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1994-02-06
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From: Benny Moller <cobra@imada.ou.dk>
Date: Tue, 25 Jan 94 00:05:19 +0100
To: David Peterson <peterson@cs.newcastle.edu.au>
Subject: Re: critical tables (missile)
===============================================================================
From White Dwarf #91
O O P S !
-----------------------------------------------------
FUMBLES IN WARHAMMER FANTASY ROLEPLAY
-----------------------------------------------------
by Ashley Dennison with Graeme Davis
-----------------------------------------------------
The Critical Hits system in WFRP allows characters to benefit from a lucky or
exceptionally well-placed blow, but there is no provision for the opposite
situation - where a character gets things spectacurlarly wrong as something
really catastrophic occurs. This short article provides a critical fumble
system for use in the same vein as the critical hit system.
DETERMINING CRITICAL FUMBLES
When a character fails an attack roll by rolling higher than his or her WS and
rolls a double, a fumble has occurred. Thus, for example, a character with a
WS of 45 will fumble on a roll of 55, 66, 77, 88, 99 or 00.
When a fumble occurs, make a note of the number rolled and consult
the
relevant table.
TABLE 1: ONE AND TWO-HANDED WEAPONS, INCLUDING POLEARMS
11 In a particularly impressive manoevre, you manage to bring the
business end of your weapon crashing down into your own leg (roll D6:
1-3 left, 4-6 right). Ouch! Don't forget to add your Strength to the
attack.
22 Your mighty blow misses your opponent and carries on straight into the
ground. Your weapon shatters with a bright, crisp crack, and your arm
is only marginally better off. Lose 10 Dex and 10 I for the next five
rounds and any attacks for the next round - and hope you have another
weapon you can use.
33 Your weapon whistles through the air towards your opponent, but leaves
your graps and flies D6 yards in a random direction (roll D8: 1
forward, 2 forward right, 3 right, 4 back right, 5 back, 6 back left,
7 left, 8 forward left).
44 Having no sense of fair play at all, your opponents sidesteps a blow
which would have cut him in half. You are unable to stop the blow, and
stumble, falling to the ground. You take D4 rounds to get up, and
while you are down your opponent has a +10 bonus to WS when attacking
you.
55 You overreach yourself and almost stumble, twisting your ankle in the
effort to recover. Lose 1 M and 10 I for the next 5 rounds.
66 An over-enthusiastic blow misses, and you find that you have stretched
just that little bit too far, leaving you open for a counterattack.
Lose 20 I for the next round; you may parry, not attack.
77 Your weapon twists in your hand; you don't quite drop it, but you lose
any chances to attack or parry with it in this round.
88 Your weapon clashes with your opponent's guard, jarring your arm. Lose
the next chance to attack.
99 Your blow goes wild, leaving you in an awkward position. Your opponent
will attack first next round, regardless of your I score.
00 Your attack is awkward; you need to recover from it before you can
strike again. Lose 10 I and 10 WS for the next round.
TABLE 2: FIST AND NATURAL WEAPONS
11 With a loud and painful crunch, the bones of your hand/jaw/whatever
break. Lose 1 W; the attack mode is incapacitated until you receive
medical attention, and the pain halves all your percentage
characteristics.
22 Pain flares as you tear som eimportant muscles; the attack mode is
incapacitated for D6 rounds, and even then attacks with only half the
normal WS until medical attention is received.
33 Attacking with more enthusiasm than accuracy, you suddenly find
yourself on the ground. You take D4 rounds to get to your feet, during
which time your opponent gains a +10 bonus to WS and you may only
parry.
44 Your blow misses your opponent, and the momentum takes you with it.
You may not attack next round, and your opponent gains a +10 bonus to
WS.
55 You overreach yourself and almost stumble, twisting your ankle in the
effort to recover. Lose 1 M and 10 I for the next 5 rounds.
66 An over-enthusiastic blow misses, and you find that you have stretched
just that little bit too far, leaving you open for a counterattack.
Lose 20 I for the next round; you may parry, not attack.
77 Your blow connects painfully with something solid - you lose the use
of this attack mode until the end of the next round.
88 Your blow clashes with your opponent's guard, jarring your arm/leg/
whatever. Lose the next chance to attack.
99 Your blow goes wild, leaving you in an awkward position. Your opponent
will attack first next round, regardless of your I score.
00 Your attack is awkward; you need to recover from it before you can
strike again. Lose 10 I and 10 WS for the next round.
TABLE 3: NON-GUNPOWDER MISSILE WEAPONS
11 As you are preparing to loose your missile, your hand slips and the
missile neatly skewers your foot. Lose W points as normal. You must
spend the next round recovering; if you were using a bow or crossbow,
you may only move in very small circles during that time.
22 Your weapon cracks or tears, becoming unusable. If you are using a bow
or crossbow, the tension of the string brings a piece of wood lashing
back into your face; take a S 1 hit, modified by armour only if you
are wearing a closed helmet. The weapon, of course, is useless.
33 A crack or tear appears in your weapon. Every time you use it, there
is a 20% chance that it will break, with the results described for a
roll of 11 above.
44 Your weapon falls from your nerveless fingers; lose all attacks this
round.
55 Your bowstring or sling breaks, and you may not fire again until you
have replaced it.
66 Your bolt or arrow breaks, or the stone drops out of your sling. Lose
this attack.
77,88 You fail to load properly, and the missile falls to the ground. You
may load again, firing at the beginning of the next round.
99,00 You drop all your ammunition. Unless you waste D3 rounds picking it
all up, your I is halved for determining when you fire, for the rest
of the battle.
TABLE 4: THROWN MISSILES:
11 You hurl your weapon with savage force, and something goes snap in
your shoulder. Lose 1 W. You may do nothing but whimper until medical
attention is received.
22,33 You pull a muscle in your upper back. Lose all actions except movement
for D4 rounds. WS, BS and Dex with that arm are halved until medical
attention is received.
44 Your throw goes wild. Roll D6: 1-3 left, 4-6 right. Test your BS
again if there is any creature in danger of being hit.
55 You hurl your weapon and fall flat on your face in a single smooth
motion. You take D3 rounds to get back to your feet, during which
time anyone attacking you hand-to-hand gains a +10 bonus to WS.
66,77 You hurl your weapon and stumble, but do not quite fall over. Lose
your next attack as you recover your balance.
88,99 You hurl your weapon, lose your balance slightly and spin round in a
half-circle, ending up facing the wrong way. Halve your I to determine
when you act next round.
00 Your missile twists from your grasp at a critical moment and falls at
your feet.
TABLE 5: PARRYING WEAPONS AND SHIELDS:
11 Your parry fails miserably, and you lean right into the incoming blow.
Calculate damage as normal, then lose double that number of W points.
22 You parry with a flourish, but the effect is somewhat spoiled as your
parrying weapon spins through the air, coming to rest D6 feet away, or
your shield slithers down your arm to land at your feet. You may not
parry again until you have prepared another parrying weapon.
33 You parry your your opponent's feint, and walk right into a haymaker.
Take 1 W point of additional damage from the blow.
44 Sweeping past your parry, the blow knocks you off your feet. It takes
D4 rounds to stand up, during which time you may only parry and your
opponent gains a +10 bonus to WS.
55,66 Your feeble parry does nothing to stop the blow, which winds you. You
may only parry until the end of the next round.
77,88 Your opponent's blow smashes through your parry, destroying your
parrying weapon and cutting into your arm for a normal hit. The
parrying weapon has taken some of the force out of the blow; treat
your arm as having 1 armour point against this particular blow. You
may not parry again until you prepare another parrying weapon.
99,00 Your opponent's blow wrenches your parrying weapon from your grasp,
tearing the straps in the case of a shield. You may not parry again
until you prepare another parrying weapon.
===============================================================================