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Critical Hit / Critical Misses

Critical hits occur on a natural 20 on the 1d20 attack roll. The quality of the weapon may influence this. For example, 'keen' weapons give a 5% extra chance of a critical hit, or 19 or 20 on a 1d20.

Specialized critical hits can also increase the chances of getting a critical hit.

Keep in mind, however, that no matter what the circumstances only a natural 20 is an automatic hit.

Critical hits always causes double damage to be delivered with the attack, but in addition you roll 1d100 on the following table to determine what happens.

For critical misses, the attacker always loses his action for the next round and the following round he acts as if it was the first round of battle with respect to ROF.

Critical Hits

Effect

Chance
Instant Death 1 0 - 0
No effect 10 1 - 10
Double damage 12 11 - 22
Triple damage 8 23 - 30
+10 damage 10 31 - 40
+20 damage 10 41 - 50
Increases ability with weapon throughout battle (table 2) 8 51 - 58
Increases ability throughout battle (table 3) 5 59 - 63
Gets two rolls on this table 5 64 - 68
Gets to roll normal damage on 1d4 other opponents 5 69 - 73
Opponent loses weapon 5 74 - 78
Opponent loses armour 3 79 - 81
Opponent is stunned for 1d4 rounds 5 82 - 86
Opponent is knocked unconcious 3 87 - 89
Opponent's ability is decreased throughout battle (table 3) 4 90 - 93
All opponents receive penalties vs the character due to fright for 1d10 rounds (table 4) 4 94 - 97
All opponents receive penalties vs all friendlies due to fright for 1d10 rounds (table 4) 2 98 - 99
100

Critical Misses

Chance

Weapon blows up in your face/you stab yourself in the thigh etc. Double dmg + critical hit 1 0 - 0
No Effect 9 1 - 9
Weapon is damaged and requires 1d4 rounds using repair weapon 13 10 - 22
Weapon is damaged and requires 1d4 hours in repair shop 8 23 - 30
Ability with weapon is decreased throughout battle (table 2) 9 31 - 39
Ability is decreased throughout battle (table 3) 8 40 - 47
Chance of critical miss is increased by 1d2 throughout battle 8 48 - 55
Rolls normal damage on 1d4 teammates 5 56 - 60
Injures himself (table 5) 5 61 - 65
Injures one of his teammates (teammates do luck checks, table 5) 5 66 - 70
Something really embarrasing happens 5 71 - 75
You lose your weapon 3 76 - 78
You cause one of your teammates to lose 1d4 rounds (luck check) 5 79 - 83
You are stunned/shocked for 1d4 rounds 3 84 - 86
All teammates receive penalties vs all enemies for 1d10 rounds (mental resistance) (table 4) 4 87 - 90
Gets two rolls on this table 5 91 - 95
You cannot get a critical hit throughout battle 2 96

97
Weapon is destroyed 2 98 - 99
100

Table 3 - Weapon Ability Bonuses

Chance

+1 to hit 3 0 - 2
+1 to hit / +1 to damage 2 3 - 4
+1 to hit / +1 to damage / -1 to initiative 1 5 - 5
+2 to hit / +2 to damage / -2 to initiative 1 6 - 6
+3 to hit / +3 to damage / -3 to initiative 1 7 - 7
ROF is increased by 1 category 1 8 - 8
Always does first in round 1 9 - 9
10

Table 4 - Ability Bonuses

Chance

+1 to Agi/Str 3 0 - 2
+2 to Agi/Str 2 3 - 4
+40% to all specialized called shot rolls 1 5 - 5
+20% to all skill rolls 1 6 - 6
All abilities increase by one point 1 7 - 7
One free dodge every round / Loses agility bonus 1 8 - 8
Inspires his teammates, everyone gets +10% to skill rolls and +1 to hit 1 9 - 9
10

Table 5 - Injury

Chance

Bleeding wound, loses 1d10 hp/round until 1d4 rounds spent bandaging (first aid) 3 0 - 2
Attribute; str/agi/sta is decreased by 1d4 until character gets medical attention (medic) 2 3 - 4
Loss of arm or leg (1d4) + same as 1st 1 5 - 5
Speed is decreased to 50%, all ROF decreased one category etc until medical attention 1 6 - 6
Facial injury, eye, nose, ears, jaw, mouth, throat, 1d4 to find out which. -2 App + other modifiers 1 7 - 7
Stomach puncture, extreme pain until medical attention. Resistance roll every round to act 1 8 - 8
Full body shock, maximum hit points decreased by 50% until medical attention 1 9 - 9
10

Nonnib · 29. Jan 2007