Twilight 2000 4e - Firearms - Critical Tables.pdf

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CRITICAL TABLES
FIREARMS
Do you want a more precise way to portrait Firearms Critical Hits?
Do you think like me that the original tables are a little too vague?
BY
FEDERICO FERRETTI
Twilight:200
TM
& © GDW and Fria Ligan AB. Used with permission under the Community Content Agreement for Free
League Workshop. All rights reserved.
1
FIREARM HEAD INJURY
D10 INJURY
1
2
3
4
5
6
7
8
9
10
Ear Ripped off
Shattered teeth/jaw
Half nose ripped off
Skull Grazed
Face hit
Neck Spine Grazed
Major neck vessels/Windpipe
Shattered Spine
Skull direct hit - Brains blown out
Right in the eye - Brains blown out**
LETHAL TIME LIMIT
No
No
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
-
-
-
Shift
Stretch
Stretch
Round
Round
-
-
EFFECTS
RECON
-1
PERSUASION
-2
RECON
and
PERSUASION
-1
All INT skills at -2
CUF -2
Fall down, immobile
STAMINA
and
MOBILITY
-2
Paralysis
Instant Death
Instant Death
HEAL TIME
D6 (but ear lost)
2D6
2D6
3D6
3D6
4D6
4D6
Permanent
-
-
**: or reroll if you use the “less deadly method”
FIREARM TORSO INJURY
D10 INJURY
1
2
3
4
5
6
7
8
9
10
Collarbone pierced
Ribs grazed
Cracked pelvis
Intestines
Kidney hit
Right lung hit
Left lung hit
Cracked spine
Liver major hit – Internal severe bleeding
Direct heart hit
LETHAL TIME LIMIT
No
No
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
-
-
-
Shift
Shift
Stretch
Stretch
Stretch
Round
-
EFFECTS
MOBILITY
-1
STAMINA
and
MOBILITY
-1
MOBILITY
-2
STAMINA
-1 and disease virulence +3,
Incubation 1 shift
1 Damage at any
MOBILITY
roll
STAMINA
and
MOBILITY
-2
STAMINA
and
MOBILITY
-2
Fall down, immobile
Fall down, cannot run, only crawl
Instant Death
HEAL TIME
2D6
2D6
2D6
3D6
3D6
3D6
3D6
4D6
4D6
-
FIREARM LEGS INJURY
D10 INJURY
1
2
3
4
5
6
7
8
9
10
Hip grazed
Knee Grazed
Foot hit
Crushed Ankle
Calf gash
Hip hit
Thigh gash
Shattered knee
Arterial bleeding
Arterial bleeding
LETHAL TIME LIMIT
No
No
No
No
No
No
Yes
Yes
Yes
Yes
-
-
-
-
-
-
Shift
Shift
Stretch
Stretch
EFFECTS
MOBILITY
-1
Running is a slow action,
MOBILITY
-1
Running is a slow action,
MOBILITY
-2
Can’t run,
MOBILITY
-2
Running is a slow action,
MOBILITY
-2
Can’t run,
MOBILITY
-2
Running is a slow action,
MOBILITY
-2
Can’t run,
MOBILITY
-2
Can’t run,
MOBILITY
-2
Can’t run,
MOBILITY
-2
HEAL TIME
1D6
2D6
3D6
3D6
2D6
3D6
2D6
4D6
2D6
2D6
1
FIREARM ARM INJURY
D10 INJURY
1
2
3
4
5
6
7
8
9
10
Finger hit
Hand hit
Shoulder hit
Forearm gash
Upper Arm gash
Radius-Ulna hit
Humerus hit
Shattered elbow
Arterial bleeding
Arterial bleeding
LETHAL TIME LIMIT
No
No
No
No
No
No
Yes
Yes
Yes
Yes
-
-
-
-
-
-
Shift
Shift
Stretch
Stretch
EFFECTS
Loss of a finger or a phalanx. -1 to relevant
checks
Two handed skill checks at -2
Two handed skill checks at -2
Two handed skill checks at -2
Two handed skill checks at -2
Two handed skill checks cannot be used
Two handed skill checks cannot be used
Two handed skill checks cannot be used
Two handed skill checks at -2
Two handed skill checks at -2
HEAL TIME
permanent
2D6
2D6
2D6
2D6
3D6
4D6
4D6
3D6
3D6
WHY THESE TABLES?
I felt the urge of creating new critical tables specific
to firearms wounds as soon as I saw the original ones:
severing an arm or a leg with a 9x18 Makarov was in my
opinion a little too out of place.
I think the authors’ intent was to just give a hint to
the Referee, a generic table to use and modify on the
run according to the situation and the weapon involved.
But merging melee wounds (cutting, piercing,
bludgeoning) with firearms wounds was not a thing I
really liked.
These tables are for those who wish to add a bit
more focused flavour to their shootouts, without being
forced to adapt wound critical effects almost every time.
Hit body parts are very specific in a measure I prefer.
Some of the effects are different: they are deadlier
than the original ones. The big change is the 9-10 death
range from the critical head injury table. I wanted to
focus on the obvious danger of receiving a head wound,
but feel free to simply reroll a “10” result if you don’t like
it (as per table): you would have a 1-in-9 instant death
probability instead of a 1-5 one, making a head critical
deadlier than the original anyway (1-in-10).
Torso injuries are “organ specific” to add more
flavour. Lungs have 2 locations: they take a rather big
part of the chest and are the primary target of the
instinctive centermass shooting. The effects are the
same for both (6-7 on the torso table). Only the “10”
means instant death as per the original tables. Liver hit
“9” is a “round” time limit lethal effect, as per original
table: even if a liver hit by a small caliber could be
considered a “Stretch” time limit, I opted to add an
“Internal sever bleeding” option which could better
adapt in some situations as the Referee seems fit.
Legs injuries are divided in two parts: those which
involve flesh and muscles and those with bones and
tendons. The former act as a “Running is a slow action”
with a Mobility of -2, giving the feel of a wound which
keeps you able to move, albeit limping. The “Can’t run”
injuries mean you cannot even keep a minimum weight
on the wounded limb. Crawling is the only option.
Results of 9 and 10 are arterial bleeding with a “Stretch”
time limit.
Arm Injuries are similarly divided in flesh ones and
bones ones. As the leg injuries, the former gives you the
possibility to use the wounded arm albeit at a -2 in every
skill which strictly involves the use of both limbs. Such
as shooting some types of guns, lifting a weight, but
NOT driving a car.
Shooting with one hand has its own rules
depending on weapon class, and you can always choose
to do so.
Results of 9 and 10 are once again bad wounds with
arterial bleedings.
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