Critical Hits (3d6)

3d6 Result

3

The blow does triple damage.

4

The target’s DR protects at half value (round down) after applying any armor divisors.

5

The blow does double damage.

6

The blow does maximum normal damage.

7

If any damage penetrates DR, treat it as if it were a major wound, regardless of the actual injury inflicted.

8

If any damage penetrates DR, it inflicts double normal shock (to a maximum penalty of -8). If the injury is to a limb or extremity, that body part is crippled as well. This is only a “funny-bone” injury: crippling wears off in (16 - HT) seconds, minimum two seconds, unless the injury was enough to cripple the body part anyway.

9

Normal damage only.

10

Normal damage only.

11

Normal damage only.

12

Normal damage, and the victim drops anything he is holding, regardless of whether any damage penetrates DR.

13

If any damage penetrates DR, treat it as if it were a major wound, regardless of the actual injury inflicted.

14

If any damage penetrates DR, treat it as if it were a major wound, regardless of the actual injury inflicted.

15

The blow does maximum normal damage.

16

The blow does double damage.

17

The target’s DR protects at half value (round down) after applying any armor divisors.

18

The blow does triple damage.