| 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 |
| 3d6 | Hit | Miss |
|---|---|---|
| 3 | (below) + KO | break weapon |
| 4 | (below) + r(HT-dam) vs KO | drop & 2/3 chance to break weapon |
| 5 | (below) + r(HT) vs KO | drop & 1/3 chance break weapon |
| 6 | max dam(noDR) | drop |
| 7 | max dam(noDR) | drop |
| 8 | max dam | unready & lost balance, -2 defense until next turn |
| 9 | max dam | unready |
| 10 | max dam | unready |
| 11 | max dam | unready |
| 12 | max dam | unready |
| 13 | max dam | unready & lost balance, -2 defense until next turn |
| 14 | max dam(noDR) | drop |
| 15 | max dam(noDR) | drop |
| 16 | (above) + r(HT) vs KO | drop & 1/3 chance break weapon |
| 17 | (above) + r(HT-dam) vs KO | drop & 2/3 chance to break weapon |
| 18 | (above) + KO | break weapon |
| Summary of Crits |
|---|
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,
["Effective skill" means your skill, after including all modifiers.]
Footnotes (page references):
1 pB86
2 pB98
3 pB109
4 pB110