New Rules
House Rules
A (More) Realistic Damage/Wounding System | A (More) Realistic Damage/Wounding System |
|
|
|
| Written by Surrealistik | |||||||||||||||||||||||||||||||||||||||||||
|
A more realistic injury/wound ruleset. Universal Changes:These changes apply to both variants.
Called Shots: Called shots made against
the head suffer an additional -10 penalty to hit, while called shots
made against any of the appendages suffer an additional -5 penalty to
hit. This assumes a typical humanoid target in both cases. Exact
modifiers may vary per target, and are ultimately at the discretion of
the GM.
Starting Wounds: Characters have 1d5 + X + Y base wounds. X is equal to that character's Toughness Bonus, while Y is 6 if the character is from a Feral World, 5 if from a Hive or Imperial World, and 3 if Void Born. If a character's Toughness bonus increases, so does his base wound capacity (the opposite is true for decreases). Creatures that are already heavily injured or in worse condition that take another wound must succeed on a roll against Toughness or suffer Blood Loss on the last body part to be injured. Blood Loss is suffered automatically by any body part that obtains 5 or more points of critical damage. Wounds inflicted by Blood Loss do not result in regular critical damage effects. Instead, they provoke a d10 roll. If the roll is less than, or equal to the amount of critical damage the afflicted character has (including the wound just suffered), he dies immediately. Multiple Blood Loss conditions are cumulative. Characters and creatures with strong regenerative properties are typically immune to Blood Loss, but may be susceptible to this condition when the GM deems it appropriate.
Area Specific Damages Variant 1: A player's wounds are distributed across each part of the body. The Torso comprise 40% of a character's wounds, the Head comprises 10%, each Arm comprises 10%, and each Leg comprises 15%. See the accompanying table:
Each part can further sustain ten wounds worth of critical damage as per the core rulebook. In the event of fractions when distributing wounds in this manner, round up. Example: Galen the Guardsman has 13 wounds, thus his torso has 6 (13 * .4 rounded up), his head has 2 (13 * .1), his arms each have 2, and his legs each have (13 * .15) 2. If he gets Sound Constitution, then the distribution changes. All else is the same, but his legs now have 3 wounds (14 * .15) each.
Area Specific Damages Variant 2:
Less critical areas that are hit result in fewer wounds. More critical areas that are hit result in more wounds. Secondary effects apply if the number of wounds inflicted on a given body part exceed the victim's Toughness bonus, and he fails a Toughness test. For every multiple of the victim's Toughness bonus in wounds beyond the first, Toughness saves made to resist secondary effects are at a -10 penalty. If a victim fails his Toughness check by 2 or more degrees, he suffers a critical failure. The effects of a critical failure are in addition to those of a regular one unless otherwise noted. Body Part Damage Effects and Modifiers: Head: Any wounds suffered by shots made against the head are doubled. Use this modified amount to determine secondary effects and test penalties. Secondary Effects:
Failure: The victim is stunned for a number of rounds equal to the number of wounds inflicted on the head in excess of his Toughness bonus.
Secondary Effects:
Failure: If an arm was targeted, whatever was carried with that arm by the victim is dropped. If a leg was targeted, the victim falls prone instead, and his movement rate is halved. In either case, he suffers a -20 penalty to all tests made using the damaged appendage. These penalties last a number of rounds equal to the wounds inflicted on the damaged appendage in excess of the victim's Toughness bonus. Torso: Wounds dealt to the torso are unmodified. Secondary Effects: Failure: The victim gains a point of Fatigue for each degree of failure. Critical Failure: The victim suffers 5 damage to Strength and Toughness for each degree of failure.
Exceptional Failures: In addition, if any secondary effect Toughness tests are failed by 3 or more degrees, the victim suffers Blood Loss as well (if applicable). If any of the above Toughness tests are failed by 4 or more degrees, the damaged body part is destroyed. If the head, body, or any other critical body part is destroyed in this way, the victim suffers instant death.
Only registered users can write comments! Powered by !JoomlaComment 3.12 Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved. |
|||||||||||||||||||||||||||||||||||||||||||
| < Prev | Next > |
|---|