Critical Hits/Misses

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die roll result
3,4 crit hit
5 crit hit if effective skill 15+
6 crit hit if effective skill 16+
15 crit miss if effective skill is 5 or less, ...
16 crit miss if effective skill is 6 or less
17 crit miss if effective skill <16
18 crit miss

Following the desire to reduce the number of die rolls and stil have a lot of flavor, we've added a "critical success" column to the "hit Location" table.

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.


click on CritTable.html to see it on a page by itself (for printing).


Summary of Standard Rules for Critical Success/Failure
CRITICAL SUCCESS

A roll of 3 or 4 is always a critical success. 1
Critical hits are rolled on the Critical Hit Table, above. 1

If your effective skill is 15, 5 is a critical success. 1
If your effective skill is 16, 6 is a critical success. 1
Rolls of 7 or greater are never critical successes. 2,3

Critical hits always hit--the defender gets no defense roll.2

If the defender rolls a critical success on defense (parry, block, or dodge -- but not against a ranged attack), the defender successfully "faked out" his opponent. The attacker immediately goes to the Critical Miss Table, above. 3

CRITICAL FAILURES

Rolls of 18 are always critical failures. 1
Rolls of 17 are always failures, and are critical failures unless your effective skill is 16 or greater. 1
Any roll of 10 greater than your effective skill is a critical failure (i.e. a roll of 15 with a skill of 5) 1,4
Critical failures on attack rolls require you to immediately check on the Critical Miss Table, above. 1

For phobias and all other mental disadvantages, any roll of 14 or greater is an automatic failure. 1

Any defense roll of 17 or 18 is a critical failure. 4
In addition to failing to avoid the attack,

  • If you tried to dodge, you fall. 4
  • If you tried to block, you lose your grip on your shield and must re-ready it before you can block (it still has a passive defense value, however). 4
  • If you tried to parry, use the Critical Miss Table, above. 4

["Effective skill" means your skill, after including all modifiers.]

Footnotes (page references):

1 pB86
2 pB98
3 pB109
4 pB110

old crit table