Spray weapons jam on any Damage die roll of 7.
{{#rollTotal() target 0}}
{{#rollTotal() location 0}}
{{#rollTotal() type 0}}
Energy critical to Arm.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
All Tests involving the arm take a -30 for 1d5 Rounds.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Arm is useless for 1d5 Rounds. Target takes 1 Fatigue.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target may only take a Half Action in the next Round, takes 1d5 Fatigue.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target is Stunned for 1 Round, knocked Prone. Arm is useless for 1d10 Rounds.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Target is Stunned for 1 Round, arm is useless until target receives medical treatment.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target takes 1d5 WS and BS damage, 1d5 Fatigue. +0 TOU Test or permanently lose use of the hand.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Until arm is repaired, target counts as having only one arm. Target is Stunned for 1 Round, takes 1d5 Fatigue.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
+0 TOU Test or be Stunned for 1d5 Rounds. Target takes 1d10 Fatigue, loses arm.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
+0 TOU Test or die of shock. On survival, target takes 1d10 Fatigue and is Stunned for 1 Round, loses arm.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Arm is burned to a stump, target dies.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 0}}
{{#rollTotal() type 1}}
Explosive critical to Arm.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target takes 1 Fatigue.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Target drops anything held in that hand, +0 TOU Test or be Stunned for 1 Round.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target loses 1 finger (and up to 1d5 other fingertips), takes 1d10 WS and BS damage, destroys anything carried in the hand. If it is an explosive, kill target instantly.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target is Stunned for 1 Round, arm is useless until medical treatment is received. +0 TOU check or suffer Blood Loss.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
+10 TOU check or lose the hand. On success, 1 permanent WS and BS damage.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target takes 1d5 Fatigue. Until medical attention is received, target counts as only having one arm. Target gains Blood Loss.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
+0 TOU Test or die of shock. On success, target is Stunned for 1d10 Rounds, takes 1d10 Fatigue, gains Blood Loss, loses arm.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Target dies.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Arm explodes, target dies. If carrying a weapon with a power source, that explodes, dealing 1d10+5 Impact damage to anyone within 2 meters.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target dies. If carrying a weapon with a power source, that explodes, dealing 1d10+5 Impact damage to anyone within 2 meters. If carrying ammunition, it cooks off, dealing 1d10+5 Impact damage
to anyone within 1d10 meters. If target is carrying other explosives, they detonate centered on the target.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 1}}
{{#rollTotal() type 2}}
Impact critical to Arm.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target drops anything held in that hand.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Target takes 1 Fatigue.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target is Stunned for 1 Round, drops anything held in that hand. 10% chance that the thing dropped is unusable until repaired.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target drops anything held in that hand. +0 TOU Test or take 1d10 WS and BS damage.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Target's limb is useless until target receives medical treatment.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target crushes 1d5 fingers, takes 1 Fatigue, +0 TOU Test or take 2 permanent WS and BS damage.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Target's arm is broken; until repaired, target counts as not having the arm. Target suffers Blood Loss.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
+0 TOU Test or die of shock. On success, Stunned for 1d10 Rounds, takes 1d5 Fatigue, suffers Blood Loss, loses the arm.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Target dies.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target dies, anyone within 2 meters of the target suffers 1d5-3 Impact damage to a random body part.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 2}}
{{#rollTotal() type 3}}
Rending critical to Arm.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target drops anything held in that arm.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Target drops anything held in that arm, takes 1 Fatigue.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target drops anything held in that arm, +0 TOU Test or suffer Blood Loss.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target falls Prone, takes 2 Fatigue. Limb is useless for 1d10 Rounds.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Target suffers Blood Loss. Limb is useless without medical treatment.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target loses 1d5 fingers, Stunned for 1 Round, +0 TOU Test or lose the whole hand.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Target takes 1d10 STR damage. Target only counts as having one arm until receiving medical treatment. Suffers Blood Loss.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Target loses the arm, +0 TOU or die of shock. On success, Stunned for 1d10 Rounds and suffers Blood Loss.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Target dies.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target dies. If carrying a ranged weapon, 5% chance to hit a single random target within 2d10 meters. Treated as a single shot from the weapon.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 3}}
{{/rollTotal() location 0}}
{{#rollTotal() location 1}}
{{#rollTotal() type 0}}
Energy critical to Body.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target can only take a Half Action next Turn.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
+0 TOU Test or be knocked Prone.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target takes 2 Fatigue and 1d5 TOU damage.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target takes 1d10 Fatigue, can only take a Half Action on next Round.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Target knocked Prone, +0 AGI Test or catch fire, and +0 TOU Test or be Stunned for 1 Round.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target knocked Prone, Stunned for 1d10 Rounds, takes 1d5 Fatigue. +0 AGI Test or catch fire
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Target is Stunned for 2d10 Rounds, takes 1d10 permanent TOU damage.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Target is Stunned for 2d10 Rounds. STR, TOU, AGI are halved until target can get medical treatment. 2d5 permanent FEL damage.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Target dies in a fire.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target dies in a fire, carried ammo has a 50% chance to cook off. All creatures within 1d5 meters must pass an Evasion Test or take 1d10+5 X damage. Carried grenades or missiles will explode
one Round later, centered on the Target.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 0}}
{{#rollTotal() type 1}}
Explosive critical to Body.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target knocked backwards 1d5 meters, knocked Prone.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Target knocked backwards 1d5 meters (gaining 1 Fatigue per meter), knocked Prone.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target knocked backwards 1d5 meters, Stunned for 1 Round, knocked Prone.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
+0 TOU Test or suffer Blood Loss and be Stunned for 1 Round.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
+0 TOU Test or suffer Blood Loss and 1 permanent TOU damage. Target gains 1d5 Fatigue, knocked Prone.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target is Stunned for 1 Round, may only take a Half Action next Round, and is knocked Prone.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Target suffers Blood Loss, is knocked Prone, is Stunned for 1d10 Rounds, +0 TOU Test or fall unconscious
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Target dies.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Target dies. Any carried ammunition cooks off, dealing 1d10+5 Impact damage to anyone within 1d10 meters. Any other explosives immediately detonate as well.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target dies. Any carried ammunition cooks off, dealing 1d10+5 Impact damage to anyone within 1d10 meters. Any other explosives immediately detonate as well. Anyone within 1d10 meters of the
target must make a +0 AGI Test or take -10 to all WS and BS Tests for 1 Round.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 1}}
{{#rollTotal() type 2}}
Impact critical to Body.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target can only take a Half Action next Turn.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Target takes 1 Fatigue, knocked Prone.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target breaks a rib, knocked Prone, Stunned for 1 Round.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target takes 1d10 Toughness damage, +0 AGI Test or be knocked Prone.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Target is Stunned for 2 Rounds, +0 TOU Test or take 1d5 Fatigue.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target is flung out 1d5 meters and falls Prone (unless hitting a solid object), takes 1d5 Fatigue, Stunned for 2 Rounds.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Target breaks 1d5 ribs. 1d5 permanent TOU damage. Target can either await medical attention (+0 Medicae Test to set ribs) or continue (20% chance each Round to die instantly).
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Target suffers Blood Loss, 1d10 permanent TOU damage.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Target dies.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target dies, is flung 1d10 meters. Anyone in the path must make a +0 AGI Test or be knocked Prone.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 2}}
{{#rollTotal() type 3}}
Rending critical to Body.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target takes 1 Fatigue if not wearing armor.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Target gains 1 Fatigue, +0 TOU Test or be Stunned for 1 Round.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target is Stunned for 1 Round, +0 TOU Test or gain Blood Loss.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target suffers Blood Loss, Stunned for 1 Round.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Target suffers 1d10 TOU damage and Blood Loss, drops a puddle of blood on the floor. Anyone crossing this puddle must make a +0 AGI Test or fall Prone.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target is knocked Prone, takes 1d10 TOU damage, Blood Loss.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Target takes 1d5 permanent TOU damage, Blood Loss. Option to hold guts in with one arm (+0 Medicae Test to bind them in) or continue (%20 chance each round to spill guts for 2d10 damage).
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
+0 TOU test or die. On success, target takes 1d10 permanent TOU damage, is Stunned for 1 Round, and suffers Blood Loss.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Target dies.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target drops a 4 meter radius puddle of blood and dies. For the rest of the encounter, anyone moving through this puddle must make a +0 AGI Test or fall Prone.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 3}}
{{/rollTotal() location 1}}
{{#rollTotal() location 2}}
{{#rollTotal() type 0}}
Energy critical to Head.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target takes -10 to all Tests except TOU for 1 Round.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Target is Blinded for 1 Round.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target is deafened for 1d5 hours or until receiving first aid.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target loses hair, takes 2 Fatigue and is Blinded for 1d5 Rounds.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Target loses hair, is Blinded for 1d10 Rounds, Stunned for 1 Round, takes 1 permanent FEL damage.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target is Blinded for 1d10 hours, takes 1d5 Fatigue, 1d5 permanent FEL and PER damage.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Target is Blinded permanently, takes 1d10 Fatigue. Reroll 1d10 as new FEL, unless FEL is already 10 or less.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Target dies.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Target dies.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target dies, catches fire, runs headless 2d10 meters in a random direction. Anyone or anything flammable it passes makes a +0 AGI Test or catches fire.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 0}}
{{#rollTotal() type 1}}
Explosive critical to Head.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target can only take a Half Action next Turn.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Target is Blinded and Deafened for 1 Round.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target takes 2 Fatigue, +0 TOU Test or take 1d10 PER and FEL damage.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target takes 1d10 INT damage, is knocked Prone. +0 TOU Test or take 1 permanent INT damage and be Stunned for 2 Rounds.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Target is Stunned for 1d10 Rounds, permanently Deafened, takes 1d5 permanent FEL damage.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target dies.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Target dies. Any carried ammunition cooks off, dealing 1d10+5 Impact damage to anyone within 1d10 meters. Any other explosives immediately detonate as well.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Target dies, leaving a gore puddle. Anyone passing over this spot takes a +0 AGI Test or falls Prone.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Target dies.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target dies, any allies within 2 meters take a +0 Fear Test or take the next Turn fleeing from the attacker.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 1}}
{{#rollTotal() type 2}}
Impact critical to Head.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target passes +0 TOU Test or takes 1 Fatigue.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Target takes a -10 to PER and INT Tests for 1d5 Rounds.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target is Blinded for 1 Round, +0 TOU Test or be Stunned for 1 Round.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target passes +0 TOU Test or be Stunned for 1 Round and knocked Prone.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Target is Stunned for 1 Round, gains 1 Fatigue, staggers back 1d5 meters, takes 1 permanent INT damage.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target is Stunned for 1d5 Rounds, knocked backwards 1d5 meters, +0 AGI Test or fall Prone.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Target is Stunned for 1d10 Rounds, halves all movement for 1d10 hours.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Target dies.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Target dies, anyone within 4 meters of target takes a +0 AGI Test or takes a -10 to WS and BS Tests on the next Turn.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target dies, anyone within 4 meters of target takes a +0 AGI Test or takes a -10 to WS and BS Tests on the next Turn. If hit was from a melee weapon, attacker can immediately make an attack
(same weapon) against any other target that can be reached without moving. If ranged, attacker can immediately make an attack (same weapon) against any target standing directly behind the original and still within range.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 2}}
{{#rollTotal() type 3}}
Rending critical to Head.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target takes 1 Fatigue, unless wearing helmet.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Target takes a +10 to all WS and BS Tests for 1d10 Rounds. +0 TOU Test or suffer Blood Loss.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target is Stunned for 1d5 Rounds, drops helmet if worn, suffers Blood Loss.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target takes 1d10 PER damage, +20 TOU Test or lose an eye.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Target is sTunned for 1d5 Rounds, drops helmet if worn. If no helmet, loses an ear (Deafened) until receiving medical treatment, +0 TOU Test or suffer 1 permanent FEL damage.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Roll 1d10. 1-3: Target loses an eye. 4-7: nose. (1d10 permanent FEL damage) 8-10: ear (Deafened until receiving medical treatment). Target suffers Blood Loss, is Stunned for 1 Round.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Target rerolls FEL as 1d10, is permanently Blinded, suffers Blood Loss, Stunned for 1 Round.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Target dies.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Target dies, head lands 2d10 meters away.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target dies, head lands 2d10 meters away. Anyone nearby makes a +0 AGI Test or takes -10 to all WS and BS for 1 Round.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 3}}
{{/rollTotal() location 2}}
{{#rollTotal() location 3}}
{{#rollTotal() type 0}}
Energy critical to Leg.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target cannot Run or Charge for 2 Rounds.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Target must pass +0 TOU Test or takes 1 Fatigue.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target takes 1 Fatigue, is knocked Prone, and reduces movement by half for 1d10 Rounds.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target reduces movement by half, may not Run or Charge until receiving medical treatment.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Target takes 1 Fatigue, knocked Prone, reduces movement by half for 2d10 Rounds.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target takes 2 Fatigue, makes a +0 TOU Test or loses the foot. On success, target reduces movement by half until receiving medical treatment.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Targettakes 1d5 Fatigue. +0 TOU Test or be Stunned for 1 Round. Target considered to only have one leg until receiving medical treatment.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Target takes 1d10 Fatigue, suffers Blood Loss, loses the leg, +0 TOU Test or be Stunned for 1 Round.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Target passes a +0 TOU Test or dies.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target dies.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 0}}
{{#rollTotal() type 1}}
Explosive critical to Leg.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target sent back 1 meter, +0 TOU Test or be knocked Prone.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Target knocked Prone, may only take Half Moves for movement actions for 1d5 Rounds.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target takes 2d10 AGI damage.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target flung 1d5 meters away from explosion, knocked prone. Needs a Full Action to stand back up, movement reduced by half for 1d10 Rounds.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Target takes 1d5 permanent AGI damage, -10 TOU Test or take 1d5 Fatigue.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target takes 1d10 Fatigue, counts as only having one leg until receiving medical treatment. +0 TOU Test or lose the foot.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Target takes a +0 TOU Test or dies. On success, Stunned for 1d10 Rounds, takes 1d10 Fatigue, suffers Blood Loss, loses the leg.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Target dies.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Target dies, anyone within 2 meters takes 1d10+2 Impact damage.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target dies, anyone within 2 meters takes 1d10+2 Impact damage, (if ammunition carried) anyone within 1d10 meters also takes 1d10+5 Impact damage, any other carried explosives detonate.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 1}}
{{#rollTotal() type 2}}
Impact critical to Leg.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target takes 1 Fatigue.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Target's movement reduced by half for 1 Round, +0 TOU Test or be Stunned for 1 Round and fall Prone.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target takes 1d10 AGI damage and is knocked Prone.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target takes 2d10 AGI damage and is knocked Prone.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Target is Stunned for 1 Round, knocked Prone, movement reduced to 1 Meter until receiving medical treatment.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target's movment reduced by half until receiving medical treatment. Target takes 2 Fatigue, +0 TOU Test or lose the foot.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Target is Stunned for 2 Rounds, knocked Prone, counts as not having the leg until receiving medical treatment.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Target suffers Blood Loss, 1d5 permanent AGI damage, loses the leg, +0 TOU Test or die.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Target dies.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target dies, drowning out conversation within 2d10 meters for the rest of the Round.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 2}}
{{#rollTotal() type 3}}
Rending critical to Leg.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Target takes 1 Fatigue.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Target takes a +0 AGI Test or falls Prone and gains Blood Loss.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Target takes 1d5 AGI damage, gains Blood Loss.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Target knocked Prone, takes 1d10 AGI damage, movement reduced by half until receiving medical treatment.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Target gains Blood Loss, +0 TOU Test or take 1 permanent AGI damage.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Target gains Blood Loss, +0 TOU Test or lose the foot. On success, movement reduced by half until receiving medical treatment.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Target gains Blood Loss, is Stunned for 1 Round, knocked Prone, counts as not having the leg until receiving medical treatment.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Target loses the leg. +0 TOU Test or die. On success, target is Stunned for 1d10 Rounds and gains Blood Loss.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Target dies.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
Target dies. Anyone making a Run or Charge within 6 meters of the target makes a +0 AGI Test or falls Prone.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() type 3}}
{{/rollTotal() location 3}}
{{/rollTotal() target 0}}
{{#rollTotal() target 1}}
{{#rollTotal() location 0}}
Weapon critical.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Gunner is Stunned for 1 Round.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Weapon jams, jam can be cleared conventionally.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Shots made on this weapon take a -10 for 1d5 Rounds.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Weapon Locked. Weapon can only fire in whatever direction it was used last. If Fixed Weapon, Weapon Disabled until repaired.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Weapon Disabled until repaired.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
Weapon Targeting Systems Destroyed.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Using the weapon now carries a 30% chance to cook off all ammunition. In this event, roll half the weapon damage against vehicle and gunners, Weapon Destroyed.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Weapon removed from housing. Gunner has a 20% chance of taking 1/4 the damage of the shot that caused this RF.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
All crew takes 1d10+6 Explosive damage to Body, take 1 Fatigue, +0 AGI Test or catch fire. Victims can attempt to put out the fire.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
That's too much text.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() location 0}}
{{#rollTotal() location 1}}
Motive Systems critical.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Driver takes +0 Operate Test. On fail, roll Scatter to change vehicle facing, driver takes 1 Fatigue.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Vehicle may only move up to Tactical Speed next Turn.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Motive Systems Impaired.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
-10 Operate Test to move the vehicle faster than Tactical Speed. On fail, no movement. Skimmers would crash.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
That's too much text.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
That's too much text.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
That's too much text.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Motive Systems Destroyed. Skimmers crash.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Motive Systems Destroyed, Skimmers crash, vehicle catches fire.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
That's too much text.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() location 1}}
{{#rollTotal() location 2}}
Turret critical.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Anyone in the Turret is Stunned for 1 Round.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
Turret weapon jammed.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Shots from the turret weapon take a -10 for 1d5 Rounds.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Turret Locked. Gun can only fire in the direction it fired last. Pintles OK.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
That's too much text.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
All weapons within the turret gain Targeting Systems Destroyed.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
That's too much text.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
All weapons on the turret gains Weapon Destroyed. Turret Locked. Turret catches fire.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
All weapons on the turret gains Weapon Destroyed. Turret Locked. Turret catches fire. All Crew +0 AGI Test or catch fire. Victims can put themselves out.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
That's too much text.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() location 2}}
{{#rollTotal() location 3}}
Hull critical.
Severity: {{roll}}
{{#crunch}}
{{#rollTotal() roll 1}}
Unbuckled crew take a +10 TOU Test or be Stunned for 1 Round.
{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}
All crew takes -20 to do anything until someone takes a Full Action to close a gas leak.
{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}
Unbuckled crew take a +10 TOU Test or be Stunned for 1 Round. All shooting from the vehicle takes a -10 for 1 Round.
{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}
Random crewmember takes 1d10+6 Impact damage to Body, takes 1 Fatigue.
{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}
Hit vehicle facing reduces AP by 1d10.
{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}
That's too much text.
{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}
Hit vehicle facing reduces AP by half. If it was a ranged hit, each crewmember has a 20% chance to take 1/4 the damage, vehicle now Open Topped.
{{/rollTotal() roll 7}}
{{#rollTotal() roll 8}}
Hit vehicle facing reduces AP by half. If it was a ranged hit, each crewmember has a 20% chance to take 1/4 the damage, vehicle now Open Topped. Vehicle catches fire.
{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}
Vehicle Destroyed. Each weapon has 50% chance for Weapon Destroyed. Everyone takes 1d10+6 Explosive damage, -10 TOU Test or be Stunned for 1d10 Rounds. Skimmers crash.
{{/rollTotal() roll 9}}
{{#rollGreater() roll 9}}
That's too much text.
{{/rollGreater() roll 9}}
{{/crunch}}
{{/rollTotal() location 3}}
{{/rollTotal() target 1}}