Critical Success and Failure Tables
Critical Success and Failure
A roll of 3 or 4 is always a critical success.
A roll of 5 is a critical success if your effective skill is 15+.
A roll of 6 is a critical success if your effective skill is 16+.
A roll of 18 is always a critical failure.
A roll of 17 is a critical failure if your effective skill is 15 or less; otherwise, it is an ordinary failure.
Any roll of 10 greater than your effective skill is a critical failure: 16 on a skill of 6, 15 on a skill of 5, and so on.
Critical Hit Table
All doublings or triplings of damage refer to basic damage (not injury). In all cases, the target gets no active defense against the attack.
3 – The blow does triple damage.
4 – The target's DR protects at half value (round down) after applying any armor divisors.
5 – The blow does double damage.
6 – The blow does maximum normal damage.
7 – If any damage penetrates DR, treat it as if it were a major wound, regardless of the actual injury inflicted.
8 – If any damage penetrates DR, it inflicts double normal shock (to a maximum penalty of -8). If the injury is to a limb or extremity, that body part is crippled as well. This is only a "funny-bone" injury: crippling wears off in (16 - HT) seconds, minimum two seconds, unless the injury was enough to cripple the body part anyway.
9, 10, 11 – Normal damage only.
12 – Normal damage, and the victim drops anything he is holding, regardless of whether any damage penetrates DR.
13, 14 – If any damage penetrates DR, treat it as if it were a major wound, regardless of the actual injury inflicted.
15 – The blow does maximum normal damage.
16 – The blow does double damage.
17 – The target's DR protects at half value (round down) after applying any armor divisors.
18 – The blow does triple damage.
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CRITICAL HEAD
BLOW TABLE
Use this table only for critical hits
to the head (face, skull, or eye). In all
cases, the target gets no active defense
against the attack.
3 – The blow does maximum normal
damage and ignores the target’s
DR.
4, 5 – The target’s DR protects at half
value (round up) after applying any
armor divisors. If any damage penetrates,
treat it as if it were a major
wound, regardless of the actual
injury inflicted.
6, 7 – If the attack targeted the face or
skull, treat it as an eye hit instead,
even if the attack could not normally
target the eye! If an eye hit is
impossible (e.g., from behind),
treat as 4.
8 – Normal head-blow damage, and
the victim is knocked off balance:
he must Do Nothing next turn (but
may defend normally).
9, 10, 11 – Normal head-blow damage
only.
12, 13 – Normal head-blow damage,
and if any damage penetrates DR, a
crushing attack deafens the victim
(for recovery, see Duration of
Crippling Injuries, p. 422), while
any other attack causes severe scarring
(the victim loses one appearance
level, or two levels if a burning
or corrosion attack).
14 – Normal head-blow damage, and
the victim drops his weapon (if he
has two weapons, roll randomly to
see which one he drops).
15 – The blow does maximum normal
damage.
16 – The blow does double damage.
17 – The target’s DR protects at half
value (round up) after applying any
armor divisors.
18 – The blow does triple damage.
CRITICAL
MISS TABLE
3, 4 – Your weapon breaks and is useless.
Exception: Certain weapons
are resistant to breakage. These
include solid crushing weapons
(maces, flails, mauls, metal bars,
etc.); magic weapons; firearms
(other than wheel-locks, guided
missiles, and beam weapons); and
fine and very fine weapons of all
kinds. If you have a weapon like
that, roll again. Only if you get a
“broken weapon” result a second
time does the weapon really break.
If you get any other result, you
drop the weapon instead. See
Broken Weapons (p. 485).
5 – You manage to hit yourself in the
arm or leg (50% chance each way).
Exception: If making an impaling
or piercing melee attack, or any
kind of ranged attack, roll again. If
you get a “hit yourself” result a second
time, use that result – half or
full damage, as the case may be. If
you get something other than “hit
yourself,” use that result.
6 – As 5, but half damage only.
7 – You lose your balance. You can do
nothing else (not even a free action)
until your next turn, and all your
active defenses are at -2 until then.
8 – The weapon turns in your hand.
You must take an extra Ready
maneuver before you can use it
again.
9, 10, 11 – You drop the weapon.
Exception: A cheap weapon breaks;
see 3.
12 – As 8.
13 – As 7.
14 – If making a swinging melee
attack, your weapon flies 1d yards
from your hand – 50% chance
straight forward or straight back.
Anyone on the target spot must
make a DX roll or take half damage
from the falling weapon! If
making a thrusting melee attack or
any kind of ranged attack, or parrying,
you simply drop the
weapon, as in 9.
15 – You strain your shoulder! Your
weapon arm is “crippled.” You do
not have to drop your weapon, but
you cannot use it, either to attack
or defend, for 30 minutes.
16 – You fall down! If making a ranged
attack, see 7 instead.
17, 18 – Your weapon breaks; see 3.
UNARMED
CRITICAL
MISS TABLE
Use this table only for critical misses
on unarmed attacks (bites, claws,
grapples, head butts, kicks, punches,
slams, etc.) or parries, including those
by animals.
3 – You knock yourself out! Details are
up to the GM – perhaps you trip
and fall on your head, or walk facefirst
into an opponent’s fist or
shield. Roll vs. HT every 30 minutes
to recover.
4 – If attacking or parrying with a
limb, you strain it: take 1 HP of
injury and the limb is “crippled.”
You cannot use it, either to attack
or defend, for 30 minutes. If biting,
butting, etc., you pull a muscle and
suffer moderate pain (see Irritating
Conditions, p. 428) for the next
(20 - HT) minutes, minimum one
minute.
5 – You hit a solid object (wall, floor,
etc.) instead of striking your foe or
parrying his attack. You take crushing
damage equal to your thrusting
damage to the body part you were
using; DR protects normally.
Exception: If attacking a foe armed
with a ready impaling weapon, you
fall on his weapon! You suffer the
weapon’s damage, but based on
your ST rather than his.
6 – As 5, but half damage only.
Exception: If attacking with natural
weapons, such as claws or teeth,
they break: -1 damage on future
attacks until you heal (for recovery,
see Duration of Crippling Injuries,
p. 422).
7 – You stumble. On an attack, you
advance one yard past your opponent
and end your turn facing
away from him; he is now behind
you! On a parry, you fall down;
see 8.
8 – You fall down!
9, 10, 11 – You lose your balance. You
can do nothing else (not even a free
action) until your next turn, and all
your active defenses are at -2 until
then.
12 – You trip. Make a DX roll to avoid
falling down. Roll at DX-4 if kicking,
or at twice the usual DX penalty
for a technique that requires a
DX roll to avoid mishap even on a
normal failure (e.g., DX-8 for a
Jump Kick).
13 – You drop your guard. All your
active defenses are at -2 for the
next turn, and any Evaluate bonus
or Feint penalty against you until
your next turn counts double! This
is obvious to nearby opponents.
14 – You stumble; see 7.
15 – You tear a muscle. Take 1d-3 of
injury to the limb you used (to one
limb, if you used two), or to your
neck if biting, butting, etc. You are
off balance and at -1 to all attacks
and defenses for the next turn. You
are at -3 to any action involving
that limb (or to any action, if you
injure your neck!) until this damage
heals. Reduce this penalty to -1
if you have High Pain Threshold.
16 – You hit a solid object; see 5.
17 – You strain a limb or pull a muscle,
as in 4. Exception: An IQ 3-5
animal fails so miserably that it
loses its nerve. It will turn and flee
on its next turn, if possible. If
backed into a corner, it will assume
a surrender position (throat bared,
belly exposed, etc.).
18 – You knock yourself out; see 3.
Fighters that cannot fall down (e.g.,
snakes, and anyone already on the
ground): Treat any “fall down” result
as 1d-3 of general injury instead.
Details are up to the GM – perhaps
your opponent steps on you!
Fliers and swimmers: Treat any “fall
down” result as being forced into an
awkward flying or swimming position
with the same effective results (-4 to
attack, -3 to defend).