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Critical Hit Effects by Josef Tham, v2.0. After tables by Chuck Morrison at www.windsofchaos.com
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Critical Hit Effects by Josef Tham, v2.0. After tables by Chuck Morrison at www.windsofchaos.com
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BODY
You barely scratch the thick hide of the monster; no effect.
You open up a painful furrow in the monsters thick hide, causing
it to suffer a penalty of 10% to its WS until the end of its next
turn.
Your weapon punches into the monsters chest, piercing its thick
skin but not penetrating to any vital organs. The monster loses
one Attack as it flinches from the pain.
Your weapon leaves a large flap of skin dangling from the monsters chest. If you or anyone else specifically aim any further
attacks against its Body (taking a 20% to hit penalty for aiming
at a specific hit location), then any natural armour counts as having one point of AP less. Hits randomly located to the Body do
not benefit in this way. This result can be repeated several times,
reducing the effectiveness of any natural armour further.
Your strike carves deeply into the monsters belly, only just failing to tear deeper into its guts, causing it to suffer a penalty of
20% to its WS until the end of its next turn.
A telling hit smashes into the monsters spine, sending it reeling.
It loses a half-action as it regains its balance.
Your weapon becomes stuck in the monsters chest, lodged between thick ribs. You must win a contested S test against the
monster, each attempt from either of you requiring a half-action.
If you win, you have regained your weapon. If the monster wins,
it has torn the weapon from your grasp. As long as the weapon is
both stuck and in your hand, the pain of its blade twisting and
tearing its flesh causes the monster to lose one half-action each
turn. If the attack was made with a projectile weapon or a blunt
weapon (like a mace or hammer), simply count the result as a rib
fracture, causing the monster to suffer a penalty of 10% to all
tests for the duration of the battle.
Your blow has broken something within the monsters mighty
torso. The pain causes it to lose one Attack for the duration of the
battle. (If it only has a single Attack, it may still use it but at half
WS.)
Your weapon bites deeply into the monsters chest, exposing
gleaming ribs. The monster counts as stunned until the end of its
next turn.
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LEG
You barely scratch the thick hide of the monster; no effect.
You open up a painful furrow in the monsters thick hide, causing
it to suffer a penalty of 10% to its WS until the end of its next
turn.
A blow to a joint causes the monster to stumble, losing one Attack
on its next turn.
Your weapon sinks into a mighty foot, making your huge foe roar
with pain. This causes a penalty of 20% to its WS until the end
of its next turn.
Your weapon slams into the monsters lower leg as it strides forward, rebounding forcefully off the bone, unbalancing you as
your weapon is almost torn from your grasp. You are unable to
perform any further attacks or parries with that weapon until your
next turn. The monster loses one half-action.
A huge toe goes flying through the air as your blow slams home.
Your roaring foe is so upset by this he loses one half-action.
A well-aimed blow sends the monster crashing to the ground,
counting as knocked down.
You almost manage to slash through the large Achilles tendon
behind your enormous foes huge foot, opening up a gaping
wound. The monsters M is halved (although only reduced by
if it has four or more legs) and any Dodge Blow tests (if it possesses this skill) count as Hard (-20%). In addition, it loses two
Attacks on its next turn.
A joint in the monsters leg has been badly damaged by your
fierce attack. The monster loses one Attack due to poor balance
Critical Hit Effects by Josef Tham, v2.0. After tables by Chuck Morrison at www.windsofchaos.com
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(if it only has a single Attack it can still use it but at half WS) and
also halves its M (although only reduced by if it has four or
more legs). The effects last until the leg has healed in six minus
TB months (although a minimum of one month).
A wicked blow to the knee sends an electric shock of pain
through the monsters leg, staggering it and causing it to count as
stunned until the end of its next turn.
Your blow has snapped a bone in your foes leg, leaving it dangling. If bipedal, the monster is knocked down and can only move
with a crawl, also suffering a penalty of 10% to all tests for the
duration of the battle due to the pain. The leg is useless until
healed in six minus TB months (although a minimum of one
month), but will heal crookedly, permanently reducing M by 2.
If the monster has four or more legs, its M will be halved and it
will also lose one Attack due to poor balance, these effects lasting
until the leg has healed in six minus TB months (although a
minimum of one month), but the leg will heal crookedly, permanently reducing M by .
Your strike almost severs the monsters foot from its leg. If bipedal, the monster is knocked down and can only move with a
crawl, also suffering a penalty of 20% to all tests for the duration of the battle due to the pain. The leg is permanently useless.
If the monster has four or more legs, its M will be halved and it
will also lose one Attack due to poor balance, these effects also
being permanent.
Your attack opens up a gaping wound in the monsters upper leg,
spurting dark blood in huge quantities. The monster is knocked to
the ground and suffers a 20% risk each turn of falling unconscious from loss of blood. If bipedal, it can get up next turn, but
move at only of its M, counting all Dodge Blow tests (if it possesses this skill) as Very Hard (-30%), until the leg has healed in
one month. If the monster has four or more legs, it can get up and
move at half M, counting all Dodge Blow tests (if it possesses
this skill) as Hard (-20%), until the leg has healed in one month.
If it passes five turns in a row without passing out, the bleeding
stops and it is no longer at risk of falling unconscious.
You practically sever the monsters leg, jets of blood shooting
from the stump. It is knocked down, unable to get up, and will
suffer a cumulative penalty of 10% to its WS and S each turn,
falling unconscious from loss of blood when either of those characteristics reaches zero, dying within another d10 turns.
Your weapon drives deep into your monstrous adversarys hip,
continuing into its lower body, rupturing inner organs and major
blood vessels. The monster falls to the ground, helpless, and dies
within d10/2 turns. If the blow was dealt in close combat, your
weapon is stuck, requiring a half-action and a successful Routine
(+10%) S test to dislodge.
Critical Hit Effects by Josef Tham, v2.0. After tables by Chuck Morrison at www.windsofchaos.com