves: +9H
  with leg greaves
  : +9H-2x
  w/o leg greaves:+6H-(-5)
  w/o leg greaves:+6H-2(-20)1
  +9H-2(-25)
  +10H-(-10)
  +12H-(-10)
  Foe steps under your blow
  . You
  Solid blow to back. Foe seeks to avoid
  He leans to your shield side andyou hit
  Catch foe in shoulder blade
  . Foedrops
  Glancing strike to lower back. Foeturns
  catch him in the back.
  this attack again. He has lost his way.
  him in the back
  . You have the initiative
  his guard and reels from your blow.
  away to avoid the damage. Foe uses his
  46-50
  for 2 rounds .
  weapon for balance.
  +4H-(X-25)
  +6H-(x-25)
  +5H- 1 70
  +1OH-
  ®
  +15H-Y,~O
  Blow to foe's chest. Foe leans
  Foe recoils before your blow impacts.
  Hard strike to chest, armor does not
  Blow to foe's ribs . It hurts him to raise
  Blow to chest. He seeksto regain his
  51-55
  sideways in pain .
  He steps back 5 feet to defend himself .
  help .
  his arms. Foe cannot lean over .
  wind and surviveyour onslaught.
  +5H-(X-25)
  +6H-2x
  +5H-0-(-10)
  +10H-(-15)
  +15H-2Cr-(-15)
  Blow to foe's waist sends a piece of
  Strike passes under shield arm and
  Strike grazes across left thigh and lands
  Miss foe's arm and strike his thigh. He
  Blow to foe'sthigh causes his right legto
  56-60
  equipment flying . Foe recoils.
  lands on foe'sthigh
  . Big bruise .
  on right
  . It lands solid.
  stumbles and drops something.
  falter for a moment .
  +5H-(x-25),
  +6H-x-(-5)!
  +6H-X-(-5)-(+10)
  +6H-
  -(-10)
  +10H- 9-(-10)
  Strike to weapon forearm .
  Blow to foe's forearm .The strike is
  Catch foe in mid-swing and disarm him.
  Blow to forearm . Blow tears clothing,
  Strike foe's weapon arm with atitanic
  solid
  . The pain is certain.
  His weapon tumbles behind you.
  but not skin
  . Arm is bruised.
  blow . Foedrops his weapon and reels.
  61-65
  with arm greaves: +8H - x
  w/o arm greaves : +5H - 3`r
  +9H - 0-(-10)
  +8H - 0
  +10H - 00- (-10)
  +10H -'0 - (-15)
  Shatter shoulder in foe's shield
  Drive elbowbackwards and break it.
  That does it for him. Your strike lands
  Masterful strike to foe's head
  . If he has
  Crush what was once foe's head; he
  arm
  . Arm is quite useless. Foe
  Arm is useless. Foedrops weapon,
  on foe'sknee. The knee buckles and foe
  no helm, he is dead . If he has a helm, he
  dies instantly
  .
  If foe has a helm, it is
  66
  drops shield,
  if he has one.
  leans way over, and yells out.
  goes down hard
  .
  is knocked outfor 4 hours.
  destroyed also . You are speckled
  with blood.
  +8H -2'a®
  30®I
  +9H-3019 -(-90)
  +20H
  +15H-(+10)
  Solid strike to foe'schest. Knocks
  Bloom! Shot strikesfoe's upperchest.
  Strike to chest causes a host of trouble.
  Blow to shoulder .
  Blow to foe's shield arm. If foe has a
  the breath out of foe.
  Foe stumbles .
  shield, it is broken . It not, arm is broken
  .
  67-70
  with shoulder armor: +6H - fir®
  +8H-30-®
  +10H-2 0®-(-10)
  +10H- 30-20
  -(-10)
  w/o shoulder armor
  : 200- (-20)
  Shot takesfoe in lower leg . He fails
  Strike to foe's right achilles tendon. Oh
  Strike twists foe's knee
  .
  Blow lands with a crack. Leg bone is
  Blow to foe's hip bonebreaks
  it. Help! Foe
  71-75
  to lump over it .
  that hurtsya know!
  broken. Majorcartilage damage.
  has fallen and cannot get up .
  +5H-2"-(-20)
  +1 OH-20-®-(-35)
  +1 OH-20®-(-40)
  +12H-200-(-50)
  +15H-30-(-75)
  Blow to foe's shield arm destroys
  Blow to foe's shield arm breaks wrist.
  Blow to foe's weapon arm. A metal
  Blow breaks foe's weapon arm.
  Slap foe's arm and elbow around like
  shield
  .
  If no shield, arm is broken
  .
  Hand is useless. Foe drops shield .
  armguard is bent and the arm is useless
  Sling foe'sweapon to the right 5 feet
  .
  string. Jointis shattered . Arm is useless.
  76-80
  until until the armoris removed .
  Foe's arm is useless.Tendon damage.
  Foe should have stayed in bed
  .
  +6H -0
  +9H-00 - (-50)
  +8H-S0
  +9H-20~9
  Blow to foe's side sends him
  Blow thunders as it connects
  . Foe's ribs
  Foe yells out before theimpact and is
  Blow lands on foe's side. He goes down
  Blow to foe's armpit. Crush ribs and
  81-85
  stumbling 5 feet to your right .
  crackle in response. It hurts .
  silenced by the blow. Ribs crack
  .
  hard . Victory is close
  .
  destroy organs. Foe dies in 3 rounds .
  +10H-200-(-20)
  +12H-2C~®-(-25)
  +12H-300-(-40)
  +15H-31:~O-(+10)
  +30H
  Strike foe in lower back. Muscles
  Foe makes a mistake and pays . You
  Powerful blow sweeps foe onto his back
  .
  Blow to foe's neck
  . If foe has a throat
  Neck strike shatters bone and severs an
  and cartilage are damaged.
  send him prone with afell strike .
  Bones break and muscles tear.
  protector, he is paralyzed from the neck
  artery . Foe cannot breath . Foe is inactive
  86-90
  Tendons are smashed
  .
  down. If not, he dies in two rounds,
  and suffocates in 12 rounds .
  +12H-300-(-25)
  40®-(-30)
  +20H-6Q-(-50)
  +25H
  -
  Breakfoe's nose.
  j Strike to foe's head. If he has no helm,
  Blow to thigh . Compound fracture
  Strike comes down on the shield
  Blast to foe's back
  . A bone is driven into
  he falls into a coma for 3weeks.
  severs an artery. Foe goes down hard
  shoulder of foe. Arm shatters. Foe dies
  vitalorgans
  . Foe is down and dies in six
  91-95
  and dies in 12 rounds
  .
  from shock and blood loss in 9 rounds .
  rounds,
  with nose guard: +10H-20®
  w/o nose guard: +15H -30®
  +20H -120
  +9H
  -
  +25H
  Blow to foe's head
  . If foe has no
  Blast foe's chest
  . Send ribcage into
  Blow to foe's abdomen
  .
  Strike destroys
  Crush foe's chest cavity
  . He grips your
  Blow to foe'sface.
  If visored, the visor is
  helm, he is dead . It toe has a helm,
  heart . Foe drops and dies in 6 rounds
  .
  a variety of organs. Poor fool expires
  arm, looks into your eyes, then drops
  driven into hisface and foe dies in 10
  96-99
  he is knocked down .
  after 6 rounds of inactivity.
  and dies in 3 rounds .
  rounds . Without a visor, he dies
  instantly
  . You have half the round left.
  +20H-60i
  (+20)
  -
  (+25)
  +30H-(+20)
  Crush foe'sjaw
  . Drive bone through
  Blow snaps neck
  . Foe is paralyzed from
  Strike to forehead
  . Destroy foe's eyes
  .
  Blast to foe's heart . It stops
  . He dies.
  Blow turns hip to dust
  . Foe falls down .
  brain . Foe dies instantly.
  the shouldersdown.
  Send his helm flying
  . Foe is spun about.
  You consider yourself to be deadly.
  Attempts to stand. Falls again and dies in
  100
  Fine work
  . You are readyto slay .
  6 rounds
  .
  +50H-(+20)
  +25H-150
  +30H-2400
  +25H
  +35H-20-6(-30)
  
  5.32 GRAPPLE & MARTIAL ARTS SWEEPS ATTACK TABLE
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  3739
  34-36
  03-33
  UM 01-02
  74
  Plate
  Heavy
  Light
  (19/20)
  (17/18)
  Chain
  R-Leather
  Heavy
  Light
  Heavy
  Light
  (15/16)
  (13/14)
  (11/12)
  (9/10)
  F - Attack fumbled, roll on the appropriate Fumble/Failure Table.
  UM - Unmodified roll . Apply result with no modifications .
  For a "F" severity critical, roll once and apply both an "E" and an "A" result.
  S-Leather
  Heavy
  Light
  (7/8)
  (5/6)
  Animal
  Heavy
  Light
  (4)
  (3)
  Kevlar
  Kinetic
  Heavy
  Light
  Heavy
  Light
  (UVM
  (1/11)
  (VI)
  M9
  Combat
  Heavy
  Light
  (ix/x)
  (VIII)
  148-150
  145-147
  142-144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  03-33
  Max
  Critical
  B
  D
  D
  B
  C
  D
  E
  C
  C
  E
  A
  01-02 UM
  Attack
  ATTACK DATA
  Fumble
  Critical
  OB
  Range
  Type
  Mod
  Max
  Result
  Alligator
  01-02
  Grapple
  +75
  115
  Bear
  01-02
  Grapple
  +75
  135
  Gorilla
  01-02
  Grapple
  +60
  135
  Judo, Yellow Belt
  01-02
  Sweeps
  +20
  105
  Judo, Green Belt
  01-02
  Sweeps
  +20
  120
  Judo, Brown Belt
  01-02
  Sweeps
  +30
  135
  Judo, Black Belt
  01-02
  Sweeps
  +40
  150
  Octopus
  01-02
  Grapple
  +50
  120
  Python
  01-02
  Grapple
  +75
  130
  Sea Serpent
  01-02
  Grapple
  +90
  150
  Tackle
  01-02
  Grapple
  +0
  105
  
  Key:
  Bx-must parry B rounds;
  B®-no parry for 8 rounds;
  Bit-stunned for 6 rounds;
  66-bleed 6 hits per round;
  (-B)-foe has -B penalty;
  (+B)-attacker gets +B next round.
  75
  M
  7.7 GRAPPLE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Foeescapes like the wind.
  Your attack falls short.
  Your fingernailsdeal a vicious wound.
  A little elbowbefore you lose your grip .
  Yougrip strand of foe's hair
  . It breaks.
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  Grab foe's arm. Oops
  . Try again.
  Your grip fails .
  Foe grabs, misses
  . You have initiative .
  This was not a special moment .
  You have initiative next round.
  06-10
  +OH
  +2H
  +3H
  +4H
  +5H
  You impede foe's combat stance.
  Foe collides with your attack before you
  You cannot get a good grip, toe hurts
  Grab foe's head . If foe has helm, you
  Lame attack, butfoe is concerned. He
  11-15
  You have the initiative.
  get agrip . Small bruise .
  himselfevading . You have initiative.
  twist it. Otherwise, you gain initiative.
  moves back.
  +0H
  +2H
  +4H
  with helm : 0
  +6H-x
  Foe breaks free of a weak grip.
  Grab foe and give him a weak punch. He
  Foerecovers, continues his defense
  Push foe, unbalancing him
  . You have
  Strong passing blow near foe's head .
  16-20
  You have the initiative next round.
  thinks you are dangerous.
  by sweeping his weapon at your feet.
  initiative for 2 rounds.
  His violent evasion is not productive.
  +OH
  x
  x
  -
  +31-1-0
  Almost get a grip on foe's arm. He
  You grip foe's shield arm. Foe's strike
  Collide with foe. You push him away
  Hard, but poorly placed . Foe bounces
  Uncoordinated attack and a little luck,
  avoids his mistake. You gain the
  toward your head makes you letgo of
  and he stumbles back 5feet. It went
  back out of your grip. He looks like he
  allows foe to escape your grasp. You have
  21-35
  initiative next round.
  him
  . He keeps a distance.
  better than you could have hoped.
  does not recognizeyou.
  initiative for2 rounds .
  +3H
  x(-20)
  +21-1-0
  +3H - Kt
  10
  Grip to lowerback
  . Foewards off
  Grip fails, but bash does not. You
  Your attack is almost comical as you
  Strike to foe's shield arm. If foe has no
  Attack to upper leg
  . Foespins to break
  your attack and prepares foryour
  unbalance your foe. You have the
  seek any little grip you can get. All the
  shield, you immobilize arm for6
  free. He is disoriented badly. It takes a
  36-45
  next move .
  initiative
  .
  tiny tugs finally have an effect on foe.
  rounds.
  moment for him to see you.
  x
  +4H -x
  0x
  with shield
  : +3H
  00
  Hinder foe's weapon arm. Foe
  Pull foe over, he breaks free
  . He is
  Grab foe's waist. Your grip appeared to
  Painful grip on foe's hand .You do not
  You and foe collide
  . He breaks your grip
  violently frees himself and takes a
  having trouble recovering . Your heartis
  be strong, but now it is losing its
  break anything, but he thinks so . You
  and stumbles away . You bounce back and
  46-50
  defensive stance
  .
  broken.
  advantage . Your foe is working free
  .
  have initiative for4 rounds .
  miss a good opportunity
  .
  x
  5H-0
  3(-25)
  3(-30)
  200
  You get in close and grab at foe's
  Grip to toe's garments
  . They rip andyou
  Grapple foe's leg andtryto lift it up off
  Catchfoe'swaist garments and pull him
  Grip to shield arm. Foe drops his shield
  hair. He is daunted andsteps back
  lose ahopeful hold . Foe is carried back
  the ground . Foe slips away, but is off
  in . He is in trouble. He seeksto strike
  as he wails in pain. Youtryto stay
  51-55
  to escape your reach.
  by his break-away.
  balancewhile recovering
  .
  your hand and break your hold .
  serious.
  x(-20)
  +7H - 0
  00
  3(-50)
  +5H-200
  Foe spins away and comes back to
  Foe spins outof your grasp
  . However,
  Shortfingersrender thigh hold
  Grip foe's side and shake him like a
  Grasp around toe's leg proves effective.
  56-60
  face you. He is unbalanced .
  spin nullifies his conterattack
  .
  ineffectual
  . Try lower next time .
  rattle . He is disoriented, but gets free
  .
  Foe is unbalanced for a moment .
  +3H-0
  ~ax
  +3H- fir®
  +6H-30
  00-3(-25)
  Grip to arm gives foe a bruised
  Slipping grasp around foe'swaistis
  Grab foe around waist
  . Just when you
  Clumsy bear hug around toe. Foe can do
  You find yourself on foe's shield side.
  bicep. Foe shakes free and
  weak. He breaks your grip and stumbles
  thinkyour grip is iron, he begins to
  little to escape forthe moment. Both his
  If he has ashield, you are stymied
  .
  61-65
  prepares for your assault.
  outof your way
  .
  breakfree . You might still prevail
  .
  arms are pinned.
  +3H-x(-20
  20
  +3H-3(-50)
  2®-x(-20)
  w/o shield : +7H-300
  Strike foe'sweapon, disarming
  You grab foe's weapon arm and make
  Grab foe, he falls down and you follow.
  Grab leg and flip foe to ground, pinning
  Grasp foe around neck and bring him to
  him. Foe failsto recover weapon .
  him drop it with a violent shake. Foe
  You knock him prone to stand back up.
  him
  . Prone and immobile for2 rounds,
  ground. Muscles and tendonstear . Foe is
  66
  He has put himself in a bad spot.
  strains wrist trying to breakfree
  .
  He is down for 1 round.
  he might surrender.
  proneand immobilized for3 rounds .
  +31-1-20
  20-(-25)
  +5H
  +6H
  +3H-0
  Passing chest strike. Foe eludes
  Grip foe's neck. Push foe's chin back
  Grab toe's shield arm. If foe has shield
  Foe barely escapes immobilization, but
  You almost disarm toe and trip him. He
  67-70
  grapple, keeps defensive stance.
  steadily. He should act soon, or
  . . .
  you grapple it
  .
  Until dropped
  : (-50)
  must recoverfrom the ordeal.
  uses weapon arm to prevent his fall.
  2x(-20)
  1(-10)-1(-20)-1(-30)
  w/oshield: 3(-40)
  +7H-2®
  203-1(-75)
  Grab an exposed garment. Uneasy
  Weak hold around foe's waist. He brings
  Very strong grip around foe'swaist.
  You grapple foe in abrutal way .
  Foe evades your grasp by fallingto the
  grip impedes toe's actions
  .
  his knee up and you lose your grip . Foe
  Foe is held
  at a great disadvanatge.
  Hold proves to be
  excellent .You have
  ground . A clever ploy. Smile at your good
  71-75
  does not recover quickly.
  He mightget free.
  him. What next?
  fortune.
  +5H - 2(-50)
  +4H - 3(-50)
  203- (-50)
  00-3(-70)
  +9H - 200
  Grapplefoe's shield arm. If foe has
  Entangle foe's shield arm. If foe has
  Entangle foe's weapon arm . His weapon
  Entangle foe's weapon arm. Foe hangs
  Grab foe's weapon arm and beat on it,
  a shield, you pull h down. If foe has
  shield, your grip makes it impossible
  is held immobile
  . He cannot use it, but h
  onto hisweapon, butthe arm is
  without concernfoe the rest of foe. Foe is
  76-80
  no shield, you immobilize hisarm.
  to use. Until shield dropped: (-30)
  will not drop it . He tries to knee you to
  immobilized . You tryto make him strike
  disarmed . Youtear ligaments and pull
  If no shield his arm is entangled.
  escape, this tails .
  himself
  .
  It fails.
  muscles
  .
  +2H - 4(-50)
  (-40)
  208- (-50)
  +4H
  30-(-40)
  Useful grip on foe's neck. Foe's
  Grip around foe'swaist unbalances him.
  Brutal grip around foe'schest, leaves
  Grab knee and send foe down . He
  Entangle both of foe's arms and pin them
  face turns red. He cannot breath
  You have the initiative . Foe shares much
  bruises all over him. Your assaulthas
  breaks his tall by breaking his shield
  to his body. Foe cannot move his
  81-85
  easily. Slowly he breaks your grip
  .
  profanity with you.
  created much contusion .
  arm. He is disarmed and prone
  .
  arms and he looks readyto surrender.
  +5H -20- 2(-25)
  6(-50)
  +3H-30®-(-5)
  +5H-209-(-10)
  10(-75)
  Grasp foe's leg, lifting h off the
  Entangle toe's leg and send him down
  .
  Your assault is strong and lucky. As you
  Tie up both of foe's arms . He is
  Foe stumbles, with your assistance, and
  ground for a moment . You have
  He does not hit hard. He pulls a
  grapple foe, you stomp his foot . He falls
  immobile and cannot fight back
  falls
  . His weapon breaks on impact
  . If toe
  86-90
  the initiative for6 rounds .
  muscle in his leg struggling .
  hard, breaking his shoulder.
  effectively. You have him now.
  has no chest armor, he takes a"D' Krush.
  +3H-30
  200-(-10)
  +1 OH-6V-(-40)
  +10H-900
  +3H-0
  Entangle foe's leg. Foe is knocked
  Pull foe's legs together
  . He goes down,
  Painfully immobilize weapon arm. Foe
  Grapple foe's legs and send him over.
  Wrap up toe's legs. Foe tumbles to the
  down. Foe lands on hisweapon
  hitting hard and dropping hisweapon.
  cannot surrender quickly enough to
  He hits his head in thefall
  . You get little
  ground like a ragdoll breaking both arms
  91-95
  arm. He kicks and breaks free
  .
  He feebly attempts to crawl forit
  .
  avoidthe damage and pain.
  resistance after that.
  and an ankle. Foe is knocked out.
  +4H-200
  200-4(-25)
  +15H-40Q-8(-95)
  +10H-3000
  +20H-(-95)
  Ride foe down and immobilize him
  .
  Entangle foe's arm and flip him to
  Entangle foe's legs. Grapple weapon arm
  Crushing grip around foe's neck
  .
  It no
  Attack results in strangling hold. Foe flails
  He can do nothing for12 rounds .
  ground,fracturing his leg. You
  and break it on an available surface. You
  neck armor, foe dies in 6 rounds from
  legs in desperation
  . Foe is unable to break
  96-99
  You are prone also, while holding
  immobilize himcompletely . He is prone,
  send foe to the ground
  . He fallsvery
  your mortal grip . Foe is disarmed .
  free and dies after 9 rounds of helpless
  him down .
  face down and still conscious.
  hard and is knocked out
  .
  struggling. Grim.
  (-40)
  +20H-1000-(-30)
  with neck armor: 300
  +3H-4
  Foe's legs are entangled long
  Grip foe's neck in a vicious hold . If foe
  Grip foe's head and jerk it around.
  If foe
  Grapple foe's head . His skull is fractured
  Crushfoe's windpipe and pull the head
  enough to make himfall . He is
  cannot break your grip in 4 rounds, he
  has no neck armor, he dies .
  during this assault.
  If he has no helm, he
  from hisbody. You are mighty.
  100
  knocked outfor 5rounds.
  will begin to pass out from suffocation
  .
  is in a coma for 30 days.
  +9H-(+20)
  +1OH-0-(-40)
  no neck armor: +5H-500-(-75)
  with helmet: +3H-900
  1(+25)
  
  5.33 BRAWLING & MARTIAL ARTS STRIKES ATTACK TABLE
  148-150
  145-147
  142"144
  139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  112-114
  109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78''
  73-75
  70-72
  67-69
  64-66
  61-63
  58-00
  55-57
  52-54
  49-51
  46-48
  43-45
  40-42
  37-39
  34-36
  0333
  UM 01-02
  76
  Plate
  Heavy
  Light
  (19/26)
  (17/18)
  Chain
  Heavy
  Light
  (IS/16)
  (13/14)
  F
  F
  F
  R-Leather
  Heavy
  Light
  (11/12)
  (9/10)
  10E
  13E
  10D
  13E
  19D
  12D
  12D
  I
  9C
  11D
  S-Leather
  Heavy
  Light
  (7/8)
  (5/6)
  14E
  18E
  14E
  17E
  13D
  17E
  13D
  16E
  13D
  16D
  12C
  16D
  12C
  15D
  12C
  15D
  11C
  14C
  11C
  14C
  11B
  13C
  10B
  12C
  10D
  13C
  10B
  11B
  10B
  12C
  10B
  11B
  10B
  12C
  9B
  10B
  10B
  11B
  9A
  10B
  F-Attack fumbled, roll on the appropriate Fumble/Failure Table.
  UM - Unmodified roll . Apply result with no modifications.
  For a "F" severity critical, roll once and apply both an "E" and an "A" result .
  Animal
  Heavy
  Light
  (4)
  (3)
  Kevlar
  Kinetic
  Heavy
  Light
  Heavy
  Light
  (TH/M
  (VIA
  (VI)
  (VIA
  12D
  16E
  12D
  15E
  12D
  15D
  11D
  15D
  11C
  14D
  Combat
  Heavy
  Light
  (IX/X)
  NEED
  12E
  12E
  12E
  12E
  11D
  148-150'
  145-147
  142-144
  `139-141
  136-138
  133-135
  130-132
  127-129
  124-126
  121-123
  118-120
  115-117
  '112-114
  `109-111
  106-108
  103-105
  100-102
  97-99
  94-96
  91-93
  88-90
  85-87
  82-84
  79-81
  76-78
  73-75
  70-72
  67-69
  64-66
  61-63
  58-60
  55-57
  52-54
  49-51
  46-48''
  43-45
  40-42
  37-39
  34-36
  0333
  ATTACK DATA
  Fumble
  Critical
  OB
  Max
  Max
  Range
  Type
  Mod
  Result
  Critical
  Horse
  01-02
  Krush
  +40
  120
  C
  Kangaroo
  01-02
  Krush
  +45
  115
  B
  Karate, Yellow Belt
  01-02
  Strikes
  +10
  105
  B
  Karate, Purple Belt
  01-02
  Strikes
  +20
  120
  C
  Karate, Brown Belt
  01-02
  Strikes
  +20
  135
  D
  Karate, Black Belt
  01-02
  Strikes
  +30
  150
  E
  Kick
  01-02
  Krush
  +0
  120
  B
  Punch
  01-02
  Krush
  +0
  105
  A
  01-02 UM
  
  Key:
  Bx=must parry 8 rounds
  ;
  6(8-no parry for 6 rounds ;
  80=stunned for 8 rounds;
  66-bleed 8 hits per round ;
  (11)-foe has -5 penalty;
  (+B)-attacker gets +6 next round .
  7.5 MARTIAL ARTS STRIKES CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Strike loses its power.
  Fine artistry, but no extradamage.
  Glancing blow makes a strange sound.
  You impressfoe with your form .
  How did you botch this beautiful strike?
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  Strike slows to a tap.
  Your master would be so embarrassed.
  Not so solid a strike .
  Foe steps out of most of the strike .
  Glancing strike makes foe respect you
  .
  06-10
  +1H
  +2H
  +3H
  +4H
  +5H
  You maneuver fora better
  Blow to shoulder. Foe steps back and
  Forceful. Foe steps back. You have
  Kick foe's side
  . He stumbles out of the
  You strike foe to unbalance him before
  11-15
  position
  . You have initiative
  .
  yields the initiative to you.
  initiative.
  way. You have the initiative.
  you attempta killing blow
  .
  +3H
  +5H
  +7H-0
  You take an open shot to foe's side
  .
  Good shot! You have initiative for2
  Hard strike. Foe lashes out to avoid your
  Foe blocks your attack. He falls back to
  Snappy double shot to ribs. Crack!
  16-20
  You have initiative
  .
  rounds.
  next attack .
  recoverfrom your onslaught
  .
  Ribs are fractured.
  +4H
  +5H
  +6H- x
  +8H - (x-10)
  +5H-0-(-10)
  Light, but well placed strike
  . You are
  Strong, but poorly aimed strike forces
  Grab foe and bring your knee into his
  Blow to chest. Useyour forehead in a
  Side strike jars foe's kidneys. Heavy
  already starting your next attack.
  foe to defend himselfenergetically .
  ribs
  . Theforce of the strike throws him
  brutal wayto subdue foe
  . You have
  bruise to muscles. Foe steps right into
  21-35
  from your grasp
  .
  initiative for 3 rounds .
  that one
  . He is in pain.
  +5H-x
  +6H - x
  +6H - 0
  +3H- 0
  (-20)
  Mild strike to foe's chest. He can
  Chest strike. Foe makes a strange noise
  Clever feintfinds an opening in foe's
  Chest strike. Foe falls forward onto one
  Strike is solid. It turns foe around . You
  see your next strike coming and he
  on impact. He blocks and recovers
  .
  guard. Your strike is light and fast.
  knee in front of you. His guard is down
  have a clean shot at foe's back next
  36-45
  attempts to block it.
  Bruise foe's chest.
  for a moment.
  round, if you hurry.
  +6H-(x-10)
  +7H - (x-20)
  +8H - 0
  +5H -
  Foe is confused by your attack
  . He
  Glancing kick to foe's back. The effects
  Step to the side and catch foein his
  Solid chest strike. The impact confuses
  Draw down foe'sdefenses with a feint
  steps back to parry your next strike.
  are reasonable foryour modest effort.
  back . He stumbles forward
  . His guard is
  foe greatly. Hisribs arefractured . He
  and then hammer him in chest. Your
  46-50
  down .
  hatesyou .
  tactics are acceptable .
  +6H-(x-25)
  +5H-0
  00
  +3H-20-(-10)
  +5H-20-®
  Strike bends foe's hip in an odd
  Side strike sends foe stumbling to the
  With acircular block and a focused
  Textbook shot to foe's upper leg .The
  Hip strike spinsfoe. He is suspicious of
  51-55
  direction. He is unbalanced .
  left 5 feet
  . He recovers to face you.
  central strike you break foe's defenses
  .
  bruise is deep
  . Foe does not fall down .
  gravity and strugglesto stay standing .
  +3H-0
  +6H - 0
  00-(+20)
  +6H- (-25)
  +5H - 30
  Fist to chest
  . Asolid punch. Foe is
  Boom! Good shot to foe's stomach.
  Strong wheel kick sends foe 10 feet
  Back strike. Foe attempts to flee and
  Shoulder strike
  . Foe is badly unbalances
  56-60
  rattled alittle
  .
  He almost loses his lunch.
  in anydesired direction
  .
  then changes his mind .
  and unable to defend himself
  .
  +5H-fir
  +3H-20
  +8H-20
  +4H-3Qr
  2u-(&-(-10)
  Blow on top of foe's foot is slightly
  Kick in back of foe's leg
  . He stumbles,
  Brutal strike to upper leg
  . The bruise is
  Blow strikes a nervein foe's upper leg
  .
  Draw out foe's weapon arm
  . You strike
  misplaced, but quick
  . Bruise toe
  but does not fall . You move to gain
  deep. The pain makes it hard for foe to
  He is not in pain, but his leg is numb.
  cleanlyto disarm him. Textbook .
  61-65
  and mash toe nails
  .
  advantage .
  stand on the leg
  .
  +5H-5(-20)
  +7H-2Q
  +5H-(-25)
  20-6(-25)
  +3H
  Strike Achilles tendon. Foe almost
  Strike foe in his forehead
  . The shock
  Knife hand strike breaks foe'sweapon
  Grip foe's weapon arm. Dislocate the
  Simultaneous palm strike to both of foe's
  falls
  . He recovers his balance, but
  sprains neck and fractures foe's jaw
  .
  arm, leaving it useless . Follow-up punch
  arm andthen break it . Use your
  ears
  . Destroyfoe's hearing and balance.
  66
  the pain is strong .
  He cannot seem to close hisjaw.
  to solar plexus knocks foe out,
  advantage to pull foe over and kick him
  i
  theface. Foe is knocked out.
  +7H - 2?~r -(-50)
  +4H-90 - (-50)
  -
  (+20)
  240-(-95)
  Weak spearhand to foe's side
  . It
  Spear hand strike to chest. Elbow shot
  Strong knife hand to upper portion of
  Pressyour attack under the bottom of
  Elbowto solar plexus and back of fist to
  67-70
  yields an excellenteffect
  .
  to foe's side causes some confusion.
  foe's shield arm . Arm is broken
  .
  foe's ribcage. Knock the wind out of foe
  .
  foe's face
  . Foe drops.
  +21-1-20
  +3H-30
  -
  200
  +5H-30-2®
  Knife hand, spear hand
  Hammer foe'sweapon arm as it passes
  Strike to back of lower leg . Foe
  Firm flat palm strike to foe'scollarbone.
  Kick
  foe's knee in backwards. Tendons
  combination
  . Foe must roll a
  near you
  . The bruise is deep. Foe holds
  struggles to keep balance
  . He is unable
  Bone is broken . Foe guard is down
  .
  It
  and muscles are torn
  . Foe yells out
  71-75
  weapon fumble.
  tight to his weapon .
  to defend himself .
  hurts him to raise his arm.
  frightfully in response.
  +6H -20 - (-20)
  21Z~g
  20®- (-25)
  +5H- 3w - (-50)
  Blow to foe's shield arm.
  If foe has a You find an opening and strike the back
  You turn a block into astrike to foe's
  Stirke and grip area behind foe's knee .
  Front kick to midsection doubles foeover
  .
  shield, it is broken.
  If foe has no
  of foe's knee. The impact damages
  weapon arm. Foe is disarmed . Strike
  Tendon and cartilagedamage insures
  You follow with a knee strike which
  76-80
  shield, hisarm is broken.
  tendonsand unbalances foe.
  damages cartilage
  .
  your success .
  breaks foe's nose and knocks foeout.
  +6H - 0
  20-(-25)
  0-(-10)
  (-75)
  -
  Kick to foe's weapon arm. Foe is
  Kick foes weapon arm and send
  Heel kick breaks bone in foe's foot
  . Foe
  Kick to foe's leg is clean and mean. Leg
  Powerful strike shatters knee and then
  disarmed . Your strike does
  little
  weapon flying 5 feet away. You break2
  has trouble standing . His foot looks
  is broken abovethe knee
  . Foe falls over
  disjoints it
  . Foe drops
  . Oh that hurts!
  81-85
  else
  .
  of foe's weapons.
  bad.
  slowly.
  +3H
  +3H-2~r-(-20)
  21~tO -(-50)
  +5H-5trr®-(-75)
  +1 5H-12!.~g -(-80)
  Fluid move followed by a leaping
  Wheel kick knocks foe flat. Smash
  Clean strike to lower leg rips Achilles
  Open-handed blow to toe's adam's apple
  Round house kick to kidneys drops foeto
  kick to foe's back knocks foe down .
  tendons and tear muscle. You spin clear
  tendon and drops foe.
  crushes foe's windpipe. Foe dies in 18
  his knees. You grip toe's neck and snap
  86-90
  He is shaken and tries to stand.
  with too much energy
  .
  rounds of shock and asphyxiation.
  it very effectively. Foe dies in 9 rounds.
  30
  90-(-30)
  +1 OH-90-(-80)
  -
  -
  Strike to nerve in toe's leg . Foe's leg
  Strike to foe's knee shatters joint
  .
  Flying kick to foe's back. You knock foe
  Jab to foe's eyes blinds him
  . Crescent
  Strike to abdomen ruptures spleen . Foe
  buckles
  . He does not fall, he
  Foe drops down hard . He grips his
  down, disarm him, and leave him in
  kick sends foe 10 feet in the direction
  spits out blood instantly
  . He drops and
  91-95
  crouches down in pain .
  knee and spits out an oath
  .
  trouble .
  you select
  .
  dies in 12 rounds.
  +8H-2~>0- 6(-40)
  40®-(-85)
  1200
  100-(-100)
  (+10)
  You blockfoe'sattack
  . You then
  Roundhouse kick knocks foe out and
  Kick to foe's solar plexus . He stumbles
  Round house kick catches foe in back of
  Double palmstrike to foe's nose breaks
  follow-up with a side strike that
  fractures collarbone. Neck is sprained
  back 10 feet . He falls very hard.
  head
  . You slam foe's head into the
  cartilage anddrives bone into brain .
  96-99
  knocks foe down. Foe hits hard and
  and shoulder muscles are bruised
  .
  ground . Severe concussion. Foe dies
  of
  The effects are rapid . Foe dies after 6
  loses his direction.
  hemorrhage in 9 rounds .
  rounds prone and immobile.
  3'..r'®
  20 019 -20(-100)
  +30H-3000
  -
  -
  Gooseneck strike . Foe's innerear
  Knife hand strike to toe's weapon arm
  Sweep lays foe out and heel strike to
  Gooosh! Awesome spear hand strike
  Disarm foe and use hisweapon to kill him.
  ruptured . Foestands there while
  breaks bone. Kick to lower back breaks
  foe's sternum collapsesthe ribcage.
  finds seam, penetrates solar plexus and
  A follow-up strike breaks his neck and
  your follow-up strike knocks him
  foe's backbone, leavingfoe paralyzed
  Foe is helpless and dies in 4 rounds .
  ruptures the heart. Foe dies instantly.
  you send him 5 feet in any direction.
  100
  down and out!
  from the waist down
  .
  He is dead twice
  .
  (-75)
  +5H
  -
  -
  -
  
  Section 6.0
  The Fumble
  Tables
  10 MILLION
  WAYS TO DIE
  78
  This section contains this introduction and three fumble
  tables .
  HOW TO USE THESE TABLES
  To resolve a fumble, simply roll a d100 (not open-ended)
  and cross-index the result with the type of attack that
  generated the fumble . If you fumble a melee or missile
  (non-firearm) weapon attack, use the Melee & Missile
  Fumble Table (6.1) . If you fumble a
  firearm weapon
  attack, use the Firearm Fumble Table (6.3). All non-
  weapon attacks use the Non-Weapon Fumble Table (6.2) .
  Example: Aurum is in the middle ofa combatwith a black
  bear. Aurum
  is using his father's enchanted broadsword
  (use the Heavy One-Hand Bladed Weapon Attack Table,
  52) while the bear has only its claws and teeth-use the
  Claw Attack Table (7.30) and the Bite Attack Table
  (7.29).
  THE FUMBLE TABLES
  During the first round ofcombat, Aurum rolls a 03, a
  fumble! He rolls again, resulting in a 49. He looks up a
  49 on the Melee &Missile Weapon Fumble Table (One-
  Handed Arms column) and sees that he over-extends and
  gives himself2 concussion hits (a Id5 roll of2).
  The bear attacks and rolls a 02! The GM rolls again,
  resulting in an 86. He looks up 86 on the Non-Weapon
  Fumble Table (AnimalAttacks column) and sees that the
  bear is intimidated and will have a -50 penalty for 2
  rounds!
  
  79
  6.1 MELEE & MISSILE FUMBLE TABLE
  ONE-HANDED TWO-HANDED
  POEEARMS
  MOUNTED
  THROWN
  MISSILE
  ARMS
  ARMS
  AND SPEARS
  ARMS
  ARMS
  WEAPONS
  Your palm is sweaty
  .
  My that weapon is heavy!
  You snag your own clothes
  Your mount's tack tangles
  Your grip is weak. You elect
  Sweat trickles into your
  01-25
  Maybe you will improve .
  You lose the opportunity to
  and lose the opportunity to
  your weapon . You lose the
  not to attack because of
  eye . You elect not to attack .
  take a swing
  .
  take a swing,
  opportunity to take a strike
  .
  control .
  Good choice .
  Klutzy. Drop your weapon.
  Your weapon flies . Take
  Fumble your delivery and
  Can't find the right angle
  .
  You fumble your delivery
  Your ten thumbs just
  Spend two rounds
  four rounds to recover it; or
  your weapon is out of
  You lose 2 rounds of attack
  but hang onto your
  cannot handle loading . You
  26-30
  recovering it; or draw a new
  draw a new one next round.
  position . You lose the
  (but can still parry) .
  weapon . You have -10 to
  must reload your weapon .
  one next round .
  option to attack .
  your next attack.
  -
  Your feet get tangled . You
  Your mind is wandering .
  You just look clumsy. Your
  You slip in the saddle. You
  Your feet are really tangled
  Your ammunition slips
  31-40
  miss the opportunity to get
  Spend the rest of the round
  feet are sliding
  . You are
  lose 2 rounds of attack (but
  up . You lose 2 rounds of
  away
  . You must reload.
  in that vital blow .
  clearing your head .
  stunned for one round .
  can still parry) .
  attack, but can still parry .
  You are over-extended and
  Stumble over an imaginary
  Your weapon is spinning
  Your mount dodges an
  You begin juggling your
  You notice that your
  strain a muscle . Take 1d5
  dead turtle . You lose 2
  for two rounds. You can still
  unseen foe . You are
  weapon because of a bad
  ammunition is faulty. After
  41-50
  hits .
  rounds of attack, but you
  parry at -10.
  stunned for 2 rounds .
  grip . Your lack of control
  removing it you discover
  can still parry .
  stuns you for 3 rounds.
  you were wrong . Reload it.
  You try to impress your
  Your combination of
  You stagger into a nearby
  You lose your grip on your
  Poor release
  . Weapon
  Your ammunition keeps
  opponent with a spin
  acrobatics and attacks is
  fixed object
  . You are
  weapon . Luckily, it is
  travels 2410 feet to the left
  jumping off of your
  51-60
  manuever . Too bad
  . Lose
  unimpressive . Lose two
  stunned and unable to
  tangled in your mount's
  of the target .
  weapon! Try melee next
  two rounds while you
  rounds of attacks, but you
  parry for two rounds
  .
  tack. Your lack of grace
  time.
  recover.
  can still parry.
  stuns you for three rounds
  .
  You snag your clothes with
  Your weapon flies from
  Your shaft tangles in your
  Your poor mount stumbles.
  Very poor release sends
  Your weapon slips from
  your weapon, causing it to
  your hands, but you are
  legs
  . You almost fall down
  You are stunned for two
  your weapon straight up!
  your hands. Spend two
  61-65
  slip from your hand . Spend
  able to catch it before it
  in an impressive feat of
  rounds .
  You duck for cover while
  rounds recovering it; or
  two rounds juggling it.
  flies totally away. Lose two
  entangling . Your next
  your weapon checks for
  draw a new weapon.
  rounds of attack.
  attack is at -20.
  breakage
  .
  You execute a perfect
  Acrobatic manuever leaves
  Your weapon must check
  Your swing slices the tack
  Your ferocious scream is
  Take an 'A' Krush critical
  attack-against closest ally
  you flat on your back. Take
  for breakage as you slam it
  of your mount. You and
  followed by silence as you
  from the sudden release
  .
  66
  (yourself if no one else is
  2d10 hits and an 'E' Krush
  into the ground! You are
  your saddle take your leave
  hit yourself. Take a 'D'
  Your weapon snaps cleanly
  around) . Ally takes 1d10
  critical.
  stunned for six rounds
  of the poor beast. Take an
  Krush critical .
  into two pieces .
  hits and a 'B' critical .
  because of the impact
  .
  'A' Krush critical .
  You trip over that uneven
  You gracefully drop your
  Your weapon seems to
  Your tack has loosened!
  You cannot control your
  Your grip fails you and
  surface. Spend two rounds
  weapon to the ground
  . You
  ! have a mind of it's own!
  You suddenly slip
  aim-your weapon flies
  your weapon flies from
  67-70
  staggering . You can still
  are able to kick it back into
  Your next attack is at -50 as
  sideways . You are stunned
  2d10 feet to the right of the
  your hands
  . Spend two
  parry .
  your hand, but you lose
  your try and get it under
  for two rounds .
  intended target .
  rounds recovering it; or
  two rounds while doing it .
  control
  .
  draw a new weapon
  .
  You are distracted by that
  You strain your shoulders
  Your ineptitude is obvious
  Your weapon goes straight
  Just as you are about to
  Your bowstring breaks!
  pixie in the corner . You lose
  in a mighty swing (that
  to all . You lose 3 rounds of
  into the ground (check for
  release, you step into an
  Draw a new weapon or put
  71-80
  2 rounds of attacks.
  misses) . You are stunned
  attacks and are stunned for
  breakage) .
  imaginary hole in the
  a new string on this one
  .
  for two rounds .
  2 rounds
  .
  ground. Lose 3 rounds
  getting up from the ground
  .
  You are suddenly very
  You lose your grip as you
  Clumsy move narrowly
  Your weapon flies out of
  Your weapon drops to the
  Your weapon bites back
  winded. Take two rounds
  begin your swing
  . Your
  misses your own head
  . You
  your hand! Draw a new
  ground as you begin to aim,
  when you fire. Your shot
  81-85
  to relax .
  weapon is trying to slip
  are stunned and unable to
  one .
  Take four rounds to
  misses everything, but you
  away . Spend three rounds
  parry for three rounds (try
  recover this one
  ; or draw a
  are stunned and unable to
  gaining control . You can
  a bow next time)
  .
  new one .
  parry for three rounds .
  still parry.
  Hopefully, you will learn
  You pulled something on
  There it goes! Your weapon
  Your weapon must check
  Your poor and weak
  You release too soon! Your
  that dancing is not
  that last swing and now it
  skitters away. Take six
  for breakage as it hits the
  release sends the weapon
  arrow falls 3410 feet short
  86-90
  appropriate in combat. Your
  begins to hurt! You are
  rounds to recover it
  ; or
  hardest part of your foe .
  up two feet
  . It immediately
  of the target. In addition,
  are stunned for two rounds
  stunned for three rounds
  draw a new one.
  You take 2d10 hits from the
  comes down and hits you .
  you spend two rounds
  by your lack of ability.
  while you recover.
  blast.
  You take no damage, but
  trying to finds more
  are stunned for six rounds.
  ammunition .
  You fall down as your
  You fall and narrowly miss
  You fall and smack your
  Your mount bucks
  Your weapon flies behind
  Your shot goes astray as
  swing goes wide. You are
  gutting yourself! You are
  head on the ground. You are
  unexpectedly just as you
  you, travelling 4d10 feet
  you slip and fall during your
  91-95
  stunned for three rounds.
  stunned for four rounds .
  down for four rounds and
  were about to swing . You
  before landing .
  release . You are stunned
  stunned for three.
  find yourself stunned and
  for six rounds and unable
  unable to parry for three
  to parry for two rounds
  .
  rounds .
  The excitement is just too
  You trip and fall . You are
  Your shoulder doesn't
  Your mount jumps wildly
  .
  You trip as you release.
  Your weapon shatters (as
  much! Your momentary
  down for four rounds and
  bend that way! You are
  You take 4410 hits from the
  Your shot goes off wildly
  you don't realize your own
  96-99
  frenzy leaves you stunned
  unable to parry for three.
  stunned and unable to
  impact and are stunned and
  and you are stunned for
  strength)! You are stunned
  and unable to parry for
  parry for three rounds. You
  unable to parry for six
  twelve rounds .
  for 4 rounds
  .
  three rounds
  .
  now fight at -25 .
  rounds .
  You attempt to maim
  Worst move seen in ages!
  Your weapon breaks and
  You can't stay on your
  You accidently hit yourself
  Poor execution . You take 5
  yourself. Take a 'D' critical .
  You are out for 2 days with
  one end hits you in the
  mount! You fall and take a
  in the delivery
  . Take a 'D'
  hits as the weapon hits you .
  100
  a groin injury. There is a
  head . You are stunned and
  'D' crush critical
  .
  Krush critical .
  You are permanently
  50% chance your foes will
  unable to parry for six
  maimed and are bleeding 2
  be out for 3 rounds,
  rounds.
  hits per round .
  laughing .
  
  80
  6.2 FIREARM FUMBLE TABLE
  1-HANDED
  2-HANDED
  MUZZLE
  FULL
  SEMI-
  REVOLVERS
  FIREARMS
  FIREARMS
  LOADERS
  AUTOMATICS
  AUTOMATICS
  Mysteriously, you elect not to
  A moment's hesitation loses
  Wet powder. Reload.
  Dud round. You may fire again
  Dud round prevents fire this
  Dud round. You must manually
  01-05
  fire during this phase.
  you the opportunity to fire this
  normally next phase.
  round. You must manually clear
  clear the chamber (10l
  phase
  .
  the chamber (10l activity)
  activity) before firing again.
  before firing again.
  Your clumsy maneuvers
  Poor grip and nasty kickback
  Spilled powder out of the pan
  Dud round.You waste therest
  Dud in the middle of firing
  Dud round. Loose the rest of
  preventan effectiveshooting
  really do a number on your
  onto theground . Re-prime
  of the round swearing .
  burst. You get half the effect
  this round being annoyed
  . You
  06-10
  opportunity. Try again next
  shoulder . You miss and take 10
  (10'% activity) and you can try
  you wanted this round (halt
  must manually clear the
  phase.
  hits.
  again.
  damage and one less critical
  chamber (10l activity) before
  severity)
  . Clearthe chamber
  firing again
  .
  (10% activity) before firing .
  Distracted by a passing bird,
  You pull the trigger while
  Coops. Forgot to prime. Prime
  Round goes off normally, but
  Split round in the middle of the
  Weapon fires, but casing splits
  .
  you fail to fire this round.
  aiming at the sky. If there is
  the pan and you can try again.
  splits the casing . Next reload
  firing burst
  . You get half the
  Take 50% activity to clearthe
  anything directly aboveyou,
  action will take an extra 30%
  effect you wanted this round
  round before you may fire
  11-15
  you may make an attack on it.
  activity
  .
  (halt damage and one less
  again.
  critical severity) . It will take a
  50% activity to clearthe
  chamber
  .
  Get your eyes checked .
  You empy a round into the
  Powder notproperly tamped
  Poor powder quality sends an
  Bad ammo cost you a full
  Poorly made round inflicts only
  Momentary double vision
  ground . You are stunned for
  down
  . Shot goes offas normal,
  underpowered shot down
  effect. You get only half the
  half damage this round (and
  16-20
  covinces you that it would to
  one round (and quite
  butdoes half damage and one
  range
  . Half concussion damage
  effect you wanted out of this
  one less critical severity)
  wait out the rest of this round.
  surprised).
  less critical severity.
  and one less critical severity.
  burst (half damage and one
  You are at -50 for the rest of
  less critical severity)
  the round
  .
  For a moment you think your
  The gun is suddenly quite
  Pulled the arm back too hard
  .
  You cocked the hammer too
  Opperating action is defective.
  Recoil spring is defective. You
  opponent is your old friend.
  heavy! The barrel dips too low
  You grimace as you hear the
  fast and snapped the main
  This gun may now only be fired
  must spend 10% activity
  21-30
  You lower your weapon instead
  to fire this round.
  lock spring snap . Gun will not
  spring. Gun will not fire until
  in semi-automatic mode and
  betweeneach shot to cycle the
  of firing,
  fire until repaired .
  repaired.
  10% activity must be spent to
  rounds manually,
  cyle the rounds manually.
  Your spastic shooting hits 3
  Slight sprain to your non-
  Sear breaks. Gun will no longer
  Sear snaps off. Gun cannot be
  Sear damaged beyond repair.
  Sear breaks off . Gun will now
  31-40
  yards short of the target. You
  weapon wrist causes all further
  lock thehammer
  . Gun may still
  fired in a double-action mode
  .
  Gun may only be fired in full-
  actas an auto weapon (full-
  are at -30 forthe next round
  2-handed attacksto be at-20.
  be fired, butwith a -20penalty
  .
  Hammers must be held back
  auto mode until repaired .
  auto only) .
  while you recover.
  Take 5 hits from thejolting
  manually (-20 to OB).
  Chose wrong target. Reroll the
  Shot goes wide
  . Reroll the
  Lock's springs were loose.
  Cylinder pin breaks, dropping
  it
  Clip release brokes and drops
  Clip snaps offand is now lost .
  41-50
  attack against a target (friend or
  attack againstatarget who is
  Mechanism spills out onto the
  at your feet. Gun will notfire
  on the ground . Rounds may be
  Rounds may be manually
  foe) closest to the person you
  nearestto the person you
  ground. Gun will not fire until
  untilyou get it repaired
  .
  reloaded manually
  . Gun will
  loaded (taking 50% activity).
  thoughtyou were attacking.
  thoughtyou were attacking
  .
  you find the pieces and repair
  only fire in single shot mode.
  Apparently, you were aming at
  You didn't even seethat rabbit
  Too much powder sends an
  Round had too much power.
  Recoil is almost too much for
  Round had too much power.
  51-60
  a bird, notyour target. If you
  before he jumped in front of
  extra thickcloud of smoke
  Youwince in pain. Take 5 hits
  you. You might consider going
  You wince in pain . Take 5 hits
  survive, you have dinner
  .
  your bullet to save your target
  through the touch hole. You
  and are stunned for 1 round.
  with a smaller caliber . Take 10
  and are stunned for 1 round.
  from certain death
  .
  squint your eyes in pain
  . Take 3
  hits and are stunned for 3
  hits and are stunnedfor 2
  rounds.
  rounds.
  Shot goes straight down, barly
  Shot goes wide, ricochetts off a
  Heavy recoil causes no damage
  Sight is out of alignment. -25 to
  Sight is shaken cutof
  How did your sightget out of
  61-65
  missing your foot . Don't blame
  tree and barely misses your
  to you, butwrenches the barrel
  OB until it is replaced or re-
  alignment
  . -10 to all shots until
  whack. -25 to all shots untilyou
  me, you rolled this result
  .
  closest ally. He is not happy.
  out of alingment. Gun is at-25
  ajusted.
  you can repair it.
  getit fixed .
  to all shots until repaired
  .
  You artfully spin the weapon in
  Poor gip sends weapon
  Heavy recoil sends gun flying
  .
  You didn't expect that. The
  Gun is out of control! It recoils
  Heavy recoil sends gun flying.
  your hand and deal a point-
  crashing back into your
  There is a 50% chance it hits a
  severe recoil sends the gun
  back and flies out of your grip.
  There is a 50% chance it hits a
  66
  blank attack on yourself (with
  sholder. Take an attack on the
  nearby friend for 15 hits and an
  flying
  . There is a 50%chance
  There is a50% chance it hits a
  nearby friend for 15 hits and an
  +0 OB). Say"Goodnight,
  Fall/Crush Table with a +40OB .
  'A' Krush critical
  .
  that it hits a nearby friend for
  nearby ally for 15 hits and a 'C'
  'A' Krush critical
  .
  Gracey ."
  10 hits and an 'A' Krush critical.
  Krush critical .
  Poke yourself in the eye while
  Break afinger . Take 8 hits
  . All
  Stock is split by the recoil
  . If it
  That custom grip is split by the
  Severe recoil splits the grip
  .
  Grip is split by the recoil . All
  67-70
  trying to get fancy. Take 8 hits
  weapon attacks with that hand
  was a pistol,
  it now fires at-30
  recoil . This gun now has a -15
  Now this gun has a special
  shots suffer a penalty of -15.
  and arestunned for 2 rounds
  .
  suffer a -35 penalty.
  to all shots. Rifles or muskets
  to all shots
  .
  penaltyof -25 to all shots.
  suffer a -40 penalty
  .
  You weren't supposed to throw
  I see your master plan now,
  Stock splits in two from the
  Those revolver are a little tough
  You fumble with your weapon
  I didn't know you could juggle!
  the weapon . Foe dodges easily
  .
  throwthe weapon at your
  recoil and tearsyour arm . Take
  to get a grip on. You gracefully
  and send it spinning end over
  Coops. Gun hits you in the
  71-80
  Check to see if your weapon
  opponent's feet and then hit
  a 'C' Slash critical .
  drop the thing and it bounces a
  end a good 5 yards. Add 4 to its
  head . Take an 'C' Krush critical .
  broke
  .
  him while he is suprised.
  good 2 yards. Roll for
  breakage number and check for
  What? No?
  breakage.
  breakage.
  Fingers mysteriously entangled
  Whirling around for no
  Bullet deforms in gun causing
  Bullet deforms in gun causing
  Bullet deforms in gun defacing
  Bullet deforms in gun. You
  in weapon cause you some
  apparent reason, you bash your
  immense fouling . Theweapon
  damage to the barrel
  . The
  the barrel
  . All shots suffer a -30
  suffer a -30 penalty to all shots
  81-85
  consternation. You are stunned
  weapon against a nonagressive
  is at -30 until cleaned
  .
  weapon is at -20 until cleaned
  .
  until the weapon is cleaned .
  until the gun is cleaned.
  for 3 rounds while you figure it
  surface. Roll for breakage .
  out
  .
  You spin to take aim at your
  Shot mysteriously goes wide
  .
  Over pressure blows off tip of
  Bad round blows the end off of
  Gun barrel gets too hot and
  Over pressure blows off tip of
  86-90
  target, and trip over your own
  You eye your gun suspiciously
  gun. The weapon is at-30 and
  the barrel
  . The weapon is at -30
  deforms. The weapon now fires
  gun . The weapon fires at -30
  twofeet. You are down and
  for one round while you are
  has 3 added to its breakage
  and has 3 addedto its breakage
  at -30 and has 3 added to its
  and has its reliabilitylowered
  stunned for one round.
  stunned.
  number.
  number.
  breakage number.
  by 15 .
  While daydreaming, you put
  As you raised the- weapon to
  Over pressure blows outside of
  The side of the gun explodes!
  The gun explodes! Take a 'B'
  Jam causes gun to blow out the
  your hand in front of the barrel.
  fire, you managed to crack
  barrel
  . Take a 'B' Slash critical
  .
  Take a 'B' Slash critical.
  Heat critical and a 'C' Shrapnel
  side of the barrel . Take a 'B'
  91-95
  Lose a finger
  . Take 10 hits and
  yourself in the jaw. Take 15 hits
  critical .
  Slash critical .
  you are stunned for 3 rounds.
  and arestunned for2 rounds
  You are bleeding 5 hits per
  (and unable to parry forone)
  .
  round as well
  .
  You didn't really need that
  You had your hand too far
  Barrel explodes near lock
  . Take
  Barrel explodes! Take 'C' Heat
  Forsame unknown reason, the
  Why me! The gun explodes .
  96-99
  kneecap anyway .Take 20 hits,
  forward and burn yourself on
  'C' Heat and Slash criticals .
  and Slash criticals.
  barrel explodes. Take an 'E'
  Take 'C' Heat and Slash
  5 rounds of stun, and a 3 per
  the hot barrel
  . Take 9 hits and
  Heat and Shrapnel criticals.
  criticals
  .
  round bleeder. You fall down
  .
  are stunned for 2 rounds
  .
  Bullet richochetts off a rock,
  You pull the triggerfire the
  Barrel explodes shattering
  Whole gun explodes in your
  Thewholeweapon flies into
  The stock shatters in your
  and comes right back at you.
  weapon inot your own foot
  .
  stock and your hand . Take 'D'
  hands. Take 'D' Heat and Slash
  small pieces in an explosion.
  hand
  . Take 'D' Heat and Slash
  100
  Make a newroll (with a +50
  Take 20 hits, 3 rounds of stun,
  heat and slash criticals .You
  criticals. You have lost 1d5
  Take 'E' Heat, Slash, and
  criticals
  . You have lost 1 d5
  OB) against yourself,
  and an 8 per round bleeder.
  have lost 1 d5 fingers.
  fingers
  .
  Shrapnel criticals. Say good-by
  fingers.
  to your hand
  .
  
  8 1
  6.3 NON-WEAPON FUMBLE TABLE
  MA STRIKES
  MA SWEEPS
  BRAWLING
  ANIMAL
  Target is VERY fast . Lose the
  Your grip on foe's arm is tenuous at
  You stop for a breather. Try again
  Your foe's defenses seem more
  01-25
  opportunity to attack.
  best . Try again next round .
  next round .
  formidable
  . Try again next round
  .
  Stumble on your own two feet . Take
  Your attack is weak and off-balanced .
  You are distracted by that rather
  His sudden movement surprised you
  .
  26-30
  the rest of the round to regain
  Spend the remainder of the round
  attractive person over there . Lose your You lose the opportunity to attack .
  balance.
  recovering .
  opportunity to attack.
  You thought you knew what you were
  You stub your toe during delivery.
  The object you were holding is
  You attack too quickly, coming away
  31-40
  doing . Spend the remainder of the
  You fail to connect and spend the
  suddenly shattered! You are stunned
  with only cloth . You are stunned the
  round remembering how to do that
  remainder of this round stunned .
  for the remainder of this round .
  remainder of the round.
  move .
  Overextend yourself. Spend next
  You lose your balance during the
  You duck just in time! Spend the next
  You realize that this foe may be too
  41-50
  round parrying while your muscles
  throw. You must parry for two rounds
  round parrying while you find a new
  much . You must attack a different foe
  recover .
  while you recover
  .
  opening .
  next round .
  In the flurry, you have forgotten your
  III-timed sweep results in your
  There was a chair here a minute ago!
  You must change opponents next
  51 -60
  best moves
  . May only make Strike I
  attempt to trip the ground . This stuns
  You may only make Small attacks for
  round . In addition, you can only make
  attacks for two rounds .
  you for two rounds .
  the next two rounds.
  Small attacks for two rounds.
  Mistake in attack causes awkward
  Foe's deft move leaves you trying to
  Your attack misses widely . You nearly
  You are confused . All attacks forthe
  61-65
  position and slight muscle spasms.
  throw the air
  . You must parry for two
  trip yourself and stagger. You must
  next three rounds are at half offense
  You must parry for two rounds.
  rounds while looking forthe right
  parry for two rounds while you
  while you orient.
  opening .
  recover.
  What were you thinking! You strike
  Acrobatic move leaves you flat on
  Someone blindsides you just as you
  The wind changes and you smell
  66
  the nearest solid object that isn't your
  your back! Take an 'A' Krush critical .
  were about to strike! Take an 'A'
  food! You must disengage and seek
  opponent . Give yourself an 'A' Krush
  Brawling critical .
  out an easier source of food!
  critical .
  Bad positioning . You must parry for
  Foe is just too powerful! You
  You catch a chair that someone
  You are distracted by a fly that keeps
  67-70
  two rounds while you recover .
  contemplate your last last lesson while
  threw
  . You can only parryfor two
  buzzing your head . You can only use
  parrying forthe next two rounds.
  rounds while you get unentangled
  half your normal attack ability for two
  from the furniture .
  rounds.
  Attempt at an advanced technique
  Foe easily avoids your clumsy sweep
  .
  Your pugilistic attempts are
  That shiney piece of metal keeps
  71-80
  stuns you for the remainder ofthe
  You are out of position and are
  humorous . You are stunned for two
  distracting you . You suffer a -50 for
  round and next round .
  stunned and unable to parry for one
  rounds as you punch that post when
  two rounds .
  round .
  your foe ducks.
  Your knee connects with foe's solid
  You've suddenly forgotten the follow
  The crowd pushes you into the wall.
  Was that your babies crying? Suffer a
  bone, causing an interesting
  though move on that throw . You lose
  You lose three rounds of action as
  -50 for three rounds before you you
  81-85
  sensation . You are stunned for one
  three rounds of action while trying to
  you seek to get free of the crowd .
  discover it was that mocking bird
  round and unable to parry for two
  remember it
  .
  again .
  rounds .
  You "know" that your strike was
  You suddenly understand what your
  Was that someone flying overhead?
  You are intimidated by foe's sudden
  amazing . However, foe is lucky to
  teacher has been telling you all those
  You are stunned fortwo rounds as a
  surge of strength . Perhaps this was a
  86-90
  have blocked it. You are stunned for
  years! You are stunned for two
  large object just passed over your
  bad idea. Suffera -50 for two rounds
  two rounds by his intuition .
  rounds . Go ahead ; reminisce.
  head .
  while you seek a way to disengage .
  You twist your ankle in a recovery
  .
  Your "graceful" sweep results in your
  You slip on a wet spot on the floor.
  Your unexected jump surprised not
  91-95
  You fall and manage to stun yourself
  own fall . You are stunned fortwo
  You go down hard . You are
  only your foe, but also yourself. You
  in the process .
  rounds, though you quickly jump to
  stunned fortwo rounds while you
  land wrong . Take an 'A' Krush critical
  .
  your feet .
  crawl for cover.
  In the excitement, you try to make
  Your indecision causes you to
  As you duck a blow, you lose your
  You duck to one side to avoid foe's
  your two feet be in three places at
  attempt two different throws at once
  .
  footing . You fall down, stunned for
  attack. Unfortunately, you get tangled
  96-99
  once . You fall, stunning yourself for
  You are stunned and unable to parry
  three rounds and unable to parry for
  up in the underbrush . You suffer a -50
  three rounds . You are unable to parry
  for three rounds
  . Quick thinking!
  two.
  to all actions for three rounds.
  for two rounds .
  You forget even the most basic of
  Awkward sweep results in you going
  Someone unexpectedly slams into
  Run away! You must turn tail and run .
  moves . You throw yourself at your
  down and slamming your head . You
  your back. You hit your head on a
  Survival instincts say its time to leave
  100
  opponent, giving yourself a 'B' Krush
  are stunned and unable to parry for
  table as you fall . You are stunned and
  the scene . Foe gets an attack at your
  critical .
  6 rounds.
  unable to parry for 6 rounds
  .
  back as you leave .
  
  'L~~`.d~~~~~rl~,`.~Llw\
  L:~1~1~11r1r3Er~~3L~~i~~w1~~JL~.1Law1L:~.1L~~i ~w1Er1.1L~~1~1~L:w1Er~1
  "
  Section 6.0
  The Critical
  Strike Tables
  10 MILLION
  WAYS TO DIE
  82
  THE CRITICAL STRIKE TABLES
  This section contains this introduction, a keyto all of the
  tables in this section, and 20 critical tables . In addition, at
  the bottom of each table there is a key for all of the special
  symbols used in the table .
  HOW TO USE THESE TABLES
  To resolve most critical hits, roll d100 (not open-ended)
  and cross-index the result on the appropriate column of the
  chart .
  The exception to this method is the large critical strike
  table . When attacking a target that is classified as "large,"
  you must ascertain the type of weapon used in the attack.
  Cross-index a high open-ended d100 roll with the type of
  weapon used in the attack: normal, magic, mithril, holly
  arms, or slaying.
  Magic and mithril weapons only do extraordinary
  damage to large creatures . Do not roll on the Large
  Creature Critical StrikeTable when using these types of
  weapons against normal opponents .
  If you are using a "slaying" or a "holy" weapon against
  a target that is not large, you should resolve the attack
  normally. However,
  if the normal attack delivers a
  critical, the weapon will deliver an additional critical.
  Cross-index the roll used to resolve the normal critical
  on the Slaying or the Holy column of the Large Creature
  Critical Strike Table .
  Example : Richard isplayingGrundywho has a spearthat
  has been enchanted to slay griffons. During his latest
  expedition into the mountains, hefinds himselffacingjust
  such a beast.
  His normal attack delivers 22 concussion hits and an
  E'Puncture critical. Richard rollsfor his Puncture critical
  andgets a 96! After resolving the normal critical, he rolls
  again (because 96 is open-ended), getting an 11;fora total
  of 107. He looks up 107 on the Slaying column of the
  Large Creature Critical Strike Table (severing a majorvein
  in the poor griffon-who will die in 6 rounds).
  KEY TO THE TABLES
  All of the tables in this section have two different types
  of information : descriptions and mechanics .
  Sometimes, the second and third items are combined
  (reading as
  (9). Also, sometimes the third item
  is
  replaced with B(X-(x) (there can never be both a (9 and a
  Yx entry) . Below is a more detailed explanation of the
  entries .
  " +l3H - This indicates that the target of the attack
  takes an additional B hits of damage .
  " B
  - This indicates that the target of the attack is
  stunned for B rounds. While stunned, the target may
  only parry with half of his normal ability ; the only
  other allowed actions are maneuvering (modified by
  at least -50). When B is not specified, it is assumed to
  be 1 .
  " B(9 : This indicates that the target of the attack
  cannot parry for B rounds . The only allowable actions
  are manuevering (modified by at least -75) . This
  result is often accompanied by a
  result (see above).
  When B is not specified, it is assumed to be 1 .
  " B(X-a) : This indicates that the target of the attack
  must parry for his next B actions with a penalty of oc.
  When B is not specified, it is assumed to be 1 . When
  a is not specified, it is assumed to be zero.
  " 136: This indicates that the target of the attack will
  loose B hits every round until the wound is healed .
  "Bleeding" represents not only actual blood loss, but
  also represents ongoing pain . When B is not specified,
  it is assumed to be 1 .
  The description information will describe the critical
  hit (usually including a body location) . The GM
  should feel free to alter the description to more
  appropriately fit the type of attack .
  The mechanics information is the game effects of the
  critical hit . The GM should rarely alter these results .
  The presentation of this information will always
  follow this format :
  +BH - B
  - 30 - B" - B(-(x) - B(+(x)
  where a and B are numbers. In general :
  H . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . hits
  .
  . . . . . . .. . . . . . . . . . . . . . . . . . rounds of stun
  ®.
  . . . . . . .. . . . . . . . . . . rounds of no parry
  X. . .
  . . . . . .. . . . . . . rounds of must parry
  " . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . hits per round
  (-(x)
  . . . . .. . . . . . . . . . . . . . . . . . . . . .. . . . ... . . . . penalty
  (+(x) . . . .. . . . . . . . . . .. . . . .
  . . . . . .. . . . . . . . . . . . . bonus
  B(-(X) : This indicates the target of the attack suffers a
  penalty of a for B rounds . When B is not specified,
  the penalty is assumed to last until the wound is
  healed .
  B(+(x) : This indicates that the attacker gains a bonus
  of a for B rounds . When B is not specified, it is
  assumed to be 1 .
  
  Key:
  fix=must parry 8 rounds; limo parry for 8 rounds;
  6,r=stunned for 11 rounds
  ;
  fit=bleed 0 hits per round ;
  (-8)--foe has -8 penalty;
  (+6)=attacker gets +6 next round .
  83
  7.1 SLASH CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Weak strike.
  Feeble strike falls clear of target.
  Firm shot. Good recovery. Try again.
  Strike lands poorly
  .
  Your attack
  is weak .
  01-05
  +011
  +OH
  +111
  +211
  +311
  Good form, but it disappoints.
  Hard strike with no edge . Foe steps clear
  Strike foewith more force than edge .
  An opening appears and all you canto is
  Unbalance foe
  . You receive initiative next
  06-10
  before you sort it out.
  smackfoe lightly.
  round.
  +111
  +211
  +311
  +411
  +511
  Blade misses foe's face by inches.
  Foesteps quickly out of your reach. You
  Blow to foe's side yields the initiative to
  You force your opponent back . He keeps You push aside foe'sweapon andforce
  11-15
  You receive initiative next round
  .
  receive initiative next round.
  you next round.
  you at baywith wild swings
  .
  him back
  .
  +111
  +311
  +611
  +311-x
  +411-x
  Strike passes under foe's arm. It
  Blow to foe's side
  . Foe defends
  Your assaultcatches foein side and
  You lean in and slash foe's side . You
  Strong blow to foe's ribs. Foe drops his
  16-20
  failsto bite deep
  . He recoils.
  energetically.
  forces him back 5 feet
  .
  receive initiative next round.
  guard and almost his weapon.
  +1 11 -x
  +211- (x-10)
  +411- (x-20)
  +211- (-10)
  0,0-(+10)
  Foe'sevasion puts him out of an
  Foe is shaken by your blow to his
  You break foe's rib with a lightning
  Arm and chest strike. Foe cannot defend
  Foe avoids your main effort, butyou nick
  aggressive posture
  .
  side
  . Hisdefensive measures look
  strike to his chest. He recovers quickly.
  himselffora moment. You step around
  him on your recovery
  . Foe receives minor
  21-35
  clumsy .
  His shield side still facesyou.
  his shielded side .
  side wound and stumbles back 10 feet.
  +211- x- (+10)
  +211- (x-20)
  +311-0
  +311- 00
  +311- " - (-10)
  Minor thigh wound. Cut foe with
  Strike foe in shin
  .
  If he doesn't have
  The blow does nothing more than open a
  Foe blocks your attack on his chest. You
  Blow to foe's upper leg
  . Leg armor helps
  thesmallest of slashes,
  greaves, you slash open foe's shin .
  wide cut in toe.
  slash foe's upper area
  .
  blockthe blow
  .
  36-45
  with leg greaves
  : +211- x
  with leg greaves: +511
  "
  w/o leg greaves:+211- "
  +211-2 "
  +311-2 "
  w/o leg greaves:+311-3"
  Blow to foe's back. Foe attempts to
  Foetwists oddlyto avoidyour attack
  .
  Blow to foe's back . Foe twists out of it
  Reach long and catch foe in his lower
  Strike to foe's stomach . He doubles over
  ward you off with awild swing.
  Blow strikes foe's back .
  and you turn your weapon to magnify
  back . He twists out of 'it, but is
  in pain and you pull your sward clean
  46-50
  the wound . Foe yells out.
  unbalanced
  .
  with one more sweep
  .
  +211- (x-30)
  +411- (x-30)
  +311-1~0- "
  +311- 0,(9-26
  +411-,r0 - 3"
  Blow to foe's chest. Foe stumbles
  Quality strike
  . Minor chest wound. If foe
  Blow lands solidly upon foe's chest.
  Heavy blow to uppertorso
  . Wound falls
  Cut foe open with little grace
  . You are
  back and puts up a feeble guard.
  has armor, he only staggers
  . If not, the
  You getsome slashing action, but not a
  open and foe is
  in pain. Hisguard is still
  unsure of your success untilyou see all
  51-55
  wound is effective
  .
  mortal wound .
  up, amazingly enough.
  the blood coming out of his chest
  .
  with chest armor: +411-x
  +211-(x-25)- "
  w/o chest armor: +311-2x- " -(-5)
  +411-x-2" -(-10)
  +511-x-3 " -(-15)
  +611-2!,0-4" -(-10)
  You recover from your initial swing
  Edge makes contactwell enough
  . Minor
  Strike to side slips down onto foe's
  Tip of your blade gets a hit on foe's
  Thigh wound. Your blow cuts deep and
  56-60
  and bring edge across foe's thigh .
  thigh wound.
  thigh . The wound is effective .
  thigh
  . You twist your weapon
  .
  severs an important vein.
  +311-x-2 "
  +411-2x-2"
  +511-o-2 "
  +611-20-26
  +811-2,r-5"
  You feign high and strike low
  .
  Nick foein his forearm. Wound bleeds
  Catch part of foe's forearm .You make a
  You are lucky to strike foe'sforearm
  Foe tries to disarm you and pays with a
  61-65
  Slash foe in back of upper leg .
  surprisingly strongly
  .
  long slice in foe's arm .
  whilerecovering from a lunge.
  nastycut to his forearm.
  +311-2 " -(-10)
  +411-0-2 "-(-10)
  +411-0-3 " -(-10)
  +411-20,
  -3 "-(-10)
  +611-2 ,,0 -3 " -(-15)
  Foe blocks your attack with his
  Your strike misses torso and breaks
  Your swing falls shortwhen foe leaps
  You knock foe outfor 6 hourswith a
  Block foe's weapon arm away andthen
  shield arm
  . Shoulder is broken and
  foe's elbow
  . Foedrops his weapon and
  back. You shatter foe's knee . Foe is
  strike to side of head
  . If foe has no helm,
  severit
  . Foe dropsimmediatelyand
  66
  arm is useless
  . You have initiative .
  his weapon arm is useless.
  knocked down
  .
  you kill him instantly.
  expires in 12 rounds . Good shot!
  +911-3,r-(+10)
  +811-4,t-20
  +611-30-(-90)
  +1511
  +1211-(+10)
  Strike lands close againstfoe's
  Your attempt to behead foe almost
  Slash foe's neck. Your weapon cuts neck
  You strike foe's shoulder and slash
  Slash tendons and crush the bones in
  67-70
  neck . Foe is horrified.
  works. Neck strike. Foe is not happy.
  garments (and armor) free.
  muscles.
  foe's shield arm shoulder. Arm is useless.
  +611-3,r-®
  +711-20-3"-(-5)
  +811-40-20-(+10)
  +511-30-(-20)-(+10)
  40-26
  Blow falls on lower leg. Slash
  Slash muscle in foe'scalf . Foe is in too
  Slash muscle and tendons in foe's lower
  Slash muscle and sever tendons in foe's
  Slash foe's lower leg and sever muscle
  tendons
  . Poor sucker
  .
  much pain to regain tooting quickly.
  leg . Foe stumbles forward into you with
  lower leg . He can't stand much longer.
  and tendons
  . Foe will fall without
  71-75
  his guarddown.
  His guard is feeble .
  something to lean against.
  +411-2,r-2 " -(-30)
  +611-3'0-®-(-40)
  +711-200-(-45)
  3!7-2®-(-50)
  +811-60-(-70)
  Foe goes low, but you still catch his
  Foe moves his shield arm too slowly
  .
  You come in high andfast. Slash muscle
  Foe mistakenly brings his weapon arm
  Foe reaches out to block your blow . You
  upper arm
  . It's a bleeder.
  You gladly slash his arm,
  and tendons in toe's shield arm . Foe's
  across your blade
  . Severtendons.
  severtwo fingers and break hisshield
  76-80
  arm is useless
  .
  Foe's arm is limp and useless
  .
  arm making it useless.
  +511-2!.o0-36 -(-25)
  +611-20'70-3 " -(-30)
  +911-60-4"
  +1011-4,x-20
  +1211-3,00
  Foe steps right into your swing.
  Your edge biteshalf its width into foe
  .
  You follow your training well . You
  You plunge your weapon into toe's
  Severopponent's hand . Sad. Foe is down
  You make a large wound .
  Open up aterrible wound . Blood goes
  extend on your slashing arc
  . Strike
  stomach . Major abdomenal wound . Foe
  and in shock for 12 rounds, then dies.
  81-85
  everywhere .
  lands againstfoe's side .
  is instantly pale from blood loss .
  +611-50-6"-(+20)
  +711-20®-6 "
  +811-20®-4 " -(-20)
  +1 OH-40-20-8 "-(-10)
  +511-12,00
  Foe turns out and away from your
  Strike to back. Foe goes pronetrying to
  Blast to back breaks bone. Foe
  Your attempt to disarm foe is even more
  Meat chopping strike severs toe's leg .
  swing. You still catch his side.
  avoid your strike. He gets up facing the
  stumbles forward before falling down
  .
  effective. Sever opponent's hand . Foe is
  Foe drops and lapses in
  86-90
  wrong direction .
  He is having trouble standing
  .
  in shock for 6 rounds andthen dies.
  unconsciousness
  . Foe dies in 9 rounds.
  +1011-3,+0-3 "
  +911-4000-(-10)
  +611-600
  +1511-(+10)
  Blow to foe's head . If no helmet,
  Strike to foe's hip
  . The blow has little
  Chop thetop of foe'sthigh
  . Sever foe's
  Severtoe's weapon arm and bury your
  Severtoe's spine. Foe collapses,
  cut off toe's ear (all hearing ability is edge, but much impact
  . Your blow
  leg. Foe drops immediatelyand dies in 6
  sword into foe's side . Foefalls prone.
  paralyzed from the neck down
  91-95
  halved) .
  staggers foe. His recovery is slow.
  rounds due to shock and blood loss .
  Foe is in shock for 12 rounds, then dies .
  permanently .
  with helmet : +311-2, 0
  w/o helmet
  : +311-3,0-0-3 "
  ___ __
  +711-30-0-(-20)-(+10)
  +2011
  +1511-9#0
  +2011
  The tip of your weapon slashes
  Strike to foe's head breaks skull and
  You cleave shield and arm in half Foe
  Slash foe's side
  . Foedies in 3 rounds
  Strike to foe's head destroys brain and
  foe's nose
  . Minorwound and a
  causes massive brain damage
  . Foe
  attempts to catch his falling arm . Foe is
  due to internal organ damage . Foe is
  makes life difficult far the poor foal.
  96-99
  permanent scar,
  dropsand dies in 6 rounds.
  in shockfor 12 rounds then dies .
  down and unconscious immediately.
  Foe expires in a heap-immediately
  .
  +211- 60 - 2"-(-30)
  +2011
  +1811-12,10
  +2011
  -
  Strike severs carotid artery and
  Disembowel foe, killing him instantly.
  Strike up, in, and across foe's forehead
  .
  Impale toe in heart
  . Foe dies instantly
  .
  Very close! Strike to foe's groin area. All
  jugular vein, breaking foe's neck .
  25% chance your weapon is stuck in
  Destroy foe's eyes. Foe flips onto his
  Heart is destroyed
  . 25% chance your
  vital organs aredestroyed immediately.
  100
  Foe dies in 6 rounds of agony.
  opponent for 1 round.
  back in pain.
  weapon is stuck in for 2 rounds.
  Foe dies after 24 rounds of agony
  .
  -
  +511- 30,+0
  +1211
  +10H -120
  
  84
  Key:
  Bx=must parry B rounds;
  80-no parry for 6 rounds;
  Bar=stunned for 8 rounds
  ;
  fit=bleed B hits per round ;
  (.B)--foe has -B penalty;
  (+B)=attacker gets +B next round.
  7.2 PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Foe avoids most of the attack
  .
  Glancing blow. Nothing extra .
  Foe dances clear of theworst
  .
  Strike bounces off.
  Strike landsflat .
  01-05
  +OH
  +0H
  +1H
  +2H
  +3H
  Strike failed to connect well.
  Panck!
  Nick your weapon and your foe.
  Strike lands without energy
  .
  Shot unbalances foe. You have initiative.
  06'10
  +1H
  +2H
  +3H
  +4H
  +5H
  Strike causes foe to flinch. You gain
  Foe questions his resolve. You gain
  Foe's evasion puts him out of position.
  Foeevades and maneuvers fora better
  Foe is fearful of your skill andsteps back
  11-15
  initiative next round.
  initiative next round.
  You gain initiative next round.
  position
  .
  from your mighty onslaught
  .
  +1H
  +3H
  +5H
  +2H-x
  +3H-x
  Foe steps back defensively
  .
  For steps back and avoids the worst.
  Blow to foe's side
  . If foe has a belt it is
  Precise strike to foe's side. You have the
  Foe vibrates from the impact of the
  16-20
  severed.
  initiative for 1 round.
  strike.
  +1 H-x
  +2H - (x-10)
  +3H - (x-20)
  (-10)
  0,-(+20)
  Convince foe of his peril by just
  Foe is uncertain about your next attack.
  Strike crosses foe's head . If he has a
  You woundfoe in hip
  . Strike strips
  Deal foe a measurable blow to his side .
  missing his abdomen.
  He choses to let you make the firstmove
  helm it is knocked off and dented
  .
  equipment from right side of waist.
  Anyone containeron your foe now has a
  21-35
  (you gain the initiative)
  .
  hole in it
  .
  +2H-x(+10)
  +2H-2x
  .0- "
  54'r- 26
  +2H-2" -(-10)
  Nick foe's calf with long follow
  Cheap shot to foe'sshin .
  Strike along foe's calf
  . The damage
  Close call forfoe's groin.
  Strike to upper leg rips clothing .
  through .
  takes a moment to show.
  36-45
  with leg greaves:+5H-x
  with waist armor
  : +4H-fit
  with leg armor
  : +3H-x
  "
  w/o leg greaves: +2H- "
  2"
  w/o waist armor: 3"
  w/o leg armor: +2H-3"
  Foe's evasion exposes his back to
  Blow to back damages any equipment
  Lower back strike sends foe reeling
  .
  Light strike pins foe'sweapon arm to his
  Strike to side . If foe has armor, the blow
  your strike
  .
  worn there.
  His guard is still up.
  side.
  tears it open and exposes skin .
  46-50
  with abdomen armor: +BH -0- "
  +2H-(x-30)
  0- "
  2;Cr- "
  +6H-#®
  w/o abdomen armor: +4H-00-4"
  Strike to foe'schest and he looks
  Solid strike to foe'schest. Blood from
  Strike toward chest. If foe has a shield, it
  Solid chest strike leaves bruises and
  Foe goes low to evade your attack. Strike
  impressed.
  wound ruins anyheraldry.
  is out of position for the rest of the
  blood.
  takesfoedown on one knee . Finish him .
  51-55
  round.
  (x-25)-2 "
  +3H-2"-2x
  +3H-20-2 "
  +5H-x-3"-(-15)
  +5H-0®-(-10)
  Minor thigh wound. It could have
  Thigh wound does some damage
  .
  Strike to foe's thigh,
  Strike foe in abdomen.
  Blow to foe's side . He stumbles to your
  been better .
  right 10 feet.
  56-60
  with leg armor
  : +BH-~- "
  with abdomen armor: +5H-2®
  +2H-0-2"
  +3H-00-2 "
  w/o leg armor
  : +5H-2#-2 "-(-10)
  w/o abdomen armor: +3H-00-3"
  +6H-~>O -5"
  Minor forearm wound numbs
  Forearm strike shakes foe up
  . Foe
  Solid strike to foe's right forearm
  .
  Blow to foe's weapon arm. Arm is
  Catch foe'sforearm. Thewound opens
  foe's grip.
  attempts a recovery.
  numb
  .
  up nicely . Foe is in pain.
  61-65
  with arm greaves: +5H -209
  +2H-2" -(-10)
  +2H-0-2" -(-10)w/o arm greaves:+3H-2#-2" -(-10)
  +3H-20-3 " -(-10)
  +5H-20-3 " -(-15)
  Strike to foe'sshield shoulder. Arm
  Foe blocks your attack with hiselbow
  .
  Strike shatters foe's knee. Foe crumbles
  Strike to head kills foe,
  if he has no
  Strike through both of foe's lungs. Foe
  is useless
  . That must really hurt!
  Elbow is shattered . Shield arm is
  to the ground
  . He is down for3 rounds.
  helm. If he has a helm he in knocked out
  drops and passes out. He dies 6rounds
  66
  useless.
  for 6 hours.
  later.
  I
  30-(+10)
  (+10)
  I
  +3H - 40 - 2x
  200-(-90)
  +10H
  (+10)
  Strike along foe's neck.
  Strike to foe's neck. It's not enough for a
  Strike along foe's neck. Foe is franticto
  Strike down foe's defenses with a blow
  Shot raises foe's arm up, severing many
  67-70
  kill
  .
  evade death.
  to both arms.
  muscles and tendons. Arm is useless.
  +5H-30-®
  2~-3 "-(-5)
  40-2® -(+15)
  +3H- 2,00-(-20)
  6.0 -3 "
  Strike to lower leg .
  Strike to foe's calf
  . Slash muscle
  . Foe
  Destructive strike to lower leg . If foe has
  Excellent blow to lower leg slashes
  Strike plunges into leg with deadly effect .
  almost falls down.
  leg armor, it is torn free
  .
  muscles and cartilage . Foefalls prone.
  Foe drops, gripping his leg in pain .
  71-75
  with leg greave: +5H - 3x - (-10)
  w/o leg greave :+3H-00-(-25)
  +3H-2,00-(-40)
  +5H-2019-(-50)
  +6H-2 O~&-(-50)
  30®-(-75)
  Strike foe in upper arm. You tear
  Strike to shield side.
  If foe hasshield,
  Strike through muscle in shield arm
  Strike to foe's shield arm . Arm is
  Strike foe in weapon arm, the bone is
  his pretty clothes.
  your weapon is stuck in it for a round
  .
  If foe has a shield, he dropsit
  .
  useless
  .
  broken. Arm is useless.
  76-80
  +3H- 20 - 3" - (-25)
  3Q-3" - (-30)
  60 -3" - (-25)
  +12H - 60 - 3"
  +10H - 300
  Deep wound in foe's side. Well,
  it
  Tear open foe's side in a graphic display
  Strike bites into toe's ribs. The impact
  Major abdomenal wound. Blood pours
  Strike to foe's back severs a vein . Foe
  81-85
  looked like a killing blow.
  of violence
  .
  sounds truly terrible
  .
  out in frightening quantities
  .
  goes to hisknees and dies in 12 rounds.
  60-5 " -(+20)
  +6H-300-5"-(-25)
  +6H-30®-(-25)-5"
  +10H-3"-6" -(-20)
  -
  Catch foe in the back . He drops his
  Strike to foe's head
  . If foe has no helm
  Strike impacts on foe'shead
  . If he has
  Strike through foes kidneys. Foe is down
  Strike
  plunges in just below foe's
  guard and stumbles foward.
  he dies
  . If foe has helm, he falls to his
  no helm, he dies . Helm is destroyed.
  and immobile for2 hours, then he dies .
  collarbone Foe drops and dies in 12
  86-90
  knees
  .
  rounds
  .
  20~9 -2" - (-20)
  +61-1-200
  +6H - 2,0®
  +9H
  -
  Strike to foe's ear. Foe hears at -50
  .
  Strike to foe's hip.
  Strike to chest. If foe has plate chest
  Strike through foe's side spills his guts
  Your weapon passes through the arm
  armor, he drops anddies in 9 rounds. If
  on the floor. Foefights on normally for 6
  and sticks outthe other side. Foe dies in
  91-95
  not, he dies instantly
  .
  rounds, then dies
  .
  12 rounds.
  with helmet : +5H-4#-®
  with waist armor: +7H-0-(-10)
  w/o helmet
  : +31-1-24-20.0
  w/owaist armor: +5H-Cr-3 " -(-25)
  -
  -
  120
  Strike to nose. There is a
  Strike through toe's cheek and throat.
  Strike through foe's neck breaks
  Strike plunges into doomed foe's chest
  Shot through heartsends foe reeling
  permanent scar. Foe's eyes are
  Foe drops and dies after 9 rounds of
  backbone and severs spine. Foe is
  and emerges from the other side. Foe
  back 10 feet to a place suitable fordeath.
  96-99
  crossed for a moment
  .
  incapacity.
  paralyzed from the neck down
  .
  drops and dies in 6 rounds .
  Your weapon is stuck in reeling foe.
  3!.y®-3"
  (+20)
  -
  -
  -
  Strike through neck . Severvein and
  Strike plunges into foe's eye. Foe dies
  Shot through both ears proves
  Strike through brain makes life difficult
  Strike to foe'seye. Foe dies instantly
  .
  artery. Foe cannot breath
  . Foe
  instantly . Foe remains standing fora
  effective
  . Foe dies instantly. Pretty shot
  .
  for foe. You have a half round left to act.
  Carryon soldier.
  100
  drops and dies of heart failure.
  moment until he realizes this
  .
  -
  allallies get +10 for 1 round
  6(+20)
  (+20)
  (+25)
  
  Key:
  fix=must parry 5 rounds;
  fi0=no parry for 5 rounds;
  60-stunned for 8 rounds ;
  86=bleed 8 hits per round;
  (-B)-foe has -B penalty;
  (+B)-attacker gets +6 next round.
  85
  7.3 KLUSH CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Not very impressive
  .
  Your grip fails you
  .
  Practice this one.
  Strike blunted by clothing .
  Destroy one of foe's silly decorations.
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  The strike lost something in the
  Thud.
  You should have swung much harder
  .
  Foe steps right, then left,and almost
  Blow is forceful, not hard
  . Foe is
  06-10
  translation
  .
  evades your blow .
  unbalanced. You have initiative .
  +OH
  +2H
  +3H
  +4H
  +6H
  Foe evades your much of your
  Foe evades frantically . You have the
  Really solid strike to foe's shield side .
  Shot close to toe's throat. He seeksto
  Foe raises an arm to blockyour strike
  .
  11-15
  swing
  . You have initiative
  .
  initiative next round.
  You have initiative.
  avoid your next strike .
  He does himself harm . You profit.
  +3H
  +3H
  +7H
  +5H - (x-10)
  +6H - #- (+5)
  Foe steps back 5 feet. He is out of
  Foe is concerned with his own
  Blow to foe'swaist. He spinssideways .
  Glancing blow takes skin with it
  . You
  Strong blow breaks toe'sguard. He is
  16-20
  position
  .
  preservation
  . He steps back 5 feet .
  have initiative next round.
  unbalanced .
  +2H -x
  +4H - (x-10)
  +6H - (x-20)
  +5H - (-5)
  0- ( +10)
  Foe tries to duck underyour strike .
  Foe loses some resolve from your solid
  Disorient toe with a tricky shot. He is at
  Foe goes airborne to evade your strike.
  Solid shot breaks foe's ribs .You have
  21-35
  You knock him back
  .
  strike
  .
  a loss for words
  .
  He is stumbling back
  .
  initiative next round.
  +3H - x- (+5)
  +4H - (x-20)
  +5H - 0
  +4H - fir®
  +6H - (-10)
  Bust foe's shin . You have initiative.
  Blow to foe's left calf. You gain initiative.
  Catch foe in lowerleg . You gain
  Light swing to foe's leg. Foe's call is
  Blow to upper leg. Minorfracture. You
  initiative, while foe regains footing,
  bruised . You have the initiative
  .
  have initiative,
  36-45
  with leg greaves: +9H
  with leg greaves
  : +9H-2x
  w/o leg greaves:+6H-(-5)
  w/o leg greaves:+6H-2(-20)
  +9H-2(-25)
  +1 OH-(-10)
  +12H-(-10)
  Foe steps under your blow .You
  Solid blow to back. Foe seeksto avoid
  He leans to your shield side andyou hit
  Catch foe in shoulder blade. Foe drops
  Glancing strike to lower back . Foeturns
  catch him in the back
  .
  this attack again. He has lost his way.
  him in the back .You have the initiative
  his guard and reels from your blow.
  away to avoid thedamage. Foe uses his
  46-50
  for 2 rounds .
  weapon for balance.
  +4H - (x-25)
  +6H - (x-25)
  +5H -00
  +10H - 00
  +15H - 00
  Blow to foe's chest
  . Foe leans
  Foe recoils before your blow impacts.
  Hard strike to chest, armor does not
  Blow to foe's ribs . It hurts himto raise
  Blow to chest. He seeksto regain his
  51-55
  sideways in pain.
  He steps back 5 feet to defend himself .
  help .
  his arms. Foe cannot lean over
  .
  wind and surviveyour onslaught
  .
  +5H-(X-25)
  +6H-2x
  +5H-tr-(-10)
  +10H-(-15)
  +15H-2'a-(-15)
  Blow to foe'swaist sends a piece of
  Strike passes under shield arm and
  Strike grazes across left thigh and lands
  Miss foe's arm and strike his thigh. He
  Blow to foe'sthigh causes his rightleg to
  56-60
  equipment flying . Foe recoils
  .
  lands on foe's thigh
  . Big bruise .
  on right
  .
  It lands solid.
  stumbles and drops something.
  falter for a moment .
  +5H-(x-25)
  +6H-x-(-5)
  +6H-x-(-5)-(+10)
  +6H-0-(-10)
  +10H--~10 -(-10)
  Strike to weapon forearm
  .
  Blow to foe'sforearm .The strike is
  Catch foe in mid-swingand disarm him.
  Blow to forearm
  . Blow tears clothing,
  Strike foe'sweapon arm with a titanic
  solid .The pain is certain.
  His weapon tumbles behind you.
  but not skin
  . Arm is bruised .
  blow . Foedrops his weapon and reels .
  61-65
  with arm greaves: +8H-x
  w/o arm greaves:+5H-0
  +9H-0-(-10)
  +8H-0
  +10H-'a®-(-10)
  +10H-0-(-15)
  Shatter shoulder in foe's shield
  Drive elbow backwards and break it.
  That does it forhim. Your strike lands
  Masterful strike to foe's head
  .
  It he has
  Crush what was once toe's head ; he
  arm.Arm is quite useless. Foe
  Arm is useless. Foedropsweapon,
  on foe's knee. Theknee buckles and foe
  no helm, he is dead . If he hasa helm, he
  dies instantly.
  If foe has a helm, it is
  66
  dropsshield,
  it he has one.
  leans way over, and yells out.
  goes down hard .
  is knocked outfor 4 hours.
  destroyed also
  . You are speckled
  with blood.
  +8H-21:~O
  3'o
  +9H-30~9 -(-90)
  +20H
  +15H-(+10)
  Solid strike to foe's chest
  . Knocks
  Bloom! Shot strikes foe's upper chest.
  Strike to chest causes a host of trouble
  .
  Blow to shoulder .
  Blow to foe's shield arm. If foe hasa
  the breath out of foe.
  Foe stumbles.
  shield, it is broken . If not, arm is broken,
  67-70
  with shoulder armor: +6H- >Yr®
  +81-1-30-0
  +10H-2V-(-10)
  +10H-3'~F -2®-(-10)
  w/oshoulderarmor
  : 2
  -(-20)
  Shot takes foe in lower leg. He fails
  Strike to foe's rightachilles tendon
  . Oh
  Strike twists toe's knee
  .
  Blow landswith a crack. Leg bone is
  Blow to foe's hip bonebreaks
  it. Help! Foe
  71-75
  to jump over it.
  that hurts ya know!
  broken
  . Majorcartilage damage
  .
  has fallen and cannot get up .
  +5H-2'.w*-(-20)
  +1OH-20-®-(-35)
  +1OH-200-(-40)
  +12H-200-(-50)
  +15H-3:z-(-75)
  Blow to foe's shield armdestroys
  Blow to foe's shield arm breaks wrist .
  Blow to foe's weapon arm. A metal
  Blow breaks foe'sweapon arm .
  Slap foe's arm and elbow around like
  shield . If no shield, arm is broken .
  Hand is useless. Foedropsshield.
  armguard is bent and the arm is useless
  Sling toe's weapon to the right 5 feet .
  string
  . Joint is shattered . Arm is useless.
  76-80
  until until the armor is removed
  .
  Foe's arm is useless. Tendon damage
  .
  Foe should have stayed in bed
  .
  +6H-'0
  +9H-fit®
  - (-50)
  +8H-0®
  +9H-2'..t®
  Blow to foe's side sends him
  Blow thunders as it connects. Foe's ribs
  Foe yells out before the impact and is
  Blow lands on toe's side
  . He goes down
  Blow to toe's armpit. Crush ribs and
  $1-$5
  stumbling 5feet to your right.
  crackle in response
  .
  It hurts
  .
  silenced by theblow
  . Ribs crack.
  hard. Victory is close .
  destroy organs. Foe dies in 3 rounds.
  +10H-200-(-20)
  +12H-200-(-25)
  +12H-31:~O -(-40)
  +15H-3 :0-(+10)
  +30H
  Strike foe in lower back
  . Muscles
  Foe makes a mistake and pays
  . You
  Powerful blow sweeps foe onto his back.
  Blow to foe's neck
  . If foe has a throat
  Neck strike shatters bone and severs an
  and cartilege aredamaged.
  send him pronewith a fell strike
  .
  Bones breakand muscles tear.
  protector, he is paralyzed from the neck
  artery . Foe cannot breath . Foe is inactive
  $6-90
  Tendons are smashed.
  down
  . If not, he dies in two rounds
  .
  and suffocates in 12 rounds .
  +12H-30-(-25)
  41~* -(-30)
  +20H-6 r-(-50)
  +25H
  -
  Break foe's nose
  .
  Strike to foe'shead
  . If he has no helm,
  Blow to thigh. Compound fracture
  Strike comes down on the shield
  Blast to toe's back .A bone is driven into
  he falls into a coma for 3 weeks.
  severs an artery
  . Foe goes down hard
  shoulder of toe. Arm shatters. Foe dies
  vitalorgans . Foe is down anddies in six
  91-95
  and dies in 12 rounds.
  from shock and blood loss in 9 rounds .
  rounds.
  with nose guard
  : +1OH-20
  w/o nose guard: +15H - 3,00
  +20H -120
  +9H
  -
  +25H
  Blow to foe's head
  .
  If foe has no
  Blast foe'schest. Send ribcage into
  Blow to foe'sabdomen.
  Strike destroys
  Crush toe's chest cavity. He grips your
  Blow to foe's face . If visored, the visor is
  helm, he is dead
  . If foe has a helm,
  heart
  . Foe drops and dies in 6 rounds.
  a variety of organs . Poor fool expires
  arm, looks into your eyes, then drops
  driven into his face and toe dies in 10
  96-99
  he is knockeddown
  .
  after 6 rounds of inactivity .
  and dies in 3 rounds.
  rounds. Withouta visor, he dies
  instantly . You have halt the round left.
  +20H -6'~
  (+20)
  -
  (+25)
  +30H - (+20)
  Crush foe'sjaw
  . Drive bone through
  Blow snaps neck. Foe is paralyzed from
  Strike to forehead. Destroy tae's eyes.
  Blast to foe's heart. It stops. He dies
  .
  Blow turns hipto dust. Foefalls down
  .
  brain . Foe dies instantly.
  the shoulders down .
  Send his helm frying. Foe is spun about
  .
  You consider yourself to be deadly .
  Attempts to stand. Falls again and dies in
  100
  Fine work. You are ready to slay.
  6rounds.
  +50H-(+20)
  +25H-150
  +30H-24Q~&
  +25H
  +35H-2!.y-6(-30)
  
  7.4 TINY CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Dubious strike
  .
  You throw up some dust.
  You're not very good, are you?
  Get it right next time!
  You did very poorly
  .
  01-05
  +OH
  +OH
  +OH
  +0H
  +1 H
  Zip
  . Less than effective .
  You leap
  . Foe moves . You land . It had
  Look over there! Baby eagles!
  Your slash tears off a piece of fur or
  Strike is not solid or well placed
  06-10
  good form .
  cloth
  .
  +OH
  +OH
  +0H
  +1H
  +2H
  Feeble .
  You almost got a real grip .
  You really tear up foe's garments . Try
  Slash to neck, pulls off any necklaces
  Entangle your claws in foe's clothes
  .
  11-15
  his skin next time
  .
  foe is wearing.
  You struggle to pull free .
  +0H
  +OH
  +1H
  +1H
  +2H
  Victory to the oppressed!
  Your lunge for foe's throat was blocked
  Glance off toe and grip the air. He steps
  Solid chest strike yields a bruise
  .
  Light cutting strike.
  It has a little effect,
  16-20
  by his arm .
  out of your strike
  .
  but you taste blood
  .
  +1H
  +1H
  +1H
  +2
  _
  +2H-6
  Jolly deadly attack.
  You get in close, but foe kicks you clear
  Strike catches foe in waist . His
  The recoil from a missed strike lands
  Scratch toe in calf.
  It turns into a bleeder
  21-35
  before your strike turns deadly.
  equipment blocks some damage .
  against foe's back. It is a mild scratch .
  and you are very pleased.
  _
  +1H
  _
  +2H
  +2H+3H
  +2H -
  Cruel blow for nature.
  Attempt to disembowel falls short.
  Light grip
  . Foe breaks free, damaging
  Strike to foe's lower leg
  .
  If foe has
  Solid shot to leg
  . Foe watches you break
  36-45
  Foe guards his stomach well.
  himself. You are pleased .
  n o leg armor, you cause him pain.
  the skin on his thigh
  .
  +2H
  +3H
  +2H-6
  w/o leg greaves:+5H-4
  +3H-6
  Poortollow through
  . You lose a
  Slash to foe's side does no cut deep
  .
  Solid strike to side does not break the
  Unexpected puncture in foe's side .
  You bring a powerful blow around
  46-50
  claw. Your attack is dubious.
  He turns to avoid the worst.
  skin . Foe turns to face you better
  .
  You are pleased. Foe grips his side,
  against foe's back. He leaps back away.
  +4H-2(-5)
  +3H
  +4H
  +3H-4
  +5H- x- 4
  Leaping chest strike yields some
  Good little gash, produces an effective
  Mild strike to chest catches in a soft
  Slash foe's stomach . If foe's has no
  Grip to foe's shield arm garments
  . Foe is
  51-55
  measurable damage
  .
  wound
  .
  spot. You are surprised at its effect
  .
  metal armor, you tear him open badly.
  unable to use his shield arm for 1 round
  .
  +3H
  +3H-6
  +4H-26
  w/o abdomen armor: +5H-36
  +6H-14
  Light wound to thigh. Garments
  Scratch toe's skin, but you do not
  Your original strike misses, but foe's
  Your strike catches the back of foe's
  You rip open foe's thigh . The look on his
  56-60
  are torn
  . Promises are made
  .
  break the skin
  .
  thigh is available as a consolation .
  thigh
  . Foe is unbalanced for a moment .
  face tells you victory is near
  .
  +1H-4
  +61-1
  +4H-0-26
  +6H-0- 26
  +7H-0-34
  Mild forearm wound. You are doing
  Raking forearm strike leaves a nasty
  Foe blocks you with his arm and you
  Grip to foe's forearm . Foe flails his arm
  Slash across foe's chest and upper arm.
  very well, keep it up.
  scar
  .
  It bites deep enough to bleed
  .
  tear it up as payment . The damage is
  around trying to shake you off . You let
  Strike causes a bruise and then opens up
  61-65
  substantial, before foe breaks free .
  go and move to a better position.
  a gaping wound on foe's shield arm
  .
  _
  +2H-26
  +3H-26
  +3H-2x-24
  +5H-2x24-(+10)
  _
  +6H-2 1z;r- 36
  You find a nice vulnerable spot
  Your strike grips foe's calf . He pulls
  Violent move assaults foe's arm, wrist
  Astounding head strike . If toe has no
  Bizarre strike to eyes destroys 1 eye and
  to rip open. Foe leaps back from
  away from you violently. His actions
  and shoulder . Foe is shaken by the
  helm, you make a bloody mess of foe's
  leaves the other blind for 2 days . Foe is
  your cluches. He unbalances
  further damage the wound . You do your
  vicious strike . He drops his weapon and
  scalp
  . To further your advantage you
  down and helpless for an hour. He will
  66
  himself to escape your assault .
  best, before he breaks tree.
  leaps back 10 feet . You stay with your
  push foe's head sideways .
  need assistance to even stand. His
  quarry looking for an advantage .
  appearance is modified by -20 .
  with helm: +4H
  _
  +4h-20®-24
  +5H20-(-20)
  +4H-'0-(+10)
  w/o helm
  : +7H -6®
  +15H-240-(-95)
  Slash to foe's shoulder
  . It's not
  Claw scratches acrossed a piece of
  Pull foe off balance with a grasp to his
  Graceful slash to foe's shoulder sweeps
  Inspired shoulder strike sends foe
  67-70
  deadly, but it is a start
  .
  metal . That screeching sound!
  shoulder
  . He steps away and stumbles .
  blood onto foe's face. Foe is unsteady.
  reeling . You tear tendons and cause pain
  .
  _
  +3H-x-4
  +4H-0-6
  +5H-0-26-1(-20)
  +6H-00-24
  +7H200-(-20)
  You attempt to assault toe's lower
  Assault foe's shin . It foe has no armor,
  You slash into a muscle on foe's calf
  .
  Lower leg strike
  .
  If foe has no leg armor,
  Vicious leg wound bleeds hard
  . Foe's
  leg . You have the initiative .
  you tear his shin up
  . Foe struggles to
  You have the initiative next round.
  heavy bruise . Foe stumbles back to
  attempt to stop the bleeding gets it all
  71-75
  throw you off.
  avoid you.
  over his hands .
  with leg armor: +4H
  with leg armor
  : +6H
  with leg armor: +3H - 0
  w/o leg armor: +1H-26
  w/o leg armor
  : +3H-2x-26
  20-24-(-20)
  w/o leg armor: 20-®
  +5H-3rd-46
  Weak, but precise strike to foe's
  Strong, but imprecise arm strike. The
  You take a shot at foe's forearm . It lands
  Grab foe's arm . Foe struggles violently
  Sly arm strike gives foe a troublesome
  arm . Foe shakes you off, but you
  wound is of moderate size. You are
  well . A muscle and tendon are slashed.
  t o make you let go. You rend his arm
  wound . What looks like a tiny wound is
  76-80
  do some damage anyway .
  proud to have created it
  .
  He holds on to his weapon .
  without mercy
  . He gets free and
  producing much blood. Foe does not fall
  stumbles back. You win this round,
  down, but he stumbles much .
  +3H-fit-6
  +5H-26-(-15)
  +5H - 20-24-(-25)
  +5H-30-26-(-25)
  20®-3 "
  Strike at foe's face . He panics and
  Flying face strike
  .
  Head strike. Foe's helm is knocked off.
  If
  Acrobatic face strike. If foe has noal
  fac
  Slash between foe's fingers . If foe has
  stumbles back 5 feet. You fall clear
  toe has no helm, he has a vicious cut
  armor he will get some, when his nose
  a metal gauntlet on, he is fine.
  81-85
  and prepare for another strike .
  to his scalp.
  heals,
  with facial armor: +3H-x
  with helmet: +3H- 0
  with facial armor: +5H
  _
  +4H-0-26
  w/o facial armor: 30-36
  w/o helmet : +2H-i7-36-(-40)
  w/o facial armor: 3034-(-40)
  +8H-90-34
  Sudden well placed blow makes you Slash toe's neck
  . He thinks you just
  Shoulder strike unbalances foe and
  Strong grip to foe's weapon arm
  . He
  Rend open foe's lower back with a quick
  feel you are mighty in battle
  .
  killed him. The wound is not mortal
  .
  spins him around . He is frantic to turn
  tries to throw you clear, but cannot.
  double slash . Both wounds are deep and
  86-90
  Your foe is convinced
  .
  Foe stumbles away fearful of death
  .
  around and face you
  . You move the
  He finally drops his weapon . You lose
  nasty. Blood pours out all over you and
  other direction to prolong the effect
  .
  your grip on him at the same time.
  foe, making the combat seem brutal.
  __
  +6H-2
  +5H-30-26
  +6H-200
  +5H- -sQ
  +4H-30-®-34-(-40)
  Leaping head stike.
  If foe has no
  Foe blocks your attack with his arm
  Strike lands near neck and cheek. Foe is
  Clean strike, you cleave the thumb on
  Dazzling leap knocks toe down. Foe hits
  helm, face and left ear is slashed .
  so you slash it in place of your original
  disoriented and recoils from your
  toe's weapon arm. His arm is less than
  on his back . Foe is disarmed and
  91-95
  target
  . Foe realizes his mistake .
  onslaught
  .
  useful
  . Foe drops his weapon.
  unconscious .
  +3H-20-(-30)
  +5H-30(&-26
  +3H-2r&- 26-(-20 )
  20®-(-50)
  +9H
  Insulting strike to foe's nose .
  Strike to foe's forehead. Foe
  is
  Epic slash to foe's Achilles tendon
  . Foe
  Strike foe in face
  .
  If foe has a visored
  Head strike is deadly. Slash open foe's
  If foe has no nose guard, his nose
  blinded, until the bleeding is stopped.
  falls down. He is almost helpless. His
  helm, he is blinded and helpless for a
  head and send him down. He hits hard .
  is shredded. Foe reels from your
  Foe is off guard trying to stop the
  attempts to crawl away fail
  . You have
  week while the swelling lasts . If foe does
  The shock of your strike and the
  96-99
  onslaught.
  bleeding
  . Now is your chance .
  him now,
  not have a visored helm, he loses 1 eye
  concussion of the fall is too much for him
  and is blind in the other.
  to handle . He dies in 9 rounds
  .
  9+0-34
  30®-34-(-40)
  +5H-6>0-(-75)
  (-100)
  -
  Strike at foe's eyes
  . Without a
  Foe leaps back to avoid a slash to the
  Severe head strike
  .
  If foe has a helm he
  Strike to foe's eyes
  . Foe is blinded
  Unbelievable strike to foe's neck
  . Vein and
  visored helm, foe loses one of his
  throat, too late. He falls down . You
  is unconscious for 1-10 days . Without a
  permanently . Foe is at your mercy
  .
  artery severed . Foe dies after 6 rounds of
  100
  eyes
  .
  expose some muscle and make a mess
  .
  helm, foe is dead
  .
  inactivity .
  +15H-300-(-75)
  60®-34-(-50)
  +25H-6
  +1 OH-6th-26-(-95)
  204
  Key:
  Bx=must parry 8 rounds;
  B0=no parry for B rounds;
  BO-stunned for 8 rounds ;
  BI=bleed B hits per round;
  (-B)--foe has -B penalty
  ;
  (+B)=attacker gets +B next round.
  
  Key :
  BX=must parry 6 rounds;
  8(9-no parry for 6 rounds;
  lift=stunned for B rounds ;
  66=bleed 5 hits per round;
  (-B)--foe has -6 penalty;
  (+15)-attacker gets +ti next round.
  7.5 MARTIAL ARTS STRIKES CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Strike loses its power.
  Fine artistry, but no extradamage.
  Glancing blow makesa strange sound.
  You impress foe with your form .
  How didyou botchthis beautiful strike?
  01-05
  +OH
  +OH
  +1H
  +2H
  +3H
  Strike slows to a tap
  .
  Your master would be so embarrassed.
  Not so solid a strike .
  Foe steps out of most of the strike
  .
  Glancing strike makes foe respectyou.
  06-10
  +1H
  +2H
  +3H
  +4H
  +5H
  You
  fara better
  Blow to shoulder. Foe steps back and
  Forceful
  . Foe steps back. You have
  Kick foe's side
  . He stumbles out of the
  You strike foe to unbalance him before
  1 _15
  maneuver
  position. You have initiative
  .
  yields the initiative to you.
  initiative.
  way.You have the initiative.
  you attempt a killing blow
  .
  +3H
  +5H
  +7H- V
  You take an open shot to foe's side .
  Good shot! You have initiative for 2
  Hard strike. Foe lashes out to avoid your
  Foe blocks your attack. He falls back to
  Snappy double shot to ribs. Crack!
  16-20
  You have initiative .
  rounds.
  next attack.
  recoverfrom your onslaught
  .
  Ribs are fractured
  .
  +4H
  +5H
  +6H - x
  +8H - (x-10)
  +5H-0- (-10)
  Light, but well placed strike . Youare
  Strong, but poorly aimed strike forces
  Grab foe and bring your knee into his
  Blow to chest
  . Use your forehead in a
  Side strike jars foe'skidneys. Heavy
  alreadystarting your next attack
  .
  foeto defend himself energetically.
  ribs . The force of the strike throws him
  brutal wayto subdue foe. Youhave
  bruise to muscles. Foe steps right into
  21-35
  from your grasp
  .
  initiative for 3 rounds.
  that one
  . He is in pain
  .
  +5H - x
  +6H- x
  +6H - 0
  +3H -'r
  (-20)
  Mild strike to foe's chest. He can
  Chest strike . Foe makes a strange noise
  Clever feint finds an opening in foe's
  Chest strike
  . Foe falls forward onto one
  Strike is solid
  .
  It turns foearound . You
  see your next strike coming and he
  on impact
  . He blocks and recovers.
  guard
  . Your strike is light and fast.
  knee in front of you
  . His guard is down
  have a clean shat at foe's back next
  36-45
  attempts to block it
  .
  Bruise foe's chest.
  for a moment .
  round,
  if you hurry.
  +6H - (x-10)
  +7H-(x-20)
  +8H - 0
  +5H-
  Foe is confused by your attack. He
  Glancing kick to foe's back . The effects
  Step to the side and catch foe in his
  Solid chest strike
  . Theimpact confuses
  Draw down foe's defenses with afeint
  steps back to parry your next strike
  .
  are reasonable for your modest effort
  .
  back. He stumbles forward . His guard is
  foe greatly
  . His ribs are fractured. He
  and then hammer him in chest
  . Your
  46-50
  down.
  hates you
  .
  tactics areacceptable.
  +6H-(x-25)
  +5H-fit
  '0®
  +3H-2'.~-(-10)
  +5H-20-®
  Strike bends foe's hip in an odd
  Side strike sends foe stumbling to the
  With a circular block and a focused
  Textbook shot to foe's upper leg. The
  Hip strike spins foe. He is suspicious of
  51-55
  direction . He is unbalanced
  .
  left 5feet. He recovers to face you
  .
  central strike you breakfoe's defenses .
  bruise is deep . Foe does notfall down.
  gravity and struggles to stay standing.
  +3H- Cr
  +6H - i~!
  - (+20)
  +6H - (-25)
  +5H - 30
  Fist to chest. A solid punch
  . Foe is
  Boom! Good shot to foe's stomach .
  Strong wheel kick sends foe 10 feet
  Back strike . Foe attempts to flee and
  Shoulder strike . Foe is badly unbalances
  56_60
  rattled a little .
  He almost loses his lunch
  .
  in any desired direction .
  then changes his mind.
  and unable to defend himself.
  +5H-0
  +3H-21Z~
  +BH-20
  +4H -30I
  20-®-(-10)
  Blow on top of foe'sfoot is slightly
  Kick in back of foe's leg. He stumbles,
  Brutal strike to upperleg. The bruise is
  Blow strikesa nerve in foe's upper leg .
  Draw out foe's weapon arm. You strike
  misplaced, but quick
  . Bruise toe
  but does notfall
  . You move to gain
  deep . The pain makes it hard forfoe to
  He is not in pain, but his leg is numb .
  cleanly to disarm him. Textbook
  .
  61-65
  and mash toe nails.
  advantage,
  stand on the leg.
  +5H-5(-20)
  +7H -20
  +5H-(-25)
  20-6(-25)
  ---
  +3H
  --
  -
  Strike Achilles tendon. Foe almost
  Strike foe in his forehead
  . The shock
  Knife hand strike breaks foe's weapon
  Grip foe's weapon arm. Dislocate the
  Simultaneous palm strike to both of foe's
  falls
  . He recovers his balance, but
  sprains neck and fractures foe's jaw.
  arm, leaving it useless . Follow-up punch arm and then break it
  . Use your
  ears. Destroy foe's hearing and balance.
  66
  the pain is strong .
  He cannot seem to close his jaw.
  to solar plexus knocks foe out.
  advantage to pull foe over and kick him i
  the face . Foe is knocked out.
  +7H-2,,0-(-50)
  +4 H-9 t-(-50)
  -
  (+20)
  240-(-95)
  Weak spearhand to foe's side . It
  Spear hand strike to chest. Elbow shot
  Strong knife hand to upper portion of
  Press your attack under the bottom of
  Elbow to solar plexus and back of fist to
  67-70
  yields an excellent effect .
  to foe's side causes some confusion.
  foe's shield arm. Arm is broken.
  foe's ribcage . Knock the wind out of foe
  .
  foe'sface
  . Foe drops.
  +2H-2'0
  +3H-30
  -
  200
  +5H-3~-20
  Knife hand, spear hand
  Hammer foe's weapon arm as it passes
  Strike to back of lower leg . Foe
  Firm flat palm strike to foe's collarbone.
  Kick
  foe's knee in backwards. Tendons
  combination
  . Foemust roll a
  near you.The bruise is deep
  . Foe holds
  strugglesto keep balance. He is unable
  Bone is broken . Foe guard is down
  . It
  and muscles are torn
  . Foe yells out
  71-75
  weapon fumble.
  tightto his weapon.
  to defend himself.
  hurts him to raise his arm.
  frightfully in response
  .
  +6H - 20 - (-20)
  20®~
  20(9-(-25)
  +5H-30 - (-50)
  Blow to foe's shield arm. If foe has a You find an opening and strike the back
  You turn ablock into a strike to foe's
  Slirke and grip area behind foe's knee .
  Front kick to midsection doubles foe over.
  shield, it is broken . If foe has no
  of toe's knee
  . The impact damages
  weapon arm
  . Foe is disarmed . Strike
  Tendon and cartilage damage insures
  You follow with a knee strike which
  76-80
  shield, his arm is broken
  .
  tendons and unbalances foe.
  damages cartilage.
  your success
  .
  breaks foe's nose and knocks foe out
  .
  +6H- zr
  20-(-25)
  0-(-10)
  (-75)
  -
  Kick to foe's weapon arm
  . Foe is
  Kick foe's weapon arm andsend
  Heel kick breaks bone in toe'sfoot . Foe
  Kick to foe's leg is cleanand mean
  . Leg
  Powerful strike shatters knee and then
  disarmed
  . Your strike does little
  weapon flying 5 feet away . You break 2
  hastrouble standing
  . Hisfoot looks
  is broken above the knee . Foefalls over
  disjoints it
  . Foe drops. Oh that hurts!
  81-85
  else.
  of foe's weapons
  .
  bad
  .
  slowly
  .
  +3H
  +3H-20 -(-20)
  2t0-(-50)
  +SH-500-(-75)
  +15H-1200-(-80)
  Fluid move followed by a leaping
  Wheel kick knocks foeflat . Smash
  Clean strike to lower leg rips Achilles
  Open-handed blow to foe'sadam's apple Round house kick to kidneys dropsfoe to
  kick to foe's back knocks foe down
  .
  tendons and tear muscle . You spin clear
  tendon and dropsfoe.
  crushes foe's windpipe . Foe dies in 18
  his knees
  . Yougrip foe's neck and snap
  86-90
  He is shaken andtriesto stand.
  with too much energy.
  rounds of shockand asphyxiation.
  it very effectively. Foe dies in 9 rounds.
  30
  90-(-30)
  +10H-90 -(-80)
  -
  -
  Strike to nerve in toe's leg . Foe's leg
  Strike to foe's knee shatters joint.
  Flying kick to foe's back . You knock foe
  Jabto foe's eyes blinds him
  . Crescent
  Strike to abdomen ruptures spleen . Foe
  buckles. He does not fall, he
  Foe drops down hard . He grips his
  down, disarm him, and leave him in
  kick sends foe 10 feet in the direction
  spits out blood instantly
  . He drops and
  91-95
  crouches down in pain .
  knee and spits out an oath
  .
  trouble,
  you select .
  dies in 12 rounds .
  +SH-2,r®- 6(-40)
  40®-(-85)
  1200
  100-(-100)
  (+10)
  You blockfoe's attack
  . You then
  Roundhouse kick knocks foe out and
  Kick to foe's solar plexus . He stumbles
  Round house kick catches foe in back of
  Double palmstrike to foe's nose breaks
  follow-up with a side strike that
  fractures collarbone. Neck is sprained
  back 10 feet . He falls very hard.
  head
  . You slam foe's head into the
  cartilageand drives bone into brain
  .
  96-99
  knocks foe down
  . Foe hits hard and
  and shoulder muscles are bruised .
  ground . Severe concussion. Foe dies
  of
  The effects are rapid . Foe dies after 6
  loses his direction .
  hemorrhage in 9 rounds.
  rounds prone and immobile.
  3 ~r®
  200(9-20(-100)
  +30H-30!0
  -
  -
  Gooseneck strike. Foe's inner ear
  Knife hand strike to toe's weapon arm
  Sweep lays foe out and heel strike to
  Gooosh! Awesome spear hand strike
  Disarm foe and usehis weapon to kill him
  .
  ruptured . Foe stands therewhile
  breaks bone. Kick to lower back breaks
  foe'ssternum collapsesthe ribcage
  .
  finds seam, penetrates solar plexus and
  A follow-up strike breaks his neck and
  your follow-up strike knocks him
  foe's backbone, leaving foe paralyzed
  Foe is helpless and dies in 4 rounds.
  ruptures the heart
  . Foe dies instantly
  .
  you send him 5 feet in any direction.
  100
  down and out!
  from the waist down .
  He is dead twice.
  (-75)
  +5H
  -
  -
  -
  
  7.6 MARTIAL ARTS SWEEPS CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Acrobatic, but no extradamage
  .
  You look like you are trying to sweep
  Clever strike exposes foe's garment tags
  You forget you area master martial
  Your attack looked deadly, butfailed
  01-05
  yourself. Fortunately, you fail .
  andwashing instructions .
  artist and attack at rank 1.
  to connect .
  +OH
  +OH
  +111
  +211
  +311
  Rip your pants and miss an
  Your attack is little more than a clumsy
  You slip in a punch, after failing your
  It looks like you're sparring
  . Your foe is
  Knee to thigh. Unbalance foe. You have
  06-10
  opportunity.
  grip
  .
  sweep.
  serious
  .
  the initiative.
  +111
  +111
  +211
  +311
  +411
  Yougetto a better position and
  Your attack is deflected, butyou gain the
  Your form confuses toe greatly
  . He
  Foe steps out of your assault and puts
  Base your grip on a garment that tears
  11-15
  you have the initiative next round.
  initiative next round.
  responds slowly, you have initiative.
  up a determined defense.
  off. You miss a good throw.
  +1H
  +311
  (+20)
  +411 - x
  0,-(+10)
  Your attack causes foe to seek
  Foe is dazzled by your form . He seeks to
  Foe fights back and pushes you clear
  .
  Your attack causes toe to strike himself
  A soft strike and a hard punch leaves an
  16-20
  sattey behind his weapon.
  avoid your onslaught .
  He unbalances himself in the process.
  lightly
  . You are happy with the result
  .
  openning foryou to exploit .
  +211-x
  (x-10)
  +311- (x-20)
  +411- A
  +211- fir®
  Foe leaps back from your attempts
  .
  You almost connect your grapple with
  Solid strike is not a sweep. Your foe
  Sweep almost takes toe off his feet.
  Sweepfoe over. He spends some time
  He needs some time to recover.
  the force of a kick. Foe escapes and
  stands listless fora moment and then
  He drops down on one knee, but
  trying to recoverhis balance. You recover
  21-35
  wards you away.
  recovers.
  struggles back to his feet.
  and prepare for an opportunity
  .
  +211- (x-10)
  +311-(x-20)
  +411-0
  +411-fir®
  21,~F
  Sweep is little more than a
  Sweep bruises foe's leg . Foe limps clear
  Sweep to foe's legs. Foe jumps over
  Sweep strikes foe's calf
  . Foe does not
  Sweeptakes toedown on one knee. He
  threatening kick. Foe steps back.
  of your attack.
  some of your assault, but not all of it .
  tall, but the bruise is heavy. Foe is in
  breaks free and stands in pain . Try a shot
  36-45
  Leg is bruised
  . You have initiative
  .
  pain .
  to that bruise and you have him
  .
  +311- (x-20)
  +4H - 3(-25)
  (-10)
  +511- (-20)
  +511- 0- (-20)
  Foe jumps over your assault. He
  Your sweep pushes foeto the side
  .
  Sweep foe over
  . He does not fall. You
  Foe's feet come out from under him.
  You almost disarm toe. He bends down
  strikes out at you In defense .
  He recovers at bay.
  look fora good opening, whiletoe
  He makes a remarkable recovery, but
  to recover his weapon . You have the
  46-50
  recovers.
  it's notthat remarkable.
  advantage. Finish him.
  +4H - (x-25)
  +511- 0
  +411-20
  +511- £'f®
  +711-2:~r®
  Foe must step back 3 feet to avoid
  Throw knocks the wind out of foe. It fails
  Steady grip sends foe stumbling . Your
  Youstep in and grab foe. The impact
  Stumble foe in the direction of your
  your sweep.
  to knock him down .
  follow up misses, but who is perfect?
  breaks ribs . Youfail to throwhim down
  choice S feet. Foe does nottall, but he
  51-55
  as planned.
  looks like he will.
  +5H - (x-30)
  +611- 0
  +611-20
  +611- *
  ..z - (-20)
  30
  You try to throw toe, but he breaks
  Grip foe's weapon hand and sprain his
  Your attack breaks foe's guard down.
  Sweep nearly knocks foe down
  . Foe
  Your sweep is effective. Foe is sent
  56-60
  free
  . Foe is unbalanced.
  finger. Foe keeps hold of his weapon.
  You see an open spot .
  drops his guard to avoidfalling .
  reeling . Why he does not fall is a mystery
  .
  +61-1-0
  0-(-10)
  0®
  +711- 0®
  +911- 3'~
  You throwfoe down, but he gets
  You grip toe's weapon arm, pulling and
  Your sweep results in an attempt at
  You attempt a throw. Foeavoids your
  Excellentthrow sends foe falling on his
  up quickly .Your killing blow
  twisting it brutally. Foe breaks free, he is
  throwing toe's arm . He is disarmed .
  main attack, but you steal his weapon
  weapon arm. He is disarmed. He must
  61-65
  misses him
  .
  bruised badly.
  His arm, however, stays attached .
  when he blocks with it .
  roll over to stand. You should have tun.
  +711-'0
  +311- 0- (-20)
  +311- 1,~
  20
  30,
  Throw dislocates foe's shield
  Nifty throw
  . You have foe pinned, on his
  Strike to foe's shins sweeps his legs up
  You use your body to lift foe up and
  Perfect throw sends foe flying over your
  shoulder. Foe does not fall, but his
  face, and in an armlock
  . Foe is disarmed
  and behind him . Foe comes down on his
  throw him into theground
  . He hits head
  shoulder
  . He lands how you want him to,
  shoulder is in pain.
  and immobilized,
  knees
  . Both are broken. Foe falls over
  first. If he hasa helm, he is knocked out.
  within 10 feet. It you like, he dies on
  66
  helpless.
  If no helm, foe is paralyzedfrom the
  impact . It not, he is knocked out
  .
  waist down.
  30®-(-50)
  +911
  +1511-60®-(-80)
  +1011-40®-(-90)
  -
  Hard, but less than smooth throw
  Strong throw
  . Foe Is left a second
  Glancing kick to foe's face
  . Your
  You make
  it look simple. You throw foe
  Foe lands on shield arm. If foe hasshield,
  attempt. Foe is unbalanced .
  behind you and confused. You have
  recovery strikesfoe in side . Foe steps
  down on his shield shoulder. Break
  it is broken. If foe has no shield, arm is
  67-70
  initiative for 6 rounds.
  back 5 feet to recover
  .
  collar bone and arm . Arm is useless.
  shattered and useless
  .
  with shield : +2011
  +711-20
  +811
  20-(-10)
  +511-2 :z-(-20)
  w/o shield
  : +1011-20®-(-20)
  Fall bruisestoe'sthigh. He gets
  Fall from throw tearsligaments in foe's
  You sweep foe down and grip his leg to
  You assist foe in falling very hard.
  Yousweep foe over . Foe falls and breaks
  back to his feet instantly
  .
  leg
  . Foe rises with some difficulty
  .
  keep it from breaking his fall . He strains
  Foe's leg is fractured . He rolls away from
  his hip
  . You strike at foe's mild hip
  71-75
  a muscle trying to break free.
  you to get off his wounded leg .
  fracture for advantage.
  +211-20'®-(-5)
  +511-0®-(-10)
  20®-(-25)
  +511-20®-(-30)
  2'>®-(-40)
  Foe falls on his shield side . It he
  Foe breaks his fall with his weapon hand.
  You knock foe over and ride him down .
  You throwfoe down hard and deadly .
  You send foe over backwards. He
  has a shield, it is broken . If no
  He sprains two fingers when landing .
  He throws you off, but lands on his
  He landson his back and cracks his
  stumbles 10 feet
  . He falls on his elbow
  76-80
  shield, arm is sprained.
  shield arm
  . He dislocates his shoulder
  .
  shoulder blade.
  .
  Joint is shattered . Arm is useless.
  20-(-10)
  20-(-25)
  +611-6x-(-40)
  +911-20®-(-20)
  40-®
  Sweep unbalances foe and puts
  Sweep knocks foe 10 feet to side
  . If foe
  Sweep staggers foe. You step in close
  Your throwing grip lands on toe's
  Throwfoe with a running assault. You
  you in agood position for your next
  has acloak or cape, he falls down.
  If not,
  for better position . Foe is oblivious to
  weapon hand . You tear tendons and
  carry him a good 10 feet to land on his
  81-85
  strike
  .
  toe is facing thewrong way.
  your advantage .
  muscles in his wrist . He drops his
  face
  . As he yells dirt shovels into his
  weapon . Arm is useless
  .
  mouth. You try notto laugh.
  +311-30 - (+25)
  +911- 200
  200-(+30)
  +1011
  +511- 600
  Foe lands on his back. He rollsover
  Foe lands on his back
  . He realizes that he
  Strike to legs
  . Throw foe to the ground.
  Throw foe down . You immobilize him in
  Throwsends foe flying into an available
  and stands up
  . Bruised muscles .
  is in peril . The impact tears tendonsand
  He will always remember this one. Foe
  an arm lock. It will take a special move
  enemy within 10 feet
  . Both are knocked
  86-90
  Thedamage is done .
  breaks bones.
  hascracked avertebrae
  .
  to get out of your grip.
  down and confused
  .
  200-(-20)
  200-(-25)
  300- (-50)
  M®
  +91-1-300
  Foe breaks his nose on a pieceof
  Fall breaks ribs, and disarms foe. Foe
  Sweep downs toe and you put him in a
  Throw bashes foe against nearby hard
  Sly rolling throw sends foeinto air. You
  equipment when you throw him.
  hits the ground rolling . His attempts to
  leg-breaking hold . You pin foe and may
  surface. Foe is knocked out. You may kill guide toeto the ground . He is knocked
  91-95
  He is down and confused.
  standfacing in thewrong direction .
  break his leg at your leasure .
  him when you like. He is at your mercy
  .
  unconscious and disarmed.
  +711-200 - (-25)
  120®-(-30)
  +911 -15®
  +1011
  -
  Excellent throw sends foe down on
  With but one strike, you disarm foe ,
  Throw foe against a hard surface of your
  Your attack breaks foe's ribs . You throw
  Yougrapple your toe firmly, sweep his
  his head. If foe has no helm, he is
  knock him outand kick him onto his
  choice . Crackskull
  . It foe has helm, he is
  him down and impale him on his broken
  feel out from under him and then throw
  96-99
  knocked out.
  back. You're nota dragon yet .
  in acoma
  .
  It no helm, he dies in 1 round. ribs
  . He dies in 6 rounds.
  him to the ground . The impact breaks his
  neck . He dies instantly.
  9iz~
  +2011
  -
  -
  (+25)
  Snazzy throw
  . Foe is knocked down
  Fabulous throwsends foe flying . Foe's
  Bring foe down with your knee under
  Foe lunges toward you in athreatening
  Using but halt the round, you use a
  with acontrolled grip
  . You may
  neck is broken on impact and he dies
  his back. You break his back and
  move. A brutal grapple from below
  rolling throwto send foe against an
  100
  finish him or hold him
  after rolling 15 feet. You are a mighty
  paralyze him from the shoulders down.
  breaks foe's back, as you throw him.
  available hard surface of your choice . Foe
  immobile and helpless.
  warrior to all who see your work .
  You take adeadly looking stance.
  He is paralyzed from the neck down .
  dies from many wounds instantly.
  -
  -
  -
  -
  (+25)
  1110
  Key:
  8x-must parry B rounds;
  50-no parry for 8 rounds;
  50-stunned for 8 rounds;
  86-bleed 6 hits per round;
  (-8)=foe has -8 penalty ;
  (+8)-attacker gets +8 next round.
  
  Key:
  8x-must parry 8 rounds;
  80=no parry for 8 rounds
  ;
  80-stunned for 6 rounds;
  86-bleed 5 hits per round;
  (8)-foe has -8 penalty;
  (+15)-attacker gets +B next round.
  89
  M
  M
  7.7 GRAPPLE CRITICAL STRIKE TABLE
  0
  A
  B
  C
  D
  E
  Foe escapes like thewind .
  Your attack falls short.
  Your fingernails deal aviciouswound.
  A little elbowbefore you lose your grip.
  You grip strand of foe's hair.
  It breaks.
  01-05
  +OH
  +011
  +111
  +211
  +311
  Grab foe's arm. Cops
  . Try again.
  Your grip fails.
  Foe grabs, misses . You have initiative.
  This was not a special moment.
  You have initiative next round.
  06-10
  +OH
  +211
  +311
  +411
  +511
  You impede foe'scombat stance.
  Foecollides with your attack before you
  You cannot geta good grip, foe hurts
  Grab foe's head . If foe has helm, you
  Lame attack, but foe is concerned. He
  11-15
  You have the initiative .
  get a grip. Small bruise .
  himself evading
  . You have initiative
  .
  twist it
  . Otherwise, you gain initiative
  .
  moves back.
  +OH
  +211
  +411
  with helm: 0
  +611-x
  Foe breaks free of a weak grip.
  Grab foe and give hima weak punch. He
  Foe recovers, continues hisdefense
  Push foe, unbalancing him. You have
  Strong passing blow near foe's head
  .
  16-20
  You have the initiative next round.
  thinks you are dangerous.
  by sweeping his weapon at your feet.
  initiative for 2 rounds.
  His violent evasion is not productive
  .
  +OH
  x
  x
  -
  +311- 0
  Almost get a grip on foe's arm. He
  You grip foe's shield arm
  . Foe's strike
  Collide with foe
  . You push him away
  Hard, but poorly placed . Foe bounces
  Uncoordinated attack and a little luck,
  avoids his mistake
  . You gain the
  toward your head makesyou let go of
  and he stumbles back 5 feet
  .
  It went
  back out of your grip. He looks like he
  allows foe to escape your grasp. You have
  21-35
  initiative next round
  .
  him. He keeps a distance .
  better than you could have hoped.
  does not recognize you
  .
  initiative for2 rounds
  .
  +311
  x(-20)
  +211-0
  +311- 0
  0
  Grip to lower back. Foe wards off
  Grip fails, but bash does not. You
  Your attack is almost comical as you
  Strike to foe's shield arm. If foe has no
  Attack to upper leg
  . Foe spins to break
  your attack and prepares foryour
  unbalance your foe
  . You have the
  seek any little grip you can get. Allthe
  shield, you immobilize arm for6
  free . He is disoriented badly. It takes a
  36-45
  next move.
  initiative
  .
  tiny tugs finally have an effect on foe.
  rounds.
  moment for him to seeyou .
  x
  +411- x
  rx
  with shield : +311
  0®
  Hinder foe's weapon arm
  . Foe
  Pull foe over, he breaks free. He is
  Grab foe's waist
  . Your grip appeared to
  Painful grip on foe's hand . You do not
  You and foe collide
  . He breaks your grip
  violently frees himselfand takes a
  having trouble recovering
  . Your heart is
  be strong, but now it is losing its
  break anything, but he thinks so . You
  and stumbles away
  . You bounce back and
  46-50
  defensivestance
  .
  broken
  .
  advantage
  . Your foe is working free
  .
  have initiative for 4 rounds.
  miss a good opportunity.
  x
  511 - Cr
  3(-25)
  3(-30)
  200
  You get in close and grab at foe's
  Grip to foe's garments. They rip and you
  Grapple toe's leg and try to lift it up off
  Catch foe's waist garments and pull him
  Grip to shield arm . Foe drops hisshield
  hair
  . He is daunted and steps back
  lose a hopeful hold . Foe is carried back
  the ground. Foe slips away, but is off
  in . He is in trouble . He seeks to strike
  as he wails in pain
  . You tryto stay
  51-55
  to escape your reach
  .
  by his break-away.
  balance while recovering .
  your hand and break your hold .
  serious
  .
  x(-20)
  +711-0
  t ®
  3(-50)
  +511-20®
  Foe spins away and comes back to
  Foe spins out of your grasp. However,
  Short fingers render thigh hold
  Grip foe's side and shake him like a
  Grasp around toe's leg proves effective .
  56_60
  face you. He is unbalanced .
  spin nullifies his conterattack.
  ineffectual . Try lower next time .
  rattle . He is disoriented, but gets free .
  Foe is unbalanced fora moment
  .
  +311-fir
  ox~
  +311- t:r®
  +611-30
  0®-3(-25)
  Grip to arm gives foe a bruised
  Slipping grasp around foe's waist is
  Grab foe around waist. Just when you
  Clumsy bear hug around foe. Foe can do
  You find yourself on foe's shield side .
  bicep. Foe shakes free and
  weak
  . He breaks your grip and stumbles
  thinkyour grip is iron, he begins to
  little to escape forthe moment
  . Both his
  If he has a shield, you are stymied.
  61-65
  prepares foryour assault.
  out of your way.
  break free. You might still prevail
  .
  arms are pinned.
  +311-x(-20
  20
  +311-3(-50)
  2®-x(-20)
  w/o shield : +711-30®
  Strike foe's weapon, disarming
  You grab foe'sweapon arm and make
  Grab foe, he falls down and you follow
  .
  Grab leg and flip foe to ground, pinning
  Grasptoearound neck and bring him to
  him. Foe fails to recover weapon .
  him drop it with a violent shake. Foe
  You knock him prone to stand back up
  .
  him. Prone and immobile for 2 rounds,
  ground . Muscles and tendonstear
  . Foe is
  66
  He has put himself in a bad spot.
  strains wrist trying to break free.
  He is down for 1 round.
  he might surrender
  .
  prone and immobilized for 3 rounds
  .
  +3H-20
  20-(-25)
  +511
  +611
  +311-0
  Passing chest strike . Foe eludes
  Grip foe's neck. Push toe's chin back
  Grab foe's shield arm .
  If foe has shield
  Foe barely escapes immobilization, but
  You almost disarm toe and trip him. He
  67_70
  grapple, keeps defensivestance.
  steadily
  . He should act soon, or. ..
  you grapple it.
  Until dropped : (-50)
  must recover from the ordeal
  .
  uses weapon armto prevent his fall
  .
  2x(-20)
  1(-10)-1(-20)-1(-30)
  w/oshield
  : 3(-40)
  +711-2®
  20®-1(-75)
  Grab an exposedgarment. Uneasy
  Weak hold around foe's waist
  . He brings
  Very strong grip around foe's waist.
  You grapple foe in a brutal way.
  Foe evades your grasp by falling to the
  grip impedesfoe's actions.
  his knee up and you lose your grip
  . Foe
  Foe is held at a great disadvanatge.
  Hold proves to be excellent. You have
  ground
  . Aclever ploy. Smile at your good
  71-75
  does not recoverquickly.
  He might get free
  .
  him. What next?
  fortune
  .
  +511- 2(-50)
  +411- 3(-50)
  2r4r®-(-50)
  00-3(-70)
  +911-20®
  Grapple foe's shield arm
  . It toe has
  Entangle foe'sshield arm
  . If toehas
  Entangle foe's weapon arm. His weapon
  Entangle foe's weapon arm. Foe hangs
  Grab foe's weapon arm and beat on
  it,
  a shield, you pull it down . If foe has
  shield,your grip makes it impossible
  is held immobile. He cannot use it, but he onto his weapon, butthearm is
  withoutconcern foe the rest of foe. Foeis
  76_80
  no shield, you immobilize hisarm.
  to use. Until shield dropped: (-30)
  will not drop it
  . He tries to knee you to
  immobilized . You try to make him strike
  disarmed
  . You tear ligaments and pull
  If no shield his arm is entangled.
  escape, this fails
  .
  himself. It fails.
  muscles .
  +211-4(-50)
  (-40)
  20(9-(-50)
  +411
  30-(-40)
  Useful grip on foe's neck. Foe's
  Grip around foe's waist unbalances him.
  Brutal grip around foe's chest, leaves
  Grab knee and send foe down . He
  Entangle both of toe's arms and pinthem
  face turns red
  . He cannot breath
  You have the initiative. Foe shares much
  bruises all over him. Your assault has
  breaks his tall by breaking his shield
  to his body . Foe cannot move his
  81-85
  easily . Slowly he breaks your grip .
  profanitywith you.
  created much confusion
  .
  arm. He is disarmed and prone.
  arms and he looks readyto surrender.
  +511-2
  r-
  2(-25)
  6(-50)
  +311- 30(9- (-5)
  +511-2&r®-(-10)
  10(-75)
  Grasp foe's leg, lifting it off the
  Entangle toe's leg and send him down.
  Your assault is strong and lucky. As you
  Tie up both of foe's arms. He is
  Foe stumbles, with your assistance, and
  ground fora moment . You have
  He does not hit hard . He pulls a
  grappletoe, you stomp his toot
  . He falls
  immobile and cannot fight back
  falls. His weapon breaks on impact
  . It foe
  86-90
  the initiative for 6 rounds
  .
  muscle
  in his legstruggling .
  hard, breaking his shoulder.
  effectively. You have him now .
  has no chest armor, he takes a'D" Krush.
  +311-30
  20®-(-10)
  +1OH-60-(-40)
  +1011-90®
  +311-
  Entangle foe's leg . Foe is knocked
  Pull foe'slegs together
  . He goes down,
  Painfully immobilize weapon arm . Foe
  Grapple foe's legs and send him over.
  Wrap up foe's legs
  . Foe tumbles to the
  down . Foe lands on his weapon
  hitting hard and dropping hisweapon .
  cannot surrender quickly enough to
  He hits his head in the fall . You get little
  ground like a ragdoll breaking both arms
  91-95
  arm. He kicks and breaks free
  .
  He feebly attempts to crawl for it
  .
  avoid thedamage and pain .
  resistance afterthat
  .
  and an ankle. Foe is knocked out.
  +411-20®
  20®-4(-25)
  +1511-40®-8(-95)
  +1OH-3000
  +2011-(-95)
  Ride foe down and immobilize him
  .
  Entangle foe's arm and flip him to
  Entangle foe'slegs. Grapple weapon arm
  Crushing grip around toe's neck. It no
  Attack results in strangling hold
  . Foe flails
  He can do nothing for 12 rounds .
  ground, fracturing his leg
  . You
  and break it on an available surface
  . You
  neck armor, foe dies in 6 rounds from
  legs in desperation. Foe is unable to break
  96_99
  You are prone also, while holding
  immobilize him completely. He is prone,
  send toe to the ground. He falls very
  your mortal grip. Foe is disarmed
  .
  free and dies after9 rounds of helpless
  him down .
  face down and still conscious.
  hard and is knocked out
  .
  struggling. Grim
  .
  (-40)
  +2 011-1000-(-30)
  with neck armor: 3 00
  +31-1-0
  Foe's legs are entangled long
  Grip toe's neck in avicious hold . If foe
  Grip foe's head and jerk it around . If foe
  Grapple foe's head. His skull is fractured
  Crush foe's windpipe and pull the head
  enough to make him fall . He is
  cannot breakyour grip in 4 rounds, he
  has no neck armor, he dies .
  during this assault . If he has no helm, he
  from his body
  . You are mighty
  .
  100
  knocked out for 5 rounds
  .
  will begin to pass outfrom suffocation .
  is in acoma for 30 days .
  +911-(+20)
  +1011-0-(-40)
  no neck armor: +511-50®-(-75)
  with helmet : +311-9t~r®
  1(+25)
  
  7.8 LARGE CREATURE CRITICAL STRIKE TAR"
  NORMAL
  MAGIC
  MITHRIL
  HOLYARIVIS
  SLAYING
  Weapon shatters on foe's solid
  You tumble your weapon (roll on the
  Your weapon bites hard, but you move
  Glancing blow shakes you up . You
  Blade touches foe's exposed skin. Your
  01 _05
  form.
  fumble table) .
  poorly . Lose initiative.
  suffer a -10 penalty next round
  .
  weapon hisses .
  +12H
  _
  +15H
  +18H
  _
  _
  +20
  +5H
  Solid, but futile.
  Blow to foe's side. Pretty sparks
  .
  Your weapon glances off foe's side and
  Your swing lands lightly. You had
  Your blow is solid, but lands on a well
  06-10
  leaves a measurable wound
  .
  hoped for better
  .
  protected area .
  +3H
  +4H
  +5H
  +9H
  10H
  Hardly enough for victory. Weak
  Your blade guides itself in, but you
  Blow shoulder. It's well placed, but
  Your strike lands solid and righteous.
  A mortal blow poorly placed . Maybe
  11-20
  side strike
  .
  miss the opportunity.
  you'll need a lucky shot at this pace .
  You wish it had landed a little more .
  you're holding it wrong?
  +61-1
  +8
  +91-1
  +12H
  +15H
  Strong blow to foe's forearm yields
  You give out an epic strike, but foe is an
  You strike is solid, but your grip fails on
  You trip foe and slam his shin with your
  Bruise to foe's shoulder is made worse by
  21-30
  its measure
  .
  epic creature .
  impact
  .
  weapon . You are not being noble.
  your weapon's strong enchantment,
  ___ _
  +9H
  +tO_
  +12
  _
  +15H
  +20H
  Strike to beast's chest. Some
  Hard strike to foe's thigh. It glances off
  .
  Your strike lands in a critical spot on
  Your weapon sparks against the beast's
  Your weapon strikes foe like a clap of
  unseen piece of protection blocks
  You really wish that had landed better.
  foe's abdomen. You are unable to
  hide and he realizes its mighty blessing .
  thunder, clawing at
  his very essence.
  31-40
  your attack.
  mortally wound him, for the moment
  .
  +12H
  +15H
  +20H
  +25H
  +30H
  Strike lands upon foe's side. He
  Your blade bites into foe's skin with a
  Hack at foe's neck, landing on his
  Heavy blow with all of your weight
  Your weapon drives deep into foe's
  responds by leaping back away
  hiss. Foe roars out at you
  . You ready
  shoulder
  . He moves before the strike
  behind it hits foe in his side
  .
  abdomen
  . Blood pours out of foe. He
  41-50
  from you
  .
  yourself for what comes next.
  I
  bites deeper
  .
  looks looks like a statue in a fountain.
  ____
  . +15H
  +18H
  +25H
  +30H
  +12H-®-5"
  Blow crashes into foe's leg. The
  Blow to foe's back. It concerns him
  Grip foe's hide for leverage, before you
  Strike lands lightly against foe's
  Cave in the side of foe's head. Foe is
  damage is obvious by the look on
  greatly. Good luck
  .
  strike. Blow lands solid, but he throws
  shoulder. You have the initiative for 3
  down and dies in 2 rounds. Your foot is
  51-65
  his face
  .
  you clear,
  rounds. Foe's blood gets all over you.
  pinned under him for a round.
  +20H
  +5H - 0
  +30H
  +10H - x - 26
  -
  Well placed strike to foe's neck
  Vicious strike to abdomenal region
  Strike to foe's heart
  . He dies instantly
  .
  Drive home your attack right between
  Chest wound knocks foe down.
  severs the jugular vein . Foe falls
  destroys a variety of organs
  . Foe falls
  You hit him one more time to make sure
  your foe's eyes
  . He dies instantly . You
  66
  and dies in 6 rounds.
  over with a crash . He dies in 3 rounds .
  he is dead . Very clean kill
  .
  have half the round left
  .
  -
  +30H
  _
  _
  -
  +20
  +10H-20®
  Foe's leg catches your failing strike
  Blow to thigh leaves a bad bruise
  . Foe
  Strike to foe's thigh
  . Despite his size, it
  Foe loses his footing with your solid
  Plunge weapon into foe's heart . Your
  at the right moment
  . The leg is
  almost falls over on you . You leap clear
  .
  sends him back
  . Your Mithril bites deep
  strike. He takes time to gain his balance.
  weapon seems to know the way. The
  67-70
  bruised badly
  .
  and leaves a painful wound
  .
  You are in good position.
  wound is instantly mortal
  . He dies.
  +25H
  _
  +30H
  +15H-2h'r-(-20)-(+10)
  +20H -2=d®-(+10 )
  +20H-(+10)
  Arm strike gives foe a bruise
  .
  Minor forearm wound
  . The beast's
  Tear him up! Your strike lands along
  Tear open foe's leg with a brutal side
  Strike comes up under foe's arm . Blow
  guard is down for an instant. Press
  foe's arm
  . The wound is bleeding
  swing. Foe is unbalanced and bleeding
  .
  breaks bones in upper arm. Arm is
  71-80
  your attack .
  everywhere. It's all over you, as well
  .
  His guard goes down
  .
  useless. Foe stumbles back
  .
  +30H
  _
  +13H-30®
  +20H-2'a®-36
  +9H-0®-34-(-10)
  +15H-30
  Strong blast to foe's stomach
  Hard blow to foe's back . If foe has
  Reverse your strike to catch foe in his
  With a mighty cross swing you strike
  You see the opportunity you have needed .
  staggers foe
  . His guard drops for a
  wings they are damaged
  .
  If not, foe has
  lower leg . He stumbles back out of
  foe's head. If he has a helm (or hard
  A legendary strike to foe's chest destroys
  81-90
  moment. You have a chance .
  broken ribs,
  reach .
  head) you knock him out . If he has no
  heart and other vital organs . He drops
  helm, you behead him and he dies
  .
  and dies instantly.
  +20H-20® -(+10)
  __
  +22H-3Ct-®
  +15H20-26-(-20)
  +30H
  +25H-(+15)
  Strong blow to foe's leg yields a
  You strike at foe's face . It hits and
  Weapon impacts upon foe's head with
  Your victory strike . Your weapon
  Blow to foe's leg slashes an artery open.
  gaping wound
  . If foe has blood,
  causes him some difficulty.
  unmatched force . Foe comes over and is
  crashes into foe's chest and downs him
  Foe falls gripping his leg. He is inactive
  91-95
  you see a lot of it
  .
  knocked out.
  for 2 rounds. He dies in 6 rounds.
  for 12 sad rounds and then dies .
  +18H-30-54-(-10)
  +5H-36-(-25)-(+20)
  +30H-(+10)
  -
  -
  Plunge your weapon into foe's
  Your weapon plunges into foe's chest.
  Strike foe in his head and destroy his
  Strike foe in his ear. He dies next round
  .
  True to its name, your weapon slays foe
  heart
  . Foe dies instantly, and falls
  He drops and dies in 3 rounds . Your
  brain . If that's not power, what is?
  You are very confident in your combat
  by crushing his skull
  . Parts of bone fly in
  9698
  on you
  . You are pinned for 6
  weapon is stuck in him for 12 rounds
  .
  You have half the round left to act .
  skills.
  all directions . Not a pretty sight
  . Foe
  rounds and +20H!
  I
  drops instantly to the ground .
  - ~
  _
  +25H
  -
  +15H - (+25
  Strike through foe's lungs. Foe falls
  Hard but flat strike. Your weapon takes
  You find a weak point and hammer foe's
  Your precision surgery blinds foe
  . He
  Strike foe in his face
  . His cheek bones
  99-
  down and dies after 6 rounds .
  much of the impact. In addition to his
  neck . Your weapon sticks in foe for 2
  quickly loses his direction and is in
  collapse. His neck is a bloody pulp
  . He
  Allies get a bonus!
  wound, your weapon is broken
  .
  rounds, while he struggles to breathe
  .
  trouble .
  dies a round later . Your weapon is lodged
  100
  He dies in 6 rounds
  .
  in foe.
  +24H-(+20)
  _
  +35H-''r®
  +20H - 60
  _
  +5H-200-(-100
  -
  Awesome strike to shoulder sends
  Strike foe in the side of his head
  . Foe
  Catch foe in chin with all your weight
  You miss foe's weapon arm, but the
  Sever a vein in foe's forelimb . He falls to
  foe stumbling
  . He has trouble
  stumbles back a few feet before he falls
  behind the weapon
  . Head snaps back
  strike lands on foe's knee. The results
  his knees
  . Blood is everywhere. He dies in
  101"
  getting his balance back
  .
  to the ground. He is out for 3 hours.
  and chin shatters
  . Foe is knocked out for
  are acceptable.
  6 rounds
  .
  150
  30 days .
  +50H-3V®-(-35)
  +20H-(+10)
  +60H
  +3H-2s.2-26-(-30)
  +20H-6V®-126
  Strike drives bone into kidneys and
  Strike shatters foe's jaw and sends it up
  Strike foe in the abdomen . The wound is
  Smooth strike to foe's cheek. Just as he
  You almost sever foe's head, with a
  liver
  . Foe drops and dies in 6
  into his brain. Foe is dead before he hits
  mortal
  . A variety of important organs are
  was about to deal you a deadly blow,
  mighty blow to his neck . Foe is inactive
  151_
  rounds. What a pity.
  the ground . Half round left to act.
  destroyed on impact . Foe drops and
  you crush the side of his head
  . He dies,
  and dies in 5 rounds .
  175
  dies after 6 rounds.
  You have half the round left .
  (+20)
  Strike to bowels destroys foe's
  Shot along side foe's head penetrates
  Death comes swiftly! Your strike severs
  Strike penetrates to foe's spine
  . Spine is
  Strike to abdomen damages a variety of
  176 -
  abdomenal areas
  . Foe's blood is all
  his ear and he dies in 3 rounds .
  an artery in foe's leg
  . Foe fights for 2
  broken and foe is paralyzed from the
  organs . Internal bleeding will kill foe in 4
  over you . Foe dies in 12 rounds.
  You are mighty in battle .
  rounds, then drops and dies in 6
  waist down. You will not have trouble
  rounds. You have half the round to act
  .
  200
  rounds .
  killing him .
  +35H - (+15)
  +1 off - (+20)
  +5H - 2(-20)
  +20H
  (+20)
  Blow to foe's forearm severs a vein . Strike to foe's back. Hit severs spine .
  Heart strike. Your foe dies in true epic
  Your weapon swings out and hammers
  Snap foe's head and break his neck
  . Foe
  Foe dies in 7 rounds from shock
  Foe is paralyzed from the neck down.
  form
  . He tumbles backwards and lands
  foe's evil heart . He expires and your
  drops and dies
  . You may direct another
  201
  _
  and blood loss
  . He is still standing
  .
  Sadly, your weapon is broken,
  with a thunderous sound . Your strike
  sword sings a joyful note. All who see
  attack
  at anything you can reach .
  250
  knocks you to your knees. Foe is dead,
  your mighty deed are inspired by it
  .
  _
  __
  +15H-60-(-30)
  +15H
  +20 H-2(+15)
  +25H-3(+20 )
  -
  You grapple your foe and deal him
  Strike through foe's eye proves fatal.
  You blind foe with a vicious crossing
  Strike to foe's ribs puntures a lung . Foe
  Drive foe's eyes back into his skull, with
  a mighty blow. You are knocked
  He dies immediately. You avoid his fall .
  strike to the eyes
  . He grips his face and
  is knocked out
  . Your weapon is stuck in
  a cross
  strike
  . Foe is blind and prone. Foe
  251+
  out
  . Foe is also impaired.
  falls to his kness.
  foe for 6 rounds. Good luck
  .
  is in pain . He does not even try to get up .
  +35H-30®
  +20H-(+25)
  +1 OH-60-(-100)
  -
  +6H -2400
  90
  Key:
  5X=must parry 15 rounds;
  5(g=no parry for 6 rounds;
  50=stunned for 6 rounds ;
  86=bleed 5 hits per round;
  (-B)--foe has -5 penalty;
  (+5)=attacker gets +5 next round.
  
  Key:
  6x=must parry 8 rounds;
  50=no parry for 8 rounds;
  50-stunned for 3 rounds;
  61=bleed 5 hits per round;
  (-ti)=foe has -6 penalty;
  (+B)-attacker gets +g next round .
  91
  7.9 BALLISTIC PUNCTURE CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Graze foe's hand.
  If foe is carrying
  Graze foe's hand. If foe is carrying an
  Shot hits foe's hand . If foe is carrying an
  Shot goes through foe's hand breaks
  Shot through foe's hand breaks bone and
  an item, he must make a Routine
  item, he must make a Light maneuver to
  item, he must make a Medium maneuver
  bonesand tearstendons
  .
  It foe is
  tears tendons
  .
  If foe drops any items he
  01-05
  maneuver to hold onto it .
  hold onto h.
  to hold onto it
  .
  carrying an item, he must make a Hard
  was carrying with this hand .
  maneuver or drop it.
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2x-26-(-10)
  +5H-300-(-20)
  Forearm graze causes foe to flinch.
  Forearm wound causes foe to grimace
  Forearm wound tears tendons. If foe is
  Forearm shot tears musclesand
  Shot to forearm breaks bone and tears
  You gain initiative next round.
  and bleed. You gain initiative next round
  .
  carrying an item, he must make a Hard
  tendons . Foe dropsany items he was
  tendon
  . Foe drops anyitems he was
  06-10
  maneuver to hold onto
  it
  .
  carrying with this arm .
  carrying and looses initiative forthe next
  three rounds.
  +1H
  +3H-x-4
  +4H-0-26-(-10)
  +SH-20-36-(-15)
  +7H-30®-46-(-25)
  Graze foe's biceps. Keep that arm
  Nick foe's biceps causing minor muscle
  Shot tears throughthe upperarm
  That's gotta hurt! Elbow hit breaks bone
  Biceps hit breaks bone, tears muscles and
  11-15
  very still .
  damage.
  causing major muscle damage
  .
  and tears tendons . Arm useless.
  tendons. He cannot even lift his arm.
  +1H
  +3H-x-(-5)
  +5H-20-26-(-10)
  +3H-40-20-(-20)
  +12H-60-36-(-25)
  Scratches foe's triceps. Get a
  Rip through foe's triceps causing minor
  Major muscle damage is done as the
  Elbow hit breaks foe's funny bone and
  Triceps hit breaks bone, tears musclesand
  16-20
  bandage .
  muscle damage
  .
  shot hits foe's triceps .
  tears tendons. Arm useless.
  tendons
  . Arm useless
  .
  +1H
  +3H-x-(-5)
  +5H-20"-26-(-10)
  +3H-40-2x-(-20)
  +12H-6w-36-(-25)
  Bullet grazes foe's shoulder . Foe
  Shoulder hit
  . Minor muscle damage
  .
  Bullet goes through foe's shoulder,
  Bullet tears muscles tendons on its way
  Bullet goes clean through without major
  staggers from the shock.
  tearing muscle andtendons. Foe is spun
  through foe's shoulder
  . Tears a major
  damage, except for that severed artery .
  21-30
  around and may fall down.
  artery .
  Blood is everywhere!
  +2H
  +2H-~(-5)
  +7H-30-6-(-10)
  +7H-30-56-(-20)
  +3H-106-(-5)
  Bullet grazes foe's shoulder. Don't
  Bullet drives into foe's clavicle
  Bullet cracks foe's clavicle with a smart
  Great shot lodges in the foe's shoulder
  .
  Bullet breaks clavicle and destroys
  lift any heavy objects .
  shot to the neck
  .
  Surgeon will have to chip away a little
  shoulder joint
  . Arm useless.
  31-40
  bone to getthis one out.
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-20-34-(-15)
  +12H-40®-76-(-50)
  Nick foe's thigh. Running will hurt.
  Thigh wound tears muscle .
  Bullet lodges in foe's thigh
  . Running is
  Bullet tearsmuscle and tendons in the
  Bullet breaks femurand severs femoral
  very painful (-25 to Moving Maneuvers
  thigh
  . Femoral artery damaged as the
  artery . Foe falls. Hope he has a belt handy.
  41-50
  until bullet is removed) .
  bullet went through.
  +2H
  +4H-20
  +10H-3t2-(-15)
  +15H-3 0~9 -(-25)
  +12H-500-34-(-25)
  Bullet grazes foe's calf.Walking
  Bullet nicks calf. Minormuscle damage
  Bullet passes cleanly through foe's calf.
  Bullet strikescalf . Tibia fractured
  .
  Calf hit breaks bone andtears muscle. Foe
  proves painful .
  causes foeto drop to one knee and
  Muscle and tendon damage
  .
  staggers then falls
  .
  51-55
  grimacevery loudly
  .
  +2H
  +2H-x-(-5)
  +5H-0-26-(-10)
  +12H-2a-3x-(-15)
  +15H-3,00-34-(-30)
  Foe hops as bullet brushes foot.
  Incredible shot rips a toe from foe'sfoot .
  Let me see you dance! Shot hits foe's
  Ankle strike breaks bone and tears
  Ankle strike breaks bone and tearstendon
  .
  Need a new shoe.
  foot and breaks several small bones.
  tendon. Foe falls and cannot getup.
  If using an hunting class of II or greater,
  56-60
  foot is severed. Foe falls
  .
  +2H
  +4H-x-(-5)
  +I OH-20-(-15)
  +12H-33.+-®-(-20)
  +15H-40®-44-(-25)
  Foe is reminded to diet as bullet
  Bullet strikes foe's hip causing a minor
  Bullet lodges in foe's hip making walking
  Hipstrike fractures pelvis and nicks
  Foe's hip joint shattered by your incredible
  nicks his hips
  .
  fracture . Cancel those dancing lessons.
  difficult (-30 to Moving Maneuvers until
  artery . He tries notto shimmy when he
  shot .
  61-65
  the bullet is removed).
  walks.
  +3H-x
  +5H-0-(-5)
  +1 OH-20-®-(-15)
  +15H-3Cr®-34-(-20)
  +20H-50®-(-50)
  Bullet goes thorough both cheeks .
  Bullet seems to have a mind of its own,
  And you thought this short of shot was a
  Bullet bounces around
  in foe's chest
  Foe's sexual prowess is now in doubt. You
  Foe will have trouble sitting down
  ricocheting off a rock and entering foe's
  myth! Foe takes it right between the
  cavity. Major wounds to heart, liver,
  are stunned for 1 round in sympathy.
  66
  fora while dueto muscle damage .
  head just below his ear
  . Foe is in a coma
  eyes
  . Foe Dies instantly, then falls over
  spleen, stomach, and both lungs. Foe is
  for three days.
  next round
  .
  in shockfor a minute, then dies
  .
  +10H-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-60®-104-(-50)
  +30H-12100 -76-(-75)
  Foe feels stiff breeze as bullet
  Knee shot fractures bone and gives foe a
  Bullet lodged in knee
  . Ouch
  .
  Bullet shatters kneecap . Minor tendon
  Bullet shatters foe's knee . Severe tendon
  leaves a feathery touch on his knee
  .
  limp
  .
  damage. Strangely, the scar left by the
  damage
  .
  67-70
  bullet looks just like a rose.
  .
  . .
  +1H-x
  +5H-tz-(-10)
  +1 OH-20-(-15)
  +15H-40®-6-(-20)
  +20H-60-4®-(-30)
  Shat graze foe's abdomen, leaving
  Bullet enters foe's abdomen doing minor
  Abdomen hitcauses minor muscle and
  Lower abdominal shot causes much
  Kidney shot. Opponent bleeding profusely
  .
  an interesting scar
  .
  muscle damage.
  organ damage
  .
  bleeding (internal and external) .
  If toe attempts to talk, blood will leak out
  71-75
  from the corners of his mouth.
  +2H
  +3H-0-(-5)
  +5H- 20-3it-(-10)
  +5H-30®-46-(-15)
  +10H-40®-76-(-20)
  Bullet pierces foe's "love handles."
  Shot in the side breaks two ribs
  .
  Bullet glances off ribs, breaking acouple
  Bullet breaks a rib and proceeds to lodge
  Foe really didn't need his spleen anyway
  .
  Perhaps next time he will stickto
  in the process. Major muscle and tendon
  in foe's liver
  . Foe needsdoctor, badly.
  76-$0
  his diet.
  damage as it passes through.
  +4H-2x-(-5)
  +5H-20-(-10)
  +1OH-30-(-15)
  +7H-2'0-64-(-10)
  +10H-3W®-84-(-20)
  Center abdomen hit causes minor
  Bullet passes into foe's abdominal cavity
  Upper abdominal hit perforates internal
  Bullet glances off rib and passes down
  Bullet passes through toe's gut lodging in
  muscle wound. Scar will look like a
  causing minor wounds to toe's
  organs .
  through foe's abdomen causing major
  his spine
  . Foe is paralyzed until it is
  81.85
  second belly button
  .
  intestines
  .
  bleeding andtissue damage
  .
  removed, and then still suffers a -30 to all
  moving maneuvers.
  +4H-'
  -(-5)
  +5H-0-36-(-10)
  +8H-2:z-46-(-10)
  +1 OH-40-2®-66-(-15)
  +15H-26
  Chest hit causes minor muscle
  Chest hit breaks ribs. Majormuscle and
  Chest strike snaps ribs and collapses a
  Chest hit breaks sternum and lodges
  Heart strike
  . Foe is dead. Very sad.
  damage. You missed his heart by
  tendon damage.
  lung.
  near heart .
  86-90
  only a hand's width
  . Just a little to
  the left . . .
  .
  +5H-6-(-5)
  +1 OH-20-6-(-10)
  +1 OH-30-®-44-(-15)
  +12H-3!,*~®-76-(-30)
  (+20)
  Foe's earhas a new piercing . All
  Bullet glances off foe's skull, taking a
  Bullet to side of foe's head
  . Lots of
  Bullet lodged in brain. Foe is in a coma
  Bullet lodges deep in foe's brain. Death in
  hearing maneuverssuffer a special
  clump of hair with it.
  bleeding and permanent loss of hearing
  for3 weeks.
  instantaneous (but my isn't that look on
  91-95
  penalty of -20.
  in that ear
  .
  his face precious)!
  +2H
  +5H-30-(-5)
  +7H-20-4B-(-10)
  +10H-86
  (+20)
  Bullet goes through foe's cheek
  .
  Bullet breaks toe's jaw
  . Foe cannot talk
  Bullet to foe'sthroat
  . Trachea destroyed
  .
  Bullet goes through majorartery in foe's
  Bullet passes through throat and spine.
  Foe hastrouble talking (-10 to
  until he is healed . -10to temporary
  Sorry about that singing career
  .
  neck
  .
  Foe paralyzed.
  96-99
  temporary Appearance)
  .
  Appearance and -5 to potential
  Appearance .
  +4H-2'0-(-5)
  +6H-20r- (9 -24-(-10)
  +7H-30®-24-(-15)
  +3H-x-104-(-10)
  +8H-206-(-75)
  Bullet through the eye and into the
  Foedrops immediately from strike to
  Shot through foe's brain kills foe
  . You
  Foe gets a strange look on face as bullet
  Bullet through foe's eye. Foe dies instantly
  .
  brain . Foe is very dead.
  brain through hisear. Very nice.
  have half a round left to act.
  ricochets oft his jaw and into his brain .
  Carry on soldier.
  100
  Foe is in coma for next two years.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  92
  Key:
  By-must parry 8 rounds;
  BO=no parry for B rounds;
  B0=stunned for B rounds;
  84-bleed 8 hits per round;
  (-B)-foe has -8 penalty;
  (+8)-attacker gets +B next round.
  7.10 BALLISTIC IMPACT CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Blastto foe'shand. If he was
  You shot foe's hand
  . He must make a
  Shot hits whatever foe was holding
  . The
  The item in foe's hand is hit . Make a
  Shot hits foe's hand . Bones break. Hand is
  01-05
  holding an item, might drop it .
  Light maneuver to hold onto it
  .
  item flies outof his grasp.
  breakage check for the item and it flies
  useless.
  10' behind foe.
  +OH
  +OH-x
  +1H-2x
  +2H-2x-(-5)
  +3H-30-(-15)
  Ah, well. Maybe next time .
  Forearm wound causes foe to flinch and
  Forearm wound bruises tears tendons . If
  Forearm shot fractures wrist . Foe drops
  Forearm shot crushes bone andwhich
  bruise . You gain initiative next round
  .
  foe is carrying an item, he must make a
  any items he was carrying with this arm .
  tears tendons
  . Foe drops any items he was
  06-10
  Medium maneuver to hold onto it
  .
  carrying and loses initiative fortwo
  rounds .
  +OH
  +2H-x
  +2H-x-(-5)
  +4H-20-(-10)
  +5H-30-26-(-15)
  Not even a bruise.
  Nick foe's biceps causing minor bruising
  Biceps hit causes major bruising
  Elbow hit breaks bone and tears
  Biceps hit breaks bone
  . Arm useless
  .
  11-15
  damage .
  damage
  .
  tendons .Arm useless
  .
  +OH
  +2H-x-(-5)
  +4H-2G -(-10)
  +3H-4sq-2x-(-20)
  +8H-6'0-6-(-25)
  Come on,
  I can "punch" harder than
  Nick foe'striceps causing minorbruising
  Triceps hitcauses major bruising
  Elbow hit breaks bone and tears
  Triceps hit breaks bone
  . Arm useless.
  16-20
  that.
  damage
  .
  damage
  .
  tendons .Arm useless.
  +OH
  +2H-x-(-5)
  +4H-2t:7-(-10)
  +3H-4#-2x-(-20)
  +8H-60-6-(-25)
  A bruise on theshoulder.
  Shoulder hit. Minor bruising damage
  .
  Bullet solidly impacts shoulder, foespins
  Bullet solidly impacts shoulder, foe spins
  Impact pops toes arm from his shoulder.
  21-30
  and falls down.
  and falls down . Foe loses initiative next
  round
  .
  +1H
  +1H-x(-5)
  +5H-20-x-(-10)
  +5H-30-2x-(-15)
  +5H-44®-(-20)
  Shot to theshoulder gives only a
  Bullet bruisesfoes clavicle
  Bullet breaks clavicle.
  Bullet solidly impacts shoulder, foe spins
  Impact pops foes arm from his shoulder.
  31-40
  slight dent .
  and falls down
  . Foe loses initiative next
  round.
  +1H
  +4H-2x-(-5)
  +1OH-310-(-15)
  +5H-30-2x-(-15)
  +5H-40®-(-20)
  Ho . Hum.
  Hard hit to the thigh . Foe must make a
  Hard hit to the thigh . Foe must make a
  Hard hit to the thigh. Foe must make a
  Bullet impacts squarely and breaks femur
  .
  41-50
  Medium maneuver or fall down .
  Hard maneuver or fall down .
  Very Hard maneuver or fall down
  . That'll
  Foefalls .
  leave a mark .
  +OH
  +4H-(-5)
  +6H-x-(-5)
  +8H-20-(-10)
  +10H-4C~& -(-40)
  Lowerleg hit results in just a minor
  Hard hit to the calf
  . Foe must make a
  Hard hit to the calf. Foe must make a
  Bullet strikes calf. Tibia fractured. Foe
  Calf strike breaks bone
  . Foe falls .
  51-55
  scratch
  .
  Medium maneuver or fall down .
  Hard maneuver or tall down .
  must make a Very Hard maneuver or fall
  down.
  +1H
  +1H-x
  +4H-x- (-5)
  +1OH-20-x-(-15)
  +8H-300-(-30)
  Foe is lucky he has quick feet .
  Foe hasa crushed toe.
  Foot hit breaks several small bones.
  Ankle strike fractures bone. Foefalls.
  Ankle strike breaks bone which tears
  tendon . If caliber is large enough (hunting
  56-60
  class of II or greater) ankle is crushed
  (+20H) . Foe falls
  .
  +1H
  +4H-x-(-5)
  +8H-2x-(-10)
  +10H-30-®-(-15)
  +12H-4',1R®-26-(-25)
  Shot punchesfoe in waist.
  Bullet strikestoes hip causing a minor
  Hip strike causes much bruising and a
  Hip strike fracturespelvis . He triesnotto
  Foe's hip joint shattered .
  61-65
  fracture.
  small fracture .
  shimmy.
  +2H-x
  +4H-10-(-5)
  +8H-20-x-(-10)
  +12H-300-(-20)
  +20H-500-(-50)
  Bullet to his seat causes foe to jump.
  Wild shot bounces off of foe's armor,
  Andyouthought this short of shot was a
  Chest hit breaks several ribs which
  Funny, you neverthought your opponent
  He losesinitiative next round.
  hits a rock, then goes right back to foe's
  myth . .. Foe takes it right between the
  causeinternal bleeding .
  could hita note that high. You are stunned
  66
  head. Foe is unconsciousfor 3d10
  eyes
  . His skull is cracked. He's down for
  for 1 round in sympathy
  .
  hours.
  thecount.
  +8H-2#
  +1 OH-(-10)-(+25)
  +20H(+25)
  +20H-40®-46-(-30)
  +30H-120®-26-(-75)
  Almost a great hit on the knee
  .
  Knee shot fractures bone
  .
  Bullet fractures knee and bruises
  Bullet breaks kneecap and causes minor
  Bullet shatters foe's knee . Severtendon
  67-70
  tendons
  .
  tendon damage.
  damage .
  +1H-x
  +4H-i7-(-5)
  +7H-20-(-10)
  +12H-400- (-20)
  +18H-60-4®-(-30)
  Right in the gut; except for that
  Bullet impacts toes abdomen causing
  Abdomen hit causes minor muscle and
  Lowerabdominal shot leaves a large
  Kidney shot. Opponent bleeding pretty bad
  71-75
  armor.
  minor muscle bruising .
  organ damage.
  bruise and causes some bleeding.
  internally.
  +1H
  +2H-x-(-5)
  +4H- 20-6-(-10)
  +5H-30®-26-(-10)
  +8H-4100 -51-(-20)
  Shot to the side leaves foeslightly
  Side hit breaks two ribs.
  Bullet glances offtwo ribs, breaking
  Bullet breaks three ribs.
  Foe has two ribs and hisspleen crushed by
  76-80
  off-balance .
  them in the process,
  the impact.
  +3H-2x
  +4H-20-(-10)
  +8H-30-(-10)
  +10H-40-(-10)
  +12H-300-56-(-20)
  Center abdomen hit causes minor
  Bullet impacts high on foes abdomen.
  Upper abdominal hit bruisessome
  Bullet breaks a rib which puncturesa
  Bullet hits foe in back causing major
  81-85
  muscle bruising
  .
  Foe loses initiative forthree rounds
  internal organs .
  lung
  .
  busing
  . Foe at-20 until achiropractor
  looks at his back.
  +3H-x
  +4H-0-(-5)
  +6H-20-(-10)
  +8H-300-36-(-15)
  +15H-20-(-10)
  Chest hit causes minormuscle
  Chest hit breaks rib. Majormuscle and
  Chest strike breaks riband collapses
  Chest Hit breaks sternum .
  Heart strike crushes sternum and lodges
  86-90
  bruising .
  tendon damage.
  lung .
  bone shards near foe's heart . Call a good
  surgeon .
  +3H-x
  +8H-20-6-(-10)
  +8H-31~* -34-(-15)
  +1OH-300-(-30)
  +15H-400-46-(-40)
  Foes ear is now a little flatter. Foe
  Bullet glances off foe's skull.
  Bullet to side of foes head. Temporary (2
  Bullet hits foe smackdab in the
  Bullet caves in the front of foe'sskull
  .
  91-95
  hears at -10.
  days) loss of hearing in that ear
  .
  forehead . Foe unconscious for thee
  Death in instantaneous.
  hours.
  +2H
  +3H-30
  +6H-20-(-10)
  +12H-(-10)
  (+20)
  Bullet breaks foe'scheek. Foe has
  Bullet breaks foes jaw. Foecannot talk
  Bullet to foes throat . Tracheacrushed.
  Bullet crushes corradid artery. Foe will
  Bullet breaks foes neck. Foe paralyzed .
  96-99
  trouble talking
  . He suffers a -5 to his
  until healed . He suffers a -15to his
  Foe will suffocate in six minutes without
  die in six minutes without surgery
  Appearance.
  Appearance .
  medical attention .
  +4H-20-(-5)
  +6H-20-®-26-(-10)
  +6H-30~0-6-(-15)
  +3H-300-(-15)
  +8H-(-75)
  Bullet crushesfoes eye. Permanent
  Foe'sear is crushed and several bones
  Shot caves in the side of foe's head. He's
  Foe gets strange look on face as bullet
  Bullet crushestoes fore-lobes . Foedies
  vision loss in that eye.
  broken in his skull
  . Not fun .. . for him.
  dead, but you have half a round left to
  breaks foes nose and drives cartilage
  instantly
  . Carry on soldier.
  100
  act
  .
  into his brain . Foe is in coma for next
  two years.
  +5H-24®-(-10)-(+20)
  +6H-300-(-10)-(+20)
  (+20)
  (+20)
  (+25)
  
  xey:
  Bx=must parry 8 rounds ;
  8(9-no parry for B rounds ;
  8'r=stunned for 8 rounds;
  61=bleed 8 hits per round;
  (-8)-foe has -8 penalty;
  (+8)-attacker gets +8 next round.
  93
  7.11 BALLISTIC SHRAPNEL CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Foe's hand is hit! It he is holding an
  Foe's hand is hit! If he is holding an
  Foe's hand is hit! If he is holding an
  Foe's hand is hit! If he is holding an
  Foe's hand is hit! If he is holding an item,
  01-05
  item,
  it must immediatelycheck for
  item,
  it must immediately check for
  item, it must immediately check for
  item, it must immediately check for
  it automatically breaks.
  breakage.
  breakage with a -10 penalty
  .
  breakage with a -20 penalty.
  breakage with a -30penalty.
  +311
  +311-2x
  +411-2x(-10)
  +811-40-36-(-20)
  +1511-500-(-50)
  Forearm strike burns! You gain the
  Strike to foe's lower arm starts to bleed.
  Forearm wound tears muscle and
  Forearm shot tears muscles and
  Incredible blast to foe's arm completely
  06-10
  initiative next round
  .
  Hisgrip may slip! You gain the initiative
  tendons. It foe is holding an item,ii must
  tendons . Foe dropsany held items and
  rips off his hand and lower arm! Foe faints
  next round.
  checkforbreakage with a-20 penalty.
  they checkforbreakage
  .
  and is out for 10 rounds.
  +511
  +711-3x-24
  +811-30-36-(-15)
  +1011-40-46-(-25)
  +1511-700-86-(-50)
  Lots of hot air over foe's arm.
  Deep scratches on foe's biceps cause
  Serious gash on upper arm causes
  Foe's elbow takes the brunt of the blast.
  Only dangling flesh is left on foe'sarm. It
  11-15
  minor muscle damage
  .
  majormuscle damage .
  Broken bone and torn tendons arethe
  is completely useless.
  price
  . Hisarm is useless
  .
  +311-x
  +711=3x-(-5)
  +1511-40-2®-44-(-20)
  +1011-4#-24-(-20)
  +2511-7f0-46-(-40)
  An incredible shot leaves only
  Upper arm strike leaves foe with minor
  Foe's tricepstake the blast. He will need
  Right on the elbow! Blast breaks bone
  Boned foe'sarm just like a chicken.Arm is
  16-20
  minor scratches.
  muscle damage.
  adoctor for that major muscle damage.
  and tears tendons . Arm useless.
  useless
  .
  +411-2x
  +711-20-(-10)
  +1211-300-36-(-25)
  +1211-4#-2®-34-(-20)
  +3011-608-56-(-60)
  Shrapnel grazes foe's shoulder.
  Shoulder hit. Minormuscle damage. The
  Shrapnel goes through foe's shoulder,
  Shrapnel tears muscles tendons on its
  Foe really didn't need that armanyway. Foe
  21-30
  That will leavea mark .
  strips on his uniform are ripped off.
  tearing muscle and tendons . He will feel
  waythrough foe's shoulder. Nicks a
  is unconscious for six hours
  .
  that one for a while.
  major artery.
  +SH-2x
  +811-30(-10)
  +1611-40®-26-(-15)
  +1811-5ya®-6f,-(-25)
  +2511-104-(-50)
  Shrapnel grazes foe's shoulder,
  Shrapnel glances off clavicle. Foe looks
  Shrapnel breaks collar bone. He will
  Shrapnel lodges in the foe's shoulder
  .
  Shrapnel breaks clavicle and destroys
  31-40
  spinning him around .
  surprised to still have ahead
  .
  never wear atie again!
  Surgeon will have to chip away a little
  shoulder joint . His arm will hang limp until
  bone to get this one out
  .
  healed
  .
  +511-2x
  +711-20-(-10)
  +1211-30-(-15)
  +2011-3 00 -(-25)
  +3011-600-36-(-40)
  Grazefoe's thigh. Now those nice
  Thigh woundtears muscle and leaves
  Shrapnel lodged in thigh. Runningvery
  Shrapnel tears muscle and tendons in
  foe's leg severedat the thigh . Foefalls.
  41-50
  pantsare ripped .
  foe with a minor limp.
  painful. -25to Moving Maneuvers until
  thethigh
  . Foe is knocked backward 5
  Hope he has a belt handy.
  Shrapnel is removed.
  feet from the blast
  .
  +311-x
  +611-20-(-10)
  +811-30-36-(-15)
  +1611-300-(-25)
  +4011-40®-46-(-40)
  Shrapnel grazes foe's calf and
  Several wide cuts on foe's calf, but none
  Shrapnel goes clean through the back of
  Shrapnel strikes calf. Broken bones have
  Foe blown back 15' . When he rises, he
  51-55
  causes him to stagger.
  are deep
  . Unfortunately, the muscles
  foe's lower leg
  . He is knocked over and
  ripped through the flesh of the leg .
  realizes that he now has a ragged stump
  have minor damage .
  now has muscle and tendon damage .
  below his knee (and he can't stand up).
  +411-x
  +811-2Kz-26-(-10)
  +1511-30-36-(-15)
  +2511-4019 -36-(-25)
  +3511-600-106-(-75)
  Blast near foe's feet causes himto
  Lucky shot on foe's foot takes offall of
  Solid blastto foe'sfoot .The sound of
  Ouch! Right on the ankle. Bones break
  Foot bone ain't connectedto theleg bone
  56-60
  dance
  .
  his toes! Now his shoe won't fit .
  breaking bone is very clear. The Several
  and tendons torn . Foefalls and will have
  no mo'. Blast rips the foot off at the ankle
  .
  toes have been lost.
  trouble standing .
  +411-x
  +711-20-(-10)
  +2511-40-(-25)
  +2411-40®-(-30)
  +3511-600-46-(-50)
  Closeshot at foe's hip. Maybe it is
  Blast strikes solidlyon foe's hip . Luckily
  Shrapnel goes deep into foe's hip
  Strong blast to foe's hip fractures his
  Blast completely shatters foe's hip
  . Foe is
  61-65
  time to start that diet.
  his bones arestrong and it is only a
  (lodging againt the bone). Walking
  pelvis
  . He now has afunnywalk.
  thrown back 15'
  .
  minor fracture.
  proves massively painful.
  +711-2x
  +1011-20-(-5)
  +2511-4®-(-20)
  +3011-50®-46-(-25)
  +3411-7~ (& -51-(-50)
  Shrapnel imbedded in foe's
  Blast to foe's head! Amazingly, foe's
  Foeforget to duck. He takes shrapnel in
  Abdomenal blast knocks foethroughthe
  Surprise shot to foe's groin. Foe no longer
  buttocks
  . He will need a special
  head is mostly intact. He will just be in a
  the eyes . Foe spins head over heels
  nearestwall. Major internal damage to all
  needs his"little blackbook'
  . You are
  66
  pillow just to sit down .
  coma for three days
  .
  backwards and will die in 10 rounds if
  kinds of organs. Hope a doctor is on
  stunned for3 rounds in sympathy
  . He
  nottended to by a doctor.
  hand,
  collapses and won't get up until tomorrow.
  +2011-(-15)
  +2011-(-40)-(+25)
  +1011-5C+®-(-30)-(+25)
  +5011-80®-156-(-75)
  +5011-150®-156-(-75)
  Foe's knee is peppered with
  Knee strike fracturesbone. Very
  Great shot to foe's leg causes himto
  Blast to foe's leg shatters his knee cap.
  Blast annihilates foe's leg belowthe knee.
  67-70
  shrapnel
  . Amazingly, no permanent
  impressive.
  drop
  .
  He will have a bad limp until the major
  Wow!
  damage
  .
  tendon damage is healed
  .
  +311-x
  +711-0-(-10)
  +2011-30-36-(-20)
  +2511-53~fg -46-(-30)
  +3511-600-86-(-50)
  Blastin the gut throws foe
  Shot in the stomach does minor muscle
  Abdomenal hit causes muscle and organ
  Lowerabdominal shot causes much
  Blast rips out foe's kidney. Who needs a
  71-75
  backwards 10'
  .
  damage
  . But the scar looks like a
  damage
  . Foe flies off his feet
  .
  internal damage to internal organs .
  surgeon .
  turnip . . .
  +511-x
  +711-20-(-10)
  +1211- 30-56-(-20)
  +1211-400-76-(-20)
  +3511-600-106-(-40)
  Blast in foe'sside leaves a mass of
  Shrapnel finds a home in foe's side,
  Solid shot to foe's ribs is followed by the
  Shrapnel breaks ribs and lodges inside
  Gut shot rips out several organs
  . Find a
  76-80
  flesh dangling
  . Surprising,
  it only
  breaking a few ribs in the process.
  sound of breaking bone. There is also
  foe.The bleeding just won't seem to
  donor, quickly
  .
  leaves a small scar.
  major muscle and tendon damage
  .
  stop! Geta medic.
  +811-3x-4-(-10)
  +1211-3'~r-(-10)
  +2011-400-(-20)
  +3511-4iJ®-76-(-20)
  +3511-6~> ®-156-(-40)
  Impressive shot right in the
  Blastrips into foe's gut and causes
  Upper abdominal hit damages internal
  Blast in the gut leaves a gaping hole .
  Shrapnel passes clean through foe's
  abdomen knocks foe backwards .
  majordamage to everything it finds
  organs and muscles.
  Amazing, foe is still standing!
  abdomenand lodges in his spine
  . Foe is
  81-85
  there.
  paralyzed until it is removed, and then still
  suffers a -30 penalty to all maneuvers.
  +1011-30 -2®-26-(-10)
  +1511-40-56-(-20)
  +1411-300-66-(-20)
  +2511-600-96-(-30)
  +35 H -64
  Chest strike rips all of foe's buttons
  Blast in the chest breaks ribs and tears
  Foe is wheezing as blast perforates a
  Shrapnel lodges near foe'sheart.
  Blast through foe'schestanddestroy his
  86-90
  off his shirt
  .
  muscles and tendons. Get a new shirt
  .
  lung
  .
  Sternum is shattered.
  heart. Foe flies 20' and everyone is
  stunned fortwo rounds.
  +1211-30-34-(-10)
  +1511-30-®-36-(-15)
  +2511-400-66-(-25)
  +2511-4K&-86-(-30)
  (+20)
  Blast to foe's head rips offoneear.
  Shrapnel strikesfoe's head . Luckily he
  Shrapnel to side of foe's head
  . He can no
  Blast cracks foe's skull. He is in a coma
  Blast tears offthe topof foe's head
  . Death
  91-95
  Foe hears at-30.
  has a mighty skull and only loses his
  longer hear or see from that side of the
  for 3 weeks then awakens with amnesia
  is instantaneous
  .
  hair,
  head
  .
  (and a headache) .
  +811-30®-24-(-10)
  +811-30-6-(-5)
  +1511-40®-64-(-20)
  +4011-106
  (+20)
  Shrapnel peppers foe'sjaw and
  Blastshatters foe's jaw
  . He cannot talk
  Blast rips through foe's throat. He is now
  Shrapnel destroys foe's neck (and wind
  Foe is left with nothing on top of his neck.
  leaves several holes. Foe has
  until healed. He suffers a -10 to his
  a mute.
  pipe) . He will probably die before he
  Anyone gota mop?
  96-99
  trouble talking because of damage
  temporary Appearance and -5 to his
  suffocates .
  to the tongue.
  potential Appearance.
  +1211-40®-(-15)
  +1111-300-34-(-15)
  +2011-40~9 -66-(-25)
  +2511-500-126-(-20)
  (+20)
  Shrapnel passes throughthe ear
  Foe'sface is ripped off
  ; right before he
  Foe's head is opened from the blast
  . He
  Strong blast to foe's head cracks his
  Don't loose your head! Ooops. Too late .
  . .
  100
  and into the brain
  . Foe is very dead .
  dies from shrapnel in the brain.
  is quite dead . You have halt a round left
  skull . He is in coma for next two years
  .
  to act.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  Key:
  8X-must parry 8 rounds;
  BO=no parry for 6 rounds
  ;
  80-stunned for 5 rounds;
  156=bleed 5 hits per round;
  (-8)--foe has -l5 penalty ;
  (+6)=attacker gets +8 next round.
  l
  7.12 BALLISTIC HOLLOWPOINT CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Shoot item in toe's hand. He must
  Nice shot hits whatever foewas holding
  .
  Surprise shot hits object in foe's grasp.
  Shot goes through foe's hand,
  Shot hits whatever foewas holding . The
  O1-05
  make a Light maneuver to hold on to
  He must make a Medium maneuver to
  He must make a Hard maneuver to hold
  destroying any item he was holding.
  object explodes in foe's hand and causes
  it
  .
  hold on to it .
  on to it.
  much pain .
  +1H
  +2H-x
  +3H-2x-(-10)
  +5H-30-36-(-15)
  +7H-4O~& -(-25)
  Just a scratch
  . You gain initiative
  Deep cut on foe's forearm
  . You gain the
  Nastygash on foe's lower arm does
  Bullet passes cleanly through foe's
  Shot explodes in foe's forearm . Bone is
  next round.
  initiative next round.
  minor tendon damage . Now his grip is
  forearm
  . But not before doing minor
  broken and tendons aretorn. Foe drops
  06-10
  weak.
  muscle and tendon damage
  .
  any items he wascarrying and looses
  initiative fortwo rounds.
  +2H
  +5H-2x-26
  +6H-20-36-(-15)
  +7H-30-44-(-20)
  +1 OH-500-66-(-40)
  A nasty burn is all it leaves
  .
  Shot barely grazes foe's biceps, causing
  Right in the arm! Foehas major muscle
  That's not funny! Bullet rips through
  Bullet strikes the bone in foe's upper arm.
  11-15
  minor muscle damage .
  damage from the hit .
  foe's elbow, breaking bone and tearing
  Muscles and tendons are damaged
  . Foe
  tendons . Arm is useless.
  cannot lift his arm.
  +2H
  +5H-2x-(-5)
  +10H-30-36-(-15)
  +8H-40-26-(-20)
  +20H-600-56-(-40)
  16-20
  He raised his arm at just the right
  Shot goes through foe's upperarm
  Solid hit on foe's upper arm causes
  Ouch! Shot destroys foe's elbow. Any
  Nice shot breaks foe's upper arm. Muscles
  time
  .
  causing minor muscle damage.
  majormuscle damage.
  movement of the arm hurtsbadly!
  and tendons aretorn. Arm is useless.
  +2H
  +5H-2x-(-5)
  +8H-20-36-(-15)
  +4H-40-2x-(-25)
  +20H-60®-46-(-40)
  Foe tucked his shoulder, avoiding a
  Shot nearly missed, butdoes catch foe
  Bullet rips open foe's shoulder
  . He looks
  Bullet leaves agaping hole in foe's
  You can now seethrough the huge hole in
  21-30
  great shot.
  i n the shoulder, spinning foe around
  .
  amazed and muscles andtendons are
  shoulder.
  foe's shoulder
  . No majortissue damage,
  hanging loose.
  but will the bleeding ever stop!
  +3H
  +5H-2#(-10)
  +12H-40-2®-26-(-15)
  +12H-40®-66-(-25)
  +5H-106-(-10)
  Almost got him
  .
  Foe falls down just in time to avoid a
  Shot explodes on foe's clavicle, breaking
  Shot destroys the top half of foe's
  Explosion breaks foe'sclavicle and
  31-40
  nastyshot to the neck.
  it.
  shoulder. Great shot!
  completely destroys the shoulder joint.
  Give up on that pitching career.
  +3H
  +4H-2"a
  +12H-3r~r-(-15)
  +20H-3 C40-(-25)
  +25H-5 ,Z>O-36-(-40)
  Shot grazes foe's thigh, leaving a
  Shot barely nicks histhigh, but leaves a
  Luckily bullet doen't fragment
  . But it is
  Shot removes half of foe's thigh.
  Solid shot to foe's thigh breaks thefemur
  41-$0
  hole in his pocket,
  torn muscle behind
  .
  now lodged in foe's thigh. -25 to all
  Muscles and tendons are damaged.
  and does major arterial damage
  . Foe falls
  moving maneuversuntil it is removed.
  Minor artery damage as well .
  into a pool of his own blood.
  +2H
  +6H-(-10)
  +12H-20-(-15)
  +20H-30~9-36-(-25)
  +25H-50~9-86-(-75)
  Bullet grazes toes calf
  .
  Bullet passes through foe's lower leg
  .
  Nice hit on foe'slower leg does muscle
  Bullet strikes the tibia, fracturing it.
  Calf hit spins foe around
  . Bone is broken
  51-55
  Minor muscle damage
  .
  and tendon damage.
  That's gottahurt .
  and muscles are torn
  .
  +2H
  +2H-x-(-5)
  +5H-0-26-(-10)
  +12H-20-3x-(-15)
  +15H-3C®-34-(-30)
  Keep foe dancing as the shot lands
  Cruel! Shot blasts offtwo of foe'stoes
  .
  Shot hits right in the middle of foe's foot,
  Shot to foe's ankle sendsfoeto the
  If using a hunting class
  I or better, foe's
  56-60
  between foe's feet .
  He'll need a new pair of shoes.
  breaking lots of bones.
  ground
  . Bonesbreak andtendons tear.
  foot goes flying behind him
  . Otherwise,
  ankle is completely destroyed . Foefalls.
  +3H
  +6H-2x-(-5)
  +15H-30-(-20)
  +18H-40-2®-(-30)
  +25H-60®-46-(-50)
  That shot wasclose! Make some
  Shot hits foe in the hip. Luckyfor him it
  Shot barely fragments afterhittingfoe in
  Gaping hole around foe's hip . He tries to
  Shot destroys foe's hip .
  61-65
  "wide load" remark
  .
  didn't fragment. It only fracturedthe
  the hip. Walking will cause d10 hits per
  hold it alltogether.
  bone
  .
  minute.
  +5H-x
  +8H-2'0-(-5)
  +15H-3#-2®-(-15)
  +20H-40®-34-(-25)
  +30H-609-(-50)
  Shot to the posterior . Nice shooting,
  Shot hits foe's shoulder, but a bone chip
  Shot hits foe squarely between the
  Incredible shot leaves foe'swhole
  Ooohhhh. Shot right between the legs
  Tex
  . Foe needsa pillow to sit on
  .
  flies into foe's ear and lodges near foe's
  eyes . . . then his head explodes
  .
  abdomen open. Majordamage to all
  leaves a bloody pulp on foe's groin . All
  66
  brain . Foe in coma for dl 0days
  .
  kinds of internal organs ; before they
  within sight are stunned for one round in
  start spilling onto the floor
  .
  sympathy.
  +15H-(-15)
  +20H-(-40)-(+25)
  (+25)
  +40H-80®-156-(-75)
  +40H-15CF®-86-(-75)
  Shot passes just to the left of foe's
  Shot failsto fragment on foe's kneecap
  .
  Shot rips the flesh off of foe's knee
  .
  Kneecap shattered and tendons are
  Foe didn't need that knee anyway
  . Severe
  67-70
  knee .
  Butit still hurts .
  damaged. Geta crutch.
  tendon damage
  .
  +2H-x
  +7H-0-(-10)
  +15H-3u-(-20)
  +20H-50®-24-(-25)
  +25H-6~-(-30)
  Close shot nicks foe across the
  Bullet passes cleanly through foe's
  Right in thegut. Shot leaves afist-sized
  Good hit right in the stomach causes lots
  Kidney shot. Foe is bleeding internally and
  71-75
  stomach.
  abdoment, doing minior muscle damage
  .
  hole and minor muscle/organ damage
  .
  of bleeding,
  externally.
  +3H
  +5H-2'~-(-10)
  +8H- 30-46-(-15)
  +8H-4CF9 -66-(-15)
  +15H-50®-86-(-20)
  It foe were a little thinner, this shot
  Shot barely catches foeon the side. But
  Shot to foe's side breaks d5 ribs
  .
  Shot passes between two ribs, but one
  Luckilyfoe has another lung (asthis one
  76-80
  would have missed
  .
  fragmentation still breaks d5 ribs
  .
  Muscles and tendons suffer major
  of them is broken in the fragmentation.
  was just permanentlydeflated) . Lots of
  damage
  .
  Lung is severlydamaged
  .
  broken ribs.
  +6H-3x-(-5)
  +8H-30-(-10)
  +15H-4Q-(-20)
  +15H-4CF0-76-(-15)
  +15H-SW®-96-(-30)
  Unfortunately, the bullet failed to
  Majorstrike to foe's gut causes major
  Gaping hole in foe's abdomin is goingto
  Yack! Bloody mess around foe's mid-
  Shot explodes through foe's gut, severing
  81-85
  fragment
  . Abdomen hit will simply
  internal damage
  .
  cause him difficulty
  .
  section is a result of majorinternal and
  foe's spine
  .
  leave a small scar .
  external damage.
  +6H-2u-(-10)
  +BH-30-46-(-15)
  +10H-30®-54-(-15)
  +20H-5u®-74-(-25)
  +25H-44
  Solid shot in the chest causes minor
  Nice hit in the chest breaks ds ribs and
  Chest strike breaks d10 ribs and
  Chest hit cracks sternum and causes a
  Shot explodes in foe'schest. The heartjust
  86-90
  muscle damage .
  causes major muscle and tendon
  collapses one lung
  .
  lot of internal damage
  . Luckyto be alive
  can't take that much abuse. Foe dead .
  damage
  .
  at all!
  +8H-20-26-(-5)
  +15H-30-®-26-(-15)
  +15H-300-54-(-25)
  +18H-4CF®-86-(-30)
  (+20)
  Foe's ear is blasted off .
  Luckyforfoe, bullet fails to fragment
  Shot cracks the side of foe's skull
  . Lots
  Bullet cracks open foe's head . Foe is in a
  Foe head turns into a fine mist. The body
  91-95
  when it hits his skull.
  of bleeding and permanent loss of
  coma for d10 weeks and loses one
  remains standing until someone knocks it
  hearing in that ear
  .
  level's worth of experience .
  over.
  +311
  +5H-30-(-5)
  +10H-300-66-(-15)
  +30H-94
  (+20)
  Shot barely glances off of foe's face.
  Shot cracks foe's jaw. He cannot talk
  Shot to foe's mouth leaves foe voiceless
  Shot passes just underfoe's chin . Where
  Shot goes in through foe's mouth and out
  96-99
  Scar leaves foe with a -101o his
  until it healed
  . Thescar looks like a
  and toothless
  .
  did all that blood come from!
  through his neck
  . Foe's spine is severed,
  Appearance
  .
  second set of teeth!
  paralyzing him.
  +6H-30-(-5)
  +8H-300-26-(-15)
  +10H-4a®-56-(-25)
  +8H-2x-126-(-10)
  +12H-204-(-75)
  Shat enters foe's head through the
  Foe dies instantly when his brain turns to
  Foe's head is no more
  . You have half the
  Shot explodes on foe's face . It takes a
  Foe's head is severed from his body. The
  eye. His brain hurts
  . He is dead
  .
  jello after shot enter's foe's ear
  . It's a
  round left to act .
  second or two, but he drops in much
  head shoots up to the sky, then lands back
  100
  Kodak moment
  .
  agony. Afterd10 rounds, he drops into a
  in place . A surprised, but dead foe, falls
  coma for d5 years.
  over.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  Key :
  BX=must parry 8 rounds ;
  B(&=no parry for 5 rounds;
  0O=stunned for 5 rounds
  ;
  15 "=6leed b hits per round ;
  (-15)=foe has -li penalty;
  (+fi)=attacker gets +IS next round .
  95
  7.13 LASER CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Beam piercesthe skin betweenfoe's
  Beam grazes hand . Foe flinches .
  Beam nicks foe's hand, piercing anything
  Shot burns through hand, missing most
  Foe has a burn cleanthrough hishand
  . That
  01-05
  fingers .
  he carries
  .
  everything vital .
  must smart.
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2x-26-(-10)
  +5H-30®-(-20)
  Forearm burn leaves only slight
  Beam creases forearm. The wound is
  Beam slices through tendons in forearm
  .
  Hole burnsthrough muscles in foe's
  Beam burns clean through forearm, slicing
  damage. You have the initiative
  .
  cauterized .
  Foe screams in surprise.
  forearm. Foe grips it in pain
  .
  bone in two
  . Arm is useless. Foedrops
  X6-1 U
  anything he's carrying
  .
  +1H
  +3H-x-6
  +4H-0-26-(-10)
  +5H-20-36-(-15)
  +7H-30®-46-(-25)
  Beam grazes inner arm.
  Minor muscle damage to foe's upperarm.
  Beam cauterizes itsway through biceps,
  Laserpasses through elbow, slicingthe
  Beam cuts through bicep, slicing bone in
  11-15
  Better luck next time .
  doing some small amount of damage
  .
  joint andtendons . Arm is useless.
  twoand severing muscles andtendons.
  +1H
  +3H-X-(-5)
  +5H-2cx-26-(-10)
  +3H-40-20-(-20)
  +12H-6cr-3ft-(-25)
  That'll leave a mark.
  Shot nicks foe's bicep. His flinch only
  Beam slices deep into biceps. Instant
  Funny bone cracks from heat . Muscles
  Foe grasps arm as beam cuts bone,
  16-20
  makes it worse.
  tatoo removal
  .
  and tendons severed
  . Say, "Mommy."
  tendons and muscles . Burned and mangled
  flesh hang in a grizzly mess. Ick .
  +1H
  +3H-x-(-5)
  +5H-20-26-(-10)
  +3H-40-2x-(-20)
  +12H-60-36-(-25)
  Yougot a piece of his shoulder, but
  Beam pierces shoulder, but only barely .
  Clean shoulder wound. Muscles and
  Lasercuts through shoulder, damaging
  You missed the bone and the biceps . If it
  only barely.
  tendons bare the brunt of the damage .
  muscles andtendon, but cauterizing all
  wasn't forthe artery, that would have been
  21-3~
  damage.
  a waste of a shot .
  +2H
  +2H-xy(-5)
  +7H-3t~z-6-(-10)
  +7H-3fvr-56-(-20)
  +3H-106-(-5)
  Beam takes a chunkout of foe's
  Beam takes a piece out of foe's clavicle.
  Beam passes clean through foe's clavicle
  .
  Beam passes clean through clavicle . That
  Clavicle and shoulder joint are nearly a
  shoulder.
  He screamslike a small child.
  That arm ain't hanging right
  .
  must've hurt.
  complete write off
  . Better find a really good
  31-4~
  surgeon .
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-2a-36-(-15)
  +12H-40®-76-(-50)
  Beam brushesfoe's hip.
  Slight muscle damage to foe'sthigh.
  Beam passes straight through foe's thigh .
  Beam burns aneat little hole through
  Scything beam of light severs thighbone
  41-5U
  Foe's leg almost crumples outfrom
  thigh, cutting muscle and tendon .
  and artery
  . Foe collapses like a bag of
  underneath him.
  wheat.
  +2H
  +4H-2Cr
  +1 OH -3'rr-(-15)
  +15H-30®-(-25)
  +12H-50®-36-(-25)
  Youlake a piece out of his calf
  .
  Beam only nicks thefoe's calf, severing a
  Beam strikes straight through calf,
  Beam slices through shinbone and calf,
  Agonizing shot burnsthrough shin bone
  51-55
  single tendon .
  severing muscle andtendon
  . That'll leave
  fracturing bone and severing muscle.
  and muscles. Foe goes down . . . hard .
  a mark.
  +2H
  +2H-x-(-5)
  +5H-tr-24-(-10)
  +12H-20-3X-(-15)
  +15H-30®-36-(-30)
  Foe moves hisfoot just in time .
  Were youtrying to make him dance or
  Beam passes effortlessly throughtoe's
  Slicing path through ankle breaks bone
  Youthink he was Achilles? Beam slices
  56-6
  something? Beam slices off foe's toe
  .
  toot
  . Severalbones are cut. Foelooks at
  and tendons. Foe looks down in shock.
  through ankle and tendon, disconnecting
  you in shock.
  the foot completely
  . Ouch .
  +2H
  +4H-X-(-5)
  +1 OH-20-(-15)
  +12H-30-®-(-20)
  +15H-40®-46-(-25)
  Barely grazed his belly
  .
  Beam passes cleanly though toe's hip
  You leave a very nice hole in foe's hip
  .
  Surgical removal of foe's love handles.
  Slice hip bone in two. Foe mews pitifully.
  bone
  . Minordamage
  . Foe takes a step
  You smell boiling fat.
  61-65
  and the hip bone snaps.
  +3H-x
  +5H-0-(-5)
  +1OH-2Cr-®-(-15)
  +15H-300-36-(-20)
  +20H-50®-(-50)
  They told him to watch his six. Now
  Beam passes clean in oneearand out the
  Laser makes neat incision in foe's nose
  .
  You wavedthat one around just enough
  Slicing blow to groin vaporizes vitals. All
  he won't be sitting down for days .
  other. Foe drops in coma for oneweek.
  Beam continues through spine, brainstem
  to open beautiful slices in front and back
  within 15 feet are stunned, dumbfounded,
  66
  Pitiful
  .
  and back of head. Check out look on his
  of foe
  . Those look like intestines .
  for one round.
  face .
  +1 OH-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-600-104-(-50)
  +30H-12, 0®-76-(-75)
  Beam brushesfoe's knee .
  Beam cracks kneecap in two. Foe
  Very neat hole in foe's knee . He won't be
  Surgical strike almost completely
  Surgical strike almost completely removes
  67-70
  manages to shift his weight just in time .
  making the team this fall.
  removes kneecap .
  kneecap .
  +1H-X
  +5H-tv-(-10)
  +10H-20-(-15)
  +15H-40®-6-(-20)
  +20H-6
  r-4®-(-30)
  Beam goes rightthrough toe's
  Beam passes though abdomen,
  Beam passes through foe's stomach. Talk
  Wound opens in torso, slicing through
  Beautiful little hole through kidney
  . Even
  abdomen, miraculously missing
  perforating foe's intestine
  .
  about a perforated ulcer .
  kidneys and intestines . Foe gasps in pain .
  with the cauterization, there's blood.
  71-75
  everything.
  +2H
  +3H-Cr-(-5)
  +5H- 20-36-(-10)
  +5H-30 (9 -46-(-15)
  +10H-4cr®-7" -(-20)
  Laser pierces foe's side . Nothing
  Beam takes out rib, but just misses lung.
  Beam cuts two ribs in half. Muscle and
  That black blood probably means youhit
  Nice appendectomy. You go to med-
  76-80
  important is damaged.
  tendon damage result.
  his liver
  . Not good
  .
  school?
  +4H-2x-(-5)
  +5H-20-(-10)
  +1 OH-30-(-15)
  +7H-2o-66-(-10)
  +1 OH-3W®-84-(-20)
  Beam passes through gut, nicking
  Shot to foe's belly-button turns his outie
  Beam pierces toe's lung . Can you say,
  Slicing shot to pelvic girdle. He's actually
  You managed to miss allthe important
  an intestine .
  into an irmle . Minor damage to intestines
  .
  "Sucking chestwound."? I knew you
  bleeding from this one. Good work
  .
  stuff
  . Well, except thespinal cord . Foe
  81-85
  could.
  collapses, paralyzed.
  +4H-0-(-5)
  +5H-Cr-34-(-10)
  +8H-20-46-(-10)
  +1OH-40-2®-66-(-15)
  +15H-26
  Almost got his lung with that one.
  Rib cracks as beam passes through it
  .
  Rib and lung pierced . Life stinks
  Drilled straight through sternum.
  Beam drills rightthrough heart. It takes foe
  Minor muscle damage,
  sometimes.
  Unfortunately, it was an artery you
  two rounds to realize he's dead .
  $6-9U
  clipped, notthe heart .
  +5H-(-5)
  +1 OH-20-6-(-10)
  +1 OH-30-®-46-(-15)
  +12H-3 ;~FO -76-(-30)
  (+20)
  You clip offa piece of toe'sear. It
  Beam leaves crease in foe's head . His hair
  Beam slices through side of head,
  Surgical blow to the brain severs several
  Beam slices rightthrough brain pan
  . Very
  feels worse than it is,
  is smouldering .
  piercing inner earand damaging eye
  . -10
  nerve bundles
  . Foe drops, unconscious,
  surgical . Foe almost survives.
  91-95
  to awareness checks.
  fortwo months .When he awakes, he's
  deaf.
  +2H
  +1 OH-84
  .
  +5H-30-(-5)
  +7H-2r~r-4B-(-10)
  (+20)
  Beam cracks foe's jaw, but just
  Beam crack's foe's jaw. It'll have to be
  Surgical removal of voice box. Wow.
  Beam severs carotid artery. Foe tries to
  Beam catches jugularand spine
  . He can't
  96-99
  slightly.
  wired shut.
  staunch theflow, but it poursout through
  even reach up to try to stop the blood
  .
  his fingers .
  +4H-20-(-5)
  +6H-25r-®-24-(-10)
  +7H-30®-24-(-15)
  +3H-x-104-(-10)
  +8H-206-(-75)
  Beam pierces skull in non-vital area
  .
  Beam pierces foe's eye. Foe drops like a
  Beam pierces brain, damaging multiple
  Beam enters eye
  . A flick of thewrist
  You missed . No wait. Is that a burn
  10o
  It he hadn't twitched, he would have
  puppet with its strings cut
  .
  areas
  . Poor sap dies instantly .
  brings beam out side of head
  . Sad
  .
  betweenhis eyes? Foe crumples, dead .
  lived.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  Key:
  px=must parry d rounds
  ;
  50-no parry for 8 rounds
  ;
  80=stunned for 8 rounds;
  0"=bleed 8 hits per round;
  (-IS)--foe has -f5 penalty ;
  (+i)-attacker gets +li next round.
  7.14 BLASTER CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Beam grazes foe's hand . Foe must
  Beam nick's foe's hand
  .
  If foe is holding
  Beam pierces toe'shand
  .
  If foe is holding
  Beam passes through bones, muscles
  Beam slices throughfoe's hand, slashing
  make a Routine maneuverto hold
  something, it is a Lightmaneuver to hold
  an object, he must make a Medium
  andtendons in hand . It foe is holding
  bones and tendons . Foedrops anything he
  01-05
  onto anything held by it.
  on to it .
  maneuver or drop it.
  anything, he must make a Hard maneuver
  was holding in that hand .
  or droo it.
  +OH
  +1H-x
  +1H-2x(-10)
  +3H-2x-26-(-10)
  Forearm grazecauses foeto flinch.
  Forearm wound causes toeto grimace.
  Forearm strike separates muscles and
  Beam slices through muscles and
  Beam slices through bones and tendons in
  He loses initiative next round.
  tendons. Foe emitsa startled gasp . If he
  tendons in foe's forearm
  . The arm begins
  foe'sforearm . Foe drops anything he was
  06-10
  is holding anything, he must make a Hard
  spasming, andthe foedrops anything
  holding.
  maneuver to hold onto h
  .
  that he was holding.
  +1H
  +3H-x-6
  +4H-Q-26-(-10)
  +5H-20-36-(-15)
  +7H-30®-46-(-25)
  Beam grazes foe's upper arm.
  Beam causes minormuscle damage to
  Beam causes major muscular damage to
  Foe emits a scream of anguishas beam
  Beam slices through biceps, bone, and
  11-15
  Wound is cauterized
  .
  biceps.
  upperarm.
  passes through bone andtendons in his
  tendons
  . Arm is completely useless .
  elbow. Arm is useless.
  +1H
  +3H-x-(-5)
  +5H-20-26-(-10)
  +3H-40-20-(-20)
  +12H-6s7-36-(-25)
  Beam nicks foe'striceps . Could have
  Beam rips throughtriceps. He didn't like
  Major muscle damage to foe's triceps.
  Elbow hit shatters elbow. Arm is useless .
  Beam cuts deep, throughbone,triceps, and
  16-20
  been worse.
  that one.
  Foe shrieks like a banshee .
  tendons
  . Arm is useless.
  +1H
  +3H-x-(-5)
  +5H-20-26-(-10)
  +3H-40-2x-(-20)
  +12H-60-36-(-25)
  Beam nicks foe's shoulder
  . Foe
  Shoulder hit
  . Minordamage, but a lot of
  Beam passes through shoulder, severing
  Beam slices through muscles and
  Beam passes through shoulder, missing
  21-30
  becomes nauseous from the pain .
  pain .
  muscles and tendons.
  tendons on itsway through shoulder
  .
  everything butthat artery.
  Looks like yougotan artery
  .
  +2H
  +2H-fir(-5)
  +7H-3cx-6-(-10)
  +7H-3r»r-56-(-20)
  +3H-106-(-5)
  Beam just misses clavicle. That was
  Beam cuts chunk out of foe's clavicle .
  Beam cracks foe's clavicle. He stumbles
  Beam catches bone, muscle and tendon
  Beam slices throughshoulder and destroys
  31-40
  lucky.
  in shock
  .
  in foe's shoulder.
  joint. Arm is useless
  .
  +1H
  +4H-(-5)
  +8H-x-(-10)
  +12H-20-34-(-15)
  +12H-400
  A tiny piece of foe's thigh
  Thigh wound burns through muscle.
  Beam slices muscles in foe'sthigh. Ouch .
  Beam cuts deep into thigh, nickingthe
  Beam slices throughfemur, catching
  41-50
  evaporates .
  femoral artery.
  femoral artery. Foe collapses .
  +2H
  +4H-20
  +10H-3!.p-(-15)
  +15H-3#®-(-25)
  +12H-5 ,,(;r®-34-(-25)
  Beam grazes calf. Nice limp .
  Beam passes through calf
  . Foe sucks air
  Beam passes cleanlythroughfoe's call .
  Beam passes through calf andtibia.
  Beam slices throughcalf and bone. Foe
  51-55
  and dropsto one knee.
  Muscles and tendonsare severed
  .
  goes down, a startled look on hisface .
  +2H
  +2H-x-(-5)
  +5H-0-26-(-10)
  +12H-2rrr-3x-(-15)
  +15H-30®-36-(-30)
  Beam piercesfoe's boot
  .
  Shot neatly severs toe's toe .
  Beam slices through several small bones
  Ankle strike slices through bone and
  Ankle strike slices through bone and
  56-60
  in foe'sfoot
  . That's gotta hurl,
  tendon. Foe's legfolds like a good map .
  tendon
  .
  If using ahuntingclass II or better,
  foot is removed.
  +2H
  +4H-x-(-5)
  +1 OH-20-(-15)
  +12H-30-®-(-20)
  +15H-40®-46-(-25)
  If foe had been watching his weight,
  Beam hits foe's hip joint, causing hto
  Beam chips toe's hip . All moving
  Hip strike slices through pelvic girdle
  .
  Beam shatters hipjointwith heat
  61-65
  that would have never hit .
  crack.
  maneuvers area-30 until chips are
  He'll probably never walk right again .
  expansion . It's a Kodak moment .
  removed.
  +3H-x
  +5H-r*r-(-5)
  +1 OH-20-®-(-15)
  +15H-3 1:~O-34-(-20)
  +20H-50®-(-50)
  Beam pierces both cheeks . Biggest
  Beam hitfoe rightbetween his eyes.
  Beam hits foe right between the eyes. Foe
  Heat shatters sternum, sending shards of
  Beam strikesfoe's groin, severing vitals.
  muscle in the body, ya know.
  Beam somehow passes through head
  stumbles andfalls, dead
  . Well done,
  bone through his lungs, liver, spleen, and
  You arestunnedfor one round in
  66
  withouthitting anything toovital . Foe is in
  David.
  stomach .The beam continues through
  sympathy .
  a coma for three days
  .
  the heart, adding insult to injury.
  +1OH-(-10)
  +12H-(-25)-(+25)
  (+25)
  +25H-60~9-106-(-50)
  +30H-12Cr®-74-(-75)
  Crackling path of beam brushes
  Knee fracture causes foe severe pain
  .
  Cracked knee . Guess he's dropping out of
  Beam shatters kneecap, damaging
  Beam shatters foe's kneecaps, sending
  67-70
  foe's knee .
  That'll probably be able to predict the
  the NFLdraft.
  muscles and tendons . Looks like his
  shard through muscles and tendons
  .
  weather.
  dancing career is over
  .
  +1H-x
  +5H-cr-(-10)
  +1 OH -2s:t-(-15)
  +15H-4Cr®-ft-(-20)
  +20H-60-4®-(-30)
  Shot creates an interesting
  Beam passes through abdomen, causing
  Abdominal hitsevers muscles and
  Lower abdominal strike causes internal
  Beam slices through kidney. Foes is
  71-75
  extension to foe'sappendix scar .
  only muscle damage.
  intestines, but it feels a lotworsethan it
  bleeding
  .
  bleeding badly .
  is.
  +2H
  +3H-stir-(-5)
  +5H- 20-36-(-10)
  +5H-30(9 -46-(-15)
  +1 OH-4Ct®-7" -(-20)
  Beam hit foe's love handle, causing
  Heat from beam cracks two ribs .
  Beam slices through ribs, causing
  Beam passes through rib and liver. He's
  Spleens are highly overrated.
  76-80
  fat to boil away
  . He should thank
  secondary muscle and tendon damage .
  bleeding black. Not good .
  you.
  +4H-2x-(-5)
  +5H-20-(-10)
  +1 OH -3zr-(-15)
  +7H-2Cr-66-(-10)
  +1 OH-3W®-86-(-20)
  Beam passes through abdomen
  Beam passes through abdominal cavity,
  Beam perforates intestines in the upper
  Beam passes through ribs, piercing
  Beam slices through spine, paralyzing foe.
  81-85
  withoutcritical damage. New belly
  causing minordamage to intestines .
  abdomen
  . Talk about heartburn.
  organs and veins on
  its waythrough the
  button?
  body
  .
  +4H-s7-(-5)
  +5H-0-36-(-10)
  +8H-20-46-(-10)
  +10H-4t~r-2®-66-(-15)
  +15H-26
  Beam pierces chest, missing heart
  Cheststrike severs ribs, causing major
  Beam slices through ribs, muscles,
  Beam cracks sternum and grazes heart.
  Beam neatly pierces heart. Send flowers .
  86-90
  by a hand's width. Toying with him?
  muscle damage to boat .
  tendons, anda lung. Nice suckingchest
  wound.
  +5H-(-5)
  +1 OH-20-4-(-10)
  +1 OH-3';7-®-44-(-15)
  +12H-3Cr0-76-(-30)
  (+20)
  You slice his earlobe off . -20 to all
  Beam creases foe's skull
  . That's gonnabe
  Beam glancesoff skull
  . Blood, permanent
  Beam grazes brain
  . Foe drops into a
  Beam neatly dissects brain .
  91-95
  hearingmaneuvers
  .
  a nice scar
  .
  hearing loss (in one ear), and
  coma forthree weeks.
  disorientation are just the beginning.
  +2H
  +5H-30-(-5)
  +7H-20-4B-(-10)
  +1 OH-84
  (+20)
  Beam pierces cheek
  . Foe has
  Beam cracks foe'sjaw. Foe can't talk. -10
  Beam neatly destroys foe's voice box
  .
  Beam passes through major artery in
  Beam passes through throat and spine
  . Foe
  96-99
  difficulty talking. His Appearance is
  to temporary appearance, -5 to
  And he was worried about smoking . . .
  foe's neck.
  is mute and paralyzed .
  modified by-10 until healed.
  permanent appearance
  .
  +4H-20-(-5)
  +6H-20-®-26-(-10)
  +7H-30®-26-(-15)
  +3H-x-106-(-10)
  +8H-206-(-75)
  Beam passes through eye. Foe
  Beam pierces ear and kills foe instantly.
  Beam burns adeadly path through foe's
  Beam slices some excess tissue from
  Beam passes through foe's eye. Foe dies
  100
  collapses without so much as a
  brain . Say goodnight, Gracie .
  foe's brain. Foe is in acoma fortwo
  instantly. Youwish you had a camera
  .
  twitch .
  years
  .
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  Key:
  8X-must parry B rounds;
  80-no parry for 5 rounds
  ;
  li0=stunned for 8 rounds ;
  lit=bleed 8 hits per round;
  (-0)=foe has -8 penalty
  ;
  (+8)=attacker gets +p next round.
  97
  7.15 PLASMA CRITICAL STRIKE TABLE
  A
  B
  C
  D
  Blast hit's item in foe's hand . A Light
  Blast hits whatever he was holding
  . A
  Plasma catches object in foe's hand. He
  Shot burnsthrough foe's hand and
  Blast detonates whatever foe was holding,
  01-05
  maneuver will allow himto hold
  Medium maneuver, and he mighteven
  must make a Hard maneuver to hold onto
  anything he was holding.
  sending shrapnel through hand.
  on,.
  it.
  hold onto it
  .
  h
  .
  +011
  +111-x
  +111-2x(-10)
  +311-2x-24-(-10)
  +511-300-(-20)
  Light burns. Yougain initiative next
  Deep burn on foe's forearm, you getthe
  Glancing shot burns throughtendon in
  Blast burns through muscles and tendons
  Blast burnsthrough both bones in forearm,
  06-10
  round.
  initiative next round
  .
  foe's forearm.
  in foe's forearm.
  rendering arm useless.
  +111
  +311-x-6
  +411-0-24-(-10)
  +511-20-36-(-15)
  +711-300-44-(-25)
  Blast leaves a nasty burn
  .
  Plasma grazes foe's biceps, causing a
  Plasma burn deeply into toe's biceps.
  Plasma burnsthrough bone andtendon,
  Blast burnsthrough upper arm, eating
  11-15
  painful burn
  .
  making foewonder why it's called the
  through bone and tendon. Foe cannot lift
  humerus .
  his arm .
  +111
  +311-x-(-5)
  +511-20-24-(-10)
  +311-40-20-(-20)
  +1211-60-36-(-25)
  His arm catches a bit of
  it.
  Blast causes apainful burn to foe's
  Solid hit burns through triceps.
  Plasma effectively destroys elbow. Medici
  Penetrating blastburns through upper arm
  16-20
  triceps
  .
  and bone. Arm is useless
  .
  +111
  +311-x-(-5)
  +511-20-26-(-10)
  +311-40-2x-(-20)
  +1211-60-36-(-25)
  Foe moved at the last moment. You
  Shot burns foe's shoulder.
  Blastburns deep into foe's shoulder,
  Plasma burnsthrough shoulder and out
  You just burned a hole in his shoulder big
  21-30
  barely gota piece of him.
  dissolving muscles and tendons alike.
  other side.
  enough to putyour fist through. That's a
  gusher.
  +211
  +211-0 (-5)
  +711-30-4-(-10)
  +711-30-56-(-20)
  +311-106-(-5)
  He almost felt that one.
  Plasma burns foe's neck.
  Blastburns clean through foe's clavicle
  .
  Plasma burns out top of foe'sshoulder
  .
  Plasma burns shoulder joint to the nub.
  31-40
  That arm will neverbe rightagain.
  +111
  +411-(-5)
  +811-x-(-10)
  +1211-20-36-(-15)
  +1211-400-76-(-50)
  Shot grazes foe's thigh leaving an
  Plasma burns into foe'sthigh. Minor
  Plasma burn deep into foe's thigh .
  Shot burns through thigh, removing half
  Blast to thigh burnsthrough bone and
  41-50
  ugly mark
  .
  muscle damage .
  the muscles, burning tendons and
  arteries. Foe drops into an expanding pool
  cookingthrough arteries.
  of blood.
  +211
  +411-20
  +1011-30-(-15)
  +1511-30®-(-25)
  +1211-50®-36-(-25)
  Blast grazes foe'scalf . That must've
  Plasma burn achunk outof foe's calf .
  Shot to foe'scalf burnsthrough muscle
  Shot burnsthrough foe's tibia
  . That leg
  Shot hits lowerleg, burning through bone
  51-55
  smarted
  .
  Minor muscle damage .
  and tendons.
  isn't gonna be the same again.
  and sinew. Leg folds like a lawn chair.
  +211
  +211-X-(-5)
  +511-0-26-(-10)
  +1211-20-3x-(-15)
  +1511-300-36-(-30)
  Blastjust misses, but plasma
  Plasma grazes foe'sfoot, burning off two
  Plasma catches toe in center of foot,
  Plasma burns through most of ankle,
  If using hunting class I or greater, toot is
  56-60
  splatters onto foot.
  toes
  .
  burningthrough bone, muscle, and into
  bones and tendons alike.
  burned right off. Otherwise, ankle is
  the ground .
  destroyed
  .
  +211
  +411-x-(-5)
  +1011-20-(-15)
  +1211-30-®-(-20)
  +1511-400-46-(-25)
  Close shot. Good thing those hips
  Shot catches toe's hip
  . Heat expansion
  Plasma causes cracks in foe'sfemur.
  Plasma burns through foe's hipjoint
  .
  Foe's hip is destroyed.
  61-65
  weren't anywider
  .
  cracks hip. Ouch .
  Walking will cause d10 hits perminute.
  +311-x
  +511-0-(-5)
  +1 OH-20-®-(-15)
  +1511-30®-34-(-20)
  +2011-5,00-(-50)
  Shot catches foe in the rear. Those
  Blast hits toe in shoulder, butsplashing
  Plasma burns straight into foe's forehead,
  Shot burnsthrough abdomen
  . Though
  Blastto foe's groin burns all vitals to a nub.
  66
  burns look painful
  .
  plasma catchestoe in ear, causing brain
  then dawn into foe's neck
  . Very sad.
  organ not burned out begin spilling on
  All withing sight are stunned in sympathy
  damage. Foe is in acoma fordl 0days.
  theground,
  for one round.
  +1011-(-10)
  +1211-(-25)-(+25)
  (+25)
  +2511-60®-106-(-50)
  +3011-1200-76-(-75)
  Plasma grazes foe's knee .
  Blast burns deep into foe's knee, butfails
  Blast burns flesh of toe's knee
  .
  Plasma burns out kneecap
  . Muscles and
  Knee joint destroyed. Tendons are not
  67-70
  to cause more damage.
  tendons are damagedas well
  .
  doing much better.
  +111-x
  +SH-O-(-10)
  +1011-20-(-15)
  +1511-40®-6-(-20)
  +2011-60-40-(-30)
  Close shot grazes foe's stomach
  .
  Foe catchesa piece of it in his abdomen.
  Shot burnsfist-sized hale through foe's
  Majordamage to stomach causes
  Blast blowsthrough kidney. Blood bubbles
  71-75
  Minor damage.
  abdomen.
  bleeding in spite of cauterization .
  out of wound and begins filling abdomen.
  +211
  +311-0-(-5)
  +511- 20-34-(-10)
  +511-300-46-(-15)
  +1011-40(9 -7 "-(-20)
  Plasma burns ofta random love
  Foe dodges most of the blast, but ft still
  Blast burns through d5 ribs
  . Muscles and
  Blast bursts through rib, crippling lung .
  Good thing Godgave him two lungs .
  76-80
  handle .
  burns through d5 ribs,
  tendons are badly burned .
  Hope he has good medical
  .
  Several ribs are burned away.
  +411-2x-(-5)
  +511-20-(-10)
  +1OH-30-(-15)
  +711-20-66-(-10)
  +1 OH-3W®-86-(-20)
  Only a piece of that caught him. He'll
  Foetakes it in thegut. The internal
  Plasma burns a grapefruit-sized large
  Blast makes a gory mess of foe's
  Blast blowsthrough foe's gut. His spine
  81-85
  have a new appendix scar.
  damage is significant.
  hole in foe's abdomen.
  midsection .
  dissolves, leaving him paralyzed
  .
  +411-0-(-5)
  +511-0-34-(-10)
  +811-20-44-(-10)
  +1011-40-2®-66-(-15)
  +1511 -24
  Blastsplashes onto chest as
  it
  Solid hit burns through d5 ribs and
  Plasma burn throughd10 ribs wrecks
  Sternum manages to channel plasma
  Blast burns straight throughtoe's sternum .
  86-90
  passes
  .
  causes muscle and tendon damage.
  toe's lung.
  around heart, but both lungs and various
  Talk about a heart attack .
  otherorgans are damaged.
  +511-(-5)
  +1011-20-6-(-10)
  +1011-30-®-4fr-(-15)
  +1211-30®-74-(-30)
  (+20)
  Foe's ear is removed.
  Plasma doesn't quite burn throughfoe's
  Plasma burns deep into foe'sskull,
  Plasma burns hole in skull. Foe slips into
  Foe's head just sort of boils away . Foe is
  91-95
  skull.
  wrecking foe's hearing in that ear for
  a coma for dl 0 weeks and loses a level's
  too shocked to fall over
  .
  good
  .
  worthof experience .
  +211
  +511-30-(-5)
  +711-20-4B-(-10)
  +1011-86
  (+20)
  Shot leaves burn marks across foe's
  Plasma burnsthrough foe'sjaw.
  Blastto foe's mouth burnsthrough jaw
  Plasm burns foe'sjaw away
  . That's a lot
  Plasma burns straight through foe's mouth
  96-99
  face. Scar will shave 10 off his
  Naturally, he can't talk
  . Take 20 off his
  and teeth .
  of blood for a burn-wound.
  andout through his spine
  . Foe is paralyzed .
  appearance .
  appearance
  .
  +411-20-(-5)
  +611-20-0-26-(-10)
  +711-30®-24-(-15)
  +311-x-106-(-10)
  +811-206-(-75)
  Blast enters through eye, burning
  Plasma enters toe's earand hollowsout
  You burn foe's head down to a nub
  . Carry
  Blast catches foe dead in theface,
  Foe's neck just sort of disintegrates, leaving
  100
  out half his brain
  . Neat
  .
  his skull
  . Wow.
  on
  .
  melting
  it right off . Ick
  .
  his head hanging in the airfor a beat.
  (+20)
  (+20)
  (+20)
  1 +20)
  (+25)
  
  Key:
  Bx=must parry 5 rounds;
  B®-no parry for 8 rounds;
  150-stunned for 5 rounds;
  86=bleed 5 hits per round ;
  (-8)=foe has -B penalty;
  (+p)=attacker gets +8 next round .
  7.16 STUNNER CRITICAL STRIKE TABLE
  A
  B
  C
  D
  E
  Maybeyou'll get a second chance .
  Foe shrugs it off.
  Foe shakes his head to clear it.
  Foeturns his ankle .
  Foe reaches out to steady himself
  .
  01-05
  +OH
  +111-x
  +111-2x(-10)
  +311-2x-26-(-10)
  +511-307®-(-20)
  No effect.
  Foe staggers .
  Foe is dazed a moment .
  Foe has a hard time functioning forthree
  Foe falls to one knee .
  06-10
  rounds.
  +111
  +311-x-6
  +411-x7-26-(-10)
  +511-207-36-(-15)
  +711-307®-46-(-25)
  Foestumbles.
  Foe is a little offforthreerounds
  .
  Foe has a hard time with his hand-eye
  Foe leans againstthe nearestobject for
  Foe's coordination messed up for 2 days.
  11-15
  coordination for 4rounds
  .
  support.
  +111
  +311-x-(-5)
  +511-207-26-(-10)
  +311-407-207-(-20)
  +1211-607-36-(-25)
  Foeis shaken .
  Foe is dazed.
  Foe looks at you, surprised .
  Foe loses the use of his arm for24
  Foe's legs stop workingfor3 days
  .
  16-20
  rounds. He stumbles
  .
  +111
  +311-x-(-5)
  +511-207-24-(-10)
  +311-407-2x-(-20)
  +1211-6x7-34-(-25)
  Foeis somewhat dazed.
  Foe looksaround, confused
  .
  Foe is stunned
  .
  Foe is paralyzed from the waist down for
  Foe loses controlof his neck muscle and
  21-30
  7 rounds
  .
  If standing, he takes the
  his head falls asleep for 12 rounds.
  damage below.
  +211
  +211-t7(-5)
  +711-307-4-(-10)
  +711-307-56-(-20)
  +311-106-(-5)
  Foe is stunned.
  Foe is disoriented
  .
  Foe falls to oneknee, struggling to
  Foe is having a hard time concentrating.
  Foe wanders off, confused,for 16 rounds .
  31-40
  remain conscious.
  +111
  +411-(-5)
  +811-x-(-10)
  +1211-207-31t-(-15)
  +1211-407®-76-(-50)
  Foe is having trouble .
  Foe reaches out to steady himself .
  Foe has a problem with hand-eye
  Foe falls, hard.
  Foeis disoriented and confused .
  41-50
  coordination for 1 hour
  .
  +211
  +411-207
  +1011-307-(-15)
  +1511-307®-(-25)
  +1211-507®-36-(-25)
  Foe is confused .
  Foe is knockedto his knees. Penalty only
  Foe's limbs feel wooden for 7 rounds .
  Foe collapses, stunned.
  Foe is lost and unable to cope with his
  51-55
  applies next round
  .
  surroundings .
  +211
  +211-x-(-5)
  +511-07-26-(-10)
  +1211-207-3x-(-15)
  +1511-307®-34-(-30)
  Well done .
  Foe staggers and falls against something
  Foe has a hard time moving right for
  Foe is incapacitated for 11 rounds .
  Foegoes down, hard.
  56-60
  pointy
  .
  about 12 rounds.
  +211
  +411-x-(-5)
  +1011-207-(-15)
  +1211-307-®-(-20)
  +1511-407®-44-(-25)
  Foe falls to one knee.
  Foe's arms cease functioning for7
  Neural pathways disrupted
  . Foe is blind
  Foe dropsto the ground in a grandmal
  Foedoes a face plant . Graceful .
  61-65
  rounds.
  for 9 rounds
  . Foefalls .
  seizure . It lasts 12 rounds
  .
  +311-x
  +511-07-(-5)
  +1011-207-®-(-15)
  +1511-307®-36-(-20)
  +2011-507®-(-50)
  Foe falls
  . He isn't orienting well at
  Foe collapses, landingwrong. He looks
  Attack takes allthe life out of foe's limbs
  .
  Foe collapses, snapping an arm in the
  Foe collapses, in a coma, for20 days
  .
  66
  all
  .
  like that hurt.
  He falls, paralyzed, for 20 rounds.
  process. He is unresponsive for24
  Penalties last an additional 20 days.
  rounds .
  +1011-(-10)
  +1211-(-25)-(+25)
  (+25)
  +2511-607®-106-(-50)
  +3011-1207®-76-(-75)
  Foe drops his weapon .
  Foe is dazed
  . He drops anything in his
  Foe begins drooling all over himself, as
  Foe collapses into a quivering pile for13
  Foe collapses on his equipment, causing
  67-70
  hands and stares into space, completely
  he collapses, paralyzed
  . Pathetic
  .
  rounds . His equipment is scattered.
  random damage .
  unresponsive, for 8rounds
  .
  +111-x
  +511-a-(-10)
  +1011-207-(-15)
  +1511-407®-4-(-20)
  +2011-607-4®-(-30)
  Foe falls to one knee
  .
  Foe's legs fold underneath him. His legs
  Foefalls to his knee. He is not doing well .
  Strike wrecks foe's coordination for 14
  Foe loses control of his limbsfor 40
  71-75
  refuse to work for 10 rounds
  .
  rounds .
  rounds . Guess he'll have to use harsh
  +211
  +311-07-(-5)
  +511-207-36-(-10)
  +SH-307(9-46-(-15)
  +1011-407®-7 "-(-20)
  Foe is really disoriented .
  Muscles give out
  . Foe is paralyzed for10
  Foe is messed up. He can't quite move
  Foe's neurons begin misfiring . He isn't
  Foe is uncoordinated for two days
  .
  76-80
  rounds .
  rightfor15 rounds
  .
  himself for 20 hours
  .
  +411-2x-(-5)
  +511-207-(-10)
  +1011-307-(-15)
  +711-207-66-(-10)
  +1011-3W®-84-(-20)
  Foeis knocked down .
  Foefalls to hisknees.
  Foe manages to stay uprightfor three
  Attack leaves one half of foe's body
  Something goes terrible wrong. Foe's heart
  rounds, after which, he collapses for 10
  paralyzed for 16 rounds
  .
  goes into arrest . Immediate medical
  81-85
  rounds, paralyzed
  .
  attention should save him. He has 10
  rounds .
  +411-07-(-5)
  +511-07-36-(-10)
  +811-207-46-(-10)
  +1011-4x7-2®-6 "-(-15)
  +1511 -26
  Foe is really out of h
  .
  Foe collapses as hitmuscles give out. He
  Foe is uncoordinated for5 hours.
  Foe is paralyzed, butfully conscious, for
  Foefalls hard
  . He slips into a 30 daycoma.
  86-90
  is paralyzedfor 12 rounds .
  17 rounds .
  +SH-(-5)
  +1011-207-4-(-10)
  +1011-307-®-46-(-15)
  +1211-307®-76-(-30)
  (+20)
  Foe is lost
  . Penalty lasts for one
  Sonics scramble foe's brain . His body
  Foe's eye's won't focus
  . All actions
  Foe wishes he were dead.
  Motorcontrol is spotty at best
  . Foe is
  91-95
  hour .
  doesn't work rightfor24 hours.
  involving vision are penalized for 1 day.
  unable to fight for24 hours.
  +211
  +511-307-(-5)
  +711-207-48-(-10)
  +1011-86
  (+20)
  Foe is out cold for15 rounds .
  Foe collapses, cutting himself
  . He cannot
  Foe collapses, paralyzed, for24 rounds
  .
  Foe is incapableof all but the briefest
  Foefolds like a bad poker hand
  . He will not
  96-99
  move for20 rounds .
  He then tries on a10-day coma .
  moments of lucidity for3 days
  .
  regain consciousness for30 days.
  +411-2x7-(-5)
  +611-207-®-26-(-10)
  +711-307®-26-(-15)
  +311-x-106-(-10)
  +811-204-(-75)
  Foe begins spasming. He has
  Foe is knocked cold for 24 rounds
  . When
  Foefeel his legs go outfrom underneath
  Foe goes down like the Titanic
  .
  Foefalls, hitting his head and causing
  100
  whiplash . He won'tcompletely
  he wakes up, it takes 6 hours for his
  him. He lands, hard, and doesn't shake
  tremendous blunt trauma
  . Foe dies.
  shakethis offfor3 hours.
  coordination to come back .
  offthe effectsfor24 hours.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  Key:
  OX-must parry B rounds;
  150-no parry for 8 rounds;
  B0=stunned for 8 rounds
  ;
  fi"=bleed 5 hits per round;
  (B)--Foe has -li penalty;
  (+B)-attacker gets +g next round
  .
  99
  7.17 RADIATION CRITICAL STRIKE TABLE
  A
  B
  C
  D
  What radiation?
  They'reonly sub-atomic particles .
  Nothing worse than aflight to Denver
  .
  He looks a little peeked.
  Luckiest man alive .
  01-05
  +OH
  +111-x
  +111-2x(-10)
  +311-2x-2" -(-10)
  +511-30®-(-20)
  A warm breeze.
  Zip
  You must have a genetic resistance
  .
  The damage won't heal without anti rod-
  Must be those cool sun glasses.
  06-10
  treatments .
  +111
  +311-x- "
  +411-Q-2 " -(-10)
  +511-2rot-3"-(-15)
  +711-30®-4 "-(-25)
  The experts claimthat there's
  Target has little to worry about.
  Foe has a mild headache.
  Skin damage requires anti rod-treatments
  Damage cannot heal untilanti rad-
  11-15
  nothing to worry about
  .
  to heal
  .
  treatments
  .
  +111
  +311-x-(-5)
  +511-20-2" -(-10)
  +311-40-20-(-20)
  +1211-6a-3 " -(-25)
  That probably took a week off his
  Ah
  .
  . . you've had x-rays that were worse
  .
  Insignificant damage
  .
  Mild irradiation . Foe won'tfeel himself
  Sickness persists until anti rod-treatments.
  16-20
  life,
  again withoutanti rod-treatments.
  +111
  +311-x-(-5)
  +511-2~t-2" -(-10)
  +311-40-2x-(-20)
  +1211-6i2-3" -(-25)
  Has he been using atanning bed?
  His little rod-badge is turning all black.
  Damage is permanent until anti rod-
  Foe will getcancer in the next 5years.
  Horrible sores form Damage will notheal
  21-30
  treatments .
  withoutanti rod-treatments.
  +211
  +211-fit (-5)
  +711-3Ct-" -(-10)
  +711-3'^x-5" -(-20)
  +311-10" -(-5)
  The microbes on his skin are having
  Foe is nauseous for 6 hours
  .
  Mild radiation sickness
  . Hair falls out.
  Target's vision is messed up. Damage
  Severe damage. Foeweakened and ill until
  31-40
  a rough time making a go of h.
  Subject is sick untiltreated
  .
  and vision persist until anti rod-treatment.
  anti rod-treatments
  .
  +111
  +411-(-5)
  +811-x-(-10)
  +1211-2Gx-3" -(-15)
  +1211-45~;t®-7" -(-50)
  Afew cells have their DNA
  12 hours of nausea . 50'% chance of
  Foe has a 10% chance, each minute, of
  Organ damage
  . One of foe's organs will
  Psychics lose d10 PP. All foes sickened and
  41-50
  shattered. They die before they
  tumor within five years.
  fainting. He is outfor 1-10 days. Sick
  fail within d10 hours. This can be treated
  damaged until anti rod-treatments.
  mutate
  .
  untiltreated.
  normally
  +211
  +411-20
  +1 OH -3trt-(-15)
  +1511-30®-(-25)
  +1211-5,t®-3" -(-25)
  Foe feels a bit queasy afteran hour.
  24 hours of intense nausea
  .
  Mild sickness until treated
  . Hair falls out.
  Sickness weakens foe . This persists until
  Foe near unconscious until anti rad-
  51-55
  Bout lasts 4 hours
  .
  Soresdevelop in 1-5 days . 50% chance
  anti rod-treatments
  .
  treatments are performed
  .
  of cancer within the year.
  +211
  +211-x-(-5)
  +511- 1:~ -2"-(-10)
  +1211-2#-3x-(-15)
  +1511-3Ct®-3" -(-30)
  Target feels unwell forabout a week
  .
  36 hours of nausea
  . Psychics lose dl 0
  Foewill develop cancer by year end.
  Damage and brief nausea are intense.
  Foe's skin cracked and blackened. No
  56-6U
  PP forthe duration .
  Damage cannot be healed without anti
  effects heal until anti rod-treatments
  .
  rod-treatments
  .
  +211
  +411-x-(-5)
  +1011-20-(-15)
  +1211-3Ct-®-(-20)
  +1511-40®-4"-(-25)
  Foe begins vomiting after6 hours.
  48 hours of nausea
  . Intense headache
  Psychic loses dl 0 PP untilsickness
  Psychic lose powers for one day.
  Damaged skin and optic nerves leave foe
  61-65
  Bout laststhree hours.
  lasts d1O hours.
  passes
  . Sickness persists until treated
  .
  Sickness lasts until anti rod-treatments .
  bleeding andblind
  . Foe needs anti rad-
  treatments to heal.
  +311-x
  +511-0-(-5)
  +1011-20-®-(-15)
  +1511-300-3" -(-20)
  +2011-5Ct®-(-50)
  Foe will never produce offspring
  .
  Terrible cancer develops. Foe dies after
  Cancer causes death after one month.
  Target will die in one hour dueto massive
  Cellular and neural damage are extensive .
  66
  Theirreproductive organs are very
  two months
  .
  Sad.
  organ damage.
  Foe slips into acoma and will die in d10
  sterile.
  minutes
  .
  +1011-(-10)
  +1211-(-25)-(+25)
  (+25)
  +2511-600-10" -(-50)
  +3011-120®-7"-(-75)
  Minorloss of hand-eye
  Nausea and loss of hand-eye coordination
  Target's hand-eye coordination goes to
  Target dazed
  . Sickness persists until anti
  Foe suffers all effects of radiation sickness.
  67-70
  coordination. Effect lasts 2 days .
  lasts 72 hours.
  hell . Condition persists untiltreatment.
  rod-treatments.
  Condition persists until anti rod-treatments.
  +111-x
  +511-4x-(-10)
  +1OH-20-(-15)
  +1511-40®- " -(-20)
  +2011-60-4®-(-30)
  Foe looks a bit green. He suffers a
  Intense nausea for4 days. Foe has
  Soresappear untiltreated.
  Radiationsickness. Hair, nails, and teeth
  Foe bed ridden until anti rod-treatments
  .
  12 hour bout of nausea afterone
  trouble concentrating.
  fall out. Soresform within one day.
  The prognosis is not good.
  71-75
  hour.
  Psychics lose dl 0 PP
  . Foe will die within
  dl 0 days.
  +211
  +311-0-(-5)
  +511- 20-3 " -(-10)
  +511-30®-4" -(-15)
  +1011-40®-7" -(-20)
  Foe is nauseous for 12 hours
  . Minor
  Nausea lasts 5 days . Dehydration and
  Lingering radiation sickness. Foe is at a
  Foe will get malignanttumor within 6
  Severe radiation sickness
  . Target will die
  76-80
  skin cancer will developwithin the
  malnutrition are an issue .
  penalty until treated.
  months . Sickness persists untiltreated
  .
  within 24 hours unless treated .
  year.
  +411-2x-(-5)
  +511-2!.2-(-10)
  +1OH-30-(-15)
  +711-2Cr-6" -(-10)
  +1011-3W®-8"-(-20)
  Nauseous for24 hours. There is a
  Six days of nausea. They might want to
  Damage won't heal without anti rod-
  Damage to optic nerve leaves foe blind .
  After 10 minutes, foe is struck by severe
  81-85
  50% chance of cancer within 5
  put himon IV nutrition
  .
  treatment
  . Sad.
  All effects persist until anti rod-
  nausea
  . This lastsford10 day, then foe
  years.
  treatments .
  dies
  .
  +411-~t-(-5)
  +511-x~-3"-(-10)
  +SH-2~t-4" -(-10)
  +tOH-4';x-2®-6"-(-15)
  +15 H -2"
  Nauseous for36 hours.
  Seven days of intense nausea,followed
  Damage causes a random organto cease
  Cracks to fleshand sores resist healing
  Target blinded and sent into a coma. He will
  86-90
  by complete hair loss.
  functioning in dl 0days . This can be
  until anti rod-treatments areperformed.
  die within 24 hours.
  treated normally
  .
  +511-(-5)
  +1011-20- "-(-10)
  +1011-31t-®-4" -(-15)
  +1211-30~4 -7"-(-30)
  (+20)
  Nauseous for48 hours. Damaged
  Foe's skin cracks . The nausea lasts 8
  Foe's vision is no longer quite right
  .
  Foe blinded . He will diewithin one day
  Horrible damage kills foe after24 hours of
  91-95
  skin will flake off in two weeks.
  days. His hair falls out to boot. He could
  unless treated.
  intense nausea.
  use an IV
  .
  +211
  +511-30-(-5)
  +711-2 3',;t-4B-(-10)
  +1011-8"
  (+20)
  Nauseous for72 hours. Damaged
  Foe loses vision fordl 0 hours
  . Nausea
  Heavy radiation sickness persists until
  Neural damage
  . Foe slips into coma and
  A varietyof organs fail .. Foedrops and dies
  skin will flake off in two weeks.
  lasts for9 days
  . His hair falls out
  . He's
  anti radiation treatment is administered
  .
  dies in d10 hours.
  within d10 rounds . Psychics lose power
  96-99
  not happy.
  until radical neural procedures are
  performed.
  +411-2Ct-(-5)
  +611-2wt-®-2 "-(-10)
  +711-30®-2 " -(-15)
  +311-x-10"-(-10)
  +811-20"-(-75)
  Extreme nausea for96 hours.
  Foe will develop terminal cancer and die
  Heavy radiation sickness
  . Hair and teeth
  Neural tissue ceases functioning. Foe dies
  Massive neural failure
  . Foe slips into a
  100
  Damaged skin will flake off in two
  within 6 months
  . Nausea lasts 10 days
  fall out. Foedies of cancer afterone
  in 6 rounds.
  coma and dies after 6 rounds.
  weeks.
  and hair falls out.
  month.
  (+20)
  (+20)
  (+20)
  (+20)
  (+25)
  
  7.18 COLD CRITICAL STRIKE TABLA
  A
  B
  C
  Cold breeze yields little damage.
  Attack yields a brief climate change .
  You give foe's cheeks a rosy hue.
  Your blast looks good, works poorly .
  Sharp and cold air assaults foe's skin.
  01-05
  I
  +OH
  +OH
  +1H
  +2H
  +3H
  Feeble and poorly directed. Foe is no Burst of cold causes target mild
  Your attack conjures a bitter arctic
  Foe shields himself . Your attack
  lee up the ground and foe's feet . He
  06-10
  really concerned .
  discomfort.
  wind . Foe is not impressed .
  misses most of its mark.
  springs clear. You have initiative .
  +1H
  + 2H
  +3H
  +4H
  +4H
  Foe dodges your attack with too much
  Foe evades frantically. He is still
  Encrust foe with ice
  . He is unbalanced
  Light frosting leaves foe unsteady.
  Frigid strike to foe's torso and face
  .
  11-15
  effort
  . You have initiative.
  Chilled . You have initiative next round.
  a s he shakes it off. You gain initiative.
  You must hit him again
  .
  You have the initiative.
  +2H
  (
  +3H
  +4H
  +5H-x
  +6H-x
  Foe is fearful of your assault . Your
  j Assault blinds foe for a moment. You
  Numbing whirlwind encircles foe
  . You
  Foe's attempts to evade and strikes
  Foe's failed efforts to avoid your attack
  16-20
  attack gives you the initiative.
  have 2 rounds of initiative.
  have 2 rounds of initiative .
  himself
  . You try not to laugh.
  puts him at a grave disadvantage
  .
  +3H
  +4H
  +5H
  +6H-x
  +7H-x
  Burst of cold to the face sends foe
  Frost laden blast forces foe back . Any
  Disorient foe with a tricky shot
  . His
  With a burst of white, you shower foe
  Freeze foe's hair and scalp
  .
  If foe has
  stumbling back. You have initiative for
  containers of water freeze and burst
  garments have failed to keep out the
  with ice crystals. Foe closes his eyes to
  long hair, it breaks off! Foe struggles in
  21-35
  2 rounds .
  open . You have 2 rounds of initiative
  .
  chill . Press him while you can,
  avoid the onslaught.
  vain to repair the damage.
  +4 H
  +5H
  +6H-x
  +7H-x- " -(-20)
  +8H-(2x- 1 5)
  Your attack freezes one of foe's metal
  Foe makes a futile attempt to parry the
  Catch foe in lower leg. You gain
  Foe ices down; freezing any exposed
  Assault to foe's legs. Hypothermic, he
  36-45
  items. Foe takes a defensive stance.
  attack;
  . He loses 3 rounds of initiative
  .
  initiative while foe regains footing.
  skin. The pain is great
  .
  struggles to remain standing .
  +5H- x
  +6H-x
  +7H-2x- "
  +9H-0-2" -(-20)
  0-(-20)
  Scatter your attack all over toe's chest.
  Cold penetrates foe's chest and gives
  Blast hits foe's chest and scatters
  . The
  Assault lands on foe's weapon arm. He
  Glancing strike to lower back. Foe is
  Foe is covered with frost. He looks
  him frostbite . The pain must be severe .
  cold stings all exposed skin . Foe has a
  makes a supreme effort to pull his arm
  spun about and slings his weapon
  46-50
  ghoulish
  .
  He stumbles back.
  shocked look on his face
  .
  away
  . Foe is unable to protect himself .
  away . You have him now
  .
  +6H-2 x 1
  +7H -2x-2"
  +8H-0
  +9H-£r-2 " -(-10)
  +1 OH -t7
  ---~~~
  Blow to foe's chest
  . Your attack has
  Strong off-center blast takes foe in his
  Hard strike to chest, armor does not
  Heavy blow to shield shoulder. Foe is
  Blow to side
  . Foe seeks to regain his
  51-55
  force and foe stumbles
  .
  shield arm wrist and side .
  help
  . Blow leaves its frigid mark.
  knocked back 5 feet . Muscle damage
  .
  wind and survive your next onslaught.
  +7H-0
  +8H- 0-34
  +5H-20-(-10)
  +10H-2
  +11H-0(9-4 "
  Strike falls on an exposed area . Foe
  Foe turns to avoid your attack a
  ' 5trong blast hits foe low. His legs
  Miss foe's arm and strike his thigh
  . He
  Your blast engulfs foe's weapon arm
  gives ground . He is shaken but his
  exposes his back
  . All wood on his back
  almost give with the pain. Foe recoils
  loses his footing
  . Skin and nerve
  and climbs toward his torso. He steps
  56-60
  guard is still up.
  becomes frozen and brittle.
  5 feet away from your assault
  .
  damage causes foe pain
  .
  away frantic to evade the pain
  .
  with leg armor: +5H-2x
  +BH - 20
  +9H-2 ;a- 2 "
  W/o leg armor: +9H-
  O
  00-3" -(-15)
  +1OH-0®- 4" -(-2 0)
  Well placed. Strike slams into foe's
  Solid strike to foe's forearm. Foe's
  Blast freeze dries organic material on
  Blast freezes foe's arm and shield
  .
  If
  Strike to foe's waist
  . All equipment on
  weapon arm
  . Foe's evasion is comical .
  hand frozen shut for 1 round.
  foe's back.
  no shield, arm useless from nerve
  belt freezes and breaks if foe moves.
  61-65
  damage .
  with arm greaves:+2H-x
  with shield: +20H-(-20)
  I
  w/o arm greaves:+9H-S7®
  +1 OH- t7®-(-5)-3 "
  +11H-4V
  w/o shield
  : 50-(-30)
  +13H -3 0-(-30)
  Steal the heat from foe's neck and
  Foe is covered by the blast. All
  Foe's response to your burst of cold
  Frigid onslaught fills foes eyes and
  Your strike steals the heat out of foe's
  chest area
  . Foe drops anything he is
  extremities are damaged . The pain
  sends him to the ground hard . Foe
  mouth with ice . Foe is blinded for a
  neck and upper chest
  . Nerves and
  66
  holding and blocks his throat
  .
  grows until foe is warmed up.
  jams his wrist into the ground
  .
  moment until he can clear his eyes .
  i
  muscles are damaged
  .
  +1 CH-30(&
  40®-34
  60-(-15)-4 "
  4A-(-30)-4 "
  +15H-80<8) -4 "
  Score a hit to foe's side . It produces
  I Spray foe's face with a powerful chill
  .
  Freeze foe's weapon arm . It is useless
  Polar wind pierces deep into chest and
  Blow to foe's shield arm . He is
  mild frostbite
  . Any herbs on foe's belt
  He tries without success to push your
  until it is warmed up
  . Foe is in great
  leaves foe trembling. You are close to
  knocked down
  .
  If foe has a shield, it is
  67_70
  are ruined.
  attack away . The damage endures.
  pain and stuggles to stand
  .
  victory. Foe faces the wrong way .
  broken.
  If not, the arm is broken
  .
  with chest armor
  : +15H - CFO - (-5)
  with shield
  : 20
  +10H- CFO- (-5)
  +1 1H-2
  +-®-(-10)
  +12H-2 r-®-(-15)
  w/och armor: +13H-3 r-®-(-20)
  w/o shield: 60
  Strong unbalancing blast. Foe's body
  Strike lands on foe's legs
  . The pain and
  Side strike hits foe just right . Any
  Blast drains the heat from foe's
  Blast freezes weapon hand, shoulder
  temperature drops .
  shock cause him to falter
  .
  leather or cloth freezes and shatters .
  weapon arm
  . Hand and arm are
  and face . Foe is numb and needs time
  71-75
  useless
  . The hand is frozen closed
  .
  1
  to warm up. Foe is still standing .
  +11H-20-(-10)
  +12H-201~) -34
  20®-3" -(-20)
  +13H-200-(-50)
  +15H-30
  Strike to foe's shield arm
  .
  If foe sees it
  Chest strike freezes what it touches .
  Blow to foe's arms
  . Any metal
  Strike to foe's side downs him . Severe
  Solid chest strike. Foe flips onto his
  he may block with a shield . Foe recoils
  Equipment is damaged
  . The pain
  armguards freeze, immobilizing arms
  frostbite hampers movements. Any
  back, dropping all he holds. Foe is at
  5 feet from the blast
  .
  persists. Chest armor is destroyed
  .
  until the armor is removed or unfrozen .
  liquid among foe's equipment freezes .
  your mercy,
  76-80
  with shield : +2H-2xl
  w/ch .armor
  : +13H-40 -(+15)-3 "
  with chest armor: 3 10 - 44
  w/o shield : +12H-20-®~
  w/o chest armor: +20H-4x-(-5)
  w/o chest armor:(-25)-4"
  +15H-300-(-25)
  120-(-30)
  Back blast. Any glass on back is
  Clean hard strike pushes foe over,
  Arctic blast to foe's torso
  . Foe is badly
  Freezes foe's hands . Arms are useless .
  Assault to throat and face is terminal .
  81-85
  broken
  . Painful bruise .
  cracking ribs. His recovery lacks grace.
  frostbitten and falls to knees in pain
  .
  Foe drops what he was carrying.
  Foe is still active but dies in 12 rounds
  .
  +13H-2 01~0
  +12H-22:"+®-(-15)-4 "
  60-5 " -(-40)
  90-6 "
  +17H
  Assault to foe's lower leg freezes part
  Strike lower leg and freeze it. With leg
  Blow to foe's knees . They freeze up
  Chest hit causes much pain
  .
  If foe is
  Your ruthless tempest entangles foe
  of it . Foe falls down
  . Without leg
  armor, he needs aid in 20 rods to keep
  and foe falls. On impact, foe shatters a
  warmly clothed he is knocked out. If
  and steals the warmth from his body
  .
  86-90
  armor, foot must be amputated
  .
  the foot. Without leg armor, it's gone.
  knee. His fall makes it twice as bad
  .
  not he dies of shock in 12 rounds.
  He drops and dies in 9 inactive rounds .
  with leg armor
  : 20 - 6(-10)
  with leg armor: 30
  w/o leg armor :(-70)'
  w/o leg armor :(-75)
  90-6 " -(-80)
  +25H-(-40)
  -
  Blow lands on foe's face
  .
  It freezes his
  Connect with foe's hip
  . Hip is
  Freeze the blood in foe's thigh . As it
  All warmth is driven from foe's lower
  Push foe backwards and off balance .
  nose, ears and cheeks
  . Foe collapses
  .
  fractured
  . Skin and muscles are
  warms the clots move to his heart
  body
  . Vital organs are destroyed
  . Foe
  The blood in foe's extremeties is
  Without helm, foe loses both ears.
  frostbitten. Foe falls down . He is
  killing him in 9 rounds
  .
  is immobile, and dies in 9 rounds .
  frozen
  . He dies in 6 rounds of agony .
  91-95
  almost helpless.
  with helmet : 30
  w/ohelmet: 60-(-50)
  +17H-30®-(-75)
  +151]-30®-(-30)
  +18H'
  +19H
  Chest strike sends foe over hard . He is
  1 Blast foe's neck and collarbone
  . Neck
  Your onslaught freezes foe's torso and
  Foe's heart and lungs are suddenly
  Foe is a lifeless frozen statue. He is
  knocked out. His lips freeze and split
  armor will block the attack, but foe is
  head
  . Foe remains standing for a
  frozen by your arctic blast. Foe is
  quite dead and well preserved
  . Store in
  96-99
  open
  . He cannot speak for 2 weeks.
  knocked out, If the neck is exposed it
  moment . He goes into shock and dies
  finished
  . He dies of shock and
  a cool dry place
  .
  freezes solid and foe dies in 9 rounds
  .
  6 rounds later
  .
  suffocation in 6 rounds .
  9
  2
  I
  -
  +18H j
  +19H-1a
  +20H-(+10)
  Foe is sent into a month long coma by
  Assault drops toe's body temperature,
  Blast freezes foe's eyes, mouth, and
  Massive assault freezes foe's body
  Foe freezes solid and shatters into a
  the attack. He loses his nose to
  his heart stops . He dies in 1 round,
  neck
  . Foe falls down in a coma for 2
  completely. He remains standing, but if
  thousand pieces. Most land within 20
  100
  frostbite.
  well preserved. You are respected by all.
  weeks and paralyzed from neck down,
  knocked over he will shatter.
  feet from where he was standing.
  +21H
  (+5)
  i
  +20H
  (+20)
  NJ 00
  Key:
  8x=must parry 8 rounds;
  8(&=no parry for
  15 rounds;
  80=stunned for 8 rounds
  ;
  8"=bleed 8 hits per round ;
  (-8)=foe has -6 penalty;
  (+8)=attacker gets +8 next round . 1
  
  Key :
  8x=must parry B rounds ;
  8(&=no parry for 8 rounds ;
  80=stunned for 6 rounds;
  81=bleed 5 hits per round ;
  (15) --foe has -B penalty;
  (+B)=attacker gets +8 next round
  .
  7.19 ELECTRICITY CRITICAL STRIKE TAM
  A
  B
  C
  D
  Blast is frightful, but ineffective .
  Your strike's energy is poorly aimed.
  Strike's energy soaks into the ground .
  Bright flash and little heat disturb foe.
  Foe avoids blast but feels charged .
  01-05
  I
  i
  +OH
  +OH
  +1H
  +2H
  +3H
  F
  Sparks fly . Foe is illuminated by blast .
  Foe's hair stands on end . Frightening!
  Foe waves off sparks and smoke .
  Static gathers on foe. Zap!
  sees spots. You have initiative .
  06-10
  +1H
  +2H
  +3H
  +4 11 I
  ------------------
  +4H
  Bolt reaches for foe but then grounds
  Mild jolt to foe's shoulder causes him
  The thunderous crack of your attack
  Bolt jumps to foe's weapons and then
  Flash unbalances foe and sends him on
  11-15
  out. You have initiative .
  to hesitate. You have initiative.
  panics foe
  . You gain the initiative.
  into the ground. You have initiative
  .
  the defensive . You have initiative.
  +2 H
  +2H
  +3H
  +4H
  + 5H - 4
  Foe flinches from the static in the air.
  The blast of light and heat daunts foe
  .
  Flying debris obstructs foe's vision
  .
  Foe strikes out at the blast to protect
  Foe fails to avoid some of the attack
  16-20
  You have the initiative.
  He looks away; you have initiative .
  You have 2 rounds of initiative.
  himself. It seems to work well enough .
  and almost falls down
  .
  +3H
  +4H
  +3H
  +4H- x
  +6H-0
  Foe recoils from thundering sound of
  Flashes of light and sharp cracks . Foe's
  Any coins on foe heat up smolder in
  Your attack jolts foe into action. He
  Foe is magnetized foe a moment
  .
  It
  21-35
  the blast
  . He loses 2 rounds initiative.
  impressed .You have 2 rnds initiative.
  foe's pockets
  . He steps back.
  steps back and swings in all directions.
  distracts him
  . He is dazed.
  +4H
  +5H
  +6H-x
  +5H-2x-6
  +1OH -2s2
  Blast almost misses, but it grounds
  Foe's side and back are entangled by
  Foe heats up and goes on defensive
  Entangle foe in deadly blue light .
  Foe's equipment is infested by the
  into foe's weapon arm .
  blast . Foe is shaken.
  until he cools . His footing is good .
  Garments smolder and traces of
  blast . Garments are scorched
  ; exposed
  36-45
  energy inhabit his equipment.
  skin is burned . Foe is a wreck.
  w/o metal weapon
  : +5H - x
  _
  with metal weapon. +7H-tpxi
  +2H-x-4
  +7H-2X
  i
  +7H-0-2(-10)
  +12H-20
  Small bits of electrical energy chase
  Strike hits foe's chest . Clothes smoke,
  Strike connects with foe's arm
  .
  It
  Direct hit to foe's chest illuminates foe .
  Blast to foe's waist. He stumbles,
  around foe's body
  . Foe makes a futile
  then burn . Foe flails his arms trying to
  careens off each piece of metal foe is
  Much of the strike grounds out. Some
  dazzled by light, and twitches for the
  46-50
  effort to throw them off .
  put them out.
  wearing
  . Exposed areas are blistered
  .
  of the energy remains for an instant .
  next hour
  . You have 6 rds of initiative .
  +2H-x-4
  +6H-2 x
  +7H-2t.7
  +7H-2 z-2(-10)
  +13H-2 r-®
  Direct sizzling blast to toe's shoulder
  .
  Back strike throws equipment about
  .
  Hard strike to side, armor does not
  Blast assaults foe's shield arm . If foe
  Weapon arm endures a terrible
  51-55
  It grounds out and leaves toe dazed
  .
  Minor burns to exposed skin .
  help
  . Blow leaves a permanent mark.
  has metal armor he is knocked out.
  onslaught
  . Foe drops all in his hand.
  +6H-0
  +7H-0-24
  +7H-00 -4
  +1 OH -20-x
  +13H-20-26
  Foe is jerked off balance by the strike
  Blast heats up metal on foe, causing
  Strong blast hits foe low. His legs
  You hits hard ; foe's abdomen is
  Bolt passes through foe's leg before
  and has trouble regaining footing.
  painful burns to contacting flesh.
  almost give from the pain . Foe recoils .
  hammered . He steps back 5 feet.
  grounding . Foe suffers .
  56-60
  i
  w/o metal
  : +8H-2O
  with leg armor: +12H-ti
  with abdominal armor: +20H
  with leg armor: +8H-sa®
  +7H- 3X
  with metal : +1 OH-2'r9
  w/o leg armor: +9H-20
  w/o abdominal armor. +15H-60
  w/o leg armor
  : 20-26
  Well placed
  . Strike slams into foe's
  Foe's reflexes are numbed by blast
  . He
  Strike is low and pours into ground
  . A
  Blast to foe's shield shoulder
  . Foe's
  Foe is overcome by the flash. He falls,
  weapon arm . Foe's evasion is comical .
  is dazed and moving slowly
  .
  stray bolt arches into foe's leg.
  shield arm and shield ignite.
  entangled in his smoldering garments,
  61-65
  with metal greaves : +3H - 2 0
  with shield
  : 60 - 36
  w/o metal greaves:+7H-0l
  +9H-3.]0
  +10H-2
  -x
  w/o shield: 2trr-2 "
  +14H-20-x
  Disrupt the beating of foe's heart for a
  Bright flash illuminates foe and jolts
  Any metal armor on arm and chest
  Foe's neck absorbs the bulk of the
  Boom! Foe's skeleton crackles with the
  moment
  . Reflexes strain muscles. Foe
  every muscle in his body. Foe's
  becomes fused together in the blast .
  attack. Nerves overload
  . Foe is
  impact
  . He drops and dies in 2 rounds.
  66
  is knocked down .
  reflexes will flinch again in 10 rounds
  .
  Foe's arm is then pinned and useless
  .
  knocked out and mute for a week.
  30
  +15H-3>9-26-(-20),
  +9H-120
  +20H-46
  (+10)
  Blast climbs up foe's side and sends
  Strike lands on shoulder and streaks
  Back blast. Foe drops to one knee and
  The shock of the assault inhabits foe's
  Blasted leaps onto foe's shield arm .
  him stumbling back 5 feet. He blocks
  down back . Foe steps toward in failing
  rises again with some difficulty
  . Skin is
  spine . Muscles and tendons are
  His arm and any shield are on fire .
  67-70
  his face against a renewed assault .
  attempt to duck. He is vulnerable .
  blistered badly.
  stretched . He has trouble standing .
  Metal is fused.
  +7H-Ox
  +10 1-1-20-0
  +11H-2 019 -(-10)
  +12H-20-(-20)
  40 - 36-(-40)
  Your attack infects foe with electrical
  Chest and arm blast damages organic
  Chest blast. Organic armor is
  Attack engulfs foe's weapon
  . Hand and
  Strike savages center of foe's chest.
  energy . It dances all over him. It takes
  armor
  . Metal armor will heat up
  destroyed
  . Metal armor is scalding hot.
  arm are useless
  . Skin, muscles, and
  Foe's convulsions resemble a dance.
  71-75
  some time for him to recover
  .
  painfully . Foe smells own hair burning .
  nerves are damaged
  .
  One arm is paralyzed.
  40-20
  +12H-80
  with armor
  : +1OH -309-
  +8H-30-(-5)
  while metal armor worn: 36
  until metal armor removed
  : 54
  +13H-30
  w/o chest armor: 60-36
  Electrify foe's shield side
  . Foe finds
  Abdomen entangled by a great
  Nerves in foe's elbow are damaged;
  Blast reaches out with hateful resolve .
  Metal on foe fuses to his body,
  little protection behind his shield
  .
  electrical serpent. Foe is knocked
  shield arm is useless
  . He drops his
  Foe's neck and back are engulfed
  .
  damaging nerves
  . Dazed, he drops to
  76-80
  Hopefully, it contains no metal
  .
  down; the beast disappears .
  weapon on his foot
  . He is embarassed .
  Nerves are damaged and muscles torn
  .
  the ground to look for his marbles
  .
  w/o metal on shield : +6H-fir®
  with abdom.armor: +15H-20-®
  with metal on shield: +9H-20®
  w/o abdominal armor: +11H-24
  8th-(-5)-4
  +20H-100(9
  +18H-36
  Blast goes right into foe's back and he
  The shock turns foe's reflexes against
  Violent shock to foe's abdomen
  . Armor
  Bolt grapples foe's weapon arm and
  Blast hits shoulder. Foe conducts your
  vibrates . He is unaware of much
  his muscles . Tendons are torn during
  deflects some of the damage
  . Foe is
  snakes into his body
  . His arm is
  strike well
  . His nervous system is
  around him for a moment . He flails his
  foe's violent convulsions. The poor
  terribly unbalanced
  . Torn cartilage
  .
  useless . He is dizzy and falls
  rearranged
  . He drops and dies of
  81-85
  weapon around.
  fool
  .
  unconscious after 6 active rounds .
  shock and nerve damage in 12 rounds
  .
  with armor: +10H - 0 - (-20)
  +12H-20x
  +13H-3
  w/o armor:
  r-(-40)-2"
  +15H -6(-30)
  -
  Assault to foe's lower leg fuses metal
  Blast lands on leg with unusual force.
  Brunt of strike infests foe's knee
  .
  Electrify foe's body
  . Muscles and
  Strike seeks out the shoulder and then
  and burns much
  . Foe falls
  . One leg is
  Simple leg fracture if he wears armor;
  Muscles and nerves are burned. Foe
  tendons tear in convulsions . If no
  his spine. Foe drops, hip and backbone
  86-90
  paralyzed if metal greaves are worn .
  a compound fracture if not.
  drops in agony and grips his knee.
  armor he dies in 12 rounds .
  shattered, and dies in 12 rounds
  .
  with metal armor
  : +15H -20®
  with leg armor
  : 60~9 -4
  w/o metal armor: +15 H-3
  w/o leg armor: 60-(-50)
  2x0®-(-60)
  with chest armor:90 - 66
  Strike arcs up into foe's hip. Garments
  Jolt blinds foe for 2 days and sends
  Trapped in a web of light, your foe falls
  Strike to foe's head devastates nervous
  Blast rends foe's body, causing fatal
  catch fire. Shock and nerve damage
  him crashing to the ground . He is
  to escape the heat . He is unconsious
  system
  . He falls into a coma
  . Foe is a
  damage to organs. His eyes pop out
  91-95
  inflicted
  .
  badly dazed and helpless while the
  and, without immediate aid, will go
  living vegetable
  . Any metal is hot to the
  and he dies in 9 inactive rounds
  . So
  blindness lasts (2 to 10 days) .
  into shock, dying in 12 rounds .
  touch.
  much for the Govenors pardon
  .
  30-(-50)
  9o
  (-75)-54
  +30H
  +25H
  Foe's loses consciousness from the
  Strike overloads foe's nervous system
  .
  Sustained heat of the onslaught fuses
  Foe reels back 10 feet . Nerve damage
  Titanic blast virtually cuts foe in half .
  blast
  . His convulsions keep him
  His heart stops and restarts several
  metal, cloth, and skin. Foe's eyes pop
  and shock combined with broken hip
  Bolts streak across ground threatening
  96-99
  standing
  1 round
  .
  times
  . He drops and dies in 9 rounds .
  out of his head
  . He dies in 3 rounds
  .
  and arm spell death in 3 painful rnds .
  new victims. Foe is dead, of course.
  +10H -120
  +15H
  -
  +20H
  (+20)
  Foe's head is ablaze . Garments catch
  Foe's insides heat up and burn,
  Strike lands on foe's head
  . Muscles are
  Havoc reigns around foe
  . Closest thing
  j
  .
  Strike to foe's head. He is burned to a
  fire
  . Foe falls unconscious and dies in
  destroying nerves and organs alike.
  fused, tendons torn. Foe's brain fries.
  to him is also entangled in this deadly
  ! cinder
  . What is left blows away on the
  100
  6 rounds from nerve damage.
  Foe drops and dies instantly.
  He slips to ground and dies in 3 rnds
  .
  bolt
  . He dies 2 rinds later
  .
  wind. All fear you .
  +20H
  1
  (+10)
  3(+10)
  (+15)
  (+20)
  
  7.20 HEAT CRITICAL STRIKE TABLE
  A
  B
  C
  D
  The air around foe shimmers. Pfft
  .
  Attack is wild and boils nearby water .
  Hot smoke makes foe's eyes red .
  Foe evades the embrace of the flames .
  Foe avoids the blast but not the heat.
  01-05
  +0H
  +0H
  +1H
  +2H
  +3H
  Hot wind makes foe uncomfortable.
  Singe foe's exposed skin
  . The heat dies
  Sparks and smoke dance all over foe.
  Flames surround foe . He seems to step
  Sweltering heat reachs out for foe . He
  06-10
  quick . Foe is not impressed.
  He waves them off with little effort.
  out of them unharmed
  .
  evades. You have initiative.
  +1H
  +2H
  +3H
  +4H
  +4H
  Foe covers his face and leaps aside
  .
  Foe simmers in his clothes . He is
  Foe suspects that he is on fire. He is
  Foe is enshrouded by smoke . The heat
  Flash unbalances toe and sends him on
  11-15
  You have initiative.
  unfocused and you have initiative
  .
  wrong
  . You gain the initiative.
  harms him little
  . You have initiative.
  the defensive. You have initiative.
  +2H
  +2H
  +3H
  +4H
  +61-1-0
  Blast stings foe's hands and arms
  . You
  Assault blinds foe for a moment. You
  Hair and bowstrings are singed . You
  Foe strikes out at the flames to protect
  Foe fails to avoid some of the attack
  16-20
  have the initiative.
  have 2 rounds of initiative
  .
  have 2 rounds of initiative .
  himself. It seems to work well enough,
  and almost falls down .
  +3H
  -
  +5H
  +6H-
  __
  +7H-x
  Foe's chest and side heat up and
  Fire laden blast forces toe back. Any
  Disorient foe with a tricky shot
  .
  With a burst of flame, you cover foe
  Blister foe's weapon arm
  . He gives
  garments smolder from assault. He will
  containers of water boil and burst
  Garments smolder suspiciously . He
  with heated air
  . Foe jumps back to
  ground to escape the heat. His footing
  21-35
  be easily kindled
  if you strike again .
  open . You have 2 rounds of initiative
  .
  checks them carefully ; guard is still up.
  avoid any additional wounds.
  is better than you had hoped .
  +4H-rwr
  +6H
  +7H-x-4
  +8H-2x-6
  +9H -2x-2 "
  Hot winds dance around toe parching
  Foe's shield side is swathed in fire
  . He
  Heat catchs foe in lower leg . You gain
  Cover foe with a flash fire
  . Exposed
  Strike to side and back ignite foe's
  his exposed skin
  . He puts up a
  may use a shield to avoid the attack,
  initiative while foe regains his balance.
  skin burns. The flames bite deep and
  cloak and pack . Neck and shoulder are
  36-45
  desperate defence.
  but it combusts. Shield hand is burned .
  The pain stays with him.
  the pain is great.
  lightly burned.
  with shield
  : +3H-3x
  If not wet: +9H-26
  with backpack: +8H-6
  __
  +6H- x
  w/o shield
  : +7H-x-4
  +8H-2x-6
  If wet: +6H-2x
  _
  w/o backpack
  : : +10H-34
  Clothes smoke, then burn. Foe flails his
  Foe evades most of the damage with
  Flame spreads up foe's side and snaps
  Assault lands on foe's weapon arm
  . He
  Foe blocks flames with his weapon
  . A
  arms trying to put them out. The pain
  some grace . The remainder scorches
  at his arm and face
  . Exposed areas are
  makes a supreme effort to pull his arm
  wooden weapon is destroyed . A metal
  46-50
  edures longer than the flames.
  his side lightly.
  lightly burned .
  away. Foe is unable to protect himself .
  weapon becomes too hot to hold.
  +7H-x-6
  +8H-2x-4
  +9H-?.7-26
  +10H-0 -36
  +12H-20-34
  Spark sets a piece of foe's equipment
  Foe ducks; attack torches back and the
  Hard strike to side, armor does not
  Foe is aflame and takes damage for 3
  Your flames reach out . Foe frantically
  51-55
  on fire . Foe must remove the item
  .
  ground behind him. He is shaken
  .
  help . Blow leaves a blistering mark .
  rounds while he burns.
  leaps back . His chest is burned
  .
  +8H-2x-6
  +8H-0-26
  +9H-20-34
  +1OH-20-36
  __
  +13H- 00 -36
  Assault ignites foe's back. Equipment
  Engulf foe in flame and smoke. The
  Strong blast hits foe in legs; they
  Flames dance around foe's head. He
  Garments over toe's shoulders and
  crackles as it bums and falls clear
  .
  flames die down ; foe escapes death .
  nearly give with pain . He recoils 5 ft
  .
  seeks to get clear and almost falls.
  head are set afire . He is frantic
  .
  56-60
  with leg armor
  : +8H-2x
  With helmet : +3H-20-2(-10)
  with helm: +8H-0~9 -6-(-5)
  +9H-0-26
  +10H-20-24
  w/olegarmor: +10H-20-26
  w/o helmet : +12H-24
  w/o helm
  : +15H-20®-(-10)-3 "
  Well placed
  . Strike slams into foe's
  Concentrated strike burns through
  Flames burst against foe's side. He
  Foe's shield arm and shield are on fire
  .
  Searing strike to foe's legs. Exposed
  weapon arm. Garments are burned .
  foe's leg. The flames do not last but
  stumbles but does not fall . He tries to
  Dropping the shield only helps a little
  .
  skin and muscle is burned
  . Infection
  61-65
  Foe's evasion is comical
  .
  foe's skin is exposed. Skin blisters
  .
  smother the fire with his garments .
  The flames cling to his garements .
  will follow. Foe struggles to stay up .
  with arm greaves: +7H -
  4
  with shield
  : +1 OH -20 -® - 46
  w/o arm greaves:+1OH-36
  +9H-0®-(-5)-26
  +11OH-0®-(-10)-36
  w/o shield: +13H-20-®-66
  +15H-20~&-46-(-10)
  Flame grapples foe's shield and chest
  .
  Fire lands along side foe's face
  . His
  Blaze consumes garments on weapon
  Foe's face and weapon hand are
  Foe's combustible garments turn him
  The wound is grave and infection will
  hair, cheek, and ear are engulfed. Foe
  arm . Any metal covering heats up . Foe
  scalded
  . Foe is having trouble opening
  into a torch . He runs a short distance,
  66
  follow.
  throws himself to the ground,
  falls from the blast
  .
  his eyes.
  drops and dies in 6 rounds .
  +9H-230 -(-15)
  +10-2 0 -46
  +12H-36
  +100-(-10)-66
  +25H
  Toast foe's side and send him
  Flames seek out foe with a predator's
  Back blast. Foe drops to one knee and
  Foe leaps back from your deadly
  Blast leaps onto foe's shield arm
  . Any
  stumbling back 5 feet away from you
  .
  lust
  . He throws garments and
  then rises again with some difficulty.
  inferno. He escapes death but falls on
  shield foe has and his arm are on fire
  .
  67-70
  He blocks his face against any renewed
  equipment off franticly to satisfy the
  Some of his garments still smoke from
  his back . He is prone for 1 round .
  The heat penetrates deep and foe's
  assault .
  blaze
  . Foe is busy staying alive.
  the assault. Skin is blistered badly .
  Minor arm burns.
  face shows it
  .
  _
  +8H-23024-(-5)
  +7H-20-®-(-10)-26
  20-®-(-15)-26
  +15H-0-3
  54-(-15)
  Fire consumes garments and hair.
  Chest and arm blast damages organic
  Chest blast . Organic armor is
  Foe's weapon arm is a conflagration.
  Strike center of foe's chest. Flame
  Blinding smoke keeps foe's defenses
  armor and engulfs any wood on foe.
  destroyed. Metal armor should be
  Hand and arm are useless
  . Muscles
  spills in all directions
  . Foe is knocked
  71-75
  poorly aligned
  .
  Metal armor heats up painfully .
  removed quickly .
  and nerves are damaged .
  down. Chest armor is destroyed.
  +12H-00
  +9H-20-®-(-15)-(+10)
  3'..t'-(-15)-64
  60-(-50)
  +15H-66-(-60)
  Foe's shield side is engulfed in flame .
  Abdomen entangled in flames. The
  Strike engulfs foe's most exposed
  Foe's side is ignited by your strike and
  Blast lands on foe's side but spreads to
  Foe's shield is kindled if wooden .
  flames will spread upward next turn if
  hand and burns it without mercy
  . Hand
  the wounds are deep . He smothers the
  arms and legs . A shield prevents arm
  76-80
  not extinguished
  . Foe sees the danger.
  is useless. Arm clothing is destroyed.
  fire but the damage is done
  .
  damage but his hands are burned off.
  +1OH-20-®-26
  20-26
  60-(-40)
  300 -5 6
  +20H-123
  Foe exposes his back while evading the
  Strike knocks foe down on his back .
  Violent inferno destroys organic armor
  Foe's arms and chest embrace your
  Foe inhales flames scalding lungs and
  strike. Blast scorches a small wound in
  The flames do not endure but much
  and ruins metal armor on leg
  . Much of
  infernal strike . Arms are useless and
  throat Foe is active for 12 rnds (while
  81-85
  his shoulder blade.
  equipment is burned or crushed,
  the blast rumbles clear after impact
  .
  foe's skin is open to the air .
  he burns), then dies.
  +8H - 20 - 24 - (-20)
  0-26
  (-20)-24
  +15H-90
  +20H
  Assault to foe's lower leg consumes
  Leg covering is set on fire by blast.
  Foe's
  shield side is devoured by
  Blast engulfs lower half of foe's body.
  Foe's lower body is badly burned
  .
  covering. Foe falls down
  . One leg is on
  It spreads quickly and foe is in trouble.
  flames. Head, arm, side, and leg have
  If toe has abdominal armor, he is
  Nerves, organs and tissue destroyed.
  86-90
  fire.
  The flames will grow if not put out.
  critical bums. If toe has a shield, it is
  knocked out
  .
  If not, he dies in 12
  Foe is paralyzed and will die in 9
  destroyed in place of his arm
  .
  inactive rounds from organ damage .
  rounds from shack and dehydration .
  +10H-2(-10)
  +16H-30
  +15H-6'~r®-(-85)-36
  with abdominal armor
  : 26
  +20H
  Blow to foe's head.
  If he has helmet it
  Head strike
  . Force of blast removes
  Trapped in the furnace of your blast,
  Flames assault upper body. If foe has a
  Foe is cremated before your very eyes
  .
  heats up like a furnace and must be
  any helmet worn . Hair, scalp and skin
  foe is overcome and falls down
  . He is
  full helm, he is blinded and in a coma
  He remains standing for 6 rounds and
  painfully removed. Foe ears and cheeks
  burn, Smoke and flame blind toe for 3
  unconsious and still burning,
  for 2 days
  .
  If not, he dies in 6 rounds
  then drops and dies . A small fire
  91-95
  are burned.
  rods
  .
  due to shock and brain damage.
  lingers over the remains
  . A horrible
  end .
  with helmet: +15H-30-(-10)
  with helmet: +10H-3x-24
  W/o helmet: +12H-20®-(-30)
  w/ohelmet: 84
  +18H-60®-(-90)-44
  -
  +25H
  Blast lands on the weapon arm and
  Flames burn into foe's throat. The
  intense heat fuses metal, cloth and
  Foe is trapped in the furnace made by
  Your foe is devoured by a hellfire of
  climbs up to foe's neck. It burns all it
  damage is frightening . Foe's neck
  skin . Foe is unrecognizable . It no chest
  your attack . Organs are destroyed and
  which even you are frightened
  . All
  96-99
  touches
  .
  If foe has any organic neck
  collapses in the flames
  . He drops and
  armor he is dead instantly . Otherwise
  foe's blood boils. He has no hope of
  combustibles within 10 ft ignite. Little
  covering
  it is destroyed
  .
  dies in 9 inactive rods. He smells bad
  .
  he dies after 9 rounds of burning .
  survival and dies in 6 inactive rounds.
  will remain when the fire dies.
  40®-8"
  +20H-124-(+10)
  -
  +20H
  ( +10)
  Brutally scar the side of foe's face. Foe
  Assault consumes clothing and tissue .
  Strike to foe's head . If he has a helmet,
  Every part of foe is ablaze. He dies in 2
  Fire devours every part of toe in an
  is knocked out. He loses 50 from his
  Foe's arms and chest are without skin .
  his head is broiled and he dies in 2
  rounds, making terrifying noises
  . He
  instant. Bits of metal, teeth and a few
  100
  Appearance and 25 from his Presence
  .
  Foe is paralyzed . Infection will follow.
  rods . If no helmet he dies instantly.
  continues to bum for 12 rounds
  .
  bones shower to the ground
  .
  +20H - 56
  +25H
  (+10)
  (+15)
  (+20)
  02
  Key:
  8X-must parry 8 rounds;
  ti®=no parry for d rounds
  ;
  60-stunned for B rounds ;
  fit=bleed d hits per round;
  0)-foe has -6 penalty
  ;
  (+f;)=attacker gets +f3 next round.
  
  mgegpr~
  e~ge~- r;
  eg,
  eg, ;~mgneg
  -.rgn~'
  r-
  e
  ;*11
  CONVERTING FROM OTHER SYSTEMS
  The beauty of the system presented in this book is that
  it will work with any role playing system you are using.
  However, conversion of certain stats may appear to be a
  problem . This section will attempt to assistyou in convert-
  ing from several popular systems.
  Look for your system below and follow the simple steps .
  If you do not see your system, look for a system that is
  similar to it .
  Note: This combat system tends to focus on realistically
  deadly combat. Ifyour RPG assumes a relatively non-
  lethal combatsituation (e.g., mostsuperherogames), usage
  of this system may not be healthy for your characters!
  As a final observation, we want to point out that many
  systems put arbitrary limits on your characters that force
  them to perform in certain ways (e.g ., your thief cannot
  wear plate armor or use a two-hand weapon) . We believe
  this limitations to be unrealistic . We do suggest thatyou use
  whatever system you are having fun with, but for realistic
  characters, you should check into Rolemaster Fantasy Role
  Playing (or the upcoming Space Master. Privateers) system .
  ADVANCED
  DUNGEONS & DRAGONS
  Probably one of the most popular fantasy role playing
  systems out there. Take your AD&D game to the next level
  by creating critically lethal combats!
  ARMOR TYPE
  Armor Types are easy enough to translate by description
  (ignoring the AC that the armor gives you) . An important
  note is that "magical" armor in AD&D gives you a better
  class of armor. In this system, enchanted items give bonuses
  (enchanted armor, helms, shields, and greaves generally
  give bonuses to DB) .
  ATTACK TYPE
  Once again, this is simple enough to convert by simply
  using the description of the attack.
  For non-weapon attacks this can be more tricky . There
  is no weapon table that compares to a fire-breathing dragon
  or a lightning bolt casting wizard . For these attacks you
  need to determine two things : an attack table and a critical
  table .
  The attack table should be one where the damage is
  roughly equivalent in AD&D . If the attack does about as
  much damage as a two-handed sword, use the same attack
  table and modifications as a two-handed sword. If there is
  no comparableweapon, use a relatively equivalent table . So
  if an attack does twice as much damage as a two-handed
  sword, use an attack table that does twice as much damage
  as the table for a two-handed sword . For these comparisons
  use the maximum value for Rigid Leather (Light) .
  The critical table should follow common sense . Heat,
  Cold and Electricity criticals were included for fireballs,
  undead cold-attacks, and lightning bolts . Air and earth
  based elemental attacks will generally use Krush criticals .
  For other attacks use your best judgment .
  OFFENSIVE BONUS
  This is a bit trickier. There is some actual calculation
  that must be done . Follow the steps below to determine
  your character's basic OB .
  " Start by multiplying your level times 5 .
  " To this number add +20 if you are a Warrior ; +10 ifyou
  are a Rogue ; or +5 if you are a Priest.
  Add another +5 for each +1 bonus to Hit gained from
  Strength . Also do this for each +1 bonus to Hit from
  Dexterity .
  Because attacks are based upon different weapon types,
  add another +20 ifyou have a weapon proficiency in the
  attack type .
  DEFENSIVE BONUS
  This is actually pretty simple. All characters start with
  a basic DB of zero. Shields apply as listed in Section 3 .0
  (andother modifiers from Section 3 .0 may be appropriate) .
  Then apply the following modifiers.
  " Gain a +5 for each +1 to AC from Dexterity .
  " Gain a +5 for each +1 bonus to AC from armor or any
  other item.
  CONCUSSION HITS
  Once again, this is pretty simple . Take your Hit Points
  from AD&D and multiply them times 3 . Add +10 to this
  total and that isyour total number of concussion hits in this
  system .
  10 MILLION
  WAYS TO DIE
  103
  
  Section 7.0
  Converting
  From Other
  Systems
  10 MILLION
  WAYS TO DIE
  104
  CALL OF CTHULHU0
  As if Call of Cthulhu wasn't deadly enough already, now
  you can add critical hits .
  ARMOR TYPE
  The armor types ofyour characters will depend on the
  period of campaign you are running . 1880's and 1920's
  characters will usually be in the None column, although
  some might have Soft Leather (Light) . In 1990's campaigns
  it is likely that your characters will have access to Kevlar
  armor .
  ATTACK TYPE
  Attack type should
  be obvious
  for most character
  attacks, although some creature attacks may require imagi-
  nation . See the notes on fantasy creature attack types under
  AD&D .
  OFFENSIVE BONUS
  For the offensive bonus, the base is just the percentage
  value ofthe appropriate combat skill . Add to this 1.5 times
  the maximum result ofthe damage bonus . So for a damage
  bonus of 1d6 you would add 6 x 1.5 = 9 .
  DEFENSIVE BONUS
  DB is based on DEX . A DEX of 18 is +10, and 17 is
  +7 . If DEX is between 12 and 16, the DB bonus is equal
  to DEX-11 . DEX's of 3 and 4 give -2 and -1 DBs
  respectively. Otherwise DB is 0 . DB can of course be
  modified by shields and such, as stated in Section 3.0 .
  CONCUSSION HITS
  Multiply Call ofCthulhu hits by 6 to get Rolemaster hits .
  DEADLANDS-
  Yes, you can add incredible lethality to your undead
  gunfighters! Make combats truly frightful!
  ARMOR TYPE
  Most characters in the Deadlands are not going to be
  wearing any armor (and therefore be using the None
  column ; animals would be using their appropriate column
  of course) . Some characters might be wearing Soft Leather
  (Light) if they are in the northern lands (where it is cold)
  or Soft Leather (Heavy) if they are covered in buffalo hides .
  If the character has armor, simply use the description of
  the armor as the guide for determine the Armor Type.
  ATTACK TYPE
  Once again, this is fairly obvious . Simply pick the attack
  type that most closelyresembles the weapon or attack being
  resolved .
  OFFENSIVE BONUS
  This is a bit trickier . There is some actual calculation
  that must be done . Follow the steps below to determine
  your character's basic OB .
  " Start by determining the Aptitude that would normally
  be used to resolve the attack.
  Multiply the die type for that attack by the Aptitude level
  for the attack .
  Then multiply that result by the Coordination for the
  attack .
  For example, if you are shooting your Colt and would
  normally have rolled 4d8 (and you have a skill level of 2
  with your Shootin' Pistol), your OB would be : (8 x 2) x 4
  or +48 .
  DEFENSIVE BONUS
  This is actually pretty simple . Follow the steps below to
  determine your character's basic DB .
  "
  Start by looking up the
  die-type for your Quick-
  ness trait.
  " If the die-type is a d4, your
  DB is -5 (yes, that is a
  negative DB) . If the die-
  type is a d6, your DB is
  +0. If the die-type is a d8,
  your DB is +5 . If the die-
  type is a d8, your DB is
  +10 . If your die-type is a
  d12, your DB is +15 .
  CONCUSSION HITS
  This is also very simple .
  Take your Wind stat and
  multiply it by 5 . The result
  is how many concussion
  hits you can take . All other
  types
  of damage
  are
  handled by
  critical
  hits .
  Nice and simple!
  
  EARTH DAWNa
  You can add fatal details to your Obsidiman's blows!
  Here is how .
  ARMOR TYPE
  If the character has armor, simply use the description of
  the armor as the guide for determine the Armor Type.
  ATTACK TYPE
  Once again, this is fairly obvious . Simply pick the attack
  type that most closely resembles the weapon or attack being
  resolved .
  OFFENSIVE BONUS
  This is a bit trickier . There is some actual calculation
  that must be done. Follow the steps below to determine
  your character's basic OB .
  " Start withyour StrengthAttribute and then multiply this
  times 5 .
  " Next takeyour number ofranks inyourweapon skill and
  multiply that times 5 .
  " Add the two together and you have your OB .
  DEFENSIVE BONUS
  This is actually pretty simple. Follow the steps below to
  determine your character's basic DB .
  " Start with your Dexterity Step; multiply this times 5 .
  " Subtract 20 from the result and this is your DB .
  CONCUSSION HITS
  This is also very simple . Take your Unconsciousness
  rating and multiply it by 3 . The result is how many
  concussion hits you can take . All other types of damage are
  handled by critical hits. Nice and simple!
  GURPS®
  GURPS is actually very similar to Rolemaster in many
  ways, which makes it easy to convert the two systems.
  ARMOR TYPE
  Armor is very descriptive in GURPS, so you can just
  compare the GURPS armor to the descriptions in Section
  2.1 .
  ATTACK TYPE
  Attack types for characters are again simple, converting
  the weapon used in GURPS to the appropriate table in this
  book. Being a universal system, GURPS sometimes incor-
  porates fantasy elements. Refer to the section on AD&D to
  convert fantasy attacks to these tables .
  OFFENSIVE BONUS
  OB is simply five times the appropriate GURPS skill
  level, minus ten .
  DEFENSIVE BONUS
  DB is equal to your dodge. Parry comes into play as a
  portion of your offensive bonus, and Block is an addition
  to your DB based on your shield type (Section 3.5) .
  CONCUSSION HITS
  To convert GURPS hits to this system, multiply them by
  five and add 20 .
  Section 7.0
  Converting
  From Other
  Systems
  10 MILLION
  WAYS TO DIE
  105
  
  Section 7.0
  Converting
  From Other
  Systems
  10 MILLION
  WAYS TO DIE
  106
  LEGEND OF THE
  FIVE RINGSTM
  Legend of the Five Rings uses a dice pool system, which
  makes conversions to a Rolemaster system rather compli-
  cated. Rather than give a chart of the possible dice pools
  and their OB/DB equivalents, this section shows how to
  convert the results achieved using L5R dice pools to ones
  usable with the tables in this book.
  ARMOR TYPE
  Heavy samurai armor would be considered Chainmail
  (Heavy), while light samurai armor would be Rigid Leather
  (Light) . Other defensive capabilities should be converted
  using the descriptions in Section 2 .1 .
  ATTACK TYPE
  Most of the weapons for L5R are listed in the attack
  tables of this book . For ones not
  listed,
  go by the
  descriptions in Section 2.2, or use a similar weapon listed
  on one of the tables.
  OFFENSIVE BONUS
  Roll for the attack as normal, but multiply the result by
  6 . This is the number to reference on the appropriate
  weapon attack table . For raises, subtract five from your roll
  before multiplying, but increase the critical two levels . Roll
  any criticals with percentile dice .
  Note: This gives a limited number of results. You may
  optionally add 1d6-3 to thefinalresult toget thefull range
  ofpossibilities .
  Optionally, you may use percentile dice for the attack
  roll also . Use the probability table in the back of the L5R
  rulebook . The probability for your Trait + Skill is your
  offensive bonus for that
  weapon.
  DEFENSIVE BONUS
  To
  figure your DB,
  subtract fifteen from the
  IN to hit you. Do not
  count bonuses for armor
  (except shields), as that is
  included in the column
  the attack is rolled on.
  CONCUSSION HITS
  Concussion
  hits are
  simply Earth multiplied
  by 16, plus 35 .
  SHADOWRUN0
  Shadowrun has one of the most evocative backgrounds
  on the market today . Now you can add an equally evocative
  combat system to flesh out the game .
  ARMOR TYPE
  Most armor in Shadowrun
  is equivalent to Kinetic
  Armor, although the heavy combat suits are equivalent to
  Combat Armor .
  ATTACK TYPE
  Attack types in Shadowrun are pretty easy to convert, as
  they are mostly guns and melee weapons. Note that stun
  weapons in Shadowrun deliver electricity criticals, not
  stunner criticals .
  Shadowrun does include fantasy elements, and you may
  need to reference the AD&D conversion notes for convert-
  ing those attack types.
  OFFENSIVE BONUS
  First, roll to see if you hit using your dice pool. If you
  do hit, roll 1d100 plus five times your skill for the weapon
  and reference the appropriate table . You may still stage the
  damage up, but staging affects the criticals, not the hits .
  DEFENSIVE BONUS
  Roll for defense as usual, but only for purposes of staging
  the damage down . Again, staging affects the critical, not the
  concussion hits . Staging below an 'A' critical gives a
  cumulative -20 to the critical roll .
  CONCUSSION HITS
  To determine the concussion hits for a Shadowrun
  character, multiply their body by ten and add five .
  
  TOONTM
  Converting a complicated combat system like this one to
  Toon may seem to be the height of silliness, but isn't
  silliness what Toon is all about?
  The key thing when using 10 Million Ways to Die with
  Toon is the criticals . The concussion hits will determine
  when you fall down, but the criticals give you all your cool
  effects . Stunned characters can be considered boggled .
  Bleeding results can just determine the amount of fluids the
  toon is spewing around the room. And remember, this isn't
  reality. Getting your head chopped offjust means you have
  to find it and pick it up before doing anything else .
  Note: In Toon, fights end after three rounds ifno one gets
  hit. But in Toon, if both combatants succeed, no one gets
  hit. You may want to consider havingfights end after three
  rounds unless oneperson got hitand the other didn't in one
  of those rounds .
  ARMOR TYPE
  Most characters in Toon, being funny animals, will have
  Animal (Light) armor type . This may change with other
  characters, but base it on the description.
  ATTACK TYPE
  Again, most attacks in Toon have a representative table
  in this book . However, some Animators may need to look
  at the notes on fantasy attack types in the AD&D section .
  OFFENSIVE BONUS
  DEFENSIVE BONUS
  Defensive bonus is also calculated off
  fight score, using the same table as
  offensive bonus.
  CONCUSSION HITS
  There are a lot less hits in Toon than
  in this system. To convert them, multi-
  ply them by 15 and subtract 65 .
  WEREWOLF :
  THE APOCALYPSE
  ,M
  These conversion notes are provided mainly forWerewolf,
  the most combat intensive ofthe World of Darkness games .
  However, similar techniques can be used to convert other
  World of Darkness games .
  Note : Regeneration is commonly used by Werewolves, and
  will generally heal the effects of one critical strike or 15
  concussion hits . You should keep track of aggravated
  damage and critical strikes separately.
  ARMOR TYPE
  Armor types for humans are easy to figure out, and will
  usually be Kevlar, None, or Soft Leather (Light) . Glabro
  and Lupus forms give Animal (Light), while Crinos and
  Hispo forms give Animal (Heavy) .
  ATTACK TYPE
  Most attack types form humans are obvious, because
  they use melee weapons or firearms. A Garou bite should
  be done with a maximum value of 120, while the claw
  attack would have a maximum result of 150 .
  OFFENSIVE BONUS
  OB
  is not used when converting from Werewolf.
  Instead, roll the attack as normal . If you hit, that counts as
  a result of 75 on the attack table . For each success beyond
  the first, add 15 to that result .
  Section 7.0
  Converting
  From Other
  Systems
  10 MILLION
  WAYS TO DIE
  107
  Offensive bonus is calculated from the character's fight
  score :
  Fight
  OB
  Note: This provides a limitednumber ofresults. You may
  optionally add Id10-5 to the resultfor a wider range of
  possibilities .
  1
  . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0
  DEFENSIVE BONUS
  2
  . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  3
  . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
  There is no defensive bonus . However, each success on
  Dodge removes 15 from the attack result. Soak does not
  4
  . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  apply, as the effect of Stamina on combat is figured into
  5
  . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
  the concussion hits.
  6
  . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . .. . . . . . . . . . . . . 45
  CONCUSSION HITS
  7
  . . . . . . . .. . . . . . . . . . . . . . . . . . .. . . . . . . . . . .. . . . . . . . . . .. . . . .
  . . . . . .. . 60
  8
  . . . . . . . .. . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . .. . 70
  A character's concussion hits are 20 times their stamina,
  plus 25 . Note that since stamina changes based on the
  9
  . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . 75
  Garou's form, you should change the number of available
  hits also .
  
  4?IMUc, c=:f
  Appendix
  Situational
  Offensive
  Bonus
  Modifiers
  Chart
  10 MILLION
  WAYS TO DIE
  108
  SITUATIONAL OFFENSIVE BONUS MODIFIERS CHART
  OFFENSIVE BONUS
  MODIFIERS VERSUS :
  Firearm/
  Factor
  Melee
  Missile
  Special
  Weapon Quality
  full
  full
  This is normally part of your OB .
  Parrying
  - amount used to parry
  Your OB is reduced by the amount you use to parry.
  See Section 3.1, page 8.
  Weapon OB Modifier
  none
  varies
  Based on weapon used (see the specific attack table) .
  Range Modifier
  none
  varies
  Based on weapon used (see the specific attack table) .
  Special Items
  full
  full
  Varies due to type of item.
  Target Status:
  Stunned Target
  +20
  +20
  Not cumulative with other target status mods .
  See Section 3.2, page 8.
  Downed Target
  +30
  +30
  Not cumulative with other target status mods .
  See Section 3.2, page 8.
  Prone Target
  +50
  +50
  Not cumulative with other target status mods .
  See Section 3.2, page 8.
  Wounds :
  26-50% of Hits Taken
  -10
  -10
  Not cumulative with other Wounds mods .
  See Section 3.3, page 8.
  51-75% of Hits Taken
  -20
  -20
  Not cumulative with other Wounds mods .
  See Section 3.3, page 8.
  76-100% of Hits Taken
  -30
  -30
  Not cumulative with other Wounds mods .
  See Section 3.3, page 8.
  Position:
  Flank Attack
  +15
  0
  Cumulative with other Position mods . See Section 3.4, page 8.
  Rear Attack
  +20
  0
  Cumulative with other Position mods . See Section 3.4, page 8.
  Surprise Attack
  +20
  0
  Cumulative with other Position mods . See Section 3.4, page 8.
  Advantageous Position
  varies
  0
  Cumulative with other Position mods . See Section 3.4, page 8.
  
  BROWNING
  Situational
  Defensive
  Bonus
  Modifiers
  Chart
  10 MILLION
  WAYS TO DIE
  SITUATIONAL DEFENSIVE BONUS MODIFIERS CHART
  DEFENSIVE BONUS
  MODIFIERS VERSUS :
  Firearm/
  Factor
  Melee
  Missile
  Special
  Parrying
  + amount used to parry
  Your DB is increased by the amount you use to parry.
  See Section 3.1, page 8.
  Special Items
  full
  full
  Varies due to type of item.
  Armor Quality
  full
  full
  Some armor will have have special magical bonuses
  that modify the wearer's DB.
  Shield:
  Wall Shield
  +30
  +40
  See Section 3.5, page 8.
  Full Shield
  +25
  +25
  See Section 3.5, page 8.
  Normal Shield
  +20
  +20
  See Section 3.5, page 8.
  Target Shield
  +20
  +10
  See Section 3.5, page 8.
  Weapon
  +5
  0
  Can only be used if 100% of OB is used to parry.
  See Section 3.1, page 8.
  Armor:
  Armor With No Greaves
  -10
  -10
  This modifier cannot make your DB negative.
  See Section 3.5, page 8.
  Soft Leather (Light)
  0
  0
  This modifier cannot make your DB negative .
  See Section 3.6, page 9.
  Soft Leather (Heavy)
  -15
  -15
  This modifier cannot make your DB negative .
  See Section 3.6, page 9.
  Rigid Leather (Light)
  -5
  -5
  This modifier cannot make your DB negative .
  See Section 3.6, page 9.
  Rigid Leather (Heavy)
  -15
  -15
  This modifier cannot make your DB negative .
  See Section 3.6, page 9.
  Chain (Light)
  -10
  -10
  This modifier cannot make your DB negative.
  See Section 3.6, page 9.
  Chain (Heavy)
  -20
  -20
  This modifier cannot make your DB negative .
  See Section 3.6, page 9 .
  Plate (Light)
  -10
  -10
  This modifier cannot make your DB negative .
  See Section 3.6, page 9.
  Plate (Heavy)
  -40
  -40
  This modifier cannot make your DB negative .
  See Section 3.6, page 9.
  Cover:
  Partial "Soft" Cover t
  +10
  +20
  See Section 3.7, page 9.
  Half "Soft" Cover t
  +20
  +40
  See Section 3.7, page 9.
  Partial "Hard" Cover t
  +15
  +30
  See Section 3.7, page 9.
  Half "Hard" Cover t
  +30
  +60
  See Section 3.7, page 9.
  t - 01-49% of your body is covered.
  t - 50% or more of your body is covered.
  
  Attack &
  Weapon Index
  10 MILLION
  WAYS TO DIE
  .B .
  B-5 Earth Force Carbine . . . . . . . . . . . . . . . .
  . . . . 64
  B-5 Earth Force Pistol . . . . . . . . . . . . . . . . . . .
  . . . . 62
  B-5 Sha'ann PP . . . . . . . . . . . . . . . . . . . . .. . . . . . . . .
  . . . . 62
  Dagger . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . .
  . . . . . . . . . . . . 12,32
  Darts
  . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . 32
  Yellow Belt . . . .. . . . . . . . . . . . . . . . . . . .. . . 74
  Kalishnakov AK47 . . . . .. . . .. . . . . . . . . . . . . . . .. . . 46
  Kangaroo . . . . .. . . . . . . .. . . . . . .. . . . . . . . . . . .. . . . . 70,76
  Karate, Black Belt
  . . . . . . . . . .. . . . . . . . . . . . . . . . . . . 76
  Bash . . . . . . .
  . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . .
  . . . .
  Bastard Sword
  . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . 14,20
  Battle Axe . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . .
  Battlestar Galactica Cylon Rifle . . . . . . . .
  Battlestar Galactica Sidearm .
  . . . . . . . . . . . .
  Beak . . . . . ..
  . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . .
  .
  .
  . . . . . . . . . .
  72
  20
  56
  54
  68
  Derringer, Double . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . .
  Remington . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . .
  Silent Death Th-C . . . .
  . . . . . . . . .. . . .
  Dirk . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . . . . . . .. . . .
  Dolphin . . . . . .
  . . . .
  . . . .
  .
  . . . . . . . . . . . . . . . . . .
  . . . . . . . . .. . . .
  Double Derringer . . . . . . . . . . . . .
  . . . . . . . . . . . . .
  . . . . .
  34
  38
  58
  12
  72
  34
  Brown Belt . . . . .. . . . . . . . . . . .. . . . . . . .. . . 76
  Purple Belt . . . . .. . . . . . . . . . . . . . . . . . . . . . . 76
  Yellow Belt . . . . . . . . . . . . . . . .. . . . . . . . . . . 76
  Katana . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . 14
  Kick . . . . .. . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . 76
  Krieghoff Model 32 . . . . . . . . . . . . . . . .. . . . . . . . . . . 50
  Bear
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . 68,70, 72, 74
  Dragon . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . .
  . . . . . . 68, 70, 72
  " L "
  Belt, Martial Arts . . . . . . . . . . .
  . . . . . . . .
  . . . . . . 74, 76
  Drake
  . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . 68, 70, 72
  Lance
  20,26
  Beretta 424 Hamerless . . .
  . . . . . . . .
  . . . . . . . . .
  . . . 50
  Duck Foot Pistol . . . . . . . . . . . . . .
  . . . . .
  . . . . . . . . . . . . . 34
  . ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Large Shotgun
  52
  Beretta Flashpoint . . . . . . . . . .
  . . . .
  . . . .
  . . . . . . . . . . . . 58
  Dueling Pistol . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . 34
  . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . .
  Laser Pistol . . . . . . . . . . . . . . . . . .. . . . . . .. . . . . . . .. . . . . . . 58
  Beretta M92 . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  . F,o
  Laser Rifle
  60
  . . . . . . .. . . . . . . . . . ... . . . . . . . . . .. . . . . . . .. . .
  Beretta Raptor
  . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . 54
  EAA Big Bore
  . . . .
  . . . . . . . . . . . . . . . . . .
  . . . .. . . . . . . . . 40
  Lasso . . . . . . . . . . . . . . . . . . . . . . . .. . . .. . . . . . . . . . . . . . .. . . . . . . 32
  Bite
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  Eagle . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . 68,70
  Late Revolver
  . . .
  . . . . . . .. . . .. . . . . . .. . . . . . . . . . . . . . . 40
  Black Powder Pistol
  . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . 34
  Early Revolver . . . . . . . .
  . . . . . . . . . . . . . .
  . . . . . . . . . . . . . 38
  Lee-Enfield SMLE 3 . . . . . . . . . . .. . .. . . . . . . . . . . 46
  Black Powder Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
  Edged, Two-Hand . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . 20
  Light Crossbow
  . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . 28
  Blackjack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Elephant . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . 72
  Light Semi-Automatic Pistol . . . . . . . . . . . . . 42
  Blade, One-Hand, Heavy . . . . . . . .
  . . . . . . . . . . . 14
  Elephant Tusk . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . 68
  Lion . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . . 68,70
  One-Hand, Light . . . . . . . .. . . . . . . . . . . 12
  Elk . . . . . .
  . . . . . . . .
  .
  . . . . . . . . . . . . . . . . . . . . . .
  . . . .
  . . . . . . . . . . . . . 72
  Llama Model 11
  . . . . . . .
  . . . . . . . . . . .. . . . . . . .. . . . . . 44
  Blaser Model R84 . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . 48
  Envelop . .
  . . . .
  .
  . . . . . . . . . . . . . . . . . .
  . . . .
  . . . .
  . . . . . . . . . . . . . 74
  Long Bow .
  . . . .. . . .
  . . . . . . . .
  . . . . . . . . . . .. . . . . . . .. . . .. . 30
  Blaster Pistol . . . . . . . . . . .. . . . . . . .. . . . . . .
  . . . . . . . . . . . . 54
  Long Polearm
  26
  . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . .
  Blaster Rifle . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . 56
  " F "
  Long Sword . .
  . . . .
  . . . .. . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Blaster, Privateers ISC . . . .. . . . . . . . . . . . . . . . . . . 54
  Falchion . . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . 14
  Star Wars . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . . 54
  Fall . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . 72
  " M "
  Blow Gun. . . .
  . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . 30
  Fishing Net . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . 32
  M.R . : Desert Eagle
  . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . .
  . 44
  Blunderbuss . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Fist, Armored . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . 16
  M14 . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . .
  . 46
  Boar Spear . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Flail . . . .
  . . . .
  . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . . . . . . .
  . . . . . . . . . . . . 22
  M16A1 . . . . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . 46
  Bola . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . 32
  Flintlock Pistol . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . 34
  Mace .
  . . . . . . . .
  . . . .. . . .
  . . . .. . . .
  . . . . . . . . . . . . . . . . . . . . . . .. . 18
  Boomerang
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . 32
  Flintlock, Pocket . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . 34
  Main Gauche
  . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . .. . 12
  Bow, Composite . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . 30
  Foil . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . . . . . . .
  . . . . . . . . . . . . 12
  Manlicher 256 . . .
  . . . . . . . .
  . . . .. . . .
  . . . . . . .. . . . . . . .. . 48
  Long . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . 30
  Franchi SPAS-15 . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . 52
  Mannlicher 1903 . . .. . . .
  . . . . . . . .
  . . . . . . .. . . . . . . .. . 46
  Mechanical .. . . . . . . .. . . . . . . . . . . . . . . . . . . 28
  " G "
  Mannlicher M. 1903 . . . . . . . .. . . . . . . . . . . . . . . . . . 42
  Non-Mechanical .
  . . . . . . . .. . . . . . . . . . . 30
  Manta Ray . . . . . . .. . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . 72
  Short . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . 30
  Gargoyle
  . . . .
  . . . . . . . . . . . . . .
  . . . .
  .
  . . . . . . . . . . . . . . . . . . . . . 70
  Martial Arts Strikes .. . . . . . . .. . . . . . . . . . . . . . . .. . 76
  Brawling . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  Gladiator Net . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . 32
  Martial Arts, Sweeps
  . . . . . . . . . . . . . . .. . . . . . . . . . 74
  Brigadier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . 44
  Glock 20
  . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . .
  . . . .
  . . . . . . . . . . . . . 44
  Throws
  . . . . . . . . . . . . . . . .. . . . . . . .. . . . . . . .. . 74
  Broadsword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Gorilla . . . . . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . 74
  Martini-Henry .577 . .. . . . . . . . . . . . . . . . . . . . . . . .. . 48
  Brown Bess Musket . . . . . . . . . . . . . . . .
  . . . . . . . . . . . 36
  Grapple . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . .
  . . . .
  . . . . . . . . . . . . . 74
  Matchlock . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . 36
  Browning Model 12 . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Grasp.
  . . . . . . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . .. . . . 74
  Mattock, War . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . .. . . . . . . .. . 22
  Bull
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  " H "
  Mauser Pocket . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . .. . 42
  Butt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  H & K LP-10 . . . . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . .. . . . 58
  Mechanical Bow . . . . . .. . . . . . . .. . . . . . . .. . . . . . . .. . 28
  . C .
  H & K X-20 . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . 56
  Merkel Model 147E . . . . . . . . . . . . . . . . .. . . . . . . .. . 52
  Camel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  H&H Royal Dbl Custom . . . . . .
  . . . . . . . . . . . . . 48
  Military Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . 46
  Carbine, B-5 Earth Force . . . . . . . .. . . . . . . . . . . 64
  H&RM504
  . . . . . . . . . . . . . .
  . . . . .
  . . . .
  . . . .
  . . . . . . . . . . . . . 40
  Moose . . . . . .. . . . . . . ..
  . . . . . . . .
  . . . . . . . .
  . . . . . . ..
  . . . . . . ..
  . 72
  Smoothbore
  36
  Hammer, War . . . . . . . . . .
  . . . .
  .
  . . . . . . . .
  . . . . . . . 18,32
  Morning Star . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  . . . . . . . . . . . . . . . .
  . . . . . . . . . . .
  Cat of Nine Tails
  16
  Handaxe .
  . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . .
  . . . .
  . . . . . . . . . . . . . 32
  Mossberg M590 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . 52
  . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . .
  Chimera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . 70
  Harpoon .
  . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . .
  . . . .
  . . . . . . . . . . . . . 24
  Musket, Brown Bess . . . . . . . . . . . . . . . . . . . . . . . . . . 36
  Chromtech P-30 . . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . 64
  Hawk . .
  . . . . . . . .
  .
  . . . .
  . . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . 68,70
  " N-O
  Civil War Rifle
  . . . . . .
  . . . . . . . .
  . . . . . . . .
  .
  . . . . . . . . . . . 36
  Heavy Crossbow . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . 28
  Net, Fishing . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . .. . . . . . . . . . 32
  Claw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
  Heavy Semi-Automatic Pistol . . . . . . . . . . . 44
  Gladiator . . . . . .
  . . . . . . . . . . . . . . .. . . . . . . . . . 32
  Claymore
  . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Heckler & Koch G3 . . . . . . . . . . . . . .
  . . . . . . . . . . . . . 46
  New Nambu . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Club . . . . . . . .. . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  High Standard M10B . . . .
  . . . . . . . . . . . . . . . . . . . . . 52
  No-Dachi
  . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . .. . . . . . . . . . 20
  Colt Anaconda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  Hippo .
  . . . . . . . .
  . . . . . .
  . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . 72
  Noble 420 . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . .
  . 50
  Colt Auto Magnum . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Horn . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . 68
  Non-Mechanical Bow . . .. . . .
  . . . . . . . .
  . . . .. . . .
  . 30
  Colt Detective Special
  . . . . . . . . . . . . . . . . . . . . . . . 38
  Rhinocerous . . . . .
  . . . . . . . . . . . . . . . . . . . . . 68
  Nunchacku . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . 16,22
  Colt King Cobra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  Unicorn
  . . .
  . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . 68
  Octopus . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . . 68,74
  Colt M1849 Pocket . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  " A "
  Act. Arms Timberwolf . . . . .. . . . . . . . . . . .. . . . .
  AK47, Kalishnakov . .. . . . . . . . . . . . . . . . . . . . .
  . . . .
  Alligator .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68,74
  48
  46
  Colt Navy . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..
  Colt Peacemaker
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . .
  Composite Bow .
  . . . . . . . . . . . . . .
  . . . . . . . . . . . . .
  . . . . .
  Crossbow, Heavy . . . . . . . .
  . . . .. . . . . . . . . . . . . .
  . . . . .
  38
  38
  30
  28
  Horse . . . .. . . . . . . .. . . . . . . . . . . . . . .. . . . . . . . . . . 68, 72, 76
  Housecat . . . . . .. . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . 70
  Human .. . . . . . . . . . . . . . . .. . . . . . .. . . .. . . . . . . . . . . . . . . . . . . 68
  Hunting Rifle . . . . . .. . . . . . . . . . . . . . . . . . .
  . . . .. . . .
  . . . . 48
  Arab Jezail Rifle . . .. . . . . . . .. . . . . . . . . . . . . . . . .
  . . . . 36
  Light . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . 28
  . I_K .
  Arisaka, 38th Year . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . 48
  Crush. . . . . . . . .. . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . 72
  Javelin
  24,32
  Armored Fist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . 16
  Crushing, One-Hand, Heavy . . . . . . . .
  . . . . . 18
  . .. . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .
  Jo Stick
  16,22
  Axe, Battle . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . 20
  One-Hand, Light . . . . . . . . . . . . . .
  . . . . .
  Two-Hand
  16
  22
  . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . .
  . . . .. .
  Judo, Black Belt . . . . . .. . . . . . . . . . . . . . .
  . . . . . . . .
  . . . . 74
  Two-Handed . . . . . . . . . . . .
  . . . . . . . . .
  . . . . 20
  . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . .
  Cudgel
  22
  Brown Belt . . . . .. . . . . . . . . . . . . . . . . . . . . . . 74
  Woodsman
  . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . 20
  . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . .
  . . . .
  .
  . . . .. . . . . . . . .
  Cutlass . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . .
  . . . . . . . . . . . . .
  . . . . . 12
  Green Belt . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . 74
  
  Remington Derringer . . . . . . . .
  . . . . . . . .
  . . . . . . . . . 38
  Revolver, Early . . . . . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . 38
  Late
  . . . . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . . .
  . 40
  Rhinocerous Horn . . . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . . .
  . 68
  Rifle, Arab Jezail . . . . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . . .
  . 36
  Battlestar Galactica Cylon
  . . .
  . 56
  Black Powder . . . . . . .
  . . . .
  . . . .
  . . . .
  . . . .
  . 36
  Blaster . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . 56
  Civil War. . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . .
  . 36
  Hunting
  . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . .
  . 48
  Laser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . 60
  Military
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . 46
  Pennsylvania . . . . . . . . . . . . . . . . . . . . . . . . . 36
  Plasma . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . .
  . . . . . . 64
  Star Trek Jem' Hadar . . . . . . . . . . . . . 56
  Star Wars Imperial . . . . . . . . . . . . . . . . 56
  Rodent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68,70
  Rossi M720 .38_44 . . . . . . . .. . . . . . . . . . . . . . . . . . . 40
  Ruger P-90 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . 44
  Ruger Single Six . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  Sabre . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . 14
  Sai . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . .
  . . . . . . . .. . . . . . . .. . . . . . . 12
  Savage Model 28A . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . 52
  Scattergun . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . 52
  Scimitar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . 14
  Attack &
  Weapon Index
  10 MILLION
  WAYS TO DIE
  Sea Serpent . . . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . .
  . . . .
  . . . . . . . 74
  Strikes, Martial Arts . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  Parabellum Swiss . .. . . . . . . .. . . . . . . . . . . . . . . . . . . . . 42
  Security Sys. Mark I Stunner . . . . . . . . . . .
  . . 66
  Stunner . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Pennsylvania Rifle . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . 36
  Security Sys. Mark II Stunner . . . . .
  . . . .
  . . 66
  Swallow . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . .. . . . . . . . . . . . . . . . . . 74
  Percussion Pistol . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . 34
  Security Sys. Mark III Stunner . . . .
  . . . . . . 66
  Sweeps, Martial Arts
  . . . . . . .. . . . . . . .. . . . . . . . . . 74
  Phaser, Star Trek
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Security Sys. Mark V Stunner . . . . .
  . . . .
  . . 66
  Sword, Bastard . . . . . . . . . . . . . . . .. . . . . . . .. . . . 14,20
  Pick . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Security Sys. Mk . IV Stunner . . . . .
  . . . . . . . 66
  Broad . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . 14
  Pilum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Shark . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . 68
  Long . . .
  . . . .. . . .
  . . . . . . . . . . . . . . . . . . . . . . . . .. . 14
  Pincer . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . 68
  Short Bow
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . 30
  Two-Handed
  . .. . . .
  . . . .. . . .
  . . . . . . . .
  . . . 20
  Pistol, B-5 Earth Force .. . . . . . . . . . . . . . . . . . . . . 62
  Short Polearm . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . 24
  " T "
  Black Powder . . .. . . . . . . . . . . . . . . . . . . . . 34
  Short Sword . . . . . . . . . . . . . . . . . . . . . . . .
  . . . .
  . . . .
  . . . . . . . 12
  Tackle
  74
  Blaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Shotgun, Large . . . . . . . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . 52
  . . . . . . . .. . . . . . . . . . . .. . . . . . . . . . . . . . . .. . . . . . . . . . . .
  Talon
  70
  Duck Foot . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . 34
  Small . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . 50
  Shuriken
  32
  . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . .. . . . . . . . . . . . . . . .
  Tample . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . .. . . . . . . . 72
  Dueling .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 34
  . .
  .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . .
  Silent Death ASP 101
  54
  Thrown Weapon . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . 32
  Flintlock . . .. . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . 34
  . . .
  . . . . . . . . . . . . . .
  . . . . . . .
  Silent Death ASP 10101
  58
  Throws, Martial Arts .. . . . . . . .. . . . . . . .. . . . . . . . 74
  Heavy Semi-Automatic . . . .. . . . . 44
  . . . . . . . . . . . . .
  . . . . . . .
  Tiger
  68,70
  Laser . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
  Silent Death ASP 111000 . . . . . . . . . . .
  . . . . . . . 62
  . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . .. . . . . . .
  Tokarev SVT-38
  46
  Light Semi-Automatic . . . . . . . . . . 42
  Silent Death ASP 1100110 . . . . . . . . . . . . . . . . 56
  . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . ..
  Tomahawk
  12,32
  Percussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
  Silent Death ASP 1110101
  . . . . . . . . . . . . . . . . 64
  Silent Death ASP100101
  60
  . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . .
  Tonfa. . . . . . . . . . . . .. . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . 16
  Plasma . . . . . . . . . . . . .
  . . . .. . . .
  . . . .
  . . . .
  . . . . . . 62
  Wheelock
  34
  . . . . . . . . . . . .
  . . . . . . .
  Silent Death Jarn Grieper . . . . . . . . . . .
  . . . . . . . 56
  Trident . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . 24
  . . . . . . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . .
  Platypus . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . 70
  Silent Death Th-C Derringer . . . . .
  . . . . . . . . 58
  TT-33 Tokarev . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . 42
  Plasma Pistol
  62
  Silent Death Th-C Nova . . . . . . . . . . . . . . . . . . . . 64
  Tusk . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . 68
  . . . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . .
  Plasma Rifle .
  . . . . . . . .
  . . . . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . 64
  Silent Death Th-C Sun Spot . . . . . .
  .
  . . . . . . . 62
  Elephant . . . . . . . . . . . . . . .. . . . . . . . . . . .. . . . . 68
  Two-Handed Axe
  20
  Pocket Flintlock . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . 34
  Silent Death Th-C Transgressor
  . . . . . . . . 60
  . . . . . . . . . . . . .. . . . . . . . . . . .. . . . .
  Two-Handed Sword . . . . . . . . . . . . . . . . . . . . .
  . . . . . . 20
  Polearm, Long . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . 26
  Sling . . . .
  . . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . .
  . . . 30
  Short . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Small Shotgun .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  " u_V
  Privateers Chromtech A-13
  . . . . . . . . . . . . . . . 56
  Smith & Wesson . . . . . .
  . . . . . . . . . . . . . .
  . . . . . . . . . . . . 50
  Ultimate Arms HAL .. . . . . . . . . . . .. . . . . . . . . . . . . 60
  Privateers Herrrrnick Rrrng . . . .
  . . . . . . . . . . . 56
  Smith & Wesson 41 .
  . . . . . . . . . . . . .
  . . . . .
  . . . . . . . . 42
  Ultimate Arms LSPC . . . . . . . . . . . .. . . . . . . . . . . . . 64
  Privateers Jarrrl Tock
  . . . . . . . . . . . . . . . . . . . . . . . . 58
  Smith&Wesson Service . . . . . . . .
  . . . . . . . . . . . . . 38
  Unicorn Horn . . . . . . . . . . . .. . . . . . . . . . . .. . . . . . . . . . . . . 68
  Privateers Karrr Tock . . . . . . . . . . . . . . . . . . . . .
  . . . 58
  Smoothbore Carbine
  . . . . . . . . . . . . .
  . . . . . . . . . . . . . 36
  Uzi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . 46
  Privateers Kathrack Rrrng . . . . . . . . . . . . . . . . . 64
  Snake . . . . .
  . . . .
  . . . . . . . . . . . . . .
  . . . . . . . . . . . . .
  . . . . . . . . . . . . . 68
  . W_Z .
  Privateers Tarrrum Tock . . . . . . . . . . . . . . . . . . . . 62
  Spear . . . . . . . . . . .
  . . . . . . . . . . . . .
  . . . . . . . . . . . . .
  . . . . . . . 24,32
  Privateers Trrrrratak Rrrng . . . . . . . . . . . . . . . . 60
  Spear, Boar
  . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . 24
  Walrus . .
  . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  Privateers Imp. Light . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Spectrum Arms 3100 . . .
  . . . . . . . . . . . . . . . . . . . . . . 62
  Walther PPK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Privateers ISC Blaster . . . . . . . . . . . . . . . . . . . . . . . . 54
  Spectrum Arms AL-15
  . . . .
  . . . . . . . . . . . . . .
  . . . . 60
  War Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . 18,32
  Punch . . .
  . . . .. . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  Sphinx . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . .
  . . . . 70
  War Mattock . . . . .. . . . . . . . .. . . . . . . . . . . . . . .. . . . . . . . . 22
  Purdey Deluxe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Staff, Quarter . . . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . 22
  Webley & Scott Mk 1
  . . . . . . . . . . . . . . . . . . .. . . . . 44
  Python . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
  Star Trek Jem'Hadar Rifle . . . . . . . . . . . . .
  . . . . 56
  Webley Mk 3 . . . .. . . . . . . . . . . . . . . .. . . . . . . . . . . .. . . . . 38
  Star Trek Phaser
  . . . . . . . . . . . . . .
  . . . .
  . . . .
  . . . . . . . . . . 54
  Whale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  .Q--R "
  Star Wars Blaster . . . . . . . . . . . . .
  . . . . . . . . .
  . . . .
  . . . . . 54
  Wheelock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . 36
  Quarterstaff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Star Wars Imperial Rifle .
  . . . . . . . . .
  .
  . . . . . . . . . 56
  Wheelock Pistol . . . . . . . . . . . .. . . . . . . . . . . . . . .
  . . . .. . 34
  Ram . . . . . . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  Stevens Model 58 . . . . . . . . . . . .
  . . . .
  . . . .
  . . . . . . . . . . 50
  Whip
  . . . . . . . . . . . .
  . . . .. . . .
  . . . . . . . .
  . . . .. . . .
  . . . . . . . . . . . . . . 16
  Rapier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Steyr-Klough APC-24 . . . . . . . . . . . . .
  . . . . . . . . . . 64
  Winchester Model 64
  . .
  . . . . . . . . . . . . . . . . . . .. . . 48
  Raptor, Beretta . . . . . . . . . .
  . . . . . . . .
  . . . .
  . . . .
  . . . . . . . .
  . 54
  Steyr-Klough L-2 . . . . . . . .
  . . . .
  . . . . . . . . .
  . . . . . . . . . . 60
  Wombat . . . . . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . .. . . 70
  Remington Army . . . . . .
  . . . . . . . .
  . . . . . . . .
  . . . .
  . . . .
  . 38
  Stinger . . . . . . . . . . .
  . . . .
  . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . .
  . . . .
  . . 68
  Woodsman Axe . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . .. . . 20
  Stomp . . . . . . . . . . . .
  . . . . . . . .
  . . . . . . . . . . . . . . . . . . .
  . . . . . . . . .
  . 72
  Yeti .
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. . . . 70
  
  Rolemaster Fantasy Role Playing is
  the perfect way to begin your jour-
  ney into the ultimate fantasy role play-
  ing experience . Discover the jewels
  of your imagination and the horrors
  of your own nightmares . You'll never
  adventure in a land as enthralling as
  the one ofyour own creation . Let Role-
  master lead your there!
  RMFRP is a 256-page volume that
  contains all you need for character
  creation, combat, and magic-you can
  start to play right away. Once you're
  going, there are a number of Rolemas-
  ter support books that can add more
  flavor, detail, action, and excitement
  to your games .
  ARMS LAW'
  (Core Product)
  Put fast and furious combat into your
  adventures with the critically acclaimed
  Arms Law. Rolemaster Fantasy Role Playing
  has combat power, but Arms Law gives you
  more : more weapons, more critical hit
  tables, more carnage for your game . With
  Arms Law, players and GMs will feel the
  battle rage around them and leave their
  foes bleeding in the ditch . . .
  ST #5801
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  GAMEMASTER LAW- (Core Product)
  This book explores the ins and outs and
  pitfalls of gamemastering compiled from
  some of the nation's top role playing GMs!
  In Gamemaster Law you will find core
  gamemaster mechanics for supporting the
  Rolemaster Fantasy Role Playing line . This
  includes a full blown system for Gamemas-
  ters to use in creating new, custom races
  for their worlds!
  ST #5807
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . $25.00
  ROLEMASTERm
  SPELL LAW-
  (Core Product in three volumes)
  Magic fabulous enough to improve any
  game with the three Spell Law volumes. Of
  Channeling" explores the miraculous gifts
  of the divine. OfEssence- probes the realms
  of the living force that binds and surrounds
  all living things . OfMentalism- presents the
  enchantments deriving from the mental
  powers of strong-minded individuals . These
  concise books contain all the spell lists
  available in Rolemaster Fantasy Role Playing
  as well as the spell lists for the additional
  professions in Character Law-all up to
  50th level-over 2,000 spells! As a Game-
  master, you will probably want to purchase
  all three Spell Law books, but as a player
  you need only purchase the book neces-
  sary for your character! Cast your lot with
  the best spells around.
  ST #5803
  . . . . . . Of Channeling . . . . . $14.00
  ST #5804
  . . . . . . Of Essence . . . . . . . . . . . $14.00
  ST #5805
  . . . . . . Of Mentalism . . . . . . $14.00
  CHARACTER LAW- (Core Product)
  Add the power of expanded character
  development to your game . Character Law
  is the ultimate Player's Guide to Rolemaster
  Fantasy Role Playing giving dozens of new
  character professions and hundreds of new
  character options : training packages, tal-
  ents, flaws, skills, races, cultures, etc . Get
  the most out of your characters and feel
  the power of the Rolemaster system with
  this exciting core support book .
  ST #5806 . . . .. . . . . . . . . . . . . .
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  . . . . . . . . . . . . . . .. . . . . $20.00
  CREATURES 8L MONSTERS-
  Encounter dragons, sprites, gorgons,
  sabertooth tigers, and foes of all stripes,
  spots, and scales. Even a herd of elephants
  or a leviathan dragon is not too big for
  ICE's comprehensive beastiary for Rolemas-
  ter . This is a compendium of information
  and statistics for two key elements of fan-
  tasy role playing : creatures and encounters .
  ST #5802
  .. . . . . . . . . . . . . .
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  "COMPANION" PRODUCTS
  Companions contain optional material
  that will add even more detail and/or depth
  to your game-generally focusing on a spe-
  cific theme. Some topics/titles coming in
  2000 include : Arcane Companion- (introduc-
  ing a fourth realm of magic), Essence Com-
  panion," Channeling Companion,- Mentalism
  Companion,- Treasure Companion,' and Mar-
  tial Arts Companion."
  Iron Crown Enterprises
  P.O. Box 1605
  Charlottesville, VA 22902
  www.ironcrown.com
  1-877-ICE-GAME
  1-877-423-4263
  ICE BLADELANDS7" PRODUCTS
  Planned for release in 2000, the official
  game setting for Rolemaster is the shrouded
  Bladelands! In this dark world, magic governs
  the very existence of all the peoples; but the
  common folk are terrified of the great magicks
  that run amok in the world. Insane wizards,
  power-hungry sorcerers, and the ruthless Gorlu
  make for the dark tone of the comprehensive
  fantasy setting.
  There are two ways to explore the Bladelands
  setting . For those that want to digest the world
  in smaller chunks and focus on a campaign-
  style of adventuring, there are the "sagas."
  When played in isolation, the sagas are com-
  plete mini-campaigns with over a hundred
  hours of gaming in each boxed set . However,
  when played in a series, theGM and the play-
  ers get to experience the epic stories that are
  woven into the fabric of the Bladelands set-
  ting .
  For those that want a more comprehensive
  view of the world (with less "adventure" ma-
  terial), there is the Bladelands World Set. This
  boxed set contains a more detailed examina-
  tion of the major cultures and races and the
  major geographical regions . The world set will
  receive many support products that explore
  individual regions in more detail .
  There will be many other types of support
  products including a book of non-player char-
  acters (many of which play important roles in
  the sagas as well as the complete stats on the
  "in-house" characters used in the development
  of the Bladelands), a book detailing the pow-
  ers and abilities derived from the mystical
  Hues, and many others!
  ROLEMASTER SOURCEBOOKS
  These products contain optional rules
  and information that will help expand the
  game into new horizons .
  . ..and a 10-Foot Pole- - A comprehensive
  compilation of equipment and gear for all
  eras-from the Stone Age to the Informa-
  tion Age. Suitable for any any role playing
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  ST #5703 . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . $20.00
  More products are planned. So, keep
  your eyes peeled for more information on
  ICE's website (www.ironcrown.com)!
  
  The city was abnormally quiet. Bennet could hear water dripping
  from a pipe somewhere. He wondered if his next breakout would
  featureplumbing. :.the last three had been all too wet! Wait a sec.
  That's no leak. It's a footstep!
  Bennet whirled and wished he's loosened his first throwing knife a
  little sooner. How many? More than five! This was going to be worse
  than ugly. They'd overpower him, rather than killing him quick. The
  gangs on this turfalways liked a good torture show. He'd die 10 million
  deaths and then they'dput him down. ..better be too lethal for theirfun!
  Your sword cuts deep into an enemy's
  quadricep and blood fountains 4 feet
  high. Does he expire immediately?
  Or can he deliver one last amazing
  stroke that takes your head from your
  shoulders, helmet and all?
  A nicely placed arrow takes down
  your foe's mount . Is her neck broken?
  Or does she roll to her feet and let
  loose 3 throwingstars that cause your
  voicebox to part company with your
  throat?
  1-55806-374-9
  ICE 1600
  Published by:
  9 "781558"063747"
  ICE, Inc.
  Printed in Canada #5705
  More cool things inside :
  " Detailed critical results
  " Weapons & attacks for all eras
  " Conversions for major RPGs
  " Complete combat rules
  L) frre
  s
  P.O . Box 1605, Charlottesville,vA 22902 USA
  http ://www.ironcrown .com
  This ultimate combat sourcebook
  answers such questions in heartstopping
  detail . Use it with any RPG system!
  A multitude of weapons, critical results,
  and suggestions for realism in fist
  fights, duels, battle axe versus battle axe,
  and more .
  
SOURCE: textdata/thevault/ Any (Any System ; Generic)/Any System - Iron Crown Enterprises - Sourcebook - 10 Million Ways to Die.pdf