Wednesday, 9 September 2026

1d100 Mishaps When Failing a Combat Stat Roll

Wardens! Need inspiration for things that can happen when a Combat stat roll is failed? Fear not! Here is a table I use. Loosely. Because some results are worse than others; e.g. apply "hit an ally" carefully. Some of these are better as Critical Failure results...

1d100 Mishaps When Failing a Combat Stat Roll

01-03   Trouble with recoil/swing, or lose grip: drop weapon

03-06   Weapon jams; clear the jam next round with a Combat check or Intellect + Jury Rigging/Mechanical Repair/Military Training/Firearms – or is stuck in something if melee weapon, Strength check or similar to free it

07-09   Weapon suffers damage and is at ½ damage until repaired

10-12   Weapon suffers damage and is at Disadvantage [-] for use until repaired

13-15   Weapon uses an extra shot and misses

16-18   Weapon uses 1d5 extra shots and misses (or all remaining ammo and misses)

19-21   Hit the/adjacent enemy but do ½ damage; or use all ammo and hit ½ damage

22-24   Hit an ally but do ½ damage

25-27   Hit an ally or two Adj.; they can Body save to avoid full damage; otherwise ½ damage

28-30   Hit an enemy but do ½ damage to them and (you or nearby ally)

31-33   Hit the local environment, creating hazard (obscuring smoke; dangerous gas; electrical shock or venting heat; disabled life support; hull breach; etc.)

34-36   Recoil/overswing disorients you; you cannot attack next turn

37-39   Slip and fall to ground (take next round to stand, or be [-] from ground for some actions)

40-42   You stumble and knock an adjacent ally down prone

43-45   Distract an ally with your mishap: they are at Disadvantage [-] on their next action

46-48   Something’s in your eye-- Disadvantage [-] for vision-related checks until cleared

49-51   Armor/clothes strap breaks; opponents can ignore AP until armour is fixed

52-54   Twist ankle/wrist: Disadvantage [-] on Speed or Combat rolls using that limb until treated

55-57   You’re outmanouvred! Lose cover, or similar tactical problem arises

58-60   If an ally is adjacent to you, one of the above mishaps happens to them instead

61-63   That was a bad shot/move! Increased self-doubt: 2x Stress result from this fail (i.e., +2 not +1 Stress)

64-66   Watch out! Ally is nearly hit and must make a Fear save or they gain +1 Stress

67-68   WTF? Ally sees how bad your attack was and grows in doubting you—they gain +1 Stress

69-71   Rising panic! Your next Panic check is at Disadvantage [-]

71-73   Am I cursed or something? Sanity save or +1 Stress

74-77   Butterfingers! If an enemy is Adj. to you, it may now grab your weapon as a free action; or drop it

78-80   Ouch! You wrenched/bruised a limb (recoil?) or other body part and take 1d5 DMG

81-83   Ricochet! Everyone (attacker included) within Close range to target = Body save or take ½ damage

84-86   Wide open! Enemy gets an extra attack on you (or someone else?) now, rolling their Combat stat

87-89   Lose Edge/enemy gains Edge (i.e., Edge = next action gets [+] or extra attack or similar benefit)

90-100 Choose one of above or roll two

 

On Critical Failures, may use the above as a guideline and make the result much worse.

No comments:

Post a Comment

I'm initially checking comments to ensure things are appropriate for this blog.

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? ...