Thursday, 10 September 2026

1d100 Combat Stat Roll Critical Successes (Ideas)

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

           

 

4 comments:

  1. Cool! One thought this gives me though is why not have it so the player just picks one of these effects? A bit like a combat manoeuvre from DCC or something? But to avoid player choice paralysis have them only be able to choose a small selection?

    ReplyDelete
    Replies
    1. Oh sorry, a comment! I didn't see this until now! Yeah I don't often use this table (almost never roll on it) but players could choose or Warden could offer a selection of choices that fit the situation.

      Delete
  2. Hey, this is very cool! It's sparked an idea for me this, what if the roll was just a 1d10 and you got a selection of these options to make on a combat crit? This way the player has a bit more flexibility (but not too much so they shut down mid game!).

    Side note: I see you are a fellow UK based Warden. *high five!*

    ReplyDelete
    Replies
    1. Hi again! Thanks for commenting, I appreciate it! High five back atcha!

      Delete

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