CRITICAL HIT CHARTS
SLASHING (Scimitar, Bastard Sword, Broad Sword, Long Sword, Great Sword, Axes)
01-09 Hit vulnerable area, damage X2.
10-12 Strike vital area, damage X3.
13-20 Destroy 1d4 items, 1/2 damage.
21-22 Slit throat; 20+1d10 damage plus 1d8 for next 5 rounds until binding.
23-55 Limb damaged:see limb damage chart.
56-60 Hit face; scar, -1 charisma.
61-63 Scalped, damage X2, -3 charisma, no hair will grow.
64-65 Removed nose, -10 to charisma.
66 Removed left ear, -20% chance of hearing, -2 charisma.
67 Removed right ear, -20% chance of hearing, -2 charisma.
68-70 Blind in one eye, 1/2 damage, -2 to hit, -4 with missiles, lose Dex bonus
on AC.
71-72 Blind in both eyes, 1/2 damage, -6 to hit, -10 with missiles, lose Dex
monus on AC.
73-77 Gut wound, 1/2 damage, takes 2 rounds to bind, see STOMACH WOUNDS.
78-79 Sever spinal cord, save vs. paralization or legs paralyzed. +10 damage.
80-88 Organ hit, see ORGAN chart.
89-95 Removed weapon. No damage unless monster (claws or teeth removed).
96-98 Limb, major tendon severed, roll on LIMB chart.
99 Limb, major nerve severed, no sense of touch, roll on LIMB chart.
00 DEATH.
THRUSTING (Short Sword, Dagger)
01-09 Hit vulnerable area, damage X2.
10-12 Strike vital area, damage X3.
13-15 Puncture throat, damage +10, 1d8 for 4 rounds or until bound.
16-30 Limb struck: use LIMB chart, roll 1d4 for EXTENT.
31-36 Blind in 1 eye, +50% damage, see SLASHING for results.
37 Blind in both eyes, +75% damage, see SLASHING for results.
38-44 Organ hit, see ORGAN chart.
45-47 Blade stuck in bone, max weapon damage every round until removed.
48-51 Limb: tendon severed, 1 limb useless- see LIMB chart.
52-62 Lodged in vital area, take damage again when removed.
63-69 Destroyed 1 item, damage -d4.
70-78 Solar plexus hit, damage X2.5.
79-90 Gut wound, effects as stomach wound use ORGAN chart.
91-99 Exceptional blow- blade passes through body, damage X3.
00 Strike perfect blow- instant death.
CRUSHING (Bo-stick, Club, Hammer, Mace, Morning Star, Jo-stick, Quarterstaff, Flail)
01-03 Crush neck- damage =20+ 1d10, save vs. paralysis or paralized from neck
down until cured for 2x damage taken.
04 Crush throat, damage +50% and can't breath; unconscious in Con/6 rnds,
suffocate to death 10 rnds later.
05-21 Limb cracked, roll on LIMB chart to see which one. Useless for 2 months,
-2 days per Con.
22-27 Crack skull, damage =10 + 1d10, save vs death or lose 1-2 points of Wis
and Int.
28-29 Spine cracked, see SLASHING for effects.
30-36 Rib cracked, damage +20%, -1 to hit.
37-42 If wearing plate, crunched inside +10 damage and 50% chance of not being
able to breathe until removed; if not removed, treat as crushed throat,
-1 AC worse for armor.
43-46 If wearing chain, horrible imprint left, +25% damage and 25% chance of
scar.
47-50 Organ ruptured; see ORGAN chart.
51-57 Stunned for 1d10 segments, cant fight or defend for 1d6 rnds.
58-63 Hit face, -1 charisma, damage +25%.
64-65 Helm destroyed (only magic helms get saving throw) save vs Con or knocked
out 1d4 rnds.
66-73 Shield destroyed (only magic shields get saving throw).
74-77 Destroy 1d4 items, damage -25%.
78-83 Hit tip of sternum, damage x2, -2 to hit.
84-85 Crush pelvis, damage +50% and 1 HP/rnd until magically cured for 10 HP.
86-90 Crack jawbone, +10% damage and can't talk or eat for 1d12 days.
91-94 Glancing blow to face, 1/2 damage, 1d8 teeth knocked out, -2 Charisma.
95-99 Shoulder crushed and arm useless.
00 Head crushed in--dead.
SHARP PROJECTILE (Arrow, Dart, Thrown Dagger, Crossbow Bolt)
01-09 Hit vulnerable area, damage X2.
10-12 Strike vital area, damage X3.
13-23 Blind in one eye, X3 damage,-2 to hit, -4 with missiles, lose Dex bonus
on AC.
24-30 Stick in bone, take damage again to remove.
31-36 Pierce hand, useless for one week or until 2X damage cured.
37-40 Pierced neck, 1d10 damag, + 1d4 damage for next three rounds from
bleeding.
41-45 Limb hit at joint (use LIMB chart), limb useless until projectile
removed, then -1 to hit with that limb until healed.
46-50 Remove finger, see LIMB chart.
51-59 Pass entirely through body, X2 damage.
50-68 Pin arm to chest, chance to remove-chance to open doors +10%.
69-77 Hit weapon hand, see LIMB chart for ARM damage.
78-84 Organ hit, see ORGAN chart.
85-93 Projectile sinks all the way in, unpleasant damage X2.
94-98 Projectile lodged in bone, max weapon damage until removed.
99 Limb, stuck in major tendon, making that limb useless, us LIMB table for
location.
00 Perfect shot--DEATH.
POLE ARM (Bardiche, bec de corbin, bill-guisarme, fauchard, fauchard-fork, glaive, par ransuer, spetum, voulge)
01-09 Hit vulnerable area, damage X2.
10-12 Strike vital area, damage X4.
13-18 Mutilate chest, damage X2.
19-24 Horrible gash, damage X2, infection in 1d6 days.
25-40 Limb struck, see LIMB chart.
41-43 Grazed face, damage +1/2, -1 on charisma until X3 damage cured.
44-47 Destroyed armor if chainmail or weaker.
48-51 Blind in one eye, damage X2, see SLASHING.
52-54 Blind in both eyes, damage X2, see SLASHING.
55-62 Rip shield from grasp, 1/2 damage (if no shield, MAX damage).
63-71 Organ hit, see ORGAN chart.
72-78 Stuck in ribs, take damage every round until removed.
79-80 Blade goes entirely through, take X3 MAX damage.
81-88 Polearm disarms opponent, no damage unless opponent has teeth or claws.
89-94 Destroy 1d4 items, 1/2 damage.
95-99 Hack out chunk of flesh, X3 MAX damage, -4 to charisma, will leave bad
scar.
00 Blade cleaves skull, save vs. death at -5. If saved then instant death,
if failed, character looses 1d4 on constitution permanently and dies very
horribly.
SPEAR-LIKE (Spear, Javilin, Trident, Lance, Fork, Pick, Pike)
01-09 Hit vulnerable area, damage X2.
10-12 Strike vital area, damage MAX X2.
13-20 Impaled, MAX damage and takes 1d6 rounds to remove.
21-29 Victim pinned to ground for 1d4 rounds.
30-36 Neck punctured, see THRUSTING.
37-41 Arm pinned to body, MAX damage.
42-46 Hit shoulder, arm useless, -4 to hit due to pain.
47-48 Impaled and lifted off ground, X3 damage.
49-55 Sticks in shield, makes both shield and spear useless, 10% chance of
hitting arm 1/2 damage if this occurs.
56-60 Hit ribs and break several X2 damage -2 to hit.
61-70 Blind in one eye, X2 damage, see SLASHING.
71-79 Roll on THRUSTING table.
80-83 Destroyed 1-2 items, 1/2 damage.
84-87 Hit face, X2 damage, 25% chance of scar, -1 charisma until cured for 2x
damage.
88-94 Hit in gut, see SLASHING.
95-99 Goes clear through body, MAX X2 damage.
00 Pierces heart, save vs. death at -5 or dead, if saved HP reduced to 0.
SPIKED (Some maces, Morning-stars, Flails, Clubs)
01-50 Roll on crushing table, with +1d4 damage.
51-57 destroyed chainmail or weaker armor.
58-67 Removed finger, see LIMB chart for effects.
68-73 Stuck in bone, take damage every round until removed (removal takes
damage).
74-77 Punctured one eye, damage X2, see SLASHING.
78-83 Punctured both eyes, damage MAX X2, see SLASHING.
84-88 Many spikes hit, MAX X2 damage.
89-94 Deep puncture wound, damage X2, will infect in 1d6 days.
95-99 Organ hit, see ORGAN chart.
00 Crushed skull, dead.
THROWN STONES (Sling stones, Sling bullets)
01-30 Stunned for 1d10 segments, can't fight or move for 1d4 rounds.
31-50 Blind in one eye, X2 damage, see SLASHING.
51-70 Limb cracked, X2 damage (25% chance of being useless), see LIMB chart.
71-80 Limb broken, MAX X2 damage, (75% chance of being useless), see LIMB
chart.
81-99 Vital area, MAX X2 damage.
00 Shattered skull, save vs death at -10 or dead. If saved, Int -1d4 and
Wis -1d4, HP=0.
BITES AND CLAWS (Monsters, unarmed humanoids)
01-09 Hit vulnerable area, MAX damage.
10-12 Hit vital area, MAX X2 damage.
13-31 Limb hit, see LIMB chart.
32-35 Break ribs, damage X2, -4 to hit due to pain.
36-38 Organ gouged, see ORGAN chart.
39-51 Knocked down (if possible), MAX damage, monster gets +2 to hit on next
attack save vs. paralysis or lose next attack.
52-54 Blind in one eye, damage X2, see SLASHING.
55-57 Blind in both eyes, damage X2 see SLASHING.
58-65 Severed mahor tendon, see SLASHING.
66-75 Roll on SPIKED table.
76-79 Unpleasant things done to face, X2 damage, -2 charisma, 5% each major
feature being made useless. Cure for 5x damage to heal.
80-99 Deap gouge, MAX X2 damage, weird scar and will be infected if possible.
00 Removed throat, save vs death at -10 or dead. If saved, reduced to 0 HP
and charisma -6 due to huge scar on neck.
LIMB DAMAGE
AREA (WITH SHIELD 1D6, W/O SHIELD 1D4)
Reverse all L & R for left-handers
Die Roll
1 Right Leg
2,5 Left Leg
3,6 Right Arm
4 Left Arm
LOCATION (d10) X5 damage
1 Fingers (toes)
2-3 Wrist (ankle)
4-5 Mid-forearm (mid-calf)
6-8 Elbo (knee)
9-10 Shoulder (hip)
EXTENT (D6)
1 Temporarily damaged
2 Badly hacked
3-4 Crippled sevemy
5-6 Completely severed
ARM
Temporarily damaged -4 to hit, -4 to damage.
Badly hacked -6 to hit, -6 to damage.
Crippled severely -8 to hit, -8 to damage.
Fingers Remove 1-2 fingers, lose 1 hp each, 25% chance thumb. If
thumb or 3+ fingers lost, save vs paralysis each blow or
drop weapon.
Completely severe -10 to hit, -10 damage.
LEG
Toes -10% movement
Temporarily damaged -10% movement
Badly hacked -25% movement
Crippled severely -50% movement
Completely severed -90% movement
ORGAN DAMAGE
Location (d6)
1 Lung Damage X2, save vs. poison or lung collapses: unconscious for
10-20rnds then half move until healed.
2 Heart (nicked): Damage MAX X2.
3 Kidney Damage +2, blood poisoning, death in 4d12+Con hours; neutralize
poison will add 10 hours.
4 Liver Damage +3, bleed for 1d4 hp for 5 rounds.
5 Spleen Damage +3, bleed for 1d6 hp for 5 rounds.
6 Stomach Damage X2, take full damage again daily from digestive fluids.
Will become terminally infected in one day. This will weaken
the victim at 1 Strength and 1 Constitution point / day. The
victim dies when Strength, Constitution, or HP goes below zero.
A cure disease is required to stop infection; thereafter, the
character will regain Strength and Constitution at the rate of 1
point per day.