Critical Hits

01 - 02

Shot does double damage.

03 - 06

Shot does 1 extra point of damage.

07 - 08

Shot does 1 extra point of damage per whole die of damage.

09

Shot does d6 extra points of damage.

10 - 13

Target’s hazard increased by 1.

14 - 17

Target’s hazard increased by 2.

18 - 21

Target’s hazard increased by 3.

22 - 23

Target’s hazard increased by d4.

24 - 26

If weapon has burst effect, hazard increased by d6; Otherwise, re-roll.

27 - 32

If weapon has burn modifier, increase BM by 2; Otherwise re-roll.

33 - 34

If weapon has burn duration, increase BD by 3; Otherwise re-roll.

35 - 49

Shot hits a weapon port/firing slit - 1 point goes through to interior.

50 - 53

Shot hits a weapon port/firing slit - d6 points go through to interior.

54 - 56

Shot hits a weapon port/firing slit - d% of damage (rounded down) goes through to components inside.

57 - 67

Target rolls on Crash Table (for hazards) with normal modifiers for speed, damage, etc. with an additional -6 modifier.

68

Target rocked by shot - aimed weapon fire from target at -d4 for rest of turn.

69 - 73

Target rocked by shot - aimed weapon fire from target at -1 for rest of turn.

74

All damage bypasses armour, going through to the target’s interior.

75 - 78

Driver surprised - unable to manoeuvre next phase.

79

Driver surprised - unable to manoeuvre next d3 phases.

80 - 81

Vehicle unstable - further manoeuvres at +1 difficulty for next phase.

82 - 84

Vehicle unstable - further manoeuvres at +1 difficulty for next d4 phases.

85 - 94

Driver surprised - HC recovery reduced by -1 for this turn.

95 - 96

Driver stunned - unable to recover HC this turn.

97 - 00

If burst weapon - burst radius increased by d4 quarter inches; Otherwise re-roll.


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Page Last Updated: 15th March, 2001.