| Critical
Hits
To
get a critical you must throw a 20 on your attack roll, and
then hit on a second attack roll.
Base critical throw is 3D6. Compare weapon size to target
size for modifiers as below. |
| Roll |
Extra |
Bleed |
Ignore
Armour |
Minus |
Additional
(save vs. death (unmodified) to avoid these effects) |
| 1 |
Re-roll with 2D6 |
|
| 2 |
1 |
|
|
|
Stumble badly. Lose DEX defence for next
round |
| 3 |
1 |
|
|
-1 |
Strike last next round. |
| 4 |
0 |
|
1 |
-1 |
Stagger. Lose next rounds attack. |
| 5 |
0 |
|
1 |
-2 |
Painful leg whack. Half speed and –D4 DEX for D6
hours. |
| 6 |
0 |
CON |
1 |
-2 |
Deep leg slash. Half speed for
D6 hours. |
| 7 |
1 |
|
1 |
-1 |
Belly cut. Lose next round’s attack. |
| 8 |
Re-roll with one more D6 |
|
| 9 |
2 |
|
|
-2 |
Chest strike. Lose next round’s attack. Rib broken2
–2 CON & -1 STR for D4 days. Hand hit. Drop carried weapon/shield
and throw on fumble table |
| 10 |
0 |
1 |
1 |
-3 |
Deep arm hit. Drop carried weapon/shield. |
| 11 |
0 |
CON |
1 |
-4 |
Head hit. Stunned1 for
3 rounds. Lose DEX defence for rest of combat. |
| 12 |
2 |
|
|
-4 |
Knocked onto back. Lose next attack.
Opponent gets a free hack at +4. |
| 13 |
1 |
CON |
|
-4 |
Brutal gash. Roll vs. CON or faint
for 2D4 rounds. |
| 14 |
2 |
1 |
1 |
-4 |
Bad limb hit. Stunned1
for 2 rounds. Can’t use limb for D6 days. If leg: -1 DEX & half
movement. If arm: -1 STR & DEX & drop weapon/shield. |
| 15 |
D4 |
1 |
1 |
! |
Head hit. Unconscious2
for D6 hours. |
| 16 |
D6 |
D2 |
1 |
! |
Bone Broken3. Out of
combat. Roll D4: 1=Rleg; 2=Lleg; 3=Rarm; 4=Larm; Roll vs. CON or
faint for 3D6 rounds. |
| 17 |
D8 |
D3 |
1 |
! |
Face hit. Unconscious2
for D8 hours. Roll D4: 1=Eye, blinded6, -2 to DEX; 2=Permanant
scarring3, -1 APP; 3=Lose D8 teeth3; 4=Broken
jaw3. |
| 18 |
2D4 |
D6 |
1 |
! |
Deadly blow. Out of combat. Roll
D6: 1=Spine smashed5, paralysed; 2=Leg severed5;
3=Arm severed5; 4=Pelvis smashed5, crippled;
5=Body mashed5, major organ damage; 6=Head caved in,
instant death. |
- 'Stunned'
means fighting is impossible. Victim can only stagger around (parry
at -2).
- "CON"
in the bleed column means make a CON roll every round.
If you fail it then bleed 1 hp.
- Bleeding:
Bleeding occurs at the end of each round, starting on the round
of the strike. Bleeding at rate of <=2 can be stopped with bandaging;
3 with tourniquet and continuous attention; 4+ with cure spells
only - one ClW per point of bleeding over 3.
- 123456: Footnote numbers for healing fixes: 1=ClW,
2=C2W, 3=C3W, 4=C4W, 5=C5W, 6=Cure
Blindness. ClW can be used to remove stun and cure fainting. C2W
can be used to fix bone fractures or unconsciousness. C3W
can be used to fix bone breaks. C4W will fix more
serious damage. C5W will do even more including reattaching
severed limbs. When cures are used for these additional purposes, they
do not cure any hp damage.
- Minuses
apply for the rest of combat or 5 minutes, whichever is greater. They
are not cumulative - take the worst one.
| Size |
Weapon |
Creature |
| T |
Fist (although fists don’t critical) |
Kobold |
| S |
Martial arts. Dagger. Short sword (D4 &
D6) |
Dwarf, Gnome, Halfling, Goblin |
| M |
Light crossbow, Long sword, Bastard sword (D8) |
Human, Elf, Half-elf, Orc, Hobgoblin |
| L |
Heavy Xbow, Double-handed sword, pole arm.
(STR weapons, D10) |
Gnoll, Bugbear, Ogre |
For
each size difference less, subtract 1 die, but always roll at least 1
die. For each size difference more, add 1 die. Throw the dice and take
the values of the top three dice only.
|
Statistical analysis |
|
| Dice |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
| Average |
3.5 |
7 |
10.5 |
12.2 |
13.4 |
14.2 |
14.9 |
| 15+ chance |
0 |
0 |
9% |
24% |
38% |
51% |
62% |
| 18 chance |
0 |
0 |
1:216 |
1:54 |
1:29 |
1:16 |
1:10 |
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