Combat Tables - Criticals
This page covers critical success and failure tables.
Critical Hits
Attack Critical Success Table
| Roll |
Result |
| 1-3 |
Double Damage |
| 4-5 |
Triple Damage |
| 6-8 |
Special Effect (Roll 1D20 and see below) |
| 9 |
Double Damage and Special Effect |
| 10 |
Triple Damage and Special Effect |
Special Effects
| Roll |
Result |
| 1 |
Target knocked down.* |
| 2 |
Target knocked down and dazed one rnd.* |
| 3 |
Target drops weapon.* |
| 4 |
Target knocked down and drops weapon.* |
| 5 |
Hand disabled. 1 x dam. |
| 6 |
Foot disabled. 1 x dam. and move at half. |
| 7 |
Weapon hit. Check for Break. A,AŹ dam as arm hit. |
| 8 |
Elbow hit. Arm disabled and 1 x dam. |
| 9 |
Knee hit. Leg disabled and 1 x dam. |
| 10 |
Bleeding. 1pt./rnd. till bandaged.* |
| 11 |
Bleeding. 2pts./rnd. till bandaged.* |
| 12 |
Shoulder hit. Arm disabled and 1 x dam. |
| 13 |
Hip hit. Leg disabled and 1 x dam. |
| 14 |
Abdomen hit. Both legs disabled 1 x dam. |
| 15 |
Bleeding. 3pts./rnd. till bandaged.* |
| 16 |
Chest hit. Internal bleeding for 2D6 rnds. 2pts./rnd. and 2 x dam. Bleeding Stops 1d6 rounds after character rests |
| 17 |
Neck hit. Bleeding 1pt./rnd. till bandaged. x3 dam as head hit. |
| 18 |
Eye disabled. Fit save or permanent loss. x3 dam as head hit. |
| 19 |
Target rendered unconscious. Roll 1D6 on Hit Location Table. |
| 20 |
Target killed outright. |
Critical Failures
Critical Failure - Archery
| Roll |
Result |
| 1-5 |
Normal miss. No special effect. |
| 6-12 |
Arrow breaks - normal miss. |
| 13 |
String Frays - reduced Attack Strength. |
| 14-18 |
Wild shot. Reroll against another in area (No bonuses). |
| 19 |
Bow breaks. |
| 20 |
Attacker injures self with 1/2 damage to limb. |
Critical Failure - Armed Combat
| Roll |
Result |
| 1-5 |
Normal miss. No special effect. |
| 6-7 |
Attacker dazed one round. (Can still defend) |
| 8-9 |
Attacker stunned 1 rnd. (No defense possible) |
| 10-11 |
Attacker falls down. |
| 12-13 |
Attacker falls down and dazed. |
| 14-15 |
Attacker falls down and stunned. |
| 16-17 |
Attacker loses weapon. |
| 18-19 |
Attacker loses and breaks weapon. |
| 20 |
Attacker injures self with 1/2 damage to limb. |
Critical Failure - Gun Combat
| Roll |
Result |
| 1 |
Jam all auto loaders. |
| 2 |
Scope becomes loose. No bonuses until fixed. |
| 3 |
Jam all Auto weapons |
| 4 |
Jam all pump, lever and auto weapons |
| 5 |
Auto loader runaway. The character must keep firing till gun is empty. Gun needs to be repaired. |
| 6 |
Sights are out of alignment, -1 to hit until fixed |
| 7 |
Lose grip, takes 1 action to recover. |
| 8 |
Shooter dazed |
| 9 |
Shooter trips and falls down 1 step |
| 10 |
Shooter Falls Down 1 step and Dazed |
| 11 |
Shooter falls Prone |
| 12 |
Shot hits a close object, Partial blinding from splash back for 1d6 seconds. -3 to hit |
| 13 |
Drop weapon. |
| 14 |
Misfire. All auto loaders jam. Takes 2 actions to clear. 25% chance bullet is lodged in barrel for all guns (causing barrel rupture in next shot fired) |
| 15-16 |
Wild shot. Re-roll against another in area (No bonuses). |
| 17-18 |
Premature firing, shot is fired unexpectedly dazing the shooter for 1 action and Wild Shot |
| 19 |
Barrel rupture. Take 1/2 dam. Weapon destroyed. |
| 20 |
Shoot self in limb. Barrel length must be under 12 inches, otherwise Wild Shot |
Critical Failure - Thrown Weapons
| Roll |
Result |
| 1-5 |
Normal miss. No special effect. |
| 6-10 |
Weapon breaks on impact. |
| 11-15 |
Weapon is lost and unrecoverable. |
| 16-17 |
Wild throw. Reroll against another target in area (No bonuses). |
| 18-19 |
Attacker loses and breaks weapon. |
| 20 |
Attacker injures self with 1/2 damage to limb. |
Critical Failure - Unarmed Combat
| Roll |
Result |
| 1-5 |
Normal miss. No special effect. |
| 6-7 |
Attacker dazed one round. (Can still defend) |
| 8-9 |
Attacker stunned 1 rnd. (No defense possible) |
| 10-11 |
Attacker falls down. |
| 12-13 |
Attacker falls down and dazed. |
| 14-15 |
Attacker falls down and stunned. |
| 16-17 |
Attacker gets tangled with target - strength roll next round to break free. |
| 18-19 |
Attacker injures self with 1/2 damage to limb. |
| 20 |
Attacker injures self with full damage to limb. |