Hi everyone,
I was perusing the RT house rules forum a little while ago, and came across an alternate damage system which meant that crits are applied not only when wounds reach 0. I have been scouring the forums today and I couldn't find the original post! so if the original poster of that system (I've based my own home brew system heavily on yours so you should recognise it I hope) is around I'd love to hear how your system works in play and give you a lot of credit for inspiring me to build my system. I have not scoured the DH forums though, but if anyone has seen other similarly-designed or inspired damage house rule systems I'd really appreciate a link.
In any case, this is the alternate damage and crit system which I've adapted from those ideas I found on the RT forums. I'd love feedback on people's opinions of the system's efficacy and dramatic effect. It does add more book-keeping to damage dealing and taking, but I am hoping not a significant amount of book-keeping which would slow down play too much (a very subjective judgement, but short-hands on the maths make it fairly simple, at least to me).
Cheers,
naracances
DEATHWATCH ALTERNATE DAMAGE RULES
naracances June 2011
CRITICAL HITS, WOUNDS AND FATIGUE
Critical hits are taken when damage in excess of a CRIT THRESHOLD (CT) is taken. A character's CT is equal to two times (2x) his UNMODIFIED Toughness Bonus (i.e. ignore Unnatural Toughness mulitpliers). For headshots, the CT is halved.
For every point of damage taken which is in excess of the hit location's CT, a critical hit is determined as per normal crit charts on DW Core book pp. 252 - 259. For Space Marines (and others with the talent), the True Grit talent operates as normal.
When a character's Wounds reach zero, all CTs are reduced by the number of wounds past zero the character is at, to a minimum of zero CT.
Every damaging hit taken which takes a character to, or when at or below zero, wounds, automatically inflicts an extra 1 level of fatigue which cannot be resisted/negated. A character that passes out from fatigue loss (when they take more fatigue levels than their TB bonus) while at or below zero wounds enters a coma and may die.
COMAS AND DEATH
If a character enters a negative wound and fatigue induced coma, treat him as though he had the Blood Loss trait applied (10% chance of dying per round unless stabilised). If the character survives unaided for a number of rounds equal to 12-TB (to a minimum of 3 rounds), then he no longer has to test for death, and is considered in a stable coma. A Hard Medicae (-20) test, as well as advanced medical equipment, is required to revive the character.
Note that as soon as a Marine with a functional Sus-an Membrane falls into such a coma, he will automatically enter suspended animation, as per rules in the DW core book p. 36.
ARMOUR DAMAGE
Any critical hit a character recieves automatically reduces the AP in the area hit by 1 point, until the armour can be repaired.
POINT BLANK DAMAGE
Damage inflicted at point blank range from ranged weapons does additional damage equal to the DoS of the original attack roll. This DOES NOT APPLY if the attack is made during active melee combat (e.g. firing a pistol during melee); this is fully applied against stunned, prone, surprised or successfully grappled/ captured targets when at PB range. The latter conditions should also be applied to melee attacks - i.e. incapacitated or suprised targets take more damage from melee attacks as well.
EXAMPLE
Randy the Space Marine has a Toughness of 44. His TB is 8 (from unnatural Toughness) but his unmodified TB is 4; therefore, his CTs are 8, except for his head which has a CT of 4. He has 22 wounds at full health and as a Marine has the True Grit talent.
Randy takes a lascannon to the face, suffering 16 wounds after armour and toughness modifiers are taken into account. As Randy's head has a CT of 4, this would counts as a damage crit of 12... thankfully the True Grit talent halves the crit level to 6, merely melting his face instead of blowing his head off. He now has only 6 wounds left, and his power armour loses 1AP for the head until repaired.
While lying in agony on the ground, waiting for the painkillers to kick in, the sadistic ork with the lascannon decides to hit Randy again, this time hitting him in the body. After armour and TB is taken into account, Randy takes a further 10 wounds. As this takes Randy below 0 wounds to -4, all his CTs are reduced by 4 points. As such, his body's CT is now only 4 (instead of 8), and he therefore takes a level 3 crit (6 damage over his CT, halved by True Grit). He also takes an additional point of fatigue (on top of the 2 from the crit), as well as reducing the AP of his power armour in the body by another point.
Between his melted face and injured body Randy has reached nine fatigue levels, which would normally knock him out (his TB is 8). However, as he is on negative wounds, he enters a potentially fatal coma. Unfortunately, Randy is from the Black Templars chapter, and therefore has a dysfunctional Sus-an Membrane. As such, he will have to check against dying (a 1 in 10 chance) every round, up to 4 rounds (12 rounds minus his TB of 8). Randy's player is lucky, and rolls a d10 every round for four rounds, but at no point does he roll a 10 and therefore avoids death. Randy is instead in a stable coma.
However, the ork who was firing the lascannon has now come up to inspect his handiwork, and pulls out his bolt pistol to make sure the humie is dead. He makes a point-blank called shot against Randy's armoured but injured head and succeeds in his (very easy) attack roll by 5 DoS. Considering that Randy's helmet is damaged (worth 1 less AP), and with the +5 damage bonus from the point-blank strike, he manages to inflict 8 wounds. As Randy's CT at his head has been reduced through damage to 0, this translates as a level 8 crit, exploding Randy's head like a watermelon. Furthermore, anyone who wants to salvage his body, will have to repair 2 points of AP damage to the helmet, and 1 AP to the body, of the power armour.
Poor Randy.
CONSIDERATIONS FOR PLAY
Clearly this system increases the amount of book-keeping required for determining and recording damage, but does not alter the horde mechanics in any way, so large-scale combat should not be slowed down (apart from different PC Marine damage of course). The system is used for PCs (of course), and should be used for important, challenging, interesting or dramatic NPCs. However, for less important NPC opponents, presuming that the Horde system is not into play, the coma and death rules may be ignored if GMs are happy to have NPCs become incapacitated when they reach 0 wounds (a short-hand which I have often used with the vanilla damage system up until now anyway).
Crits are easily calculated with the following table/ short-hand - a level 1 crit occurs when the amount of wounds inflicted are equal to:
UNMODIFIED TB HEAD BODY/ARMS/LEGS
1 2 3
2 3 5
3 4 7
4 5 9
5 6 11
6 7 13
7 8 15
8 9 17
9 10 19
10 11 21