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Accelerated Combat Tables version 0.

1 (Conditional probability based):


1. When it is your turn to attack, cross index your attack value as the row and the opponents defense as
the column to find your to hit number. Example: An attack value of 58 and a defense value of 3
yields a to hit roll of 6.
2. You must roll LESS than or equal to the to hit number on a 10 sided die to inflict damage. If your
ten sided die has a 10 printed on it, treat it as a 0 here. A to hit number of * represents an
attack with less than a 2% chance of success. Either treat it as impossible, or require a 0 followed by
yet another ten sided roll which results in 0 to be successful.
3. Damage is either per rules or the abbreviated table below:
01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-100
01-05
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-100

0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
9

0
1
1
2
2
3
3
3
4
4
5
5
6
6
7
7
8
8
9
9

0
1
1
2
2
2
3
3
4
4
5
5
5
6
6
7
7
8
8
9

0
1
1
1
2
2
3
3
4
4
4
5
5
6
6
6
7
7
8
8

*
1
1
1
2
2
3
3
3
4
4
4
5
5
6
6
6
7
7
8

*
1
1
1
2
2
2
3
3
3
4
4
5
5
5
6
6
6
7
7

*
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
6
6
6
7

*
0
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
5
6
6

*
0
1
1
1
2
2
2
2
3
3
3
4
4
4
4
5
5
5
6

*
0
1
1
1
1
2
2
2
2
3
3
3
4
4
4
4
5
5
5

*
0
1
1
1
1
2
2
2
2
2
3
3
3
3
4
4
4
4
5

*
0
1
1
1
1
1
2
2
2
2
2
3
3
3
3
4
4
4
4

*
0
0
1
1
1
1
1
2
2
2
2
2
3
3
3
3
3
3
4

*
0
0
1
1
1
1
1
1
2
2
2
2
2
2
3
3
3
3
3

*
0
0
0
1
1
1
1
1
1
1
2
2
2
2
2
2
2
3
3

*
*
0
0
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2

*
*
0
0
0
0
1
1
1
1
1
1
1
1
1
1
1
2
2
2

*
*
*
0
0
0
0
0
1
1
1
1
1
1
1
1
1
1
1
1

D10 roll Result


1
Parried, no damage
2
Parried, no damage
3
Glancing hit, half damage (-armor)
4
Glancing hit, half damage (-armor)
5
Full damage hit (-armor)
6
Full damage hit (-armor)
7
Full damage hit (-armor)
8
Damaging hit, full damage with no armor protection
9
Damaging hit, full damage with no armor protection
0
Critical hit. Con reduced to 3 unless it is below 5 in which case Con is now 0.

*
*
*
*
*
0
0
0
0
0
0
0
0
1
1
1
1
1
1
1

*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
0
0
0
0

Accelerated Combat Tables version 0.1 (3 round conditional probability of a hit bloodier):
1. When it is your turn to attack, cross index your attack value as the row and the opponents defense as
the column to find your to hit number. Example: An attack value of 58 and a defense value of 3
yields a to hit roll of 6.
2. You must roll LESS than or equal to the to hit number on a 10 sided die to inflict damage. If your
ten sided die has a 10 printed on it, treat it as a 0 here. A to hit number of * represents an
attack with less than a 2% chance of success. Either treat it as impossible, or require a 0 followed by
yet another ten sided roll which results in 0 to be successful.
3. Damage is either per rules or the abbreviated table below
01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-100
01-05
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-100

0
2
3
4
5
6
6
7
7
8
8
9
9
9
9
9
9
9
9
9

0
1
3
4
5
5
6
7
7
8
8
8
9
9
9
9
9
9
9
9

0
1
2
3
4
5
6
6
7
8
8
8
9
9
9
9
9
9
9
9

0
1
2
3
4
5
6
6
7
7
8
8
8
9
9
9
9
9
9
9

0
1
2
3
4
5
5
6
6
7
7
8
8
8
9
9
9
9
9
9

0
1
2
3
4
4
5
6
6
7
7
8
8
8
8
9
9
9
9
9

0
1
2
3
3
4
5
5
6
6
7
7
8
8
8
8
9
9
9
9

0
1
2
2
3
4
4
5
6
6
6
7
7
8
8
8
8
9
9
9

0
1
2
2
3
4
4
5
5
6
6
7
7
7
8
8
8
8
8
9

0
1
1
2
3
3
4
4
5
5
6
6
6
7
7
7
8
8
8
8

0
1
1
2
2
3
3
4
4
5
5
6
6
6
7
7
7
8
8
8

0
0
1
2
2
3
3
4
4
4
5
5
6
6
6
6
7
7
7
7

0
0
1
1
2
2
3
3
4
4
4
5
5
5
6
6
6
6
7
7

0
0
1
1
2
2
2
3
3
3
4
4
4
5
5
5
6
6
6
6

0
0
0
1
1
2
2
2
3
3
3
4
4
4
4
5
5
5
5
6

*
0
0
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5

*
0
0
0
1
1
1
1
2
2
2
2
2
3
3
3
3
3
4
4

*
0
0
0
0
0
1
1
1
1
1
2
2
2
2
2
2
2
3
3

D10 roll Result


1
Parried, no damage
2
Parried, no damage
3
Glancing hit, half damage (-armor)
4
Glancing hit, half damage (-armor)
5
Full damage hit (-armor)
6
Full damage hit (-armor)
7
Full damage hit (-armor)
8
Damaging hit, full damage with no armor protection
9
Damaging hit, full damage with no armor protection
0
Critical hit. Con reduced to 3 unless it is below 5 in which case Con is now 0.

*
*
0
0
0
0
0
0
0
1
1
1
1
1
1
1
1
1
1
2

*
*
*
*
*
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

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