Garrrr! Stich this you fucker!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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