U NIVERSAL D AMAGE T ABLES Speed up your games with the Universal Damage Tables (UDT). Add some heroic combat while eliminating the need for a couple of Reaction Tests. UDT is for use with all the man to man combat rules and not those using units. So it’ it ’s great for Long for Long Rifle, but will not work with Muskets with Muskets & Mohawks.
S WORDPLAY WORDPLAY HOOTING S
Shooting is resolved normally, but replace the damage procedure with the following.
1
G UNPOWDER UNPOWDER P LUS
(Read the result as rolled)
For use with any rules set where ranged weapons weapons are the primary weapon.
S HOOTING
Shooting is resolved normally, but replace the damage procedure with the following.
1
R ANGED ANGED COMBAT DAMAGE (Read result as rolled) S CORE CORE
R ESULT ESULT
"6" Rep of Target or higher, but not a “6”. Lower than Rep of Target
Obviously Dead. Out of the Fight. Duck Back – no Reaction Test taken.
SHOOTING DAMAGE
C IRCUMSTANCE IRCUMSTANCE
AC 6 Target AC 2 Target
M ODIFIER ODIFIER TO T ARGET ARGET
+1 to Rep -1 to Rep
S CORE CORE
R ESULT ESULT
"6" Rep of Target or higher, but not a “6”. Lower than Rep of Target
Obviously Dead. Out of the Fight. Duck Back – no Reaction Test taken.
M ELEE
Resolve melee combat normally with the following modifiers added, but replace the damage procedure with the following. IRCUMSTANCE C IRCUMSTANCE
ELEE M
Resolve melee combat normally, but replace the damage procedure with the following.
1
MELEE DAMAGE
AC 6 Target AC 2 Target
1
"6" Rep of Target or higher, but not a “6”. Lower than Rep of Target
R ESULT ESULT
Obviously Dead. Out of the Fight.
Refight another round of melee with the loser counting its Rep at 1 point lower. If Rep reduced to “0”, character goes Out of the Fight. Reductions are cumulative. Lost Rep recovered after melee is over.
+1d6 -1d6 MELEE DAMAGE (Read the result as rolled)
(Read the result as rolled) S CORE CORE
ODIFIER M ODIFIER
CORE S CORE
"6" Rep of Target or higher, but not a “6”. Lower than Rep of Target
ESULT R ESULT
Obviously Dead. Out of the Fight.
Loser pushed back 1”. Refight 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.
U NIVERSAL D AMAGE T ABLES 2 H OUR DUNGEON C RAWL
1
MELEE DAMAGE (Read the result as rolled)
HOOTING S
Shooting is resolved normally, but replace the damage procedure with the following.
1
SHOOTING DAMAGE (Read the result as rolled)
C IRCUMSTANCE
AC 6 Target AC 2 Target Armor of Protection Bow of Seeking Deflective Armor Strength Potion
W EAPON
M ODIFIER
Two-Handed Axe versus Target Mace versus AC 6 Target Two-Handed Sword versus Target C IRCUMSTANCE
M ODIFIER
+1 to Rep -1 to Rep +1 to Rep
Absorbing Undershirt – Target wearing. Armor of Protection – Target wearing. Battle Axe of Virtue versus Target. Dancing Sword versus Target. Iron Cloak – Target wearing. Strength Potion versus Target.
+1 to Rep
Roll twice counting best result. +1 to Rep -1 to Rep R ESULT
"6" Rep of Target or higher, but not a “6”. Lower than Rep of Target
Obviously Dead. Out of the Fight. Duck Back – no Reaction Test taken.
W INNER ATTRIBUTE
Feral Vampire Lightweight Strong Swordsmen
Resolve melee combat normally with the following modifiers added, but replace the damage procedure with the following.
+1 to Rep -1 to Rep Roll twice counting best result. +1 to Rep -1 to Rep M ODIFIER
-1 to Rep +1 to Rep -1 to Rep Roll twice counting best result.
"6" Rep of Target or higher, but not a “6”. Lower than Rep of Target
R ESULT
Obviously Dead. Out of the Fight.
Loser pushed back 1”. Refight 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.
U NIVERSAL D AMAGE T ABLES W ARRIOR H EROES - L EGENDS
1
MELEE DAMAGE
HOOTING S
(Read the result as rolled)
Shooting is resolved normally, but replace the damage procedure with the following.
W INNER ATTRIBUTE
Lightweight
1
SHOOTING DAMAGE (Read the result as rolled) C IRCUMSTANCE
M ODIFIER TO T ARGET
AC 8 Target AC 6 Target AC 2 Target ATTACKER ATTRIBUTE
+2 to Rep +1 to Rep -1 to Rep M ODIFIER TO T ARGET
Marksmen Size – Hitting a Target two Sizes smaller. T ARGET ATTRIBUTE
Roll twice counting best result. -1 to Rep M ODIFIER TO T ARGET
Massive
+2 to Rep S CORE
R ESULT
"6" Rep of Target or higher, but not a “6”. Lower than Rep of Target
Obviously Dead. Out of the Fight. Duck Back – no Reaction Test taken.
M ELEE
Resolve melee combat normally with the following modifiers added, but replace the damage procedure with the following. C IRCUMSTANCE
Massive Size – Attacking an enemy two Sizes smaller. Strong Swordsmen L OSER ATTRIBUTE
M ODIFIER
Roll twice counting worse result. -2 to Rep +1d6 -1 to Rep Roll twice counting best result. M ODIFIER
Massive Nimble Slippery S CORE
"6" Rep of Target or higher, but not a “6”. Lower than Rep of Target
+2 to Rep +1 to Rep +1 to Rep R ESULT
Obviously Dead. Out of the Fight.
Loser pushed back 1”. Refight 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.