House Rules

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Initiative

All intiative, even for mental actions, is based off of DEX. This simplifies matters considerably.

Maneuvers & Combat Rules

This campaign uses all of the Standard and Optional Maneuvers listed in 6E2 56, plus the rules for Guarding and Interposing on 6E2 128. Knockback (6E2 114) is used, but not the rules for Wounding, Hit Locations and Placed Shots, Impairing, Disabling or Bleeding; or Mystery Damage. The Hit Locations and Critical Hits rules as used in the rulebooks are replaced by the house rules for Critical Hits given below.

Critical Hits

This house rule is a mashup of elements of the Critical Hits rules as described in 6E2 118 and the Hit Location & Placed Shot from 6E2 108-111. The version of the rules presented here replaces both of them.

Critical hits are a possible result of any attack dealing standard or killing damage. Attacks that don’t inflict standard or killing damage, even Drains of STUN or BODY, do not inflict criticals. The attack must target an individual’s DCV, not his MDCV or the area he is located. Targets that have the “No Hit Locations” power are immune to critical hits.

The effect of a critical hit is rolled as any other damage with respect to penetrating defensive powers. After the target’s defenses have been applied, however, the damage to the target’s BODY and STUN are doubled.

Example: Ironclad hacks the villain Quartz with his sword, doing 4d6 of killing damage. He rolls 14 BODY and 28 STUN. Quartz had 15 rPD and a total PD of 20. On a normal hit, the attack would do no BODY and 8 STUN. On a critical hit, however, it would still do no BODY, but would inflict 16 STUN (which is greater than Quartz’ CON of 15, and stuns him).

Determining criticals is a little difficult, but the software does the heavy lifting. Against a normal target, a “to hit” roll of 8 or less on 3d6 has a chance of critting if the roll is less than 2x what is needed to hit the target.

Some targets, however, are considered “vulnerable.” The conditions on the table at 6E2 37 that are indicated as 1/2 in the “Hit Locations” column are deemed vulnerable to critical hits. The most common of these conditions are being stunned, entangled, taking a recovery of being knocked out. Also, if the attacker is Interposing and gets an OCV bonus against the defender from it, the defender is considered vulnerable to that attack only. On attack rolls against targets with these conditions, a crit occurs on a roll of 12 or less in which the roll is less than 1.5x what is needed to hit the target. Since every condition that renders one vulnerable to critical hits also reduces DCV, a vulnerable target is at a tremendous disadvantage.

The following table shows how these attacks work.

World wardens critical hit chart

House Rules

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