House Rules for Critical Hits

General notes:

3d6 Body Part Permissible attcks Hit Penalty Result of Major Damage Critical Success
3,4 Brain any -7 See notes 1 and 4 pB203 no skull DR. HT rolls are at -(dam/5)
- Eyes M or T -9 See note 2 pB203  
- Eyes (through helm's eyeslits) M or T -10 As above. Armor does not protect! See note 2 pB203.  
5 Head or Face any -5 No DR; no special damage results. See note 4 pB203.  
- Nose any -6 No DR; See pCII53. see Note 5 below
- Jaw any -5 No DR; See pCII53. see Note 6 below
- Neck any -5 PD and DR or torso. pCII53.  
- Veins and Arteries C -4/-7 Cutting only. dam X 3. pCII53.  
6 Shield (far) arm any -4 Damage over HT/2 cripples arm. Excess damage is lost. crippled arm
7 Hand (roll for left or right) any -4 Damage over HT/3 cripples hand. Excess damage is lost. crippled hand
- Shield (left) hand any -8 As above crippled hand
8 Weapon (near) arm any -2 As for shield arm. crippled arm
9 Body any 0 no special results cr: roll vs HT-(dam/5). Failure = KO
cut:Use 'Bleeding' rules, pB130.
imp:Punctured Lung, see Note 7 below.
10,11         cr: roll vs HT-(dam/5). Failure = KO
cut,imp:Internal Bleeding, see Note 8.
- Heart M or T -4 (vitals) pCII53.  
- Kidneys M or T behind -4 (vitals) pCII53.  
- Groin M or T -3 (body) pCII53.  
12 Far Leg any -2 Damage over HT/2 cripples leg. Excess damage is lost. crippled leg
13,14 Near Leg any -2 As above crippled leg
15,16 Foot (roll for left or right) any -4 Damage over HT/3 cripples foot. Excess damage is lost. crippled foot
17,18 Vitals M or T -3 Impaling weapons that penetrate armor do triple damage, not double. cr: roll vs. HT-(dam/5). Failure=KO
cut,imp: Internal shock, see Note 9.

Permissible attacks:

Notes (numbering continued from pB203 so that there is no ambiguity):

  1. Nose - Roll vs HT-1 (+5 for High Pain Threshold, -1/pt dam for Low Pain Threshold). Failure = stunned
  2. Jaw - Roll vs HT - max(2,dam). Failure = stunned
  3. Punctured Lung - Each turn roll vs. HT. Failure = your lung collapsed, lose one (1) fatigue per turn until you pass out (see 'Holding your Breath' sidebar pB91).
  4. Internal Bleeding - Use Bleeding rules, pB130, but a Surgery skill is needing instead of First Aid.
  5. Internal Shock - you are stunned. 2x shock penalty the turn you recover. Recovery roll is at HT-(dam/5). High Pain Threshold does not apply.