Combat
Criticals and Fumbles

The T:EPT rulebook does not actually say what the effect of critical hits in combat might be and says of fumbles that the character has merely dropped their weapon. The following tables are an attempt to inject a bit more variety.

Criticals

Fumbles


Criticals (d20)

1 Follow me! Gain your Cha in Team points through inspirational shouting/heroic looking blows/general bravery etc. If using Formation, all comrades in formation gain +1 to next attack.
2 Fierce attack: +2 to next attack as you drive opponent back. Opponent may go to Total Defence.
3 Really fierce attack: +4 to next attack as you overwhelm opponent's feeble defence. Opponent may got to Total Defence.
4 Crunch! Damage opponents weapon/shield as per attack weapon fight manoeuvre. (Can ignore this and just whack him if you like, and if already using damage weapon do double damage).
5 Take That! Add x1 damage multiplier.
6 And That! Add x2 damage multiplier.
7 Wrong footed him: Reduce opponents initiative as per Out-manoeuvre attack. If using Out-manoeuvre already double Initiative loss. (Can ignore this and just whack him).
8 Damage armour: You cut a strap holding the enemy's armour on, he has to make a Surprise roll and is now suffering Partial Amour 2. Does not work on animals, re-roll.
9 Damage arm: Opponent suffers damage to arm, and suffers -1 to any further combat rolls. If this exceeds 2x opponents Shock value arm is broken or otherwise rendered useless, if 4x SV arm is severed!
10 Damage leg: Opponent suffers critical damage to leg. If exceeds 2x opponents Shock Value leg is broken or otherwise rendered useless, if 4x SV leg is severed! Half speed in any case and -1 on any combat rolls due to difficulty moving. If leg is broken/severed, opponent falls over. 
11 Kick in the kilt: Make an extra brawling/unarmed combat attack against opponent. 
12 Riposte attack: Make extra armed attack against opponent at -2 on attack roll. 
13 Knockback: Make Str vs Str roll with +2 bonus, effects are as Using Strength in Combat.
14 Luck of the Wargods: +1 to add to any roll in any round of this combat only. Cannot be used to turn an ordinary hit into a critical, but can be used to avoid fumbles. 
15 Boo! Combat move surprises target; he must make a surprise check or lose -4 on next attack and -2 on defence. 
16 Trip: Target must make Dex save or fall over. 
17 Thud! Hit target on the head: extra x2 damage, target has to make a surprise check and if you do more than Shock Value damage he is dazed and loses 4 initiative, -2 attack and -4 defence for rest of fight, if 2x SV or more he is immediately knocked unconscious. 
18 Chop! add x1 damage multiplier.
19 Kerchop! add x2 damage multiplier.
20 Choice of one of effects above.

[Back to Top]


Fumbles (d20) 

1 Eh? Beg pardon sarge? If using Team points you cause the loss of 1d10 due to forgetting the plan, lose all benefits of Formation fight manoeuvre for self and all others in formation. If not using such team tactics, treat as 3 below.
2 Inept attack: -1 on next attack and next defence: Can move to Total Defence strategy
3 Poor attack: -2 on next attack and next defence: Can move to Total Defence strategy
4 Clumsy attack: -3 on next attack and next defence: Can move to Total Defence strategy
5 Rubbish attack: -4 on next attack and next defence: Can move to Total Defence strategy
6 Dire attack: opponent gets to immediately counterattack - can defend, but remember -2 for each defence after first
7 Damage weapon: Opponent gets to use Attack Weapon on you for free. if in unarmed combat, take damage to fighting limb and see Damage arm/leg above.
8 Badly damage weapon: Opponent gets to use Attack Weapon on you for free, with additional x2 to damage. If using unarmed combat, take damage to fighting limb and see Damage arm/leg above.
9 Stumble: Lose 4 initiative next turn and -2 defence; if opponent makes a Dex save he can immediately get a free attack; if opponent is using Str in combat he knocks you over.
10 Twist ankle: Save vs surprise or lose 4 initiative next turn, plus take 1d10 damage to leg, lose half speed: if opponent makes a Dex save he can immediately get a free attack.
11 Sprain wrist: Save vs surprise or lose 4 initiative next turn, plus take 1d10 damage to arm, -1 attack and - 1 to damage multiplier until healed.
12 Wheredigo? Distracted in combat, make a surprise saving roll, if fail -4 attack and -2 defence.
13 Fall over! Make surprise roll, and suffer -4 attack until can get up again.
14 Drop weapon/shield: Can recover it later if you live, counts as a normal miss if using unarmed combat, do not re-roll.
15 Stab yourself: Take 1-3 damage x weapon multiplier.
16 Armour comes loose! Make surprise roll, now suffering Partial Armour 2
17 Throw self in front of weapon: Your dodge/parry was so poor you add x2 to your opponents damage multiplier on his next hit.
18 Accidentally hit a comrade: -1 respect points, even if it is an accident. Resolve as a normal attack, but comrade must make a surprise roll or suffer -2 to his defence; also lose 2d10 team points - nothing disrupts teamwork like friendly fire.
19 Curse of the Wargods: -1 to any roll in the next round, but at least you get to choose which. Cannot cause another fumble, but can lose a critical.
20 Mis-step: Lose next 1d3 attacks while reorient yourself. Cannot go to Total Defence.

[Back to Top]