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Critical Hit Table (Roll d8 + d12)                           

All crit hits are double dice damage unless noted as triple damage

ROLL 2

Break Opponant's Weapon: Weapon is permanently ruined. Magical weapons receive a save vs. crushing blow. A save means the weapon is merely damaged.

Opponant's weapon is dropped out of reach: Must spend a round or more to pick it up.

Opponant's weapon is damaged and dropped: Weapon loses 1 point of magic and does 1/2 damage until repaired. Opponant loses one attack to pick it up.

Opponant is wounded: Receives -2 on to hit and damage rolls until fully healed.

Opponant's weapon is dropped within reach: Opponant loses one attack to pick it up.

Opponant is knocked over: Loses all attacks this round and attacks last on the following round. 

Gain positional advantage: Player gets +2 to hit on all attacks this round and primary attack the following round.

Nothing Special: Just double damage.

Gain positional advantage: Player gets +4 to hit on all attacks this round and primary attack the following round.

Opponant's weapon is damaged and dropped out of reach: Weapon loses 1 point of magic and does 1/2 damage until repaired.  Must spend a round or more to pick it up.

Opponant is stunned: Loses all actions in the current round and attacks last the following round. 50% chance to drop weapon within reach.

Opponant is severely wounded: Receives -4 on to hit and damage rolls until fully healed.

Render opponant's appendage useless: Roll on limb sub-table

Break opponants weapon: Incl magic weapons up to +4. Only +5 get a save vs. crushing blow.

Triple Damage: Sever opponants limb (Never head). Roll on limb sub-table.

3

4

5

6

7

8

9 - 13

14

15

16

17

18

19

20

ROLL

1

2

3

4

 

Left Arm

Right Arm

Left Leg

Right Leg

Limb Sub-table (Roll d8)
If little damage is done: Finger or toe

ROLL

2

Weapon Broken: Weapon is permanently ruined. Magical weapons receive a save vs. crushing blow. A save means the weapon is merely damaged (See 3).

Weapon is damaged and dropped out of reach: Weapon loses 1 point of magic and does 1/2 damage until repaired. Must spend a round or more to pick it up.

Weapon is dropped out of reach: Must spend a round or more to pick it up.

Trip: Lose remaining attacks this round. Opponant gains +2 to hit until the end of the next round. You suffer prone penalties.

Weapon is dropped within reach: Lose one attack to pick it up.

Weapon jams or is stuck: 1 round to free weapon. Opponant attacks your rear AC if freeing it.

Wild Swing: Opponant gets +2 to hit on all attacks this round and the primary attack the following round.

Wild Swing: Nothing unusual happens.

Wild Swing: Opponant gets +4 to hit on all attacks this round and the primary attack the following round.

Weapon jams or is stuck: 2 round to free weapon. Opponant attacks your rear AC if freeing it.

Weapon is damaged: Weapon loses 1 point of magic and does 1/2 damage until repaired.

Trip: Lose all attacks and stunned for 1-2 rounds. 50% chance to drop weapon. Opponant gains +4 to hit until the end of the next round. You suffer prone penalties and no shield or dex.

Hit friend or self: Save vs Petrification for half total damage.

Fall badly: Seriously damage a limb and render it useless. -4 to hit and dmg until fully healed. Possibly limits mobility and DM determines where you land. Roll on limb sub-table.

Break weapon: Incl magic weapons up to +4. Only +5 get a save vs. crushing blow.

20

19

18

17

16

15

14

9 - 13

8

7

6

5

4

3

ROLL

5

6

7

8

 

Left Hand

Right Hand

Left Foot

Right Foot

Critical Miss Table (Roll d8 + d12)   
CHAPTER 9 - COMBAT  (Critical Hits and Misses)
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ERRATA (HOUSE RULES)

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