Fallout - Texas

Critical Table

For fun

Critical Hit: (General)
1 – Crippled Arm
2 – Crippled Leg
3 – 300% (3 Times) damage
4 – 200% (2 Times) damage
5 – 150% (1.5 Times) damage
6 – Unconsciousness for 1d4 turns
7 – Bypasses armor (DT and DR)
8 – Blindness (Perception lowered to 1)
9 – Knockdown (the target must Get Up)
10 – Instant Death (!)

Critical Hit: By Location
Arm – Crippled arm, immediately drop anything being held with that hand/arm, cannot use two handed weapons.
Body – x2 damage.
Eyes – x3 damage, blindness.
Groin – x2 damage, target unconscious for 1d4 rounds.
Head – x3 damage, target unconscious for 1d4 rounds.
Leg – Crippled leg, all movement takes double points, 50% chance of knockdown.

Critical Failure (Ranged):
1: Ammo Problems – The magazine was damaged or the ammo was bad. The gun does not fire, and the rest of the magazine must be discarded.
2: Weapon jammed – Should have cleaned your gun out! The weapon will take 1 turn to unjam, and the ammo inside must be discarded.
3: Loss of AP – D’oh! The attacker looses all remaining AP for that round.
4: Dropped weapon – something slipped, and the weapon flew out of your hands and hit the ground.
5: Weapon Explodes – Something nasty that happens only with explosive or energy weapons. Deals 3d10+7 Damage to anyone within 2 hexes of the weapon. OUCH!
6: Hit Something Else – You didn’t hit what you were aiming for, but you nailed the next closest target. Hope it wasn’t your
buddy..
7: Damage Self – You shot yourself in the foot. Half the weapon’s normal damage is dealt to YOU instead.
8: You slip and fall. All remaining AP are gone, and next round, you must get up (see Getting Up, above). While down, you lose all Armor Class from Agility.
9: Weapon breaks – the weapon breaks beyond repair. Time for a new one. Oops.
10: Anvil – A miniature anvil falls out of the sky and strikes you on the head for 1d10 points of damage. No chance to dodge, and DT and DR are disregarded for this strange, magical attack.

Critical Failure (Melee):
1: Complete whiff – Completely miss the target. You lose Agility to your AC until the start of your next turn.
2: Knockout – Completely miss attack, fall, and knock yourself out for one round.
3: Loss of AP – D’oh! The attacker looses all remaining AP for that round.
4: Dropped weapon – something slipped, and the weapon flew out of your hands and hit the ground.
5: Weapon Explodes – Something nasty that happens only with explosive or energy weapons. Deals 3d10+7 Damage to anyone within 2 hexes of the weapon. OUCH!
6: Hit Something Else – You didn’t hit what you were aiming for, but you nailed the next closest target. Hope it wasn’t your buddy..
7: Damage Self – You cut yourself on your knife. Half the weapon’s normal damage is dealt to YOU instead.
8: You slip and fall. All remaining AP are gone, and next round, you must get up (see Getting Up, above). While down, you lose all Armor Class from Agility.
9: Weapon breaks – the weapon breaks beyond repair. Time for a new one. Oops.
10: Anvil – A miniature anvil falls out of the sky and strikes you on the head for 1d10 points of damage. No chance to dodge, and DT and DR are disregarded for this strange, magical attack.

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Kraken13

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