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. |