1d100 Combat Stat Roll Critical Successes
Wardens! Players too? Need inspiration for what might happen on a Combat stat Critical Success? Fear Not!
This may be more for inspiration than actually rolling… Roll or have Player [ideally?] or Warden choose; not all are equal and some will be situationally better. I don't roll on this at all except sometimes for enemies. See also here for a great set of tables on crit fails & successes.
01-03 Quick reflexes: recover from bad result of
prior action (e.g. dropped weapon)
03-06 Damage opponent’s weapon or make them drop it
07-09 Knock opponent prone (if possible)
10-12 Hit multiple opponents in Close range (if
automatic weapon) or Adjacent (if swinging big weapon)
13-15 Knock opponent off balance—[-] for them until
they adjust or violent encounter ends
16-18 Attack is Anti-Armor
19-21 DMG maximum
22-24 DMG double its roll
25-27 Wound roll is at [+]
28-30 DMG roll twice and sum
31-33 Opponent blinded—[-] for them until they get
medical care
34-36 Hit opponent in chosen location; if a Wound
results then it happens to that location
37-39 Opponent is stunned; loses 1 (or 1d5?) turn(s)
40-42 Quick fingers: may reload/switch weapon as
free action now
43-45 Take opponent’s weapon (in melee)
46-48 Fancy feet: hit opponent and move 1 more
range
49-51 Attack is silent (if possible); if opponent
dies/goes unconscious they do not make a noise
52-54 Compel opponent to surrender/flee (they need
to make Instinct roll?)
55-57 Impale opponent (if relevant)—weapon is stuck
in their injury and gives them [-] until removed
58-60 Prepare counter-action—if opponent makes
specified action next round, you can attack again
61-63 Humiliate foe—give them a scar; put them in
an embarrassing situation, etc. (or intimidate them)
64-66 Pin opponent—they cannot move until making
Combat/Instinct check
67-68 Make use of environment: hit ideal spot to
inconvenience target or aid crew
69-71 Finesse: show off; no game mechanics effect
but your Combat success is impressive!
71-73 Encourage crew: -1 Stress to all friendlies viewing;
from exemplary performance
74-77 Distraction: give ally in Close range an
extra action now
78-80 Suppression: opponent may not attack anyone
for 1 round
81-83 Interruption: stop specified ability/action
of target
84-86 Speedy reflexes: may take an extra action now
87-89 Aid ally: do 1 simultaneous non-Combat action
to help ally in Close range
90-100 Choose one of above or roll two
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