Combat Tables — Criticals
Critical Hits
Attack Critical Success Table
| Roll | Result |
|---|---|
| 1–3 | Double Damage |
| 4–5 | Triple Damage |
| 6–8 | Special Effect (Roll 1d20 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 round* |
| 3 | Target drops weapon* |
| 4 | Target knocked down and drops weapon* |
| 5 | Hand disabled. 1× dam. |
| 6 | Foot disabled. 1× dam. and move at half. |
| 7 | Weapon hit. Check for break. A, A’ dam as arm hit. |
| 8 | Elbow hit. Arm disabled and 1× dam. |
| 9 | Knee hit. Leg disabled and 1× dam. |
| 10 | Bleeding. 1 pt/round till bandaged.* |
| 11 | Bleeding. 2 pts/round till bandaged.* |
| 12 | Shoulder hit. Arm disabled and 1× dam. |
| 13 | Hip hit. Leg disabled and 1× dam. |
| 14 | Abdomen hit. Both legs disabled, 1× dam. |
| 15 | Bleeding. 3 pts/round till bandaged.* |
| 16 | Chest hit. Internal bleeding for 2d6 rounds (2 pts/round) + 2× dam. Bleeding stops 1d6 rounds after character rests. |
| 17 | Neck hit. Bleeding 1 pt/round till bandaged. ×3 dam as head hit. |
| 18 | Eye disabled. FIT save or permanent loss. ×3 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 — 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. Character must keep firing until gun is empty. Gun needs repair. |
| 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 lodged in barrel (barrel rupture on next shot). |
| 15–16 | Wild shot. Re-roll against another in area (no bonuses). |
| 17–18 | Premature firing. Shot fired unexpectedly, dazes shooter 1 action. Wild Shot. |
| 19 | Barrel rupture. Take 1/2 dam. Weapon destroyed. |
| 20 | Shoot self in limb. (Barrel must be under 12 inches; otherwise Wild Shot.) |
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 round. (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 — 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 round. (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. |
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 — 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. |