Special Combat Results
Critical Hits
Critical hits represent a lucky and effective hit in an unprotected area of an opponent.
If the skill test is a success and both dice (units and tens) are the same value, it is a critical hit.
A critical hit automatically causes maximum damage for the weapon and maximum damage modifier. Critical hits also ignore armour.
A critical hit is made a normal hit by a critical parry or critical Dodge. Then damage is rolled by the attacker as normal and the defender’s armour counts.
Fumbles
Conversely, if an attacker or defender fumbles, the character has been put at a severe disadvantage. It is up to the Referee to determine how, dependent on the situation. Here are some examples.
- Grievously hurt self or a nearby friend with a weapon. Roll damage and ignore armour.
- Trip over and fall prone.
- The character becomes confused and misses one combat round.
- Armour or shield strap breaks; lose armour protection.
Summary of Combat Results
Attacker’s Combat Action | Defender’s Reaction | Result |
Fumble | No need to roll | Attacker fumbles. |
Failure | No need to roll | Attacker fails to hit the defender. |
Success | Fumble | Attacker hits, then the defender takes damage rolled minus armour points and fumbles. |
Success | Failure | Attacker hits, the defender takes damage rolled minus armour points. Note, this is the standard result if the defender decides not to or cannot defend themself. |
Success | Success | If the Defender is dodging, they avoid the attack. If parrying, they parry the attack. |
Success | Critical | Defender avoids the attack and takes no damage. |
Critical | Fumble | The Attacker does maximum damage and ignores the Defender’s armour. The Defender fumbles. |
Critical | Failure | The Attacker does maximum damage and ignores the Defender’s armour. |
Critical | Success | The Attacker does maximum damage and ignores the Defender’s armour. |
Critical | Critical | Attacker hits, the defender takes damage rolled minus armour points. |