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| #1robtheman74Apr 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. |
| #2AnimeSniperApr 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. |
| #3robtheman74Apr 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? |
| #4AnimeSniperApr 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 |
| #5robtheman74Apr 24, 2009 14:38:34 | Very good. Thanks so much. |
| #6AnimeSniperApr 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 |
| #7j0ltApr 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. |
| #8AnimeSniperApr 25, 2009 21:19:59 | Edited both post and my Word doc per your suggestion Jolt |
| #9j0ltApr 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? |
| #10AnimeSniperApr 26, 2009 14:56:32 | Good Idea... I'll get started on that in a few minutes. |
| #11AnimeSniperApr 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... |
| #12j0ltApr 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. |
| #13AnimeSniperApr 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. |