Critical Tables

Critical Hits
A 3 or a 4 are automatic hits.
With an effective skill of 15 or higher a 5 is as well, and with a 16 or higher a 6 is also.
If you score a critical hit, roll on the Critical Hit Table.

Critical Defense
On a critical defense, the attacker rolls on the Critical Miss Table.
On a critical defense when parrying bare-handed you may catch a thrown weapon if you desire.

Critical Miss (Fail)
18 is always a critical miss, 17 is as well unless your effective skill is 16 or higher (then it is an ordinary miss)
A melee attack that fails by 10 or more is also a critical miss. This counts for attacks, dodges, parries, and blocks. See the Critical Miss Table.

On a dodge, you lose your footing and fall prone.
On a block you lose your grip on your shield and must ready it before it can block again.
If you land a Critical Miss, roll on the Critical Miss Table.

Critical Hit Table

Roll Effect
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.

Critical Miss Table

Roll Effect
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 wheellocks, 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
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 Same 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 Same as 8.
13 Same 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.

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.

Roll Effect
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.

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.

Roll Effect
3 You knock yourself out! Details are up to the GM – perhaps you trip and fall on your head, or walk face-first 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).

Hits, Misses, Head Blows, and Unarmed Misses.

Critical Spell Failure Table

Roll Effect
3 Spell fails entirely. Caster takes 1d of injury.
4 Spell is cast on caster (if harmful) or on a random nearby foe (if beneficial).
5-6 Spell is cast on one of the caster’s companions (if harmful) or on a random nearby foe (if beneficial).
7 Spell affects someone or something other than its intended target – friend, foe, or random object. Roll randomly or make an interesting choice.
8 Spell fails entirely. Caster takes 1 point of injury.
9 Spell fails entirely. Caster is stunned (IQ roll to recover).
10-11 Spell produces nothing but a loud noise, bright flash of light, awful odor, etc.
12 Spell produces a weak and useless shadow of the intended effect.
13 Spell produces the reverse of the intended effect.
14 Spell seems to work, but it is only a useless illusion. The GM should do his best to convince the wizard and his companions that the spell did work!
15-16 Spell has the reverse of the intended effect, on the wrong target. Roll randomly
17 Spell fails entirely. Caster temporarily forgets the spell. Make an IQ roll after a week, and again each following week, until he remembers.
18 Spell fails entirely. A demon or other malign entity appropriate to the setting appears and attacks the caster. (The GM may waive this result if, in his opinion, caster and spell were both lily-white, pure good in intent.)