Critical Hit Tables [optional]

Normally, when an attacker rolls a critical "10", an additional die is rolled, and that value is added to the first [and if a second 10 is rolled, a third roll is made, and so on, until the die roll is not 10] to generate the total attack roll, the result of which is a big ass attack that impresses people. However, for added theatrical enjoyment, use these Critical Hit Tables below to deliver decisive, and very specific, effects to reward Critical Hit attacks. Be warned that some of the results on these tables may yield immediate death of the target.

Critical Hit Determination:

On a successful attack roll, if a critical hit (10) is rolled, then the character is eligible for a roll on the Critical Hits Table.

A crit's Modifier (A - H) is determined by how many points over the defender's defense roll the attack was made. The modifier is then added to a Percentile (d100) roll + Stat + Skill sum that is used to determine the Critical Hit outcome on the appropriate Crit table.

Crit. Modifier Table

Points over Defense Roll Crit.Modifier

1-5 A (+0)

6-10 B (+5)

11-15 C (+10)

16-20 D (+15)

21-25 E (+20)

26-30 F (+25)

31-35 G (+30)

36+ H (+35)

To determine the Critical Hit Result: Combine Skill + Stat + Crit. Mod.(from table above) + Percentile(d100), then consult the appropriate table below, depending on type of strike.

Note:

Firearms are rolled on the Puncture Crit Table.

Automatic Fire/Shrapnel on the Shrapnel Table.

The Slashing, Brawling, and Vehicular Crit tables are not seperated by Hit Location. (i.e. Hit Location is determined by the Crit. description itself.)

Extra Hits (damage points) listed in the Crits: 4 Hits = 1 Wound Table damage box .

Weapon-to-Crit Table Run-down


1. Puncture Crit Table: Any projectile weapons or weapons that pierce targets or impale go under this crit table. Includes everything from Firearms to Spears and Arrows.

2. Impact Crit Table: Any weapon with a blunt-style attack, such as a lead pipe, or a baseball bat. Shotguns use this table.

3. Slashing Crit Table: Includes any weapon that incorporates a slashing edge, such as a knife or sword.

4. Brawling Crit Table: Includes any hand-to-hand fighting, or rock throwing (don't ask me why).

5. Shrapnel Crit Table: Any weapon that explodes (i.e. Grenades, Bombs, etc.).

6. Heat/ Incindiary Crit Table: Any laser or flame weapons.

7. Electrical Crit Table: Any attack that incorporates Electricity (i.e. Taser, Lightning bolt, Plasma gun, etc.).

8. Internal Injury Crit Table: Any attack that would be considered severe bludgeon damage, such as being hit by a vehicle, falling from a great height, being slammed by something big and nasty.

9. Vehicular Crit Table: Used when attacking vehicles.

Note: All Crit tables, except for Brawling, Slashing, and Vehicular, are separated by specific body locations. When attacks are extremely specific, any additional wound damage called for in the Crtical Hit Table applies to the appropriate extremity or body location. The specificity is basically there just to wig you out...

In addition, you will occasionally find references to +20 or -5 or whatever to yours,or your foe's, attacks and defenses. These are legacy from another game system. use the scale factor of 0.25 for D:HT, and assume the bonus or penalty affects the total Prime or CUF roll of rhte affected character. Example: +25 to your next attack, rounded down, means your next attack is Prime + 1d10. + 6 from the Critical Hit Bonus applied... One more thing: where rounds are referenced in these tables, substitute Turns...in other words, stunning a foe for 3 rounds on this table is really 1 D::HT roun, or 3 turns, or 9 seconds...

Puncture Crit Tables

Head / Neck
Torso
Arm (1-5: Upper Arm, 6-10: Lower Arm)
Leg (1-5: Upper Leg, 6-10: Lower Leg)


Puncture Head/Neck Crit Table

Roll Resulting Critical Strike

01-10 Zip.

11-20 +1 hit.

21-30 +2 hits.

31-40 Unbalance foe with a nice grazing strike. +3 hits.

41-50 Foe must parry next rnd. +4 hits

51-60 Strike along foe's neck. +5 hits. Foe is stunned 3 rnds.

61-70 Rip off foe's ear. +3 hits. Foe takes 2 hits/rnd, Hears at -50. Foe is stunned and unable to parry for 2 rnds.

71-80 Strike to foe's neck area. Foe takes 3 hits/rnd and is at -5. Foe is stunned for 2 rnds.

81-90 Strike foe's nose. There is a permanent scar. Foe takes 3 hits/rnd. Foe is stunned and unable to parry 3 rnds.

91-95 Strike along foe's neck. Foe is stunned for 4 rnds and can't parry for for 2 rnds. Add +15 to your next attack.

96-100 Strike through neck. Sever vein and artery. Foe can't breathe. Foe drops and dies of massive heart failure.

101-109 Strike to back of head. If foe has no helmet he dies. If foe has a helmet, +6 hits and foe is down for 6 rnds.

110 Strike through foe's eye. Foe dies instantly. add +10 to all friendly attacks within 30 feet next rnd.

111-119 Strike through foe's cheek. Foe drops and dies after 9 rnds of incapacity. Add +20 to your next attack.

120 Shot through both ears proves effective. Foe dies instantly. Add +20 to your attacks next 6 rnds. Nice shot.

121-129 Strike through foe's neck breaks backbone and severs spine. Foe is paralyzed from the neck down - permanently.

130 Strike through brain makes life difficult for foe. You have half rnd left to act. Add +20 to your next attack.

131-135 Strike to side of head. Foe is knocked out for 6 hours. +10 hits. If foe has no helmet, you kill him.

136-139 Strike to back of head. Foe dies in massive brain shock.

140 Strike through foe's eye. Foe dies instantly. Add +25 to your next attack.


Puncture Torso Crit Table

Roll Resulting Critical Strike

01-10 Zip.

11-20 +1 hit.

21-30 +2 hits.

31-40 Unbalance foe with a nice grazing strike. +3 hits.

41-50 Foe must parry next rnd. +4 hits

51-55 Blow across side. Foe must parry next rnd at -20. +3 hits.

56-60 Strike along foe's back. +4 hits. Foe must parry next rnd at -30.

61-65 Strike along foe's back. Foe is stunned for 1 rnd and takes 1 hit/rnd.

66-70 Minor side wound. Foe fights at -10.

71-75 Foe receives minor side wound. +2 hits. Foe is at -10. Foe takes 2 hits/rnd.

76-80 Strike to foe's lower back. Foe takes 3 hits/rnd. +5 hits. Foe is stunned and unable to parry during next rnd

81-85 Strike to chest. +5 hits. Foe takes 3 hits/rnd and fights at -15. Foe must parry next rnd.

86-90 Chest wound. Foe takes 4 hits/rnd. +5 hits. Foe fights at -10. Foe is stunned and unable to parry next rnd

91-95 Side wound. Foe takes 5 hits/rnd and is stunned for 6 rnds. Add +20 to your next attack.

96-100 Strike through foe's side destroys variety of organs. Foe fights normally 6 rnds then dies.

101-103 Strike foe in back. Foe is at -20 and takes 3 hits/rnd. Foe is stunned and unable to parry for 2 rnds.

104-110 Strike through foe's back severs a vein. Foe is stunned and unable to parry for 12 rnds - then dies.

111-115 Strike through foe's chest, severs a vein. Foe drops immediately and dies in 9 rnds due to shock and blood loss.

116-120 Nail sucker in lower back. Internal bleeding and shock kill foe in 6 rnds. Foe is down and out.

121-130 Strike through foe's kidneys. Foe is down. +9 hits. Foe dies after 6 rnds of very intense agony.

131-135 Major abdomenal wound. Foe takes 6 hits/rnd. +10 hits. Foe is stunned 6 rnds. Foe is at -30.

136-139 Shot through heart sends foe reeling back 10 feet to a spot suitable for dying.

140 Strike through both of foe's lungs. Foe drops and passes out. Foe dies in 6 rnds. Add +10 to your next attack.


Puncture Upper Arm Crit Table

Roll Resulting Critical Strike

01-10 Zip.

11-20 +1 hit.

21-30 +2 hits.

31-40 Unbalance foe with a nice grazing strike. +3 hits.

41-50 Foe must parry next rnd. +4 hits

51-60 Stun foe for 1 rnd. Add +10 to your next attack.

61-70 Strike to foe's upper arm. +3 hits. Foe takes 3 hits/rnd and is at -25. Foe is stunned 2 rnds.

71-80 Strike foe in left arm. Tear muscle and tendons. Foe takes 3 hits/rnd and fights at -25. Foe is stunned for 6 rnds.

81-90 Strike through muscle in foe's right arm. Foe is at -30 and takes 3 hits/rnd. Foe is stunned for 3 rnd.

91-99 Strike foe in shoulder. +3 hits. Foe is stunned and unable to parry for 2 rnds. Foe is at -20.

100 Strike through foe's right shoulder. Arm is useless. Foe is stunned 3 rnds. Add +10 to your next attack.

101-110 Strike foe's shoulder. Sever muscle and tendons. Arm is useless. Foe takes 3 hit/per rnd. Foe is stunned 6 rnds.

111-120 Strike foe in right arm, bone is broken. Foe is stunned and unable to parry for 3 rnds. +10 hits.

121-130 Strike foe in left arm. Arm is useless. Foe is stunned for 6 rnds. Foe takes 3 hits/rnd. +12 hits.

131-140 Sever artery in foe's arm. Foe is stunned for 12 rnds and then dies.


Puncture Lower Arm Crit Table

Roll Resulting Critical Strike

01-10 Zip.

11-20 +1 hit.

21-30 +2 hits.

31-40 Unbalance foe with a nice grazing strike. +3 hits.

41-50 Foe must parry next rnd. +4 hits.

51-60 Minor forearm wound. Foe is at -10 and takes 2 hits/rnd. +2 hits.

61-70 Minor forearm wound. Foe is stunned during next rnd. +2 hits. Foe is at -10 and takes 2 hits/rnd.

71-80 Forearm wound. Foe takes 3 hits/rnd and is at -10. +3 hits. Foe is stunned for 2 rnds.

81-90 Forearm wound. Foe takes 3 hits/rnd and is at -15. +5 hits. Foe is stunned for 2 rnds.

91-99 Strike through muscle in foe's right arm. Foe is at -30 and takes 3 hits/rnd. Foe is stunned for 3 rnds.

100 Strike shatters elbow in foe's right arm. +3 hits. Arm is useless. Foe is stunned 4 rnds and cannot parry for 2 rnds.

101-110 Strike foe in left arm. Tear muscle and tendons. Foe takes 3 hits/rnd and fights at -25. Foe is stunned for 6 rnds.

111-120 Strike foe in right arm, bone is broken. Foe is stunned and unable to parry for 3 rnds. +10 hits.

121-130 Strike foe in left arm. Arm is useless. Foe is stunned for 6 rnds. Foe takes 3 hits/rnd. +12 hits.

131-140 Sever artery in foe's arm. Foe is stunned for 12 rnds and then dies.


Puncture Upper Leg Crit Table

Roll Resulting Critical Strike

01-10 Zip.

11-20 +1 hit.

21-30 +2 hits.

31-40 Unbalance foe with a nice grazing strike. +3 hits.

41-50 Foe must parry next rnd. +4 hits.

51-60 Minor thigh wound. Foe takes 3 hits/rnd.

61-70 Thigh strike. If foe has leg armor +3 hits. If foe has no armor, +2 hits and 3 hits per rnd.

71-80 Strike to upper leg. Foe takes 2 hits/rnd. +2 hits. Foe is stunned next rnd.

81-90 Minor thigh wound. Foe takes 2 hits/rnd. +3 hits. Foe must parry 2 rnds.

91-100 Strike to thigh. Foe takes 3 hits/rnd. +5 hits. Foe is stunned 2 rnds. Foe is at -10.

101-110 Thigh wound. Foe takes 4 hits/rnd. +5 hits. Foe is stunned and unable to parry next rnd. Foe fights at -10.

111-120 Thigh wound. Foe takes 5 hits/rnd. +6 hits. Foe is stunned and unable to parry 2 rnds. Foe fights at -15.

121-130 Strike through foe's hip. Foe takes 3 hits/rnd. Foe is stunned next 3 rnds and is at -25. +5 hits.

131-140 Strike through leg severs an artery. Foe drops, lapses into unconsciousness, and dies after 12 rnds.


Puncture Lower Leg Crit Table

Roll Resulting Critical Strike

01-10 Zip.

11-20 +1 hit.

21-30 +2 hits.

31-40 Unbalance foe with a nice grazing strike. +3 hits.

41-50 Foe must parry next rnd. +4 hits.

51-65 Hit to foe's foot. Foe takes 1 hits/rnd. +2 hits.

66-80 Minor calf wound. Foe takes 2 hits/rnd.

81-90 Strike lower leg. Tear tendons. Foe is at -25. Foe is stunned next rnd. +3 hits.

91-100 Strike to foe's calf. Slash muscle. Foe is at -40 +3 hits. Foe is stunned and unable parry next rnd.

101-110 Strike to lower leg. Slash muscle and tendons. Foe is at -50. +5 hits. Foe is stunned and unable to parry for 2 rnds.

111-120 Strike to lower leg. Slash muscle and cartilage. Foe is at -50. +6 hits. Foe is stunned and unable to parry for 2 rnds.

121-129 Strike through lower leg. Foe is stunned and unable to parry for 3 rnds. Sever muscle. Foe is at -75.

130 Strike shatters foe's knee. Foe is knocked down, is at -90 and stays down for 3 rnds. Foe is unable to parry for 2 rnds.

131-140 Strike through leg severs an artery. Foe drops, lapses into unconsciousness, and dies after 12 rnds.

Impact Crit Tables

Head / Neck
Torso
Arm (1-5: Upper Arm, 6-10: Lower Arm)
Leg (1-5: Upper Leg, 6-10: Lower Leg)


Impact Head/Neck Crit Table

Roll Resulting Critical Strike

01-10 Nary a whisper. +0 hits.

11-20 +2 hit

21-30 Foe is spun about. +3 hits.

31-40 Foe is unbalanced. +4 hits and foe must parry 1 rnd.

41-50 Blast stuns foe for 1 rnd. +6 hits.

51-60 Foe is spun about and reels backwards 10 feet. +15 hits. Foe is stunned 2 rnds.

61-70 Foe is knocked down. +20 hits. Foe is out of action 3 rnds.

71-80 Blast to foe's head. +20 hits. If foe has no helmet, he is knocked out and in a coma for 1 month. If foe has helmet he is knocked out for 1 day.

81-90 Blast crushes foe's throat, foe will suffocate in 12 rnds. +20 hits.

91-99 Blow to upper head area. If foe has no helmet, he is dead. Otherwise, foe is in a coma for 2 weeks. +25 hits.

100 Blow to foe's head. If foe has no helm you kill him. If foe has a helmet he is out for 3 hours.

101-109 Blast crushes foe's skull foe drops and dies in 3 rnds in brain damage. +25 hits.

110 Head strike. +25 hits. If foe has a helm, it is broken and foe is knocked down an out for 1 day. If no helm, foe dies due to the skull fracture in 3 rnds.

111-119 Blast to foe's collar area severs windpipe. Foe cannot breath or fight. +25 hits. Foe dies in 12 long rnds.

120 Blast shatters skull into thousands of lost particles. Foe dies instantly. Direct hit. Fine shot.

121-129 Blow shatters foe's jaw. Foe's brain is damaged. +50 hits. Foe dies after 3 rnds of inactivity.

130 Blast to foe's head crushes skull. Foe dies immediately. Add +10 to your next action.

131-132 Blow to back of neck paralyzes foe from the shoulder down. +30 hits. Foe is unhappy.

133-139 Blast crushes skull. Foe dies immediately. Add +20 to your next action.

140 Blast annihilates foe's entire skeleton. Foe is reduced to a gelatinous pulp.



Impact Torso Crit Table

Roll Resulting Critical Strike

01-10 Nary a whisper. +0 hits.

11-20 +2 hits.

21-30 Foe is spun about. +3 hits

31-40 Foe is unbalanced. +4 hits and foe must parry 1 rnd.

41-50 Blast stuns foe for 1 rnd. +6 hits.

51-60 Blow to foe's abdomen. Foe is stunned and unable to parry next rnd. +8 hits.

61-70 Blow to foe's back. Foe is stunned and unable to parry next rnd. +12 hits.

71-75 Blow to foe's chest. +10 hits. Foe has broken ribs and torn cartilage, fights at -25.

76-80 Foe is knocked down. +20 hits. Foe is out of action 2 rnds.

81-85 Blow to foe's back tears cartilage, breaks ribs. +10 hits. Foe is stunned for 2 rnds and fights at -25.

86-90 Foe is knocked down. +20 hits. Foe is out of action 3 rnds.

91-99 Blast to foe's chest breaks ribs and stuns foe for 6 rnds. +20 hits. Foe is at -25.

100 Chest strike foe's knocked out 3 rnds. +25 hits.

101-105 Strike to foe's abdomen. +20 hits. If area not armored, foe dies in 6 rnds due to organ loss. If armored, foe stunned 12 rnds

106-109 Foe is knocked down. +15 hits. Foe is out of action for 2 rnds. Add +5 to your next attack.

110 Blast to foe's backbone paralyze foe. Foe is immobilized until aided.

111-115 Blast to side crushes a variety of organs. Foe dies of internal bleeding, after 6 rnds inactivity. +30 hits.

116-119 Blast to foe's chest. Foe dies immediately after sudden brain shock.

120 Blast to abdomen . Foe dies of massive shock and organ failure in 6 rnds.

121-125 Blast crushes bone in foe's lower body. Foe finds life hard and dies in 3 rnds. +50 hits.

126-129 Blow to foe's side. +25 hits. Bone is driven into foe's kidneys and foe dies of shock in 1 rnd.

130 Chest disruption. Foe's lungs and heart explode. Foe dies instantly. Add +25 to your next action.

131-139 Blast drives bone through foe's lungs. Foe drops and dies after 6 rnds of intense agony. Sad. +30 hits.

140 Blast annihilates foe's entire skeleton. Foe is reduced to a gelatinous pulp.


Impact Upper Arm Crit Table

Roll Resulting Critical Strike

01-10 Nary a whisper. +0 hits.

11-20 +2 hit.

21-30 Foe is spun about. +3 hits.

31-40 Foe is unbalanced. +4 hits and foe must parry 1 rnd.

41-50 Blast stuns foe for 1 rnd. +6 hits.

51-70 Foe is unbalanced and must parry for 2 rnds. +12 hits.

71-90 Foe is spun about and reels backwards 10 feet. +15 hits. Foe is stunned 2 rnds.

91-100 Blast to foe's left arm. Foe is stunned 3 rnds. Foe has a shattered shoulder.

101-109 Foe now has a broken left arm. Foe loses use of arm and is stunned 1 rnd. +10 hits.

110 Blast breaks foe's left shoulder. Arm is useless. +20 hits. Foe must parry next rnd. +7 hits.

111-119 Blow breaks foe's right arm. Arm is useless. Foe is stunned 1 rnd. +15 hits.

120 Blow shatters foe's right shoulder. +15 hits. Arm is useless. Foe is stunned next rnd.

121-129 Blow breaks both of foe's arms and knocks foe down. +20 hits. Foe is down 3 rnds and has 2 useless arms.

130 Blow breaks both of foe's arms. Foe is knocked down, is at -90 and is stunned for 3 rnds.

131-139 Blast crushes bone in foe's arm. Broken bone severs a vein. Foe is stunned and unable to parry for 12 rnds and then dies. +35 hits

140 Blast annihilates foe's entire skeleton. Foe is reduced to a gelatinous pulp.


Impact Lower Arm Crit Table

Roll Resulting Critical Strike

01-10 Nary a whisper. +0 hits.

11-20 +2 hit.

21-30 Foe is spun about. +3 hits

31-40 Foe is unbalanced. +4 hits and foe must parry 1 rnd.

41-50 Blast stuns foe for 1 rnd. +6 hits.

51-70 Foe is unbalanced and must parry for 2 rnds. +12 hits.

71-90 Foe is spun about and reels backwards 10 feet. +15 hits. Foe is stunned 2 rnds.

91-100 Blow to foe's lower arm breaks a bone. Foe is at -25. +15 hits. Foe is stunned and unable to parry for 3 rnds.

101-109 Foe now has a broken left arm. Foe loses use of arm and is stunned 1 rnd. +10 hits.

110 Blast breaks foe's elbow in left arm. Arm is useless. +20 hits. Foe must parry next rnd. +7 hits.

111-119 Blow breaks foe's right arm. Arm is useless. Foe is stunned 1 rnd. +15 hits.

120 Blow shatters foe's elbow in right arm. +15 hits. Arm is useless. Foe is stunned next rnd.

121-129 Blow breaks both of foe's arms and knocks foe down. +20 hits. Foe is down 3 rnds and has 2 useless arms.

130 Blow breaks both of foe's arms. Foe is knocked down, is at -90 and is stunned for 3 rnds.

131-139 Blast crushes bone in foe's arm. Broken bone severs a vein. Foe is stunned and unable to parry for 12 rnds and then dies. +35 hits.

140 Blast annihilates foe's entire skeleton. Foe is reduced to a gelatinous pulp.


Impact Upper Leg Crit Table

Roll Resulting Critical Strike

01-10 Nary a whisper. +0 hits.

11-20 +2 hit.

21-30 Foe is spun about. +3 hits.

31-40 Foe is unbalanced. +4 hits and foe must parry 1 rnd.

41-50 Blast stuns foe for 1 rnd. +6 hits.

51-60 Foe is unbalanced and must parry for 2 rnds. +12 hits.

61-70 Foe is spun about and reels backwards 10 feet. +15 hits. Foe is stunned 2 rnds.

71-80 Foe is knocked down. +15 hits. Foe is out of action 2 rnds.

81-90 Blow knocks foe down. +20 hits. Foe is down for 3 rnds.

91-100 Foe is knocked down. +20 hits. Foe is out of action 3 rnds.

101-110 Blow breaks foe's hip. Foe fights at -50. +20 hits. Foe is stunned and unable to parry 3 rnds.

111-120 Foe has a broken thigh. +15 hits. Foe fights at -40 and is stunned for 3 rnds.

121-130 Blow breaks foe's hip. +20 hits. Foe fights at -60 and is stunned and unable to parry 4 rnds.

131-139 Blast crushes bone in foe's leg. Broken bone severs a vein. Foe is stunned and unable to parry for 12 rnds and then dies. +35 hits.

140 Blast annihilates foe's entire skeleton. Foe is reduced to a gelatinous pulp.


Impact Lower Leg Crit Table

Roll Resulting Critical Strike

01-10 Nary a whisper. +0 hits.

11-20 +2 hit.

21-30 Foe is spun about. +3 hits.

31-40 Foe is unbalanced. +4 hits and foe must parry 1 rnd.

41-50 Blast stuns foe for 1 rnd. +6 hits.

51-60 Foe is unbalanced and must parry for 2 rnds. +12 hits.

61-70 Foe is spun about and reels backwards 10 feet. +15 hits. Foe is stunned 2 rnds.

71-90 Foe is knocked down. +15 hits. Foe is out of action 2 rnds.

91-100 Foe is knocked down. +20 hits. Foe is out of action 3 rnds.

101-110 Blow breaks bone in foe's foot. Foe fights at -25 and is stunned 2 rnds.

111-120 Strike to foe's calf. +20 hits. Foe fights at -50 due to broken bone and torn tendons. Foe is stunned 3 rnds.

121-130 Blast crushes bone in foe's leg. Broken bone severs a vein. Foe is stunned and unable to parry for 12 rnds and then dies. +35 hits.

131-139 Blow shatters foe's knee. Foe is hobbled and is at -75. +20 hits. Foe is stunned and unable to parry for 9 rnds.

140 Blast annihilates foe's entire skeleton. Foe is reduced to a gelatinous pulp.

Shrapnel Crit Tables

Head / Neck
Torso
Arm (1-5: Upper Arm, 6-10: Lower Arm)
Leg (1-5: Upper Leg, 6-10: Lower Leg)


Shrapnel Head/Neck Crit Table

Roll Resulting Critical Strike

01-10 A grazing shot; no extra hits. Your gun just jammed.

11-20 Just a nick. +1 hit.

21-25 +2 hits.

26-30 Foe must parry next rnd. +3 hits.

31-35 Foe is staggered by your effort. He is stunned next rnd. +6 hits.

36-40 Foe urinates in fear. +7 hits.

41-45 Foe impressed with your hail of fire, is stunned for 2 rnds. +9 hits.

46-50 Foe fumbles weapon and is unable to parry when he is stunned next 2 rnds. +12 hits.

51-55 Grazing head strike stun foe for 3 rnds. He takes 2 hits/rnd. +13 hits. Add +25 to your next attack.

56-60 Blow along neck, chest and arm. Foe knocked down stunned for 4 rnds. Foe receives 4 hits/rnd and +17 hits.

61-65 Strikes to collar area. Foe is stunned for 5 rnds and arm is useless. Activity at -30 and foe receives 4 hits/rnd. +55 hits.

66-70 Strikes blow away ear and pierce hip. Foe at -30, can't parry for 2 rnds, stunned 6 rnds and takes 8 hits/rnd. +27 hits.

71-80 Foe loses one ear, and nose is lacerated. Hearing at -50. Stunned for 10 rnds if armored or out 3 hours if not. Foe receives 5 hits/rnd and +23 hits.

81-90 Strike to foe's head. If foe has helmet he is in coma for a month, otherwise he dies immediately. +30 hits.

91-95 Foe knocked back 15 feet without an arm, and with gashes in the neck. He is paralyzed by a broken spine and dies in 8 rnds. +35 hits.

96-99 Witless loser charges you as you sever his spine, hand and lacerate the side of his head. He falls in a heap, quite lifeless.

100 The head is messily separated from the shoulders.

101-105 Malicious blow to foe's face. He loses nose, cheekbone and a part of his skull. Foe is in coma until revived. Receives 4 hits/rnd and +25 hits.

106-109 Foe takes strikes to the chest and face. Lungs fill with blood, making breathing difficult. Poor fool expires in 3 messy rnds.

110 Foe brutalised in strikes to the side, cheek, neck and brain. Foe dies in 2 prone rnds. Add +10 to your next attack. +35 hits.

111-119 Impacts to middle and upper back and back of head. If unarmored, foe dies. Otherwise, he is stunned for 10 rnds. Takes 8 hits per rnd and +25 hits.

120 Poor sucker has a hole where his eye was to boot. It was quick.

121-129 Multiple strikes through foe's head. Foe finds life hard and dies immediately.

130 Foe hit in brain for a prompt demise. Good shot, +20 to your next attack.

131-135 The side of foe's head springs 3 leaks. Too late to call a plumber; he's dead.

136-139 A steady stream nails the sucker in brain, neck, heart, abdomen, and groin. Your allies within 50 feet add +10 their next attacks. You are out of ammunition.

140 Foe bursts into a bloody pulp. That's the way to do it.

Shrapnel Torso Crit Table

Roll Resulting Critical Strike

01-10 A grazing shot; no extra hits. Your gun just jammed.

11-20 Just a nick. +1 hit.

21-25 +2 hits.

26-30 Foe must parry next rnd. +3 hits.

31-35 Foe is staggered by your effort. He is stunned next rnd. +6 hits.

36-40 Foe urinates in fear. +7 hits.

41-45 Foe impressed with your hail of fire, is stunned for 2 rnds. +9 hits.

46-50 Foe fumbles weapon and is unable to parry when he is stunned next 2 rnds. +12 hits.

51-53 Foe hit in side and upper arm. He is stunned for 3 rnds and takes 5 hits/rnd. +10 hits.

54-56 Foe takes 3 side strikes. He is stunned for 6 rnds and bleeds 4 hits/rnd. +11 hits. Add +10 to your next action.

57-59 Foe staggers and parries for 3 rnds after receiving minor wounds to the chest and groin. Foe receives 3 hits/rnd and +15 hits.

60-62 Major wounds to foe's chest. He is stunned and unable to parry for 3 rnds. He takes 5 hits/rnd. +17 hits.

63-65 Blow along neck, upper chest and arm. Foe knocked down, stunned for 4 rnds. Foe receives 4 hits/rnd.+19 hits.

66-69 Multiple strikes along foes chest. Foe is stunned for 8 rnds and cannot parry for 4 rnds. Receives 2 hits/rnd and +20 hits.

70-73 Foe hit in hip and along both sides. He is stunned and unable to parry for 4 rnds, is at -45 and takes 2 hits/rnd. +13 hits.

74-77 Foe's left side and arm are perforated. Foe is at -40, stunned and unable to parry for 6 rnds. Foe takes 3 hits/rnd and +18 hits.

78-81 Strikes to lower back paralyze foe's legs. He is down (at -80 to action) and taking 4 hits/rnd.

82-84 Strikes to the side and leg. Foe experiences 9 hits/rnd for bleeding. Stunned and unable to parry for 5 rnds before passing out from shock. +21 hits. stunned for 10 rnds. takes 8 hits/rnd and +25 hits.

88-90 Several side and back wounds cause foe to parry in a stunned state for the next 13 rnds. Foe takes 9 hits/rnd and +28 hits.

91-95 Severe blows to foe's abdomen. Foe is stunned and unable to parry for 5 rnds. He is taking 10 hits/rnd and is at -95. +32 hits.

96-99 Foe knocked down. Strike kill an unarmored foe. Otherwise, he is stunned for 12 rnds, receiving 9 hits/rnd. +30 hits.

100 Poor sucker is without the lower half of his body. He is out and bleeding 20 hits/rnd. +45 hits. It was quick.

101-105 Sent spinning, foe is struck in the spine, the kidneys and loses a hand. This one is history in one rnd. +33 hits.

106-109 Several strikes take out the liver spleen and intestines. Poor slob fights for one messy rnd then drops. +34 hits.

110 Foe brutalized in strikes to side, cheek and neck. Foe dies in 2 prone rnds. Add +10 to your next attack. +35 hits.

111-114 Foe makes an excellent ventilator with holes in leg, side and chest. He expires in 1 rnd. +32 hits.

115-119 Foe knocked back with chest strikes. Aorta damage causes 2 hits/rnd. Lung lacerations will suffocate foe in 4 rnds. He is prone meanwhile. +21 hits.

120 Foe takes strikes to the chest. Lungs fill with blood, making breathing difficult. Poor fool expires in 3 messy rnds.

121-123 A classic example of unanesthetized surgery. You remove a plethora of vital organs. A bit sloppy. Foe is out and dies in 3 rnds.

124-126 You expose foe's chest cavity appropriate for pre med anatomy course. He is dead. Add+15 to your next action.

127-129 Spinal shot induces a bizarre twist. Arteries in chest and arm also severed. Foe is paralyzed and dies in 3 rnds.

130 Foe hit in heart for a prompt demise. Good shot. Add +20 to your next attack.

131-133 Witless loser charges you as you sever his spine, hand and lacerate the side of his head. He falls in heap quite lifeless.

134-136 Disembowelling stream of metal pummels foe's leg, abdomen and chest. He lapses into unconsciousness before dying in 4 rnds. +35 hits.

137-139 A steady stream nails the sucker in brain, neck, heart, abdomen and groin. Your allies within 50 feet gain +10 their next attacks. You are out of ammunition.

140 Foe bursts into a bloody pulp. That's the way to do it.


Shrapnel Upper Arm Crit Table

Roll Resulting Critical Strike

01-10 A grazing shot; no extra hits. Your gun just jammed.

11-20 Just a nick. +1 hit.

21-25 +2 hits.

26-30 Foe must parry next rnd. +3 hits.

31-35 Foe is staggered by your effort. He is stunned next rnd. +6 hits.

36-40 Foe urinates in fear. +7 hits.

41-45 Foe impressed with your hail of fire, is stunned for 2 rnds. +9 hits.

46-50 Foe fumbles weapon and is unable to parry when he is stunned next 2 rnds. +12 hits.

51-53 Strike to back and upper arm. Foe is stunned and unable to parry for 2 rnds. Foe receives 2 hits/rnd. +13 hits.

54-56 Foe hit in side and upper arm. He is stunned for 3 rnds and takes 5 hits/rnd. +10 hits.

57-59 Neck and arm strike cause 6 hits/rnd and +14 hits. Foe at -20 and stunned for 6 rnds.

60-65 Arm and leg strike. If armored, foe takes +12 hits. If not, he takes +17 hits and is bleeding at 4 hits/rnd, is at -40 and stunned for 10 rnds.

66-71 Blows along forearm and opposite shoulder. Arms less than useless. Foe receives 4 hits/rnd and +12 hits.

72-74 Blows to both arms and chest break several indigenous bones. Foe is stunned for 12 rnds, takes 8 hits/rnd and is unable to parry. +27 hits.

75-77 Blow along neck, upper chest and arm. Foe knocked down stunned for 4 rnds. Foe receives 4 hits/rnd and +17 hits.

78-81 Foe's left side and arm are perforated. Foe is at -40. stunned and unable to parry for 6 rnds. Foe takes 3 hits/rnd and +18 hits.

82-87 Foe's left arm takes multiple lacerations. Receives 3 hits/rnd and operates at -40 foe is stunned and unable to parry next rnd. +18 hits.

88-93 You deliver ugly wounds to foe's arms and shoulders. Limbs are useless. Foe is at -60, stunned and unable to parry for 5 rnds. +25 hits.

94-100 Foe loses hand and arm is severely mangled. He is unable to for 5 rnds and is stunned for 20 rnds. Foe receives 6 hits/rnd and +24 hits.

101-110 Blows along forearm and opposite shoulder. Arms less than useless. Foe receives 4 hits/rnd and +12 hits.

111-115 Muscles and tendons in foe's arm and leg are torn beyond recognition. He takes 12 hits/rnd and is down for 20 rnds. +28 hits.

116-120 Strike destroys foe's weapon and neatly separates his arm from his body. Foe is in shock and prone taking 8 hits/rnd +30 hits.

121-125 Foe knocked down. Strikes kill an unarmored foe. Otherwise, he is stunned and unable to parry for 12 rnds, receiving 9 hits/rnd. +30 hits.

126-130 Foe knocked back 15 feet without an arm, and with gashes in the neck. He is paralyzed by a broken spine and dies in 8 rnds. +35 hits.

131-136 Bone splintered from one shoulder to the other. Additional thigh wound. Foe is prone taking 14 hits/rnd and equipment is destroyed.

137-139 Spinal shot induces a bizarre twist. Arteries in chest and arm also severed. Foe is paralyzed and dies in 3 rnds.

140 Foe bursts into a bloody pulp. That's the way to do it.


Shrapnel Lower Arm Crit Table

Roll Resulting Critical Strike

01-10 A grazing shot; no extra hits. Your gun just jammed.

11-20 Just a nick. +1 hit.

21-25 Hand strike, you hit foes weapon, damaging it and breaking one of foe's fingers.

26-30 Foe must parry next rnd. +3 hits.

31-35 Foe is staggered by your effort. He is stunned next rnd. +6 hits.

36-40 Foe urinates in fear. +7 hits.

41-45 Foe impressed with your hail of fire, is stunned for 2 rnds. +9 hits.

46-50 Foe fumbles weapon and is unable to parry when he is stunned next 2 rnds. +12 hits.

51-55 Hit along wrist. Foe receives 2 hits/rnd. Foe is stunned next rnd. +10 hits.

56-60 Strike to hand give +7 hits and foe is at -10.

61-70 Arm and leg strike. If armored, foe takes +12 hits. If not, he takes +17 hits and is bleeding at 4 hits/rnd, is at -40 and stunned for 10 rnds.

71-77 Two strikes to the thigh and one to forearm sadden foe. Foe receives

4 hits/rnd and +11 hits. Foe is stunned and unable to parry 3 rnds. He is at -50.

78-85 Foe's left side and arm are perforated. Foe is at -40. stunned and unable to parry for 6 rnds. Foe takes 3 hits/rnd and +18 hits.

86-91 Neck and arm strike cause 6 hits/rnd and +14 hits. Foe at -20 and stunned for 6 rnds.

92-99 Foe's left arm takes multiple lacerations. Receives 3 hits/rnd and operates at -40 foe is stunned and unable to parry next rnd. +18 hits.

100 Elbow shattered with forearm left dangling. Foe receives 6 hits/rnd as foe sees this and passes out. +20 hits.

101-104 Blows along forearm and opposite shoulder. Arms less than useless. Foe receives 4 hits/rnd and +12 hits.

105-109 Foe drops possessions after being struck in the arms. Foe takes +17 hits, stunned 5 rnds, -25 to actions and bleeds 6 hits/rnd.

110-119 Foe loses hand and arm is severely mangled. He is unable to for 5 rnds and is stunned for 20 rnds. Foe receives 6 hits/rnd and +24 hits.

120-125 You deliver ugly wounds to foe's arms and shoulders. Limbs are useless. Foe is at -60, stunned and unable to parry for 5 rnds. +25 hits.

126-129 Muscles and tendons in foe's arm and leg are torn beyond recognition. He takes 12 hits/rnd and is down for 20 rnds. +28 hits.

130 Sent spinning, foe is struck in the spine, the kidneys and he loses a hand. This one is history in one rnd. +33 hits.

131-135 Witless loser charges you as you sever his spine, hand and lacerate the side of his head. He falls in a heap, quite lifeless.

136-139 Spinal shot induces a bizarre twist. Arteries in chest and arm also severed. Foe is paralyzed and dies in 3 rnds.

140 Foe bursts into a bloody pulp. That's the way to do it.


Shrapnel Upper Leg Crit Table

Roll Resulting Critical Strike

01-10 A grazing shot; no extra hits. Your gun just jammed.

11-20 Just a nick. +1 hit.

21-25 +2 hits.

26-30 Foe must parry next rnd. +3 hits.

31-35 Foe is staggered by your effort. He is stunned next rnd. +6 hits.

36-40 Foe urinates in fear. +7 hits.

41-45 Foe impressed with your hail of fire, is stunned for 2 rnds. +9 hits.

46-50 Foe fumbles weapon and is unable to parry when he is stunned next 2 rnds. +12 hits.

51-55 Two shots to foe's leg. If armored, +4 hits. If not, +10 hits. Foe is stunned for 3 rnds.

56-60 Hit foe's back and upper leg. He is bloody and knocked 10 feet away. Foe unable to parry for 5 rnds. 6 hits/rnd and +18 hits.

61-65 Arm and leg strike. If armored, foe takes +12 hits. If not, he takes +17 hits and is bleeding at 4 hits/rnd, is at -40 and stunned for 10 rnds.

66-70 Foe hit in hip and along both sides. He is stunned and unable to parry for 4 rnds, is at -45 and takes 2 hits/rnd. +13 hits.

71-74 Two strikes to the thigh and one to forearm sadden foe. Foe receives 4 hits/rnd and +11 hits. Foe is stunned and unable to parry 3 rnds. He is at -50.

75-77 Foe doubles over with hits to the shin, thigh and groin. He receives 5 hits/rnd is prone for 4 rnds and is permanently sterile. +15 hits.

78-80 Foe stunned for 5 rnds by strikes to the calf and thigh of both legs. He is down and taking 5 hits/rnd and is at -50. +16 hits.

81-85 Foe's leg riddled. he is at -50 with 4 hits/rnd and also stunned for 5 rnds. +17 hits.

86-90 Tendons in both legs are slashed. Foe is at -50 and is taking 4 hits/rnd. He is out for 2 rnds and stunned for 5 more. Too bad.

91-94 Leg muscles and tendons slashed by strikes to calf and thigh. Foe stunned and unable to parry for 8 rnds takes 5 hits/rnd and is at -75. +25 hits.

95-99 Foe pummeled in the side and hip. Immobilized until aided. He takes 6 hits/rnd and +20 hits.

100 Hits in shin, knee, hip and side down foe in a convulsive heap. He is down for 24 rnds and at -90. He takes 8 hits/rnd. +27 hits.

101-104 Strikes to the side and leg. Foe experiences 9 hits/rnd for bleeding. Stunned and unable to parry for 5 rnds before passing out from shock. +21 hits.

105-109 You lacerate Foe's thigh and hip joint. He is in a week long coma taking 5 hits/rnd. +22 hits.

110 Hip is destroyed. Foe finds life hard and dies in 9 rnds.

111-116 Both thighs and groin very severely torn. Foe takes 10 hits/rnd, is down and stunned for 20 rnds. +23 hits. Embarrassing.

117-119 Muscles and tendons in foe's arm and leg are torn beyond recognition. He takes 12 hits/rnd and is down for 20 rnds. +28 hits.

120 Poor sucker is without the lower half of his body. He is out and bleeding 20 hits/rnd. +45 hits. It was quick.

121-126 Foe knocked down. Strikes kill an unarmored foe. Otherwise, he is stunned and unable to parry for 12 rnds, receiving 9 hits/rnd. +30 hits.

127-129 Bone splintered from one shoulder to the other. Additional thigh wound. Foe is prone taking 14 hits/rnd and equipment is destroyed.

130 Foe makes an excellent ventilator with holes in leg, side and chest. He expires in 1 rnd. +32 hits.

131-136 Foe loses both legs to your razing assault. He is in shock, taking 14 hits/rnd, and will die anyway in 6 rnds. +30 hits.

137-139 Disembowelling stream of metal pummels foe's leg, abdomen and chest. He lapses into unconsciousness before dying in 4 rnds. +35 hits.

140 Foe bursts into a bloody pulp. That's the way to do it.


Shrapnel Lower Leg Crit Table

Roll Resulting Critical Strike

01-10 A grazing shot; no extra hits. Your gun just jammed.

11-20 Just a nick. +1 hit.

21-25 +2 hits.

26-30 Foe must parry next rnd. +3 hits.

31-35 Foe is staggered by your effort. He is stunned next rnd. +6 hits.

36-40 Foe urinates in fear. +7 hits.

41-45 Foe impressed with your hail of fire, is stunned for 2 rnds. +9 hits.

46-50 Foe fumbles weapon and is unable to parry when he is stunned next 2 rnds. +12 hits.

51-55 Foe must parry next rnd at -40 as metal is too close for comfort. +6 hits.

56-60 Two shots to foe's leg. If armored, +4 hits. If not, +10 hits. Foe is stunned for 3 rnds.

61-65 Strike to calf give +7 hits and foe is at -10.

66-75 Strike foe's knee and calf. Foe receives 4 hits/rnd and foe is at -40. +12 hits.

76-85 Arm and leg strike. If armored, foe takes +12 hits. If not, he takes +17 hits and is bleeding at 4 hits/rnd, is at -40 and stunned for 10 rnds.

86-91 Foe stunned for 5 rnds by strikes to the calf and thigh of both legs. He is down and taking 5 hits/rnd and is at -50. +16 hits.

92-99 Foe's leg riddled. he is at -50 with 4 hits/rnd and also stunned for 5 rnds. +17 hits.

100 Foe doubles over with hits to the shin, thigh and groin. He receives 5 hits/rnd is prone for 4 rnds and is permanently sterile. +15 hits.

101-105 Tendons in both legs are slashed. Foe is at -50 and is taking 4 hits/rnd. He is out for 2 rnds and stunned for 5 more. Too bad.

106-109 Leg muscles and tendons slashed by strikes to calf and thigh. Foe stunned and unable to parry for 8 rnds takes 5 hits/rnd and is at -75. +25 hits.

110 You cut down at the knees. Foe is immobilized and at -120. He receives 10 hits/rnd and is stunned for 12 rnds.

111-114 Strikes to the side and leg. Foe experiences 9 hits/rnd for bleeding. Stunned and unable to parry for 5 rnds before passing out from shock. +21 hits.

115-119 Hits in shin, knee, hip and side down foe in a convulsive heap. He is down for 24 rnds and at -90. He takes 8 hits/rnd. +27 hits.

120 Muscles and tendons in foe's arm and leg are torn beyond recognition. He takes 12 hits/rnd and is down for 20 rnds. +28 hits.

121-129 Foe knocked down. Strikes kill an unarmored foe. Otherwise, he is stunned and unable to parry for 12 rnds receiving 9 hits/rnd. +30 hits.

130 Foe makes an excellent ventilator with holes in leg, side and chest. He expires in 1 rnd. +32 hits.

131-136 Foe loses both legs to your razing assault. He is in shock, taking 14 hits/rnd, and will die anyway in 6 rnds. +30 hits.

137-139 Disembowelling stream of metal pummels foe's leg, abdomen and chest. He lapses into unconsciousness before dying in 4 rnds. +35 hits.

140 Foe bursts into a bloody pulp. That's the way to do it.

Heat/ Incindiary Crit Tables

Head / Neck
Torso
Arm (1-5: Upper Arm, 6-10: Lower Arm)
Leg (1-5: Upper Leg, 6-10: Lower Leg)



Heat Head/Neck Crit Table

Roll Resulting Critical Strike

01-10 Hot air. +0 hits.

11-20 +1 hit.

21-30 Strong heat; little effect. +3 hits.

31-40 Blast unbalances foe. +4 hits.

41-50 Light burns. Foe must parry 1 rnd. +5 hits.

51-60 Minor burns force foe to parry for 2 rnds. +8 hits and 1 hit/rnd.

61-70 Hot smoke blinds foe. Foe is stunned and unable to parry for 1 rnd. +12 hits.

71-80 Blast stuns foe for 2 rnds. If foe has helmet, he takes 8 hits and 2 hits/rnd. If not, he takes 11 hits and 4 hits/rnd.

81-90 Blast to foe's neck area. If foe has neck armor, he is stunned and unable to parry for 3 rnds. If not, foe is down and taking 8 hits/rnd.

91-99 Head strike. Foe is blinded and fights at -95 for 6 rnds. If foe has helmet, 8 hits/rnd and loses 50% of head hair. If foe has no helmet he dies in 6 rnds due to burns in mouth, throath and lungs.

100 Neck blast. If foe has neck armor, he takes 3 hits/rnd and fights at -10. If not foe is unconscious and takes 10 hits/rnd.

101-109 Head strike. If foe has full helmet, his eyes are destroyed, foe is in a coma for 2 days. If not, foe dies in 6 rnds due to massive shock and brain damage. +20 hits.

110 Searing blast to foe's head. If foe has helm, he is knocked out and takes 7 hits/rnd. If not, he is in a 1 month coma and loses 50% of his Appearance. +15 hits.

111-119 Neck strike destroys foe's throat. Foe takes 12 hits/rnd and is inactive for 9 rnds. Foe then dies. +20 hits. Add +10 to your next roll.

120 Head strike. If foe has a helmet, he is knocked out and takes 5 hits/rnd. If not, foe is killed instantly, his head fully vaporized. Fine aim.

121-129 Foe inhales flame and gets parched throat and lungs. Foe expires in 12 painful rnds.

130 Foe's head is but a charred stump. Sadly, foe can't handle the loss and he dies instantly. Add +10 to your next roll.

131-135 Blast to foe's neck fuses vertebrae and unites skin with clothing. Very unpleasant. Foe is paralyzed permanently. +25 hits.

136-139 Foe is instantly dehydrated into dust. Add +10 to your next roll.

140 All that remains of foe are charred bits of teeth and bone. Add +20 to your next roll.


Heat Torso Crit Table

Roll Resulting Critical Strike

01-10 Hot air. +0 hits.

11-20 +1 hit.

21-30 Strong heat; little effect. +3 hits.

31-40 Blast unbalances foe. +4 hits.

41-50 Light burns. Foe must parry 1 rnd. +5 hits.

51-55 Foe's clothing ignites. Foe is stunned and unable to parry 1 rnd and takes 9 hits/rnd while aflame (2 rnds to extinguish fire). +12 hits.

56-60 Blast stuns foe for 2 rnds. +10 hits. Foe takes 2 hits/rnd.

61-65 Back blast. Foe is stunned 2 rnds. Foe takes 2 hits/rnd and fights at -5. +8 hits.

66-70 Chest blast. Foe is stunned and unable to parry 2 rnds. Foe takes 2 hits/rnd and fights at -10. +7 hits.

71-75 Back blast. Foe is knocked down, stunned 1 rnd and takes 2 hits/rnd.

76-80 Back blast. Foe is stunned for 2 rnds and is at -20. Burns deliver 2 hits/rnd. +8 hits.

81-85 Back blast. Foe is stunned for 2 rnds and unable to parry 1 rnd. Foe takes 2 hits/rnd and fights at -15.

86-90 Chest blast. Foe is stunned for 3 rnds. +15 hits. If no chest armor, foe takes 6 hits/rnd and fights at -25.

91-95 Chest blast. If foe has chest armor, it is destroyed. Foe takes +12 hits and is stunned 3 rnds. Otherwise, foe is knocked down, takes 6 hits/rnd and fights at -60.

96-99 Back blast. Foe is knocked down. +15 hits. Foe is out of action for 1 rnd. Foe takes 3 hits/rnd. Organic material on his back is destroyed.

100 Blast causes foe to drop what he is holding. Stunned and unable to parry 2 rnds and is at -15. +9 hits.

101-105 Blast burns both of foe's arms and all of upper chest. Foe loses use of both arms and is stunned 9 rnds. If foe has no chest armor, he dies due to shock and burns in 12 rnds. +15 hits.

106-109 Abdomen strike. If foe has abdomenal armor, it is destroyed, foe is knocked out and takes 2 hits/rnd. If not, foe dies in 6 rnds due to massive shock and brain damage. +20 hits.

110 Foe takes 4 hits/rnd from chest blast. Foe is stunned 2 rnds. If foe wears organic armor, it is useless. +10 hits.

111-115 Abdomen strike. If foe has abdomenal armor, it is destroyed, foe is knocked out and takes 2 hits/rnd. If not, foe dies in 12 inactive rnds due to organ damage.

116-119 Chest strike. If foe has chest armor, it is destroyed and foe dies of burns in 9 rnds. If not, foe's chest cavity is a hollow cinder and he dies instantly.

120 Chest blast knocks foe down. If arm armor, he takes 2 hits/rnd. If not, his right arm is useless and he takes 4 hits/rnd. +12 hits.

121-125 Foe's lower body is engulfed in flames. Foe dies in 9 rnds as a result of organ and tissue loss. +20 hits.

126-129 Foe's side is engulfed in flames. Foe dies in 6 rnds due to multiple compound fractures, tissue and organ loss and boiling blood. +20 hits.

130 Heat vaporizes foe's midsection, destroys foe's clothing, armor and all items he carries. Foe is cut in half and dies. Add +15 to your next roll.

131-135 Chest strike. All organic material on foe's body is destroyed. Foe dies of shock and nerve damage in 6 rnds. +25 hits.

136-139 Foe is instantly dehydrated into dust. Add +10 to your next roll.

140 All that remains of foe are charred bits of teeth and bone. Add +20 to your next roll.



Heat Upper/Lower Arm Crit Table

Roll Resulting Critical Strike

01-10 Hot air. +0 hits.

11-20 +1 hit.

21-30 Strong heat; little effect. +3 hits.

31-40 Blast unbalances foe. +4 hits.

41-50 Light burns. Foe must parry 1 rnd. +5 hits.

51-60 Arm strike. Burns stuns foe for 2 rnds. Foe takes 2 hits/rnd. All cloth on foe's right arm is burned off and foe drops whatever he is holding.

61-70 Blast to foe's right arm. If foe has arm armor, he takes 4 hits/rnd and fights at -15. If no arm armor, foe takes 5 hits/rnd and loses use of arm.

71-80 Blast to foe's left arm. Any organic material in or on his arms are destroyed. He is stunned 6 rnds, loses use of arm and fights at -50.

81-90 Foe loses weapon hand. Severe burns. Any item in hand possibly damaged. Foe is stunned and unable to parry for 3 rnds and takes 5 hits/rnd.

91-105 Blast to foe's left arm. He is stunned for 6 rnds, loses use of arm and fights at -50. Any organic material in or on his hands are destroyed.

106-120 Blast foe's left arm. If foe has arm armor, it is destroyed, foe loses his hand, and is stunned for 6 rnds. If not foe loses arm and is knocked out. +20 hits.

121-135 Blast burns both of foe's arms and all upper chest. Foe loses use of arms and is stunned for 9 rnds. +15 hits.

136-139 Foe is instantly dehydrated into dust. Add +10 to your next roll.

140 All that remains of foe are charred bits of teeth and bone. Add +20 to your next roll.



Heat Upper Leg Crit Table

Roll Resulting Critical Strike

01-10 Hot air. +0 hits.

11-20 +1 hit.
21-30 Strong heat; little effect. +3 hits.

31-40 Blast unbalances foe. +4 hits.

41-50 Light burns. Foe must parry 1 rnd. +5 hits.

51-60 Foe is stunned 2 rnds. If he has leg armor, he takes + 7 his and 1 hit/rnd. If not, he takes +10 hits and 3 hits/rnd.

61-70 Foe is stunned and unable to parry for 1 rnd. +9 hits and 2 hits/rnd. Foe fights at -5.

71-80 Foe is stunned and unable to parry for 1 rnd. If foe has leg armor, he takes +10 hits and 4 hits/rnd. If not, he takes +13 hits and 6 hits/rnd.

81-85 Foe is stunned and unable to parry 1 rnd. +10 hits. Foe takes 3 hits/rnd and fights at -10. Upper leg burns.

86-95 Searing blast burns foe's legs. Foe is stunned and unable to parry for 2 rnds. He takes 4 hits/rnd and fights at -10. +15 hits.

96-105 Leg strike. Foe burns 6 hits/rnd until extinguished (takes 1 rnd). Foe is stunned for 3 rnds. +10 hits.

106-115 Fire burns hip area. Foe is stunned and unable to parry for 2 rnds. Foe fights at -30. +12 hits.

116-120 Leg blast. If foe has leg armor he takes 2 hits/ rnd and is at -20. If not, massive tissue damage, foe's leg is useless and foe is at -80.

121-125 Foe's legs burns. Foe dies in 12 rnds due to nerve damage and burns. +20 hits.

126-135 Upper leg burns. Foe loses use of leg due to tissue loss, he is stunned and unable to parry 6 rnds, takes 3 hits/rnd and fights at -85. +15 hits.

136-139 Foe is instantly dehydrated into dust. Add +10 to your next roll.

140 All that remains of foe are charred bits of teeth and bone. Add +20 to your next roll.


Heat Lower Leg Crit Table

Roll Resulting Critical Strike

01-10 Hot air. +0 hits.

11-20 +1 hit.

21-30 Strong heat; little effect. +3 hits.

31-40 Blast unbalances foe. +4 hits.

41-50 Light burns. Foe must parry 1 rnd. +5 hits.

51-60 Foe is stunned 2 rnds. If he has leg armor, he takes + 7 his and 1 hit/rnd. If not, he takes +10 hits and 3 hits/rnd.

61-70 Foe is stunned and unable to parry for 1 rnd. +9 hits and 2 hits/rnd. Foe fights at -5.

71-80 Foe is stunned and unable to parry for 1 rnd. If foe has leg armor, he takes +10 hits and 4 hits/rnd. If not, he takes +13 hits and 6 hits/rnd.

81-90 Searing blast burns foe's legs. Foe is stunned and unable to parry for 2 rnds. He takes 4 hits/rnd and fights at -10. +15 hits.

91-105 Blast knocks foe down. Fire destroys any of foe's organic foot and calf covering. +10 hits.

106-115 Leg strike. Foe burns 6 hits/rnd until extinguished (takes 1 rnd). Foe is stunned for 3 rnds. +10 hits.

116-120 Leg blast. If foe has leg armor he takes 2 hits/ rnd and is at -20. If not, massive tissue damage, foe's leg is useless and foe is at -80.

121-125 Foe's legs burns. Foe dies in 12 rnds due to nerve damage and burns. +20 hits.

126-135 Lower leg burns. Foe loses foot, but wound is cauterized. Foe is stunned and unable to parry for 6 rnds, takes 3 hits/rnd and fights at -85. +15 hits.

136-139 Foe is instantly dehydrated into dust. Add +10 to your next roll.

140 All that remains of foe are charred bits of teeth and bone. Add +20 to your next roll.

Electrical Crit Tables

Head / Neck
Torso
Arm (1-5: Upper Arm, 6-10: Lower Arm)
Leg (1-5: Upper Leg, 6-10: Lower Leg)



Electrical Head/Neck Crit Table

Roll Resulting Critical Strike

01-10 Tiny bubbles. +0 hits.

11-20 +2 hit.

21-30 Unbalancing blast forces foe to parry 1 rnd. +5 hits.

31-40 Minor burns. Foe must parry next rnd at -10. +8 hits.

41-50 Zap stuns foe for 1 rnd. +10 hits.

51-65 Foe is spun about. 2 hits/rnd. Stunned for 1 rnd. +25 hits.

66-75 Strike knocks foe down. Foe is out 2 rnds and fights at -15 due to internal bleeding. +15 hits.

76-80 Blast floors foe; out 2 rnds. 2 hits/rnd and fights at -10. +25 hits.

81-90 Impact ruptures ear-drums and kills foe if he has no helm. Otherwise, he is out for 3 hours.

91-99 Strike contacts head and neck. If foe has helm, he is knocked out. If not, he dies in 3 rnds. +25 hits.

100 Head strike. If foe has helm he is knocked out; if not, he dies in 3 rnds due to shock and fractures. +30 hits.

101-105 Foe receives a lungful of plasma. Foe dies in 1 rnd. +25 hits.

106-109 Shocking blast to foe's neck. Foe dies in 6 rnds due to choking and internal bleeding. +20 hits.

110 Blast withers body below neck. Foe is paralyzed permanently from neck down. +40 hits. Add +10 to your next roll.

111-115 Temple strike. If foe has a helm, he is sent into a permanent coma: If not, he dies. +30 hits.

116-119 Wedge-shaped strike severs windpipe. Foe dies in 12 rnds. +30 hits.

120 Sizzling strike blasts through both eyes and into brain, killing foe.

121-129 Red-hot fragments of jaw drive into foe's brain. Foe dies in 3 rnds. +55 hits.

130 Direct hit. Surgical strike blows head into particles of matter which scatter into the wind.

131-135 Shock pulses through foe's nervous system. Foe dies in 6 rnds.

136-139 Foe's body is pulped, smoking ruin. Add +20 to next roll.

140 Unfortunate foe is reduced to a molten puddle. Fetch a mop.


Electrical Torso Crit Table

Roll Resulting Critical Strike

01-10 Tiny bubbles. +0 hits.

11-20 +2 hit.

21-30 Unbalancing blast forces foe to parry 1 rnd. +5 hits.

31-40 Minor burns. Foe must parry next rnd at -10. +8 hits.

41-50 Zap stuns foe for 1 rnd. +10 hits.

51-55 Back blast spins foe; he takes 2 hits/rnd. All small metal items on foe's back are melted. +15 hits.

56-60 Blow to back; foe is stunned and unable to parry for 1 rnd and fights at -5 due to burns. +10 hits.

61-65 Strike to side. Stunned 2 rnds and unable to parry next rnd. 3 hits/rnd. +25 hits.

66-70 Blast floors foe; out 2 rnds. 2 hits/rnd and fights at -10. +25 hits.

71-75 Back blow. Foe is stunned for 3 rnds and is unable to parry next rnd. Foe fights at -10 due to nerve damage.

76-80 Blistering blast sears skin Foe is stunned for 2 rnds. Fights at -25 and takes 3 hits/rnd. +15 hits.

81-85 Strike knocks foe down. Foe is out 2 rnds and fights at -15 due to internal bleeding. +15 hits.

86-90 Ripping back strike breaks ribs and snaps cartilage. Foe is stunned and unable to parry for 1 rnd and fights at -25. +15 hits.

91-100 Blast to foes abdomen. If foe has armor he is stunned for 6 rnds. If foe has no armor he fights 6 rnds then dies due to internal bleeding. +25 hits.

101-110 Brutal blast burns foes chest and abdomen. Foe dies in 6 rnds due to organ loss. +30 hits.

111-114 Focused blow takes foe down; out for 2 rnds. +20 hits. +5 to your next roll.

115-119 Blast squeezes abdomen. Foe dies in 4 rnds. +25 hits.

120 Chest strike breaks both arms. Foe is stunned and down for 3 rnds. Fights at -25.

121-124 Shock pulses through foe's nervous system. Foe dies in 6 rnds.

125-129 Side strike rifles through organs. Foe dies after 6 painful rnds of inactivity. +35 hits.

130 Foe's lungs and heart burn and implode. +30 hits. Add +25 to your next roll.

131-135 Heat wave, backbone is melted and foe dies of massive shock in 3 rnds. +35 hits.

136-139 Foe's body is pulped, smoking ruin. Add +20 to next roll.

140 Unfortunate foe is reduced to a molten puddle. Fetch a mop.


Electrical Upper Arm Crit Table

Roll Resulting Critical Strike

01-10 Tiny bubbles. +0 hits.

11-20 +2 hit.

21-30 Unbalancing blast forces foe to parry 1 rnd. +5 hits.

31-40 Minor burns. Foe must parry next rnd at -10. +8 hits.

41-50 Zap stuns foe for 1 rnd. +10 hits.

51-55 Distracted foe must parry for 2 rnds. +12 hits.

56-60 Sizzling blast stuns foe for 1 rnd. +14 hits. Add +5 to your next attack.

61-65 Crackling blast stuns foe for 2 rnds. +15 hits.

66-70 Blow causes delivers 2 hits/rnd. Stunned and unable to parry 1 rnd. He fights at -5. +15 hits.

71-75 Foe is thrown back 5 feet and must parry for 2 rnds. +20 hits.

76-80 Hot strike. Foe stunned and unable to parry for 1 rnd. He fights at -10. +15 hits.

81-90 Quick strike breaks left arm. Stunned for 2 rnds. +15 hits.

91-99 Blast breaks right arm. Foe fights at -20. Stunned 2 rnds. +15 hits.

100 Hammered blast shatters foe's left arm; he is stunned and unable to parry 3 rnds. +25 hits.

101-109 Blast to foes left arm stuns foe for 1 rnd. If foe has shield, it takes random malfunction. Otherwise foe's shoulder breaks.

110 Strike shatters right shoulder. Stunned for 3 rnds. 5 hits/rnd if metal armor is worn. +20 hits.

111-119 Numbing blast. Arms are useless due to nerve damage. Fights at -25.

120 Chest strike breaks both arms. Foe is down for 3 rnds. Foe fights at -90.

121-130 Snap breaks both arms; foe is down for 3 rnds. Foe fights at -90.

131-135 Shock pulses through foe's nervous system. Foe dies in 6 rnds.

136-139 Foe's body is pulped, smoking ruin. Add +20 to next roll.

140 Unfortunate foe is reduced to a molten puddle. Fetch a mop.


Electrical Lower Arm Crit Table

Roll Resulting Critical Strike

01-10 Tiny bubbles. +0 hits.

11-20 +2 hit.

21-30 Unbalancing blast forces foe to parry 1 rnd. +5 hits.

31-40 Minor burns. Foe must parry next rnd at -10. +8 hits.

41-50 Zap stuns foe for 1 rnd. +10 hits.

51-60 Powerful blast. Stunned and unable to parry for 1 rnd; drops all held objects. +25 hits.

61-70 Precision strike knocks foe down; fights at -20 and drops held objects.

71-80 Blast to left arm. If no shield, arms are useless due to nerve damage, stunned and unable to parry for 2 rnds, +15 hits. Otherwise, +20 hits.

81-90 Quick strike breaks left arm. Stunned for 2 rnds. +15 hits.

91-99 Blast breaks right arm. Foe fights at -20. Stunned 2 rnds. +15 hits.

100 Hammered blast shatters foe's left arm; he is stunned and unable to parry 3 rnds. +25 hits.

101-110 Snap breaks both arms; foe is down for 3 rnds. Foe fights at -90.

111-120 Numbing blast. Arms are useless due to nerve damage. Fights at -25.

121-130 Foe attempts to deflect blast with hands. Poor fool is down for 3 rnds and takes 3 hits/rnd. +25 hits.

131-135 Shock pulses through foe's nervous system. Foe dies in 6 rnds.

136-139 Foe's body is pulped, smoking ruin. Add +20 to next roll.

140 Unfortunate foe is reduced to a molten puddle. Fetch a mop.


Electrical Upper Leg Crit Table

Roll Resulting Critical Strike

01-10 Tiny bubbles. +0 hits.

11-20 +2 hit.

21-30 Unbalancing blast forces foe to parry 1 rnd. +5 hits.

31-40 Minor burns. Foe must parry next rnd at -10. +8 hits.

41-50 Zap stuns foe for 1 rnd. +10 hits.

51-60 Leg strike. Any metal greaves are destroyed, foe is stunned for 2 rnds. +15 hits.

61-65 Crackling blast stuns foe for 2 rnds. +15 hits.

66-70 Blow causes delivers 2 hits/rnd. Stunned and unable to parry 1 rnd. He fights at -5. +15 hits.

71-75 Foe is thrown back 5 feet and must parry for 2 rnds. +20 hits.

76-80 Hot strike. Foe stunned and unable to parry for 1 rnd. He fights at -10. +15 hits.

81-85 Blast floors foe. He is down 2 rnds. 2 hits/rnd and fights at -10. +25 hits.

86-90 Focused blow takes foe down for 2 rnds. +20 hits. Add +5 to your next attack.

91-95 Blistering blast sears skin. Foe is stunned 2 rnds, fights at -25 and takes 3 hits/rnd. +20 hits.

96-100 Brutal blast knocks foe down. Stunned for 2 rnds. Foe fights at -50. +15 hits.

101-110 Blast breaks thigh. Foe fights at -40 and is stunned for 3 rnds. +20 hits.

111-120 Shocking strike breaks hip. Foe fights at -50 and is stunned for 3 rnds. +25 hits.

121-130 Strike twists and breaks hip. Foe takes 5 hits/rnd and fights at -60. +25 hits.

131-135 Shock pulses through foe's nervous system. Foe dies in 6 rnds.

136-139 Foe's body is pulped, smoking ruin. Add +20 to next roll.

140 Unfortunate foe is reduced to a molten puddle. Fetch a mop.

Electrical Lower Leg Crit Table

Roll Resulting Critical Strike

01-10 Tiny bubbles. +0 hits.

11-20 +2 hit.

21-30 Unbalancing blast forces foe to parry 1 rnd. +5 hits.

31-40 Minor burns. Foe must parry next rnd at -10. +8 hits.

41-50 Zap stuns foe for 1 rnd. +10 hits.

51-60 Leg strike. Any metal greaves are destroyed, foe is stunned for 2 rnds. +15 hits.

61-65 Crackling blast stuns foe for 2 rnds. +15 hits.

66-70 Blow causes delivers 2 hits/rnd. Stunned and unable to parry 1 rnd. He fights at -5. +15 hits.

71-75 Foe is thrown back 5 feet and must parry for 2 rnds. +20 hits.

76-80 Hot strike. Foe stunned and unable to parry for 1 rnd. He fights at -10. +15 hits.

81-85 Blast floors foe. He is down 2 rnds. 2 hits/rnd and fights at -10. +25 hits.

86-90 Focused blow takes foe down for 2 rnds. +20 hits. Add +5 to your next attack.

91-95 Blistering blast sears skin. Foe is stunned 2 rnds, fights at -25 and takes 3 hits/rnd. +20 hits.

96-105 Blow to feet topples foe. Foe is out for 2 rnds and takes 3 hits/rnd. +15 hits.

106-110 Brutal blast knocks foe down. Stunned for 2 rnds. Foe fights at -50. +15 hits.

111-120 Calf strike burns muscle. Stunned for 3 rnds. Foe fights at -50. +25 hits.

121-130 Foe's feet are engulfed. Foe is stunned and unable to parry for 9 rnds. 6 hits/rnd. Foe fights at -75. +25 hits.

131-135 Shock pulses through foe's nervous system. Foe dies in 6 rnds.

136-139 Foe's body is pulped, smoking ruin. Add +20 to next roll.

140 Unfortunate foe is reduced to a molten puddle. Fetch a mop.

Internal Injury Crit Tables

Head / Neck
Torso
Arm (1-5: Upper Arm, 6-10: Lower Arm)
Leg (1-5: Upper Leg, 6-10: Lower Leg)


Internal Injury Head/Neck Crit Table

Roll Resulting Critical Strike

01-10 Glancing blow. +0 hits.

11-20 +2 hits.

21-30 Foe is stunned next rnd. +4 hits.

31-40 Foe must parry next 2 rnds. +6 hits.

41-50 Foe is stunned next 3 rnds. +5 hits and +1 hit/rnd.

51-60 Blow to foe's neck. Foe stunned for 6 rnds and may not parry 3 rnds. Foe operates at -30. +10 hits.

61-70 Blow off foe's ear. +9 hits. Foe takes 5 hits/rnd and hearing is at -50. Foe is stunned for 10 rnds.

71-80 Disrupting strike to middle of face. Foe is stunned and unable to parry for 12 rnds and takes 5 hits/rnd. Add +5 to your next attack.

81-90 Blow to side of foe's head. If foe has helmet he is coma for 1 week; otherwise he dies in 1 rnd due to minor brain damage. +15 hits.

91-99 Blow to collar area. Foe is stunned for 12 rnds and then dies due to choking. Meanwhile he operates at -80. +13 hits.

100 Blow to foe's neck. Foe is paralyzed from the shoulder down. +25 hits.

101-109 Strike to back of foe's head. The subsequent brain disruption kills foe instantly. +15 hits.

110 Strike disrupts foe's neck, severing his head from the rest of his body. Foe dies immediately. +20 hits.

111-119 Shot pulps foe's brain. He dies instantly. +25 hits. Add +15 to your next attack.

120 Head strike destroys brain. Foe is dead.

121-129 Blast blows out side of foe's head. Foe drops and takes 5 hits/rnd for 3 rnds before dying.

130 Foe's head explodes. He is very dead permanently.

131-135 Blast to foe's face destroys foe's eyes, ears, nose and throat. He dies after 4 painful rnds.

136-139 Head shot destroys brain in a gruesome display. Foe's lifeless, headless body tossed back 3 meters.

140 Foe's body ripped apart by cruel blast. He is no more. Good work.

Internal Injury Torso Crit Table

Roll Resulting Critical Strike

01-10 Glancing blow. +0 hits.

11-20 +2 hits.

21-30 Foe is stunned next rnd. +4 hits.

31-40 Foe must parry next 2 rnds. +6 hits.

41-50 Foe is stunned next 3 rnds. +5 hits and +1 hit/rnd.

51-55 Minor disrupting strike to foe's chest. Foe is stunned and unable to parry for 3 rnds and receives 3 hits/rnd.

56-60 Disruption in upper chest drops foe for 3 rnds. Foe takes 3 hits/rnd. +10 hits.

61-65 Disrupting blast along foe's back. Foe takes 4hits/rnd and is stunned for 5 rnds. +8 hits.

66-70 Strike foe in the side. Internal bleeding delivers 7 hits/rnd. Foe is stunned 8 rnds. Add +10 to your next attack.

71-75 Disruption of foe's lower back paralyzes him from the waist down. He is out for 20 rnds. +10 hits.

76-80 Major groin injury. Vitals destroyed. Foe stunned for 14 rnds and takes 4 hits/rnd.

81-85 Blow to foe's side. +12 hits. Foe takes 8 hits/rnd. He is stunned for 12 rnds and operates at -40.

86-90 Blast in chest collapses foe's lungs and breaks ribs. Foe operates at -50 for 4 rnds then slips into a coma. He dies 6 rnds thereafter. +12 hits.

91-95 Blow to side of lower abdomen. +15 hits. Internal bleeding causes 6 hits/rnd. Foe fights for 24 rnds then dies due to organ failure.

96-100 Variety of foe's abdominal organs explode. He takes 8 hits/rnd and is at -80 for 4 rnds before expiring. +30 hits.

101-105 Foe's chest ruptured. He takes 6 hits/rnd. In 3 rnds he drops and after 3 more, he dies.

106-110 Shattering blast destroys foe's kidneys and severs spine. +40 hits. Foe drops, then dies next rnd.

111-115 Foe's chest explodes from the inside. Heart destroyed. Foe drops then dies next rnd. +35 hits.

116-119 Blast shatters backbone and exposes upper chest cavity. Foe dies instantly. +45 hits.

120 Burst destroys lungs. Heart explodes. Foe falls and is inactive for 3 agonizing rnds before dying. +20 hits.

121-125 Disgusting strike guts through opponent. He is disembowelled and dies instantly. Add +20 to your next action.

126-129 Back blow sends foe reeling. Broken in half, foe drops and dies next rnd.

130 Foe's arm and side destroyed by disrupting blast. He is stunned and unable to parry for 8 rnds then dies. +35 hits.

131-135 Foe's backbone shattered by blast. He falls and dies after 6 quiet rnds due to massive organ failure. +40 hits.

136-139 Internal explosion sends rib fragments flying. Foe drops and dies immediately. Add +20 to your action for next 2 rnds.

140 Foe's body ripped apart by cruel disrupting blast. He is no more. Good work.



Internal Injury Upper Arm Crit Table

Roll Resulting Critical Strike

01-10 Glancing blow. +0 hits.

11-20 +2 hits.

21-30 Foe is stunned next rnd. +4 hits.

31-40 Foe must parry next 2 rnds. +6 hits.

41-50 Foe is stunned next 3 rnds. +5 hits and +1 hit/rnd.

51-70 Minor disruption gives foe 1 hit/rnd. He must parry 3 rnds.

71-80 Disrupt foe's bicep. +7 hits and 3 hits/rnd. Foe at -30 and stunned for 4 rnds.

81-90 Disrupting strike severs arm above the elbow. Foe takes 5 hits/rnd and is stunned for 8 rnds. He is at -50.

91-100 Right arm disrupted Foe at -40 and takes 6 hits/rnd. He is stunned and unable to parry 7 rnds. Arm is useless.

101-109 Left arm disrupted and useless, muscle destroyed and bone fractured. Stunned for 10 rnds and takes 4 hits/rnd. +14 hits.

110 Left shoulder bursts from inside. Arm is useless; will fall off if foe takes more than 25% activity. Foe is stunned and unable to parry 6 rnds. 5 hits/rnd. +10 hits.

111-120 Blast inside shoulder sends arm flying. Foe is stunned and unable to parry 12 rnds. +22 hits. 6 hits/rnd. Add +10 to your next attack.

121-130 Foe's right arm bursts open. It is destroyed. Foe takes 6 hits/rnd and is stunned for 36 rnds. +30 hits.

131-139 Foe's arm and side destroyed by disrupting blast. Foe is stunned and unable to parry 8 rnds then dies. +35 hits.

140 Foe's body ripped apart by cruel disrupting blast. He is no more. Good work.


Internal Injury Lower Arm Crit Table

Roll Resulting Critical Strike

01-10 Glancing blow. +0 hits.

11-20 +2 hits.

21-30 Foe is stunned next rnd. +4 hits.

31-40 Foe must parry next 2 rnds. +6 hits.

41-50 Foe is stunned next 3 rnds. +5 hits and +1 hit/rnd.

51-60 Minor flesh wound in foe's arm. Foe is forced to parry next 2 rnds. +8 hits.

61-70 Blast along forearm. +5 hits. Foe takes 3 hits/rnd and is at -25.

71-80 Blast to foe's forearm. Hand useless. +9 hits. Foe takes 5 hits/rnd.

81-90 Strike rips into foe's forearm. Arm is useless. Foe takes 4 hits/rnd and operates at -40. +12 hits.

91-100 Forearm destroyed. Foe takes 7 hits/rnd and is stunned for 5 rnds. He is at -40.

101-110 Right arm disrupted Foe at -40 and takes 6 hits/rnd. He is stunned and unable to parry 7 rnds. Arm is useless.

111-119 Left arm disrupted and useless, muscle destroyed and bone fractured. Stunned for 10 rnds and takes 4 hits/rnd. +14 hits.

120 Elbow in foe's right arm disrupted. Joint is destroyed and arm is useless. +10 hits. Foe is stunned and unable to parry 10 rnds.

121-130 Foe's right arm bursts open. It is destroyed. Foe takes 6 hits/rnd and is stunned for 36 rnds. +30 hits.

131-139 Foe's arm and side destroyed by disrupting blast. Foe is stunned and unable to parry 8 rnds then dies. +35 hits.

140 Foe's body ripped apart by cruel disrupting blast. He is no more. Good work.

Internal Injury Upper Leg Crit Table

Roll Resulting Critical Strike

01-10 Glancing blow. +0 hits.

11-20 +2 hits.

21-30 Foe is stunned next rnd. +4 hits.

31-40 Foe must parry next 2 rnds. +6 hits.

41-50 Foe is stunned next 3 rnds. +5 hits and +1 hit/rnd.

51-60 Minor thigh disruption. Foe knocked down and stunned for 2 rnds. +5 hits. Foe takes 3 hits/rnd.

61-70 Energy dissipation shreds foe's thigh muscle. Foe takes 4 hits/rnd. +9 hits. Foe moves at -50.

71-80 Pulverizing blast to foe's upper thigh. +10 hits. Foe falls and is stunned for 5 rnds. He takes 5 hits/rnd and moves at -75.

81-90 Blast in upper leg. Foe falls and takes 6 hits/rnd. He is at -90. +10 hits.

91-110 Blow to leg shatters several bones and shreds muscle. Foe is at -70 and takes 4 hits/rnd. Add +10 to your next attack.

111-120 Shuddering blast scraps leg. Bone, muscle and blood vessels burst. Foe knocked down, stunned for 6 rnds. He takes 6 hits/rnd. +24 hits.

121-130 Blast disrupts hip, destroying the joint. +15 hits, stunned for 10 rnds before passing out. Add +20 to your next attack.

131-139 Strike disrupts hip joint. Leg is lost. Foe lapses into unconsciousness, dying in 6 rnds. +30 hits.

140 Foe's body ripped apart by cruel disrupting blast. He is no more. Good work.


Internal Disruption Lower Leg Crit Table

Roll Resulting Critical Strike

01-10 Glancing blow. +0 hits.

11-20 +2 hits.

21-30 Foe is stunned next rnd. +4 hits.

31-40 Foe must parry next 2 rnds. +6 hits.

41-50 Foe is stunned next 3 rnds. +5 hits and +1 hit/rnd.

51-60 Major wound to lower leg. Foe takes 5 hits/rnd and is knocked to one knee. He is stunned for 4 rnds.

61-70 Disrupt tendons in lower leg. Foe is at -30 and knocked to one knee. Foe stunned for 3 rnds and takes 2 hits/rnd.

71-80 Muscles burst in foe's calf. Foe is at -40 and receives 5 hits/rnd. +11 hits.

81-90 Foe's calf muscle destroyed, tendons disrupted and bone shattered. Foe is at -50 and takes 6 hits/rnd. Add +10 to your next attack.

91-109 Blow to leg shatters several bones and shreds muscle. Foe is at -70 and takes 4 hits/rnd. Add +10 to your next attack.

110 Foe's knee destroyed. He loses lower leg and takes 5 hits/rnd. Foe drops and is out for 10 rnds. Afterwards he is at -70. +25 hits.

111-125 Blast destroys foe's foot. He is at -50 for 5 rnds before passing out. Foe takes 5 hits/rnd.

126-139 Shuddering blast scraps leg. Bone, muscle and blood vessels burst. Foe knocked down, stunned for 6 rnds. He takes 6 hits/rnd. +24 hits.

140 Foe's body ripped apart by cruel disrupting blast. He is no more. Good work.

Slashing Crit Table

Roll Resulting Critical Strike

01-25 Weak Strike. No extra damage. +0 hits.

26-40 Minor calf wound. 1 hit per rnd.

41-55 Blow to upper leg. +5 hits. If not armored, 2 hits per rnd.

56-70 Minor chest wound. +3 hits. 1 hit per rnd. -5 to activity.

71-85 Minor forearm wound. +4 hits. 2 hits per rnd. Stunned 1 rnd.

86-99 Medium thigh wound. +6 hits. 1 hit per rnd.

100 Neck strike severs carotid artery. Neck broken. Dies in 1 rnd of intense agony.

101-106 Slash muscle and tendons in weapon arm, which becomes useless. +10 hits. 1 hit per rnd.

107-109 Destroys one eye. +10 hits. Stunned for 30 rnds.

110 Disemboweled, dies instantly. 25% chance your weapon is stuck in opponent for 2 rnds.

111-116 Knocked out for 6 hrs with a strike to the side of the head. +15 hits. If not armored, dies instantly.

117-119 Sever lower leg. 20 hits per rnd. Drops and lapses into unconsciousness.

120 Slash foe's side. Foe is down, unconscious and dies in 3 rnds due to massive internal organ damage.

121-126 Major abdominal wound. +10 hits. 8 hits per rnd. -10 to activity. Stunned 4 rnds.

127-129 Sever weapon arm. 15 hits per rnd. Foe is down and unconscious immediately.

130 Impale foe's heart, dies instantly. Heart destroyed. 25% chance your weapon is stuck in foe for 3 rnds.

131-136 Sever hand. 12 hits per rnd. Knocked down and stunned for 6 rnds.

137-139 Sever spine. Collapses immediately. Paralyzed from the neck down--permanently. +20 hits.

140 Strike to head destroys brain and makes life difficult for the unfortunate weeble. Expires in a heap, immediately.

Brawling Crit Table

Roll Resulting Critical Strike

01-25 Fairly weak. +0 hits. Zip.

26-40 Arm strike. +2 hits. -5 to activity for 2 rnds.

41-55 Leg strike, +4 hits. If not armored, +7 hits.

56-70 Chest strike. Knocked back a meter. +5 hits. -10 to activity for 2 rnds.

71-85 Blow to off-arm. +5 hits. If not armored, +8 hits and stunned for 2 rnds.

86-99 Elbow strike. Forearm numbed. +8 hits. Drop weapon. -10 to activity for 10 rnds.

100 Brutal hip strike. Knocked down. Tendons torn and joint crushed. Leg is useless. -80 to activity.

101-106 Strike to side. Knocked 2 meters sideways. Drop anything carried in hands. Stunned for 3 rnds.

107-109 Strike to side. Stumble ungracefully to an embarrassing prone position. Stunned for 6 rnds.

110 Inspired back strike. Knocked flying 3 meters and onto face. Severe nerve damage. Paralyzed from waist down.

111-116 Hard head strike. Knocked back 3 meters and stunned for 6 rnds. If not armored, unconscious for 24 hrs.

117-119 Totally awesome strike. Knocked to knees. Foe's weapon goes flying backwards 3 meters. Stunned 15 rnds.

120 Upper chest strike. Knocked 3 meters sideways. Falls down and breaks both arms. A 2 month coma results.

121-126 Blow breaks leg. +12 hits. -50 to activity. Stunned 1 rnd.

127-129 Strike to head. Knocked 3 meters backwards. +9 hits. Stunned for 6 rnds.

130 Savage blow to head. Knocked down. Dies in 12 rnds due to severed vein.

131-136 Awesome side shot. Knocked down and sideways 2 meters. Lower leg broken. Stunned 7 rnds. -40 to activity.

137-139 Blow to off-shoulder. Stunned for 9 rnds. -20 to activity. If not armored, foe is unconscious and upper arm is shattered.

140 Frightening strike to temple. Knocked back 6 meters. Dies instantly.

Vehicular Crit Table

Roll Resulting Critical Strike

01-25 Shot ricochets off plating. +0 hits.

26-40 Shot damages synamics. Max speed reduced 50%

41-55 Sensors destroyed by powerful blast.

56-70 Structural integrity compromised. +20 hits.

71-85 Communications and sensors destroyed by proximity blast. +5 hits.

86-99 One weapon installation destroyed by precision strike.

100 Cruel blast knocks out all control systems. +25 hits.

101-106 1-2 weapons jam due to damage. +50 hits.

107-109 Engine shuts down under insinuating blows. +30 hits.

110 Strike to fuel tank/power supply. Vehicle will explode in 1-5 rnds.

111-116 Cockpit strike causes all command personnel to eject. Vehicle is basically useless.

117-119 1-3 weapon installations destroyed. +100 hits.

120 Engine drops out of vehicle, which will eventually slow to a stop in a random location.

121-126 Hit to control area causes all occupants to take E Impact Crits.

127-129 Onboard computer is destroyed. +50 hits.

130 Vehicle is neatly dissected. A spectacular pyrotechnics display follows.

131-136 Brutal blow sends vehicle spinning. Driver may attempt to regain control each rnd (a Sheer Folly/Nearly Impossible maneuver roll).

137-139 Cockpit fills with flames affecting Driver (an AHeat Critical) and vehicle takes 5 hits per rnd.

140 A pile of twisted metal is all that remains.