Critical Misses & Strikes

When a 05 or less is rolled on a to hit roll, this indicates a critical miss on the part of the attacker. When a critical miss is rolled, a second percentile roll should be made, and the results determined from the following chart.

TABLE II.E-1: Critical Misses
Melee Missile Result
01-10 01-25 Roll vs. Crushing Blow or break weapon
11-11 - Make Balance Check [Diff 12], or fall
12-12 - Make Balance Check [Diff 10], or fall
13-13 - Make Balance Check [Diff 8], or fall
14-14 - Make Balance Check [Diff 6], or fall
15-15 - Make Balance Check [Diff 4], or fall
16-45 26-60 Overextended, Take 5 to recover before next initiative check
46-55 - Off balance, Next initiative add 2, and be +10 to be hit for 2d10 seconds.
56-75 - Off Guard, +20 to be hit for the next 3d10 seconds
76-90 61-80 Roll to hit ally; otherwise Overextended as above
91-92 81-84 Make Weapon Check [Diff 4], or fumble weapon
93-94 85-88 Make Weapon Check [Diff 6], or fumble weapon
95-96 89-93 Make Weapon Check [Diff 8], or fumble weapon
97-98 94-97 Make Weapon Check [Diff 10], or fumble weapon
99 98-99 Make Weapon Check [Diff 12], or fumble weapon
00-00 00-00 Make Weapon Check [Diff 12] to avoid self strike; if self strike successfully avoided, automatic weapon fumble.

When an unmodified 96 or higher is rolled on a to hit roll, this indicates a critical hit on the part of the attacker. When a critical hit is rolled, a second percentile roll should be made, and the results determined from the following chart.

TABLE II.E-2: Critical Hits
Melee Missile Result
01-10 - Roll vs. Crushing Blow to break opponents weapon
11-15 01-25 Attacker may call strike location.
16-25 26-35 Critical strike. Opponent must make HEA check [Diff=Damage], or region is disabled.
26-45 36-65 Double normal damage.
46-55 66-75 Opponent is knocked off balance: suffers a -2 to initiative, +10 to be hit, and +2 on damage, for next 2d10 seconds.
56-75 - Opponent knocked off Guard, +20 to be hit for next 3d10 seconds.
76-90 - Opponent caught open, make free 2nd attack now.
91-99 76-85 Opponent must make Make Weapon Check [Diff attacker Weapon Skill + attacker Level ], or fumble weapon
00-00 86-00 All damage inflicted is physical. All damage that would have been physical despite critical is tripled.

Table II.E-3: Shield Criticals
Roll Result
01-10 Opponents must roll vs. crushing blow or break weapon.
11-40 Opponent knocked off Guard, +20 to be hit for next 3d10 seconds.
41-70 Opponent can't find opening, adds 5 to initiative.
71-90 Force an opening with shield work, add +20 to next attack.
91-00 Perfect Deflection, defender may force opponent back 1 hex or break range without penalty, defenders choice.

Table II.E-4: Shield Fumbles
Roll Result
01-06 Make Balance Check [Diff 12], or fall
07-12 Make Balance Check [Diff 10], or fall
13-18 Make Balance Check [Diff 8], or fall
19-24 Make Balance Check [Diff 6], or fall
25-30 Make Balance Check [Diff 4], or fall
31-50 Off balance, Next initiative add 2, and be +10 to be hit for 2d10 seconds.
51-70 Off Guard, +20 to be hit for the next 3d10 seconds
71-90 Fall for feint and struggle to recover. Take 1d10 to recover before next initiative.
91-00 Shield knocked open, no shield bonus, arm my be attacked.