Combat Tables — Criticals

Critical Hits

Attack Critical Success Table

RollResult
1–3Double Damage
4–5Triple Damage
6–8Special Effect (Roll 1d20 below)
9Double Damage and Special Effect
10Triple Damage and Special Effect

Special Effects

RollResult
1Target knocked down*
2Target knocked down and dazed one round*
3Target drops weapon*
4Target knocked down and drops weapon*
5Hand disabled. 1× dam.
6Foot disabled. 1× dam. and move at half.
7Weapon hit. Check for break. A, A’ dam as arm hit.
8Elbow hit. Arm disabled and 1× dam.
9Knee hit. Leg disabled and 1× dam.
10Bleeding. 1 pt/round till bandaged.*
11Bleeding. 2 pts/round till bandaged.*
12Shoulder hit. Arm disabled and 1× dam.
13Hip hit. Leg disabled and 1× dam.
14Abdomen hit. Both legs disabled, 1× dam.
15Bleeding. 3 pts/round till bandaged.*
16Chest hit. Internal bleeding for 2d6 rounds (2 pts/round) + 2× dam. Bleeding stops 1d6 rounds after character rests.
17Neck hit. Bleeding 1 pt/round till bandaged. ×3 dam as head hit.
18Eye disabled. FIT save or permanent loss. ×3 dam as head hit.
19Target rendered unconscious. Roll 1d6 on Hit Location Table.
20Target killed outright.

*Roll location normally.


Critical Failures

Critical Failure — Gun Combat

RollResult
1Jam all auto loaders.
2Scope becomes loose. No bonuses until fixed.
3Jam all auto weapons.
4Jam all pump, lever, and auto weapons.
5Auto loader runaway. Character must keep firing until gun is empty. Gun needs repair.
6Sights are out of alignment. -1 to hit until fixed.
7Lose grip — takes 1 action to recover.
8Shooter dazed.
9Shooter trips and falls down 1 step.
10Shooter falls down 1 step and dazed.
11Shooter falls prone.
12Shot hits a close object. Partial blinding from splash back for 1d6 seconds. -3 to hit.
13Drop weapon.
14Misfire. All auto loaders jam. Takes 2 actions to clear. 25% chance bullet lodged in barrel (barrel rupture on next shot).
15–16Wild shot. Re-roll against another in area (no bonuses).
17–18Premature firing. Shot fired unexpectedly, dazes shooter 1 action. Wild Shot.
19Barrel rupture. Take 1/2 dam. Weapon destroyed.
20Shoot self in limb. (Barrel must be under 12 inches; otherwise Wild Shot.)

Critical Failure — Armed Combat

RollResult
1–5Normal miss. No special effect.
6–7Attacker dazed one round. (Can still defend.)
8–9Attacker stunned 1 round. (No defense possible.)
10–11Attacker falls down.
12–13Attacker falls down and dazed.
14–15Attacker falls down and stunned.
16–17Attacker loses weapon.
18–19Attacker loses and breaks weapon.
20Attacker injures self with 1/2 damage to limb.

Critical Failure — Unarmed Combat

RollResult
1–5Normal miss. No special effect.
6–7Attacker dazed one round. (Can still defend.)
8–9Attacker stunned 1 round. (No defense possible.)
10–11Attacker falls down.
12–13Attacker falls down and dazed.
14–15Attacker falls down and stunned.
16–17Attacker gets tangled with target — Strength roll next round to break free.
18–19Attacker injures self with 1/2 damage to limb.
20Attacker injures self with full damage to limb.

Critical Failure — Archery

RollResult
1–5Normal miss. No special effect.
6–12Arrow breaks — normal miss.
13String frays — reduced Attack Strength.
14–18Wild shot. Reroll against another in area (no bonuses).
19Bow breaks.
20Attacker injures self with 1/2 damage to limb.

Critical Failure — Thrown Weapons

RollResult
1–5Normal miss. No special effect.
6–10Weapon breaks on impact.
11–15Weapon is lost and unrecoverable.
16–17Wild throw. Reroll against another target in area (no bonuses).
18–19Attacker loses and breaks weapon.
20Attacker injures self with 1/2 damage to limb.