Critical Hit Table

Believing that a Critical Hit in a GURPS melee should always have a special effect, I replaced the official GURPS Critical Hit Table with one of my own. I hope you will find it as useful as I have. Enjoy!

Dice Roll - RESULT

03 - The blow does 10 times normal damage.

04 - The blow does 5 times normal damage.

05 - The blow does triple normal damage.

06 - The blow does double normal damage.

07 - The blow does 50% more than normal damage and knocks the foe back 1 hex. The foe is knocked off balance

for the next round, losing his next attack and being -2 on his Defence Rolls.

08 - The blow does normal damage but breaks the foe's weapon in two! The broken weapon is at -2 To Hit and

does 50% of normal damage. Fine, Very Fine or Magic weapons are allowed a resistance roll. Roll 2d6:
03-04: Weapon flies straight up in the air, DX roll to catch it next turn.
05-16: Knocked out of a foe's hand (and lands d6 random hexes away).
17-18: Broken - weapon is -2 To Hit and does 50% of normal damage.
A creature that does not use weapons is at -4 To Attack due to "nerve damage" from a funny-bone type
injury whos effects will wear off in 10-60 minutes.

09 - The blow bypasses all armor and does normal damage.

10 - The blow does normal damage, but he foe's weapon is knocked from his hand and the foe takes normal damage.

A creature that does not use weapons is at -4 To Attack due to being "nerve damage" from a funny-bone
type injury whos effects will wear off in 10-60 minutes.

11 - The blow does normal damage and the foe is Mentally Stunned, losing his attacks and being at -2 on his

defense rolls until he recovers (at the very least, losing his next attack, and All Out Defence is not allowed
while Mentally Stunned).

12 - The blow does normal damage, plus hits and cripples the foe's Weapon Bearing Arm, regardless of the amount of

damage (and the foe is effected even if no damage is done!). Please note that this is only a "funny-bone" injury
which will wear off in 10-60 minutes. However, if enough damage (i.e., HT/2) is done to cripple the arm, roll
normally to recover.

13 - The blow does normal damage but temporary blinds the foe, who is -10 on all of his Attack and Defense

Rolls. This blindness lasts for this combat only, and once again, is only temporary in nature.

14 - The blow automatically does the maximun normal damage that is possible (i.e., if your damage is normally 1d6+2

Crushing, the hit would automatically do 8 points of damage to an unarmored foe, with no roll for damage).

15 - The blow does 50% more than normal damage and the foe's armor is damaged in such a way that it is -1 on both

PD & DR until repaired. (Natural AC is weakened until the creature is fully healed.)

16 - The blow does double normal damage and foe is knocked down on his back in a Prone Position. He is

at -3 on Active Defense rolls and -4 on his Attack rolls.
After one full round, the foe may change to a Sitting Position (-2 on Attacks and Defense rolls).
Next round he can change to a Kneeling Position (still at -2 on Attacks and Defense rolls).
Next round he may assume a Standing Position and fight normally.

17 - The blow does triple normal normal damage and leaves the victim with a very impressive scar.

18 - The blow does normal damage but the foe is knocked out cold, regardless of how much damage is done.

Regain consciousness normally (see p. B129).

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