Alpha Dawn Supplementation/House Rules - Critical Hits

Some time ago (years) I wrote some supplemental rules for the original AD rulebook and have been employing them into actual gameplay with much success. The supplemental info is contained in a 28-page word file, and I figured I'd discuss each rule, individually, at you guys for critiquing and possible improvement. The first is Critical Hits.<br /><br /><b>Critical Hits<br /><br /></b>Critical hits are defined as attacks that incur more than just stamina damage (ie movement penalties, sight penalties, combat penalties, etc). There are three means by which a target sustains a critical hit.<br /><ol><li>A successful attack from a character with a Level 4 Marksman skill (covered under another section of the supplement - Skills)</li><li>A single attack that results in more than 1/3 of the target's maximum stamina</li><li>Any attack roll that equals the maximum chance to hit</li></ol><p>For example, Vrootle fires his blaster at a thug with 40 Stamina (his chance to hit is 43%). Vrootle rolls a 43, resulting in 20 points of damage. The amount of damage exceeds 1/3 of the thug's Stamina (critical hit), and the roll of 43 equals the maximum chance to hit (critical hit). In this case the attack results in a critical hit (critical hits don't stack for the same attack, but I wanted to point out different ways in the example as to how they can occur).</p><p>A critical hit can result from ranged attacks, melee attacks, and even blunt force trauma (falls, crashes, etc). Poisons and isolated specific attacks (hammering a nail through an aliens hand, for example) are not eligible for critical hit opportunities.</p><p>Critical Hit effects are determined by a separate roll against the Critical Hit Table (different effects for ranged attacks as opposed to melee attacks). Effects include movement penalties, handedness penalties (loss of primary hand), sight penalties (dizziness, stuns, blurred vision, etc), and the effects can be both temporary or permanent (requiring medical attention in order to negate the penalty). Robots are also subject to critical hits, albeit with a reduced effect penalty (another advantage of robots, since they can't be &quot;stunned&quot; nor lose feeling in a body part, for example).</p>

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