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Advanced Critical Hit Tables
Advanced Critical Hit Tables By Karl & OldFart,
as appeared in Specialist Games forums.
Edited by The Mordheimer.
The main rulebook provides an alternate way to spice those criticals hits. They really
spice up the game, and are very simple to do... but the those tables can be easily
maximized. Well, we finally tired of 1/3 of missile criticals being Ricochets, tired of
our multiple-wound models being kacked by Bludgeoned!, and tired of criticals
ignoring armor so easily Karl (and his gaming group) expanded and maximized the
Critical Hits Table.
As he puts it, it is "a teensy-eensy bit nicer." That is an understatement! He tried to
make some differences between the critical types (such as which weapons can cause
2 wounds, and which can penetrate armor) as well as introduce a scale of critical
severity going up with the higher rolls. Included are titles/descriptions from the
current optional critical charts where he could, and came up with a couple of others.
His group have found a liking to the new Advanced Critical Hit Tables... and we all
hope you also do!
Blade
Bludgeon
D6 Description
D6 Description
1 Bladestorm : With quick precision, you take advantage
of an opening in your target’s defenses. Immediately
make an additional attack against this opponent with
the same weapon – any saves are taken as normal.
1 Hammered : Your target is knocked off balance. He
may not make any further attacks this turn.
2 Disarm : With a deft slice, you attempt to disarm your
opponent. He must make a Strength test to keep his
primary weapon (-1 to roll if he is using a 2H weapon;
+1 to roll if you are using a 2H weapon). If he loses the
weapon, he must fight with his back-up weapon for the
rest of this melee (as soon as he is out of close combat,
he automatically retrieves his weapon). Any saves
versus this wound are taken as normal.
2 Smashed : Your attack dents armor and bruises the
tender flesh underneath. -1 armor save.
3 Nick : You find a small hole in the opponent’s armor. He
suffers a -1 to his armor save.
3 Clubbed : Your opponent suffers -2 to his armor save,
and has no helmet save.
4 Flesh Wound : This attack finds a fairly unprotected
area in your opponent’s armor, and makes a wide cut.
He suffers a -2 to his armor save, and takes 2 wounds.
4 Crushed : Your mighty strike threatens to cave in your
opponent.-2 armor save, 2 wounds.
5 Gash : You cut through your target’s armor, severing
sinew and bone. He suffers a -3 to his armor save, and
takes 2 wounds. You gain a +1 to any Injury rolls.
5 Walloped : The force of your strike knocks your
opponent to the ground. -2 armor save, 2 wounds,
automatically knocked down.
6 Sliced! : This attack hits the neck or other vulnerable
part. He suffers a -4 to his armor save, and 2 wounds.
You gain a +2 to any Injury rolls.
6 Bludgeoned! : Your massive attack knocks your
opponent into the ground and suffers a -2 to his armor
save, receives 2 wounds, and is automatically stunned.
Missile
Thrust
D6 Description D6 Description
1 Ricochet : Your shot bounces bounces off/through one 1 Thrust : The thrust lands with great force and the target
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opponent and into another. If there are any models
(friend or enemy) within 4”, the closest one is also hit.
Roll to wound and take any saves as normal for both
targets.
is Knocked Down.
2 Hits a Weak Spot : You found a chink in the
opponent’s armor. He suffers -1 to his armor save.
2 Pierced : Your find a weak spot in your opponent's
defenses. -1 armor save.
3 Drilled : Your shot blows through the targets armor. -2
armor save, no helmet save.
3 Puncture : Your strike bites deeply into your opponent.
-2 armor save, no helmet save.
4 Perforated : Your shot cuts through your opponent like
a hot knife through butter. -3 armor save, no helmet
save, +1 to Injury roll.
4 Stab : With a quick strike, you penetrate your
opponent’s defenses. He suffers a -3 to his armor save,
has no helmet save, and you gain +1 to any Injury roll.
5 Deep Shot : Your shot sinks deeply into the target,
rebounding into its vital organs. -4 armor save, no
helmet save, +2 to Injury roll.
5 Run Through : Your thrust runs the full length of
weapon into the opponent and out the opposite side. -4
armor save, no helmet save, +2 to Injury roll.
6 Master Shot! : This missile hits an eye, the throat, or
some other vulnerable part, with great force. The target
suffers -5 to his armor save, has no helmet save, and is
automatically knocked down. You also gain +2 to any
Injury roll.
6 Kebab! : The thrust knocks the target back with titanic
force, ripping apart armor and puncturing flesh. He
suffers a -5 to his armor save, has no helmet save, and
you gain +2 to any Injury roll. The victim is also
knocked backwards D6” and the attacker follows,
staying in base contact. Any other models involved in
the melee are separated and only the model which
struck the blow and his target are still considered to be
in melee. If the target collides with another model, that
other model is hit once at S3.
Unarmed & Whips
D6 Description
1 Body Blow : You cause your opponent to stagger and
lose 1 attack this round (down to a minimum of zero).
2 Grapple : You grapple your opponent. He may not
make any further attacks this turn.
3 Flurry of Strikes : You disorient your opponent enough
to attack again. Immediately make an additional
unarmed attack against this opponent – any saves are
taken as normal.
4 Crushing Blow : The blow lands with tremendous
force. You gain +1 to any Injury roll if he fails his save.
5 Bone Breaker : Your strike threatens the structural
integrity of your hapless foe. +2 to Injury roll if
opponent fails save.
6 Mighty Blow : With a mighty punch or flying kick, you
send your opponent sprawling to the ground. He is
automatically knocked down, and you gain +2 to any
Injury roll if he fails his save.
Auto Hits, Critical Hits and Multiple Wounds
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The whole auto Knock Downs, Stunned and Out Of Actions things irked us with
multiple-wound models too, but falling and some spells may have the same results.
To solve the dilemma we made our multiple-wound "fix" broader:
1. When you attack a Knocked-Down enemy in melee, make a Wound roll. If
successful, you cause one Wound. You can critical as normal, and the model
does get armor saves (without shield benefits). If you take the model's last
Wound, it is automatically Out of Action.
2. When you attack Stunned enemy in melee, each attack you make
automatically causes one Wound (no Wound rolls, so no criticals - but no
armor saves either). If you take the model's last Wound, it is automatically
out of action.
We didn't want to totally water down the optional criticals, just soften the worst
effects a little, and add variety. I would really suggest using our changes for
multiple-wound models along with these critical hit charts. We especially found the
few criticals Knock Downs and Stunned results balancing - to help cause a few extra
wounds on the big boys (without killing them outright due to two lucky rolls in a
row).
If you don't like the changes for multiple-wound models, I suggest you make the
auto-stun result cause three wounds, and all the Knock Down results cause two
wounds.
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