While any character can use this system, you should use this for characters with 5 CON points or more.
The new system works as follows. When a character takes damage, roll on the following Pedestrian Critical Table. Pedestrians add the weapon damage value to this roll, and all characters subtract their body armour value, if any. This will list the CON point loss from the attack.
This table can be continued as needed. For every extra 2 points on the die roll, an additional CON point is scored as damage.
Current CON Total | Skill | Move | Wound Effects |
76% or more | -0 | -0 | None |
51-75% | -1 | -0 | Roll for stun 40 mph safety limit |
26-50% | 1/2 | 3/4 | Roll for KO Stun 20 mph safety limit |
01-25% | 1/4 | 1/2 | Roll for KO Roll for Stun Roll for possible limb disablement 20 mph safety limit |
0 CON points | - | - | Automatic KO. If this is a driver, then vehicle has no driver. |
-1 or less | - | - | Dead If this is a driver, then vehicle has no driver. |
Skill is the modifier to be applied to all skill ratings. This is only ever done once and will only change when the wound of the character drops the CON point total to a lower level on the table.
Move is a modifier to the movement rate of the character. This is only ever done once and will only change when the wound of the character drops the CON point total to a lower level on the table.
Only apply the worst possible modifiers, they are not cumulative.
Wound Effects are applied and rolled for whenever and every time the character takes a wound. Roll for the top effects first and then work down the list, thus you roll for KO, and if successful, roll for stun. Limb disablements are always rolled for.
KO and Stun Rolls:
All stun and KO rolls should be made as normal, but the target number is 3, not the total CON points of the character. This means that a roll of 4 or more is required to stun or KO a character.
Use the following table to determine the modified skill and CON totals.
| Current CON Points | Current Skill |
Initial Value | 01-25% | 26-50% | 51-75% | 76%+ | 1/2 | 1/4 |
1 | - | - | - | 1 | 0 | 0 |
2 | - | 1 | - | 2 | 1 | 0 |
3 | 1 | 2 | - | 3 | 2 | 1 |
4 | 1 | 2 | 3 | 4 | 2 | 1 |
5 | 1 | 2 | 3 | 4-5 | 3 | 1 |
6 | 1-2 | 3 | 4 | 5-6 | 3 | 2 |
7 | 1-2 | 3-4 | 5 | 6-7 | 4 | 2 |
8 | 1-2 | 3-4 | 5-6 | 7-8 | 4 | 2 |
9 | 1-2 | 3-4 | 5-6 | 7-9 | 5 | 3 |
10 | 1-2 | 3-5 | 7-8 | 9-10 | 5 | 3 |
For example, a character with 8 CON points and skills of driver 3 and gunner 4 is hit by a 4.2mm machine gun. A die is rolled and the weapons damage of +1 is added. A 2 is rolled, for a result of 3. The result is 1 CON point damage. This keeps the characters CON points to above 76%, so no additional effects are felt on the character. Then the character is hit again for a further 2 CON points damage. This puts the character in the 51-75%. This forces a stun roll, and puts the skills down to 2 for driver and 3 for gunner.
If the character gets another damage point, then no further penalties will apply, but another roll for stun will be made.
If the character was to receive a further two points of damage (to make the current total 3), then skills would be driver 2 and gunner 2, in addition to a roll for KO and Stun (if the KO was successful).
As an optional rule, and one that may keep die rolling to a minimum, if a character passes a KO check, then they automatically fail their stun roll. If a character takes enough damage to almost knock them out, then they are always going to feel a little bit shaken as a result.