Beruflich Dokumente
Kultur Dokumente
ENERGY CRITICAL EFFECTS ‐ HEAD ENERGY CRITICAL EFFECTS ‐ BODY
1 ‐10 to all tests (except T.) for 1 rd. 1 Only 1 half action next round
2 Blinded, 1 rd. 2 1 fatigue
3 Injury 3 Stunned 1 rd.
Stunned 1 rd. 2 fatigue
1 fatigue
4 Injury 4 1d10 fatigue
Blind 1d5 rd.
2 fatigue
5 Injury 5 Knocked over
Blind 1d10 rd. Ag. test or catch fire
3 fatigue 1d5 fatigue
6 Injury (severe) 6 Knocked over
Blind 1d10 hours Ag. test or catch fire
Reduce Fel by 1d10 permanently Stunned 1d10 rd.
1d5 fatigue 1d5 fatigue
7 Injury (severe) 7 Injury
Blinded permanently Reduce T. by half until medical attention is
1d10 fatigue received
Reduce Fel to 1d10 permanently
8 Death 8Injury
Stunned 2d10 rd.
Reduce S., T. and Ag. by half until medical
attention is received!
Reduce Fel by half permanently
9+ Death, gruesome 9 Death
10+ Death, gruesome
Grenades carried may explode
ENERGY CRITICAL EFFECTS ‐ ARM ENERGY CRITICAL EFFECTS ‐ LEG
1 Tests inv. arm are made at ‐30 for 1 rd. 1 1 fatigue
2 Arm is useless 1d5 rd. 2 Reduce movement by half 1 rd.
1 fatigue
3 Arm is useless 1d5 rd. 3 Reduce movement by half 1d5 rd.
2 fatigue Stunned 1 rd.
Stunned 1 rd.
4 Arm is useless 1d10 rd. 4 Reduce movement by half 1d5 rd.
3 fatigue 1d5 fatigue
Stunned 1 rd.
5 WS/BS are halved for 1 rd. 5 Injury
1d5 fatigue Reduce movement by half 2d10 rd.
1 fatigue
6 Injury 6 T. test
WS/BS are halved for 1d10 rd. Fail: lose the foot
1d5 fatigue Success: Reduce movement by half until medical
T. test or lose use of the hand attention is received.
2 fatigue
7 Broken arm 7 T. test, or lose the leg
Stunned 1 round Stunned for 1 rd.
1d5 fatigue 1d5 fatigue
8 Lose arm 8 Lose leg
Blood loss Blood loss
Stunned 1 rd. T. test or stunned 1 rd.
1d10 fatigue 1d10 fatigue
9 Lose arm 9 Lose leg
T. test or die T. test or die
1d10 fatigue
Stunned 1 rd.
10+ Death 10+ Death
Esque
Version 1
IMPACT
IMPACT CRITICAL EFFECTS ‐ HEAD IMPACT CRITICAL EFFECTS ‐ BODY
1 T. test or 1 fatigue 1 Only 1 half action next round
2 1 fatigue 2 1 fatigue
‐10WS/BS for 1rd.
3 Injury 3 Stunned 1 rd
Blind 1 rd. 2 fatigue
2 fatigue
4 1d5 fatigue 4Stunned 1 rd
1d5 fatigue
5 Stunned 1 rd 5 Stunned 2 rd
1d5 fatigue
6 Stunned 1d5 rd. 6 Knocked over
2 fatigue Stunned 2 rd.
1d5 fatigue
7 Skull fracture 7 The target’s ribs break
Stunned 1d10 rd. 1d5 fatigue, and
Half movement 1d10 hours ‐ Lay down, stay still, await medical attention or
‐ Continue to take actions = Every turn there’s a
20% risk of death (from pierced organs)
8 Death 8 Blood loss
1d10 fatigue
9+ Death, gruesome 9 Death
10+ Death, gruesome
IMPACT CRITICAL EFFECTS ‐ ARM IMPACT CRITICAL EFFECTS ‐ LEG
1 Drop item carried in that hand. 1 1 fatigue
2 1 fatigue 2 Reduce movement by half 1 rd.
1 fatigue
3 Drop item carried in that hand. 3 Reduce movement by half 1d5 rd.
1 fatigue Stunned 1 rd.
1 fatigue
4 Arm is useless 1d5 rd. 4 Reduce movement by half 1d5 rd.
1d5 fatigue 1d5 fatigue
Stunned 1 rd.
5 WS/BS are halved for 1d10 rd. 5 Injury
1 fatigue Reduce Ag. by 20 for 1d10 rd.
Ag. Test or drop anything in hand 1d5 fatigue
6 T. test or lose use of the hand 6 T. test
1 fatigue Fail: lose the foot
Success: Reduce movement by half until medical
attention is received.
2 fatigue
7 Broken arm 7 T. test, or lose the leg
2 fatigue 2 fatigue
8 Lose arm 8 Lose leg
T. test or die Blood loss
Blood loss T. test or die
Stunned 1d10 rd. 1d5 fatigue
1d5 fatigue
9 Death 9 Death
10+ Death 10+ Death, gruesome
Esque
Version 1
EXPLOSIVE
EXPLOSIVE CRITICAL EFFECTS ‐ HEAD EXPLOSIVE CRITICAL EFFECTS ‐ BODY
1 Only 1 half action next turn 1 Knocked over, blown backwards 1d5m
1 fatigue 1 fatigue pr. meter
2 2 fatigue 2 Knocked over, blown backwards 1d10m
Blind and deaf for a round. 1 fatigue pr. meter
striking a solid object may give additional fatigue
(1d5)
3 Injury 3 Destroy Body Armor
2 fatigue If none is worn:
‐Knocked over, blown backwards 1d10m
‐take 1 fatigue pr. meter
4 Stunned 1 rd. 4 Knocked over.
2 fatigue Stunned 1 rd
1d5 fatigue
Must use a full action to regain his footing
5 Injury 5 Knocked over
Permanently deafened Injury
Stunned 1d10 rd Stunned 1 rd.
1d5 fatigue 1d10 fatigue
Only half actions the next 1d5 hours
Reduce Fel by 1d10 permanently
6 Death 6 Blood Loss
Stunned 1 rd.
1d10 fatigue
7+ Death, gruesome 7 Blood Loss
Stunned 1d10 rd.
1d10 fatigue
Only half actions for the next 1d10 hours
8 Death
9+ Death, gruesome
EXPLOSIVE CRITICAL EFFECTS ‐ ARM EXPLOSIVE CRITICAL EFFECTS ‐ LEG
1 1 fatigue 1 Knocked over, blown backwards 1m
2 2 fatigue 2 Knocked over, blown backwards 1m
1 fatigue
3 3 fatigue 3 Reduce movement by half 1d5 rd.
Anything in the hand is destroyed. Explosives go Stunned 1 rd.
off. 1 fatigue
4 Arm is useless until medical attention is received 4 Knocked over, blown backwards 1d10m
1d5 fatigue 1 fatigue pr. meter
Stunned 1 rd. Reduce movement by half 1d10 rd.
Must use a full action to regain his footing
5 Arm is useless until medical attention is received 5 Injury
T. test or lose use of the hand T. test
1d5 fatigue Fail: lose the foot
Success: Reduce movement by half until medical
attention is received.
1d5 fatigue
6 Blood Loss 6 Blood Loss
Arm is useless until medical attention is received Broken leg
1d5 fatigue 1d10 fatigue
7 Lose arm 7 Lose Leg
T. test or die T. test, or die
Blood loss Blood Loss
Stunned 1d10 rd. 1d10 Fatigue
1d10 fatigue Stunned 1d10 rounds.
8 Death 8 Death
9+ Death, gruesome. Explosives carried may go off. 9+ Death, gruesome
Esque
Version 1
RENDING
RENDING CRITICAL EFFECTS ‐ HEAD RENDING CRITICAL EFFECTS ‐ BODY
1 1 fatigue, unless helmet is worn 1 1 fatigue, unless target is wearing armor
2 1 fatigue 2 1 fatigue
‐10 WS/BS for the next 1d10 rd. Stunned for 1 rd, unless target is wearing armor
Armor loses 1 AP
3 Target’s helmet is lost. If no helmet: 3 Stunned 1 rd.
Injury 2 fatigue
And 2 fatigue
4 Injury 4 Stunned 1 rd.
1d5 fatigue 2 fatigue
Stunned 1 rd. Ag. test or fall prone
5 Injury 5 1d5 fatigue
Stunned 1d5 rd
1d5 fatigue
Helmet comes off
6 Blood Loss 6 Falls prone
Injury (severe) 1d10 fatigue
1d5 fatigue
7 Blood Loss 7Blood Loss
Injury (severe) 1d5 fatigue, and
1d10 fatigue ‐ Lay down, stay still, await medical attention or
‐ Continue to take actions = Every turn there’s a
20% risk of Death
8 Death 8 T. test or die
Blood Loss
1d10 Fatigue
Reduce T. by 10 permanently
9+ Death, gruesome 9 Death
10+ Death, gruesome
RENDING CRITICAL EFFECTS ‐ ARM RENDING CRITICAL EFFECTS ‐ LEG
1 Drop anything held 1 1 fatigue
2 Drop anything held 2 1 fatigue
1 fatigue Ag. test or fall over, unable to stand
3 Drop anything held 3 Blood Loss
2 fatigue 1 fatigue
4 Fall prone 4 Fall over
Arm is useless 1d10 rd. 2 fatigue
2 fatigue Reduce movement by half until medical attention
is received.
5 Blood Loss 5 1d5 fatigue
1d5 fatigue Reduce movement by half 1d10 hours
Arm is useless until medical attention is received
6 3 fatigue 6
Injury
Arm is useless until medical attention is received T. test
T. test or lose use of the hand Fail: lose the foot
Success: Reduce movement by half until medical
attention is received.
1d5 fatigue
7 Broken arm 7 Broken Leg
Blood loss Blood Loss
1d5 fatigue 1d10 Fatigue
8 T. test or die. 8 Lose leg
Blood Loss T. test or die
1d10 fatigue Blood Loss
Stunned 1d10 rd. 1d10 fatigue
Stunned 1d10 rd.
9 Death 9 Death
10 Death, gruesome 10+ Death, , gruesome
Esque
Version 1
Injury
Add some nastiness to the wound, like burn marks, possibility of infection, burning armor so it needs to be removed by
someone else, singed eyebrows, scars, damaged eyesight or further need of medical attention or other aid.
Injury (Severe)
These injuries give some specific handicap. They are also likely so bad that surviving them will leave massive scars and
damages like being blind or deaf, or having big characteristic penalties. Refer to the Permanent Effects list on page 201.
Broken limb
Refers to page 211, on Broken Limbs. The arm is horribly charred/broken/mangled/crushed/cut to pieces and requires
good medical attention in order to be fixed.
Lose limb
Refer to the Permanent Effects on page 201 of the rulebook. The limb is now permanently lost, paralyzed or otherwise
destroyed never to work again.
Death
The character dies in a way defined by the GM.
Death, gruesome
The character dies in a way defined by the GM. . The death could be slow, gruesome, painful with lost of screams and
whimpers, or quick, violent, brutal and gory. Flammables carried could explode if fire was used, gore could splatter on
people near the corpse, another target behind or near could be hit too, skull fracture counts as projectiles, the body runs
off, headless, agility tests must be taken by some to avoid falling in the bloody gore or willpower may be required to avoid
insanity points due to the sprays of gory death and lengths of intestines being spread all over. Gruesome deaths are bound
to have an impact on the morale of the target’s nearby allies.
GM’s, have fun.
Esque
Version 1