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INJURIES
AND RECOVERY
When
a target is hit roll D100 and consult the Hit Location table.
In
close combat, add +20% to the roll. If the defender is at a lower lever add a
further +10% to the dice roll.
Roll
the number of dice indicated on the weapon's profile to determine how much
damage has been caused.
An
additional point of damage in close combat is done for every full 10 points of
Strength over 50 a character has. Thrown weapons also gain this bonus.
Unarmed
attacks do D3+1 damage. Improvised attacks do D3+2 damage.
Hit Location
Table
|
|
|
1-15 |
Right
Leg |
|
16-30 |
Left
Leg |
|
31-35 |
Groin |
|
36-50 |
Right
Arm |
|
51-65 |
Left
arm |
|
66-80 |
Abdomen |
|
81-95 |
Chest |
|
96-100 |
Head |
If
the location hit is behind cover, the cover counts as another layer of
armour. Type of cover Armour value Wooden
fence 2 Crate 3 Barrel 5 Brick/stone
wall 8 Rockcrete 10 Plasteel 12 Armaplas 15
Deduct
the armour value of the location hit from the Damage roll to determine how much
damage has gone through any armour or force fields. Force fields cannot be used
in close combat.
Armour Values
|
Refractor field D10 Conversion field 2D6 |
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|
Robes,
heavy coat, etc |
2 |
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|
Flak |
3 |
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|
Mesh |
4 |
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|
Open
helmet |
5 |
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|
Closed
helmet |
6 |
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|
Carapace |
6 |
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|
Power
armour |
10 |
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|
Wooden/plastic
shield |
2 |
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|
Reinforced
wooden/plastic shield |
3 |
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|
Metal/armaplas
shield |
4 |
Location
injury:
Character's base injury value is his Toughness divided by 10,
If
a hit inflicts damage up to a character's base injury, it does 1 level of
damage to that location.
Each
level of damage has an immediate and persistent effect.
Immediate
effects only apply as soon as the injury is inflicted.
Persistent
effects continue to apply until the injury is recovered from.
Stunned: A stunned character must
miss the indicated number of turns. He may only defend himself in close combat,
at half normal WS, and may not counter-attack.
Stunned
characters cannot be pinned.
Bleeding: Add D3 Damage points to a
character's injury total at the end of every turn for each bleeding wound.
System
Shock:
System shock value is Toughness divided by 5. if a character suffers damage
points from one hit equal to or greater than this value he must pass a
Toughness test or is taken out of action.
Injury
total:
Record all Damage points suffered by the character.
Consciousness: If the character's Injury
total is equal to half a character's Toughness, he is out of action.
Instant
death: If
injury total is greater than character's Toughness, he dies.
This
occurs if a system shock test is failed, by failing unconscious, or suffering
automatic system shock from location injuries.
An
out of action character is at the mercy of other players, and can be captured,
executed or what ever they feel like doing. An out of action character can be
dragged away. Also if attacked in combat they are hit automatically in a
location chosen by the attacker and counts as a critical hit.
At
the end of every turn a character can take a toughness test. If passed D3
injury points are removed from his injury total. Add +1 for every full 10
points their toughness is over 50.
A
character may spend actions attempting to recover. Specify location and make a
Toughness test. The character recovers D3 Damage points as described above and
the specified location is healed back by one injury level.
A
character cannot normally reduce injury level by more than two levels from the
worst injury suffered in that location.
A
character may spend actions to help another character recover.
A character can always attempt to recover at the end of the turn unless noted otherwise, even if they are stunned or otherwise unable to perform any actions. Out of action characters don’t normally get to recover.