| Table: Critical Rolls for Missile Attacks | ||
| D20 | Success Effect | Failure Effect |
| 20 | Crippling blow: Enemy must save versus magical weapon or else have to roll on the “Dreadful Wounding” chart. If save is successful, treat as “Impaling Blow”. | Ordinary failure, but character looks bad doing it. |
| 19 | Impaling blow! Attack deals double damage, shocking your foe. You gain an additional missile attack against enemy this round. | Distracted: Attacker misses this round, and goes on last initiative next round. |
| 18-17 | armour piercing shot: Defender’s armour must make a Save vs. Crushing Blow or suffer a permanent -1 penalty to AC. Magical items gain a +2 bonus to this save. | Slow focus causes the attacker to lose his next attack this round. |
| 16-13 | Bleeding wound: Enemy takes 1d4 points of additional damage for the next 1d4 rounds. | Reload fumble: Attacker must make a successful Dexterity Check or drop his bullets, arrows, etc. It takes 1 round to recover dropped items. |
| 12-9 | Rapid shot: Get an extra missile attack against enemy. | Recoil injury or muscle strain in hand: Next 4 missile attacks are at -1 to hit and with a -2 penalty to initiative. |
| 8-5 | Target lock: Next missile attack against enemy is at +4 to hit and +2 to damage. | Target enraged: Your target notices your missed shot and decides to finish you off. Enemy gets a free attack against you, if possible. |
| 4-2 | Painful strike: Attack deals an additional 3 damage. | Horrid aim! If your target is in melee with your allies, you hit one of them by accident. If not, you fumble your weapon. Dropped weapons take 1 round to recover. |
| 1 | Ordinary success, but character looks good doing it. | Weapon failure: If wielding a gun, a bullet jams and backfires, dealing you 1d4 points of damage. If wielding a bow, the string breaks. Otherwise, lose remaining attacks this round. It takes 5 rounds to repair damaged weapons for use again. |