called shot rules?

Post/Author/DateTimePost
#1

robtheman74

Apr 24, 2009 12:53:36
Hello,

I'm running a zombie one-off adventure in which a lethal headshot is required for a kill. Are there generally agreed upon called shot rules for melee and ranged weapons? If so, could you please direct me there? If not, could you please post your own suggestions and/or house rules?

Appreciated.
#2

AnimeSniper

Apr 24, 2009 13:25:58
I've included the following from the RE thread that was posted a while back and may still be on the board... both are compilations of dice rolls and where the successful attack hits for random and called shots...

I'll try to find the percentile variants for the called shots table on my desktop in a few minutes


Random Hit Table from the post

Show

RANDOM HIT TABLE
(Compatible with any D20 gaming system)
by Robert F. Miller, Sr.
This series of tables may be used in any Role Playing Game (RPG) based on the use of one twenty sided die (1d20). Hope this is a useful tool to Gamers and Game Masters (GM) everywhere. Please note these tables are based on Human anatomy; please adjust accordingly to creatures in your campaign.

These tables are to be used only if a hit/strike is successful according to
your GM/Gaming system.

Step 1: Determine Hit Location
Roll 1d20
Result...............Body Part Hit*
1........................Head
2 or 3..................Left Arm
4 or 5..................Right Arm
6-8.....................Torso (Main Body) Bones
9-14...................Torso (Main Body) Organs
15-17..................Left Leg
18-20..................Right Leg
*In case of multiple body parts, roll a die according to number of parts.
Example: Shooting at a giant octopus you rolled a 16 left leg hit. Roll one
four-sided die (1d4) to determine which of the 4 tentacles you hit on
the “left” side of the octopus. You rolled a 2 meaning you hit the “second”
tentacle on the “left” side counting back from the head/body.

Step 2: (optional) Determine Specific Hit Location of Body Part Hit
Head
Roll 1d20...........Specific Hit
1 or 2..................Cranium (Skull)
3 or 4..................Left Eye
5-7.....................Left Ear
8 or 9..................Nose
10-12..................Mouth
13-15..................Neck
16 or 17...............Right Eye
18-20..................Right Ear

Arm
Roll 1d20...........Specific Hit
1 or 2..................Hand
3 or 4..................Wrist
5-8......................Forearm
9-11....................Elbow
12-15..................Above Elbow
16-20..................Shoulder

Torso (Main Body) Bones
Roll 1d20...........Specific Hit
1.........................Sacrum (Pelvic Bone Center)
2-4......................Left Rib Cage
5-7......................Right Rib Cage
8 or 9...................Left Collar Bone
10 or 11................Right Collar Bone
12 or 13................Left Pelvis Bone
14 or 15................Right Pelvis Bone
16 or 17................Left Shoulder Blade
18 or 19................Right Shoulder Blade
20........................Spine

Torso (Main Body) Organs
Roll 1d20............Specific Hit
1..........................Heart
2..........................Left Lung
3..........................Right Lung
4..........................Left Kidney
5..........................Right Kidney
6..........................Muscle/Tissue*
7..........................Major Blood Vessel Moderate Wound
8..........................Bladder
9..........................Spleen
10........................Gall Bladder
11........................Liver
12........................Minor Artery Severe Wound
13........................Pancreas
14........................Stomach
15........................Large Intestines
16........................Small Intestines
17........................Genitals
18........................Prostrate/Uterus
19........................Major Artery Critical Wound
20........................Muscle/Tissue*
*No organs/bones hit. 1 hit=Light Wound, 2 hits=Minor Wound,
3 hits=Moderate Wound, 4 hits=Severe Wound, and
5 hits=Critical Wound, 6+ hits=Death.

Leg
Roll 1d20...........Specific Hit
1 or 2..................Foot
3 or 4..................Ankle
5-8.....................Lower Leg
9-11....................Knee
12-16..................Upper Leg/Thigh
17 or 18...............Hip Joint
19 or 20...............Buttocks

Step 3: Determine Damage Results as Per RANDOM DAMAGE TABLES.

RANDOM DAMAGE TABLES
(Compatible with any D20 gaming system)
by Robert F. Miller, Sr.

This series of tables may be used in any Role Playing Game (RPG)
based on the use of one twenty sided die (1d20).
Hope this is a useful tool to Gamers and Game Masters (GM) everywhere.
Please note these tables are based on Human anatomy;
please adjust accordingly to creatures in your campaign.
Wound Types are defined at the end of Tables. You may use these tables
instead of applying damage to a character.
These tables are only to be used if a hit/strike is successful and hit the
body part listed according to your GM/Gaming system.

Cranium (Skull)
Roll 1d20...........Result
1........................Brain Destroyed, Dead
2........................Negligible Damage
3........................Simple Skull Fracture, Coma 1d20 Days
4........................Brain Bruised, Severe Headache 1d20 Days
5........................Brain Damage Left Side, Paralyzed Right Side of Body, Permanent
6........................Vision Blurred for 1d20 Minutes
7........................Knocked Out for 1d20 Minutes
8........................Negligible Damage
9........................Brain Damage, 1d20 x 5% Loss of Motor Skills
10......................Brain Bruised Right Side, Paralyzed Left Side of Body for 1d20 Minutes
11......................Concussion, Stunned for 1d20 Minutes
12......................Vision Blurred for 1d20 Days
13......................Stunned, Lost Grip of Items in Hands
14......................Brain Damage, 1d20 x 5% Loss of Intelligence
15......................Brain Bruised Left Side, Paralyzed Right Side of Body for 1d20 Minutes
16......................Amnesia for 1d20 Days
17......................Dazed, Fall Prone
18......................Skull Fracture, Coma 1d20 Weeks
19......................Negligible Damage
20......................Brain Damage Left Side, Paralyzed Right Side of Body, Permanent

Eye
Roll 1d20.........Result
1........................Destroyed
2........................Negligible Damage
3........................1d20 x 5% Permanent Blindness
4........................Swollen Shut for 1d20 Days
5........................Damaged, Extremely Sensitive to Light
6........................Pops Out of Socket and Dangles
7........................Blinded for 1d20 Minutes
8........................Eye Lid Severed/Torn Off
9........................Double Vision for 1d20 Days
10......................Cross-Eyed
11...................... “Black eye” Bruise
12...................... Blinded for 1d20 Days
13...................... Negligible Damage
14...................... Damaged, Night Blindness
15...................... Walled-Eye
16...................... Double Vision for 1d20 Weeks
17...................... Severe Cut Opens Over Eye
18...................... Negligible Damage
19...................... Eyebrow and Eye Lashes Missing
20...................... Blinded for 1d20 Weeks

Ear
Roll 1d20...........Result
1........................Permanent Deafness
2........................Contract Severe Ear Infection within 1d20Days
3........................Hearing Loss for 1d20 Minutes
4........................Negligible Damage
5........................Permanent Ringing Noise
6........................Ear Lobe/Lower Portion, Severed/Torn Off
7........................Severe Ear Ache for 1d20 Days
8........................Minor Wound
9........................All Cartilage/Bones Crushed, If None, No Effect
10...................... Ear Drum Burst, Minor Wound 50% Hearing Loss
11...................... “Cauliflower ear” Swollen
12...................... Negligible Damage
13...................... Moderate Wound
14...................... Hearing Loss for 1d20 Weeks
15...................... Ear Top/Upper Portion, Severed/Torn Off
16...................... Negligible Damage
17...................... 1d20 x 5% Permanent Hearing Loss
18...................... Severe Ear Ache for 1d20 Weeks
19...................... Hearing Loss for 1d20 Days
20...................... Severed/Torn Off

Nose
Roll 1d20...........Result
1........................Severed/Torn Off
2........................Left Nostril Ripped/Torn Open Moderate Wound
3........................Negligible Damage
4........................Hairline Fracture
5........................1d20 x 5% of Flesh is Ripped/Torn from Nose Bone
6........................Nose-Bleed, Minor Wound
7........................10% Chance Nose Bones are Driven Into Brain*
8........................Loose Sense of Smell for 1d20 Minutes
9........................Compound Fracture
10...................... Loose Sense of Smell for 1d20 Days
11......................Nose-Bleed, Severe Wound
12...................... Negligible Damage
13...................... Slight Damage, Swollen Twice Normal Size for 1d20 Days
14...................... Right Nostril Ripped/Torn Open Moderate Wound
15...................... Simple Fracture
16...................... Negligible Damage
17...................... Nose-Bleed, Moderate Wound
18...................... 1d20 x 5% Severed/Torn Off
19...................... Negligible Damage
20...................... Crushed
*Roll on Cranium Table if Successful for Damage Results

Mouth
Roll 1d20..........Result
1........................Destroyed
2........................1d4 Upper Front Teeth Knocked Out
3........................Negligible Damage
4........................Upper Lip Busted/Cut, Light Wound
5........................Lower Lip Cut/Ripped Off
6........................1d6 Upper Teeth Left Side, Knocked Out
7........................Jaw Dislocated
8........................Knocked Out for 1d20 Minutes
9........................Upper Lip Cut/Ripped Off
10......................1d6 Lower Teeth Right Side, Knocked Out
11...................... Negligible Damage
12...................... Lower Lip Busted/Cut, Light Wound
13...................... Right Cheek Bone Fractured
14...................... 1d4 Lower Front Teeth Knocked Out
15...................... Left Cheek Bone Fractured
16...................... 1d6 Upper Teeth Right Side, Knocked Out
17...................... Tongue Damaged 10% per Hit, Speech Loss is Equivalent
18...................... 1d6 Lower Teeth Left Side, Knocked Out
19...................... Negligible Damage
20...................... Jaw Bone Broken

Neck (Throat)
Roll 1d20...........Result
1........................Severed/Head Torn Off, Dead
2........................Negligible Damage
3........................Trachea Destroyed, Suffocate 1d20 Minutes*
4........................Dazed 1d4 Minutes
5........................Negligible Damage
6........................Cut/Ripped, Minor Wound
7........................Trachea Damage, 10% Breathing Loss*
8........................Larynx Destroyed, Unable to Speak
9........................Cut/Ripped, Moderate Wound
10.......................Broken, Paralyzed Neck Down
11...................... Cut/Ripped, Critical Wound
12...................... Stunned 1d4 Minutes
13...................... Negligible Damage
14...................... “Whiplash” Stiff for 1d20 Days
15...................... Larynx Damage, 10% Speech Loss
16...................... “Whiplash” Stiff Until Chiropractor Fixes it
17...................... Cut/Ripped, Light Wound
18...................... Negligible Damage
19...................... Cut/Ripped, Severe Wound
20...................... Broken, Dead
*Trachea (windpipe) damage maybe eased by a Tracheotomy and inserting a
tube into the opening.

Hand/Foot
Roll 1d20...........Result
1........................Severed or Torn Off at Wrist/Ankle
2........................Thumb/Big Toe Severed/Torn Off
3........................Negligible Damage
4........................Index Finger/2nd Toe Severed/Torn Off
5........................Cut/Ripped Light Wound
6........................Index Finger/2nd Toe Broken
7........................Cut/Ripped Minor Wound
8........................Middle Finger/Toe Severed/Torn Off
9........................Negligible Damage
10......................Middle Finger/Toe Broken
11...................... Cut/Ripped Critical Wound
12...................... Hand/Foot Broken
13...................... Cut/Ripped Severe Wound
14...................... Ring Finger/4th Toe Severed/Torn Off
15...................... Negligible Damage
16...................... Ring Finger/4th Toe Broken
17...................... Thumb/Big Toe Broken
18...................... Little Finger/Toe Severed/Torn Off
19...................... Negligible Damage
20...................... Little Finger/Toe Broken

Wrist/Forearm/Elbow/Above Elbow/Shoulder/
Ankle/Lower Leg/Knee/Upper Leg or Thigh/Hip Joint
Roll 1d20...........Results
1........................Severed/Torn Off
2........................Simple Fracture
3........................Cut/Ripped, Minor Wound
4........................Negligible Damage
5........................Nerve Damage 10% Loss of Use
6........................Broken Bones Through Skin
7........................Chipped*
8........................Hairline Fracture
9........................Dislocated (Joints Only)**
10...................... Cut/Ripped, Moderate Wound
11...................... Crushed
12...................... Numbed Temporary Paralysis 1d4 Minutes From Point of Damage Down
13...................... Clean Break
14...................... Negligible Damage
15...................... Compound Fracture
16...................... Cut/Ripped, Severe Wound
17...................... Nerve Damage, Paralyzed Permanent From Point of Damage Down
18...................... Sprained
19...................... Negligible Damage
20...................... Cut/Ripped, Critical Wound
*Loose bone fragment in body area of damaged bone. May cause further
damage in future if not removed.
**If not a Joint (ie: Upper Leg) Re-Roll 1d20. If you roll a 9 again, consider it
a Light Wound.

NOTE:
2 x Hairline Fractures=1Simple Fractures
2 x Simple Fractures =1 Clean Break
2 x Clean Breaks=1 Compound Fracture
2 x Compound Fractures=Broken Bones Through Skin
2 x Broken Bones Through Skin=Crushed
2 x Crushed=Severed/Torn Off

Buttocks Left or Right Cheek
Roll 1d20...........Results
1........................"Bulls-eye" Direct Hit
2........................Negligible Damage
3-5.....................Light Wound
6........................Negligible Damage
7-9.....................Minor Wound
10......................Negligible Damage
11 & 12............... Moderate Wound
13...................... Negligible Damage
14 & 15............... Severe Wound
16...................... Negligible Damage
17...................... Critical Wound
18 & 19............... Bruised, Cannot Sit For 1d4 Days
20...................... 5% x 1d20 is Destroyed

Torso (Main Body) Bones: Left or Right Rib Cage Only
Roll 1d20...........Results
1........................Breast Bone Split, Heart Destroyed
2........................1 Rib Broken (Roll on Table A)
3........................Negligible Damage
4........................1d6 Ribs Hairline Fracture
5........................3 Ribs Broken
6........................Negligible Damage
7........................4 Ribs Broken (Roll on Table A)
8........................4 Ribs Broken
9........................6 Ribs Broken
10...................... Negligible Damage
11...................... 2 Ribs Broken (Roll on Table A)
12...................... 1d6 Ribs Dislocated From Breast Bone
13...................... Ribs Absorbed Damage, Stunned 1d4 Minutes
14...................... Negligible Damage
15...................... 2 Ribs Broken
16...................... 1d6 Ribs Broken Sticking Through Skin
17...................... 5 Ribs Broken
18...................... Negligible Damage
19...................... 6 Ribs Broken (Roll on Table A)
20...................... Breast Bone Fractured*
*If Breast Bone Fractured is rolled a second time, Heart is destroyed
and death results.

TABLE A: Secondary Broken Rib Damage
Roll 1d20...........Results
1........................Penetrates Heart, Dead
2........................No Additional Damage
3........................Major Artery Severed/Torn Critical Wound
4........................Light Pain, Perform at 90% of Normal
5........................Nerve Damage, Paralyzed Below Ribs on Damaged Side
6........................Critical Damage, Coma for 1d20 Weeks
7........................Lung Punctured
8........................Moderate Pain, Perform at 75% of Normal
9........................Muscle/Tissue Damage*
10...................... No Additional Damage
11...................... Major Blood Vessel Severed/Torn Moderate Wound
12...................... Severe Pain, Perform at 50% of Normal
13...................... Minor Blood Vessel Severed/Torn Light Wound
14...................... No Additional Damage
15...................... Lung Punctured
16...................... Critical Pain, Perform at 25% of Normal
17...................... Minor Artery Severed/Torn Severe Wound
18...................... Muscle/Tissue Damage*
19...................... Critical Damage, Coma for 1d20 Days
20...................... Unbearable Pain, Pass out for 1d20 Minutes
*No Additional Damage. 1 hit=Light Wound, 2 hits=Minor Wound,
3 hits=Moderate Wound, 4 hits=Severe Wound, and
5 hits=Critical Wound, 6+ hits=Death.

Torso (Main Body) Bones: Collar Bone, Pelvis,
Shoulder Blade, Spine
Roll 1d20...........Results
1........................Clean Break*
2........................Negligible Damage
3........................Stunned 1d4 Minutes
4........................Simple Fracture
5........................Knocked Prone/Down
6........................Cracked
7........................Negligible Damage
8........................Absorbed Impact, No Damage
9........................Chipped**
10......................Compound Fracture*
11...................... Negligible Damage
12...................... Hairline Fracture
13...................... Dazed 1d4 Minutes
14...................... Separated From Ligaments
15...................... Negligible Damage
16...................... Shattered*
17...................... Knocked Out 1d4 Minutes
18...................... Bruised
19...................... Negligible Damage
20...................... Broken Bones Through Skin*
*If Spine, paralyzed from waist down
**Loose bone fragment in body area of damaged bone. May cause further
damage if not removed.

Torso (Main Body) Organs
Bladder, Gall Bladder, Genitals, Heart, Intestines, Kidneys, Liver,
Lungs, Pancreas, Prostrate/Uterus, Stomach, Spleen
Roll 1d20 Results
1........................Bruised
2........................Stunned 1d4 Minutes
3........................5% x 1d20 Loss of Function*
4........................Negligible Damage
5........................Moderate Wound
6........................Damage Natural Body Repair Puts One in a Coma x 1d20 Days
7........................Severe Wound
8........................Knocked Prone/Down
9........................Critical Wound
10...................... Negligible Damage
11...................... Destroyed
12...................... Dazed 1d4 Minutes
13...................... Spit Up/Urinate/Defecate Blood x1d20 Days as Damage Heals
14...................... Negligible Damage
15...................... Damage, Natural Body Repair Puts One in a Coma x1d20 Weeks
16...................... Light Wound
17...................... Negligible Damage
18...................... Knocked Out 1d4 Minutes
19...................... Minor Wound
20...................... Negligible Damage
*Note: 80%+ Loss of Function=Organ Failure. If Heart immediate death,
if Pancreas or Liver death in 1d20 days. Any other organ failure results as
per your GM/Gaming system.

Step 3a(Optional): Determine Damage Results as Per Your GM/Gaming
System Instead of the RANDOM DAMAGE TABLES.
Apply the damage done by weapon/hand/kick as determined by your
GM/Gaming system to body part hit. Heart/head hits means the target is
immediately slain or dieing unless your GM/Gaming system states otherwise.
Same applies to massive damage to an appendage (i.e.: arm); it is severed or
blown off.
Realistically speaking, if 50 hit points of damage is done to the
head/heat of a 25 hit point creature, they would be killed instantly.

Final Step: Apply any and all penalties to creature as damage
pertains to the body part hit as per your GM/Gaming system at the time it
happens. Example: Sword arm receives massive damage or is severed looses
sword and may pass out from pain/shock. All physical abilities/skills requiring
both arms would be halved. May die from trauma/massive blood loss unless
medical treatment is given immediately.

Wound Types

Light Wound: Bleeding. First Aid stops bleeding. Will not bleed
to death. 5 Light Wounds=1 Minor Wound
Minor Wound: Blood is flowing. First Aid Stops bleeding in 1d20
Minutes divided by 5. Will not bleed to death. 5 Minor Wounds=1 Moderate Wound.
Moderate Wound: Bleeding profusely, needs First Aid to stop
bleeding if applied within 1d20 Minutes or may bleed to death. Paramedic will
stop bleeding in half the time. 3 Moderate Wounds=1 Severe Wound.
Severe Wound: Bleeding From Minor Arteries/Major Blood
Vessels, First Aid will only slow the bleeding and must be applied within 1d20
Minutes divided by 2. Paramedic will stop bleeding within same time period If
only First Aid used, must seek Professional Medical help within 1 hour or will
bleed to death. 2 Severe Wounds=1 Critical Wound
Critical Wound: Bleeding from Major Arteries, First Aid will only
slow the bleeding and must be applied within 1d20 Minutes divided by 4.
Paramedic will slow bleeding within 1d20 Minutes divided by 2. Must seek
Professional Medical help within 30 minutes for First Aid or 1 hour for
Paramedic or will bleed to death.
2 Critical Wounds=Coma for 1d20 weeks, 3+ = death.

Medical Aid Defined

First Aid: Basic First Aid anyone can learn. 1 week training.
Includes Heal/Treat Injury skills.
Paramedic: Trained in stabilizing patient; administrating drugs
& intravenous solutions; CPR, stop bleeding, setting broken bones. 6 to 8
weeks of training at a school. Includes Healers
Professional Medical: Hospital, Medical Doctor, Surgeon, Nurse,
& even a Veterinarian in an emergency. Years of training depends on
expertise of profession. 6 to 12 years of training at a medical school.
Includes classes who can cure (i.e. Clerics).
Limb & Organ Damage: Damaged limbs and organs may be
replaced as per your GM/Gaming system allows. Transplants for organs or
prosthesis for limbs as an example. The only exception is if brain or heart is
destroyed or damaged beyond repair, death is the result.
Magical Healing and/or Divine/Demonic Intervention: This option
of medical aid is always available in campaigns that allow them. Keep in mind,
must still be applied before victim bleeds out or you will be using resurrection
to bring back character, if allowed.

#3

robtheman74

Apr 24, 2009 13:53:19
Good stuff.

So, by that rules set, a head shot would be considered a small target, thereby adding +6 to the targets AC?
#4

AnimeSniper

Apr 24, 2009 14:30:07
Exactly... NPC's AC is 17 + 6 = 23 and I am working out a variant for Sniper Rifle Scopes with my group which allows based on the range of the Target NPC grants a +0/1 far away and +5 when within the normal/just outside normal range to that PC's Attack Roll
#5

robtheman74

Apr 24, 2009 14:38:34
Very good. Thanks so much.
#6

AnimeSniper

Apr 24, 2009 20:28:04
Okay here is the modifier for sniper rifles... tell me what you think... also my group allows for a variant of the Weapon Finesse/Focus

Called Shots especially Head Shots requires a Full Round Action for Sniper Rifles fitted with the standard scope gain no bonuses to Attack Rolls within the normal range unless the wielder has upgraded or GM’s decision the scope of the weapon to a higher power and the appropriate Feat/s for the weapon. The wielder of the chosen sniper rifle gains the following at the range increments;

1st Range Increment: +5
2nd Range Increment: +4
3rd Range Increment: +3
4th Range Increment: +2
5th Range Increment: +1/0
#7

j0lt

Apr 25, 2009 0:06:16
One thing you might want to do to prevent every shot from being a called shot is require that it be a full-round action. If the PC can run around while popping off headshots against zombies, they'll want to do it with living targets too, leading to complete chaos.
#8

AnimeSniper

Apr 25, 2009 21:19:59
Edited both post and my Word doc per your suggestion Jolt
#9

j0lt

Apr 26, 2009 0:18:35
How about called shots with pistols, etc...?
I think a full-round action might be enough of a cost for it against a flat-footed opponent. As a GM, I don't think I'd allow a head shot against a non flat-footed opponent though. This begs the question: are zombies ALWAYS flat-footed since they don't really bother trying to avoid damage?
#10

AnimeSniper

Apr 26, 2009 14:56:32
Good Idea... I'll get started on that in a few minutes.
#11

AnimeSniper

Apr 26, 2009 17:39:20
The houserules for called shots and pistols... again tell me what you think aboout them.

Called Shots especially Head Shots requires a Full Round Action for Pistols fitted with the standard iron sights gain no bonuses to Attack Rolls within the normal range unless the wielder has upgraded or GM’s decision the sights of the weapon to a higher power and the appropriate Feat/s for the weapon. The wielder of the chosen pistol gains the following at the range increments;

1st Range Increment: +2
2nd Range Increment: +1
3rd Range Increment: +0
4th Range Increment: -1
5th Range Increment: -2/1

Edit: I am thinking about changing from increments to decreasements meaning that if the target is at 1st a quarter of the increment than you gain the plus two...
#12

j0lt

Apr 26, 2009 21:28:34
Could work, though I don't think using a pistol with just the iron sights should be able to make such a long range called shot. Personally, I favour a more gritty style of game, and would probably only allow such called shots within the first range increment without some sort of aiming assistance (scope, laser sight, etc...). If you want a little more action-hero style game play, however, then I think your ruling works.
#13

AnimeSniper

Apr 27, 2009 12:58:55
True... which is why I was thinking of going with a decrease in the range granting the +2 the closer that the enemy is to you... Weapon has 90 increment which means at increments of 18 the wielder gains the bonus... I'll work on it a little more today.