Tables (UDT). Add some heroic combat while SWORDPLAY eliminating the need for a couple of Reaction Tests. SHOOTING UDT is for use with all the man to man combat rules and not those using units. So its great for Long Rifle, Shooting is resolved normally, but replace the but will not work with Muskets & Mohawks. damage procedure with the following.
GUNPOWDER PLUS 1 SHOOTING DAMAGE
(Read the result as rolled) For use with any rules set where ranged weapons are the primary weapon. CIRCUMSTANCE MODIFIER TO TARGET
SHOOTING AC 6 Target +1 to Rep
AC 2 Target -1 to Rep Shooting is resolved normally, but replace the damage procedure with the following. SCORE RESULT 1 RANGED COMBAT DAMAGE "6" Obviously Dead. Rep of Target or higher, Out of the Fight. (Read result as rolled) but not a 6. SCORE RESULT Lower than Rep of Duck Back no Reaction Target Test taken. "6" Obviously Dead. Rep of Target or higher, Out of the Fight. MELEE but not a 6. Lower than Rep of Duck Back no Reaction Resolve melee combat normally with the following Target Test taken. modifiers added, but replace the damage procedure with the following. CIRCUMSTANCE MODIFIER MELEE AC 6 Target +1d6 Resolve melee combat normally, but replace the AC 2 Target -1d6 damage procedure with the following.
1 MELEE DAMAGE 1 MELEE DAMAGE
(Read the result as rolled) (Read the result as rolled)
SCORE RESULT SCORE RESULT
"6" Obviously Dead. "6" Obviously Dead. Rep of Target or Out of the Fight. Rep of Target or Out of the Fight. higher, but not a higher, but not a 6. 6. Lower than Rep Refight another round of melee Lower than Rep Loser pushed back 1. Refight of Target with the loser counting its Rep of Target another round of melee with the at 1 point lower. If Rep reduced loser counting its Rep at 1 point to 0, character goes Out of the lower; 2 points lower if pushed Fight. Reductions are back and reached impassable cumulative. Lost Rep recovered object. If Rep reduced to 0, after melee is over. character goes Out of the Fight. Reductions are cumulative. Lost Rep recovered after melee is over.
2015 Ed Teixeira - Two Hour Wargames 3/15/2015
UNIVERSAL DAMAGE TABLES 2 HOUR DUNGEON CRAWL 1 MELEE DAMAGE (Read the result as rolled) SHOOTING Shooting is resolved normally, but replace the WEAPON MODIFIER damage procedure with the following. Two-Handed Axe versus -2 to Rep Target 1 SHOOTING DAMAGE Mace versus AC 6 Target -1 to Rep Two-Handed Sword versus -2 to Rep (Read the result as rolled) Target CIRCUMSTANCE MODIFIER TO TARGET CIRCUMSTANCE MODIFIER AC 6 Target +1 to Rep Absorbing Undershirt +1 to Rep AC 2 Target -1 to Rep Target wearing. Armor of +1 to Rep Armor of Protection Target +1 to Rep Protection wearing. Bow of Seeking Roll twice counting best Battle Axe of Virtue versus -1 to Rep result. Target. Deflective Armor +1 to Rep Dancing Sword versus Roll twice counting Strength Potion -1 to Rep Target. best result. Iron Cloak Target wearing. +1 to Rep SCORE RESULT Strength Potion versus -1 to Rep Target. "6" Obviously Dead. WINNER ATTRIBUTE MODIFIER Rep of Target or higher, Out of the Fight. but not a 6. Feral Vampire -1 to Rep Lower than Rep of Duck Back no Reaction Lightweight +1 to Rep Target Test taken. Strong -1 to Rep Swordsmen Roll twice counting MELEE best result. LOSER ATTRIBUTE MODIFIER Resolve melee combat normally with the following modifiers added, but replace the damage procedure Slippery +1 to Rep with the following. Strong +1 to Rep CIRCUMSTANCE MODIFIER AC 6 Target +1d6 SCORE RESULT AC 2 Target -1d6 "6" Obviously Dead. Rep of Target or Out of the Fight. higher, but not a 6. Lower than Rep Loser pushed back 1. Refight of Target another round of melee with the loser counting its Rep at 1 point lower; 2 points lower if pushed back and reached impassable object. If Rep reduced to 0, character goes Out of the Fight. Reductions are cumulative. Lost Rep recovered after melee is over.
2015 Ed Teixeira - Two Hour Wargames 3/15/2015
UNIVERSAL DAMAGE TABLES WARRIOR HEROES - LEGENDS 1 MELEE DAMAGE SHOOTING (Read the result as rolled) Shooting is resolved normally, but replace the damage procedure with the following. WINNER ATTRIBUTE MODIFIER Lightweight Roll twice counting 1 SHOOTING DAMAGE worse result. Massive -2 to Rep (Read the result as rolled) Size Attacking an enemy +1d6 CIRCUMSTANCE MODIFIER TO two Sizes smaller. TARGET Strong -1 to Rep Swordsmen Roll twice counting AC 8 Target +2 to Rep best result. AC 6 Target +1 to Rep LOSER ATTRIBUTE MODIFIER AC 2 Target -1 to Rep ATTACKER ATTRIBUTE MODIFIER TO Massive +2 to Rep TARGET Nimble +1 to Rep Slippery +1 to Rep Marksmen Roll twice counting best result. SCORE RESULT Size Hitting a Target two -1 to Rep Sizes smaller. "6" Obviously Dead. TARGET ATTRIBUTE MODIFIER TO Rep of Target or Out of the Fight. TARGET higher, but not a 6. Massive +2 to Rep Lower than Rep Loser pushed back 1. Refight of Target another round of melee with the SCORE RESULT loser counting its Rep at 1 point "6" Obviously Dead. lower; 2 points lower if pushed Rep of Target or higher, Out of the Fight. back and reached impassable but not a 6. object. If Rep reduced to 0, Lower than Rep of Duck Back no Reaction character goes Out of the Fight. Target Test taken. Reductions are cumulative. Lost Rep recovered after melee is over. MELEE Resolve melee combat normally with the following modifiers added, but replace the damage procedure with the following. CIRCUMSTANCE MODIFIER AC 8 Target +2d6 AC 6 Target +1d6 AC 2 Target -1d6