Critical Hits

Often, you'll have excess successes when making a check. And especially for attack rolls, you have a method of spending these extra successes. Critical hits are the primary method, letting you spend successes for additional effects. Critical hits are deadly, and enough critical hits being triggered can cause someone to be instantly slain (or in the case of players, they may need to expend a use of their 'Back from the Brink' ability).

Critical hits are broken up by weapon type (and sometimes, what damage type that weapon deals).

Multiple critical hits can be scored with increasing severity if you continue to exceed the weapon's critical hit requirement. When scoring multiple critical hits, all effects from previous severities are included. For example if you roll 3 critical hits, the result for rolling 1 critical and 2 critical hits are included as well.

On a critical hit, a weapon deals its unmodified base damage to a piece of armor's integrity for every time it critically hits. Thus, if a weapon's base damage if 5 and you critically hit twice, the armor would take 10 damage to its integrity.

Unarmed

  • 1 Critical Hit: Deal an additional 1.5x damage.
  • 2 Critical Hit: Enemy is knocked prone, and takes an additional 4 damage (before multiplication).
  • 3 Critical Hits: Break an opponent's limb; if arm it cannot hold anything in it, if leg reduce land speed by 2 hexes.
  • 4 Critical Hits: Snap the enemies' neck. If this wouldn't instantly kill them, you deal 20 additional damage (before multiplication).

Sword

  • 1 Critical Hit: Deal an additional 2x damage.
  • 2 Critical Hit: Disarm enemy of a weapon, if no weapon can be disarmed they are instead afflicted with Pain at Severe Intensity for 1 round.
  • 3 Critical Hits: Cut a limb off; either an arm, leg, or other limb if applicable (such as a wing).
  • 4 Critical Hits: Beheaded/Disemboweled; Cut off a head or pierce especially vital organs. If it wouldn't instantly kill them, you deal 30 additional damage (before multiplication).

Polearm

  • 1 Critical Hit: Deal an additional 2x damage.
  • 2 Critical Hit: Enemy is knocked prone, and if they attempt to stand any time before your next turn you can attack as a Reaction.
  • 3 Critical Hits: Hit internals; the opponent takes 3 damage every round for 1d4+1 rounds.
  • 4 Critical Hits: Beheaded/Disemboweled; Cut off a head or pierce especially vital organs. If it wouldn't instantly kill them, you deal 30 additional damage (before multiplication).

Axe

  • 1 Critical Hit: Deal an additional 2x damage.
  • 2 Critical Hit: Disarm enemy of a weapon, if no weapon can be disarmed they are instead afflicted with Pain at Severe Intensity for 1 round.
  • 3 Critical Hits: Cut a limb off; either an arm, leg, or other limb if applicable (such as a wing).
  • 4 Critical Hits: Beheaded; Cut off their head. If it wouldn't instantly kill them, you deal 30 additional damage (before multiplication).

Hammer

  • 1 Critical Hit: Deal an additional 2x damage.
  • 2 Critical Hit: Enemy is knocked prone, and takes an additional 4 damage (before multiplication).
  • 3 Critical Hits: Break an opponent's limb; if arm it cannot hold anything in it, if leg reduce land speed by 2 hexes.
  • 4 Critical Hits: Brutalize opponent. If having their skull caved in (somehow) wouldn't instantly kill them, you deal 30 additional damage (before multiplication).

Bow

  • 1 Critical Hit: Deal an additional 2.5x damage.
  • 2 Critical Hit: Your arrow locks them in place, preventing them from moving for 1 round or until they pull it out as a Major Action.
  • 3 Critical Hits: Disable limb; if arm it cannot hold anything in it, if leg reduce land speed by 2 hexes.
  • 4 Critical Hits: Headshot! If this wouldn't instantly kill them, you deal 30 additional damage (before multiplication).

Pistol

  • 1 Critical Hit: Deal an additional 2x damage.
  • 2 Critical Hit: You can make another attack with your pistol, so long as you have enough ammo loaded to do so. If not, deal 4 more damage (before multiplication).
  • 3 Critical Hits: Disable limb; if arm it cannot hold anything in it, if leg reduce land speed by 2 hexes.
  • 4 Critical Hits: Headshot! If this wouldn't instantly kill them, you deal 30 additional damage (before multiplication).

Rifle / Heavy Weaponry

  • 1 Critical Hit: Deal an additional 3x damage.
  • 2 Critical Hit: You can make another attack with your rifle, so long as you have enough ammo loaded to do so. If not, deal 4 more damage (before multiplication).
  • 3 Critical Hits: Disable limb; if arm it cannot hold anything in it, if leg reduce land speed by 2 hexes.
  • 4 Critical Hits: Headshot! If this wouldn't instantly kill them, you deal 30 additional damage (before multiplication).

Shotgun

  • 1 Critical Hit: Deal an additional 3.5x damage.
  • 2 Critical Hit: Your pellets or slug manage to hit another enemy which would be out of range. An individual within twice your shotgun's range is also hit, takes damage (but this isn't multiplied).
  • 3 Critical Hits: Ignore a number of an armor's damage reduction equal to your Total Level (minimum of 1). If the armor negates damage, this deals its full damage to the armor (including multiplication).
  • 4 Critical Hits: Blast a hole through their body or head. If this wouldn't instantly kill them, you deal 30 additional damage (before multiplication).
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