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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.
  • roll location normally

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.