Critical Events & Fumbles
Critical Events
Critical events are random events that occur due to the fog of battle. Each round a critical event will may happen when a character has the same initiative as the opposition. The effects are applied to one or both sides (rolled side randomly -: high = affects party).
If the event is not appropriate then one side gets to choose combat advantage/disadvantage.
Critical events also occur when a character fumbles, with the result always being bad for the fumbler.
Fumbles
Lines 1 - 20 of the table are also used as the fumble table, in this case the detrimental effect is always placed on the fumbler. If any result is inappropriate for the situation the opponent acts with combat advantage.
No. | Event | Melee | Affects low = PC high = NPC |
---|---|---|---|
1 | 1 character | ||
2 | Armour trouble | Wood shield smashed, Metal dented ( -1 Def) | 1 character |
3 | " | Shield dropped | 1 character |
4 | " | Armour badly damaged (-2 def, & 10% repair cost)) | 1 character |
5 | Weapon trouble | Weapon dropped, disarmed. | 1 character |
6 | " | Weapon stuck in something | 1 character |
7 | Combat advantage | Combat advantage | 1 character |
8 | Befuddled | No feats until end of next round | 1 character |
9 | Item dropped | Drop an item/ has it cut free | 1 character |
10 | Stumble | Lose manoeuvre recovering | 1 character |
11 | Item damaged | Something breakable on belt//bandolier/backpack hit. | 1 character |
12 | Knock down | Prone | 1 character |
13 | Lucky opening | +d6 to hit | 1 character |
14 | Winded | Suffer 1SP (not wounds) -1 next attack | 1 character |
15 | Strike 2 | Opponent gets another strike attempt at disadvantage | 1 character |
16 | Stymied | No hero points this or next round except 1/2 damage | Both combatants |
17 | Hero point | Additional hero point (must be used this round) | 1 character |
18 | Mount rears / bolts | Riding 16 skill attempt to stay on. | 1 mount |
19 | Armour gap | Strike slipped between the plates (use under armour of x1 max) | 1 character |
20 | Combat disadvantage | Combat disadvantage | 1 character |
21 | Battlefield damage | Something broken, table / chair | |
22 | Battlefield shifts | 5-10 feet in random direction (affects 10-' diameter) | Both combatants |
23 | Switch positions | Characters switch positions by 180 degrees | Both combatants |
24 | Lucky break | +d6 to defence & saves | 1 character |
25 | Retreat | 1 party retreats by 10' (or -3 defence) | 1 character |
26 | Ether flow | The magic flows freely, -1 to saves or +1 die to damage | Both combatants |
27 | Clash | Both combatants hit | Both combatants |
28 | Befuddled | If attacked; no skill action next round | 1 character |
29 | Wild opening | Both combatants critical (hit for max damage) | Both combatants |
30 | Clash of arms | Miss that attack | Both combatants |