CRITS AND FUMBLES


Critical hits and fumbles add an element of excitement and unpredictability to a game. By and large, players love them. Here is the Crit and Fumble system used in the Infinite Earth campaign rules.

A natural 1 is a fumble: Attack misses, and lose next attack. A Natural 20 is a critical hit: Maximum damage, but only if  rolling a 20 would hit. If the target requires a roll of 21 or more to hit, then the attack still fails.

Critical Hit

Critical Hit Table 1
01-39
Maximum weapon damage
40-80
Roll weapon damage 2x
81-90
Opponent loses Limb (Crit Table 2)
91-99
Opponent Loses Something Else (Crit Table 3)
00
Instant Kill









Critical Hit Table 2
01-20
Arm Left (Maximum Damage 3x)
21-40
Arm Right (Maximum Damage 3x)
41-60
Leg Left (Maximum Damage 3x)
61-80
Leg Right (Maximum Damage 3x)
81-85
Hand Right (Maximum Damage 2x)
86-90
Hand Left (Maximum Damage 2x)
91-94
Foot Right (Maximum Damage 2x)
95-99
Foot Left (Maximum Damage 2x)
00
Head (Instant Death)




Critical Hit Table 3
01-20
Knocked Unconscious (HP reduced to 0) Don’t roll damage
21-40
One Eye Destroyed (1-3 L 4-6 R) (Roll Damage 2x)
41-60
Voice Box Destroyed (can’t speak) (Roll Damage 2x)
61-80
Spine ruined (paralyzed) (Roll Damage 2x)
81-85
Cut Off Ear (Roll Damage 2x)
86-90
Broken Arm (1-3 L 4-6 R) (Roll Damage 2x)
91-94
Broken Leg (1-3 L 4-6 R) (Roll Damage 2x)
95-99
Eyes destroyed  (Roll Damage 2x)
00
Heart pierced (Instant Death)






Fumbles


Fumble Table (Any impossible situation reverts to “lose next attack”)
01-22
Stumble - Lose Next Attack
23-45
Trip and Fall - Lose Next 2 attacks (prone)
46-68
Drop Weapon 
69-91
Shield strap breaks - Lose Shield
92-95
Hit friend - choose random - Normal Damage
96-99
Hit Self - Roll normal damage
00
Crit Self

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