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.
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.
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. |
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. |
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. |