The main rulebook provides an alternate way to spice those
criticals hits. They really spice up the game, and are very simple to do...
but the those tables can be easily maximized. Well, we finally tired of 1/3
of missile criticals being Ricochets, tired of our multiple-wound models
being kacked by Bludgeoned!, and tired of criticals ignoring armor so easily
Karl (and his gaming group) expanded and maximized the Critical Hits Table.
As he puts it, it is "a teensy-eensy bit nicer." That is an
understatement! He tried to make some differences between the critical types
(such as which weapons can cause 2 wounds, and which can penetrate armor) as
well as introduce a scale of critical severity going up with the higher
rolls. Included are titles/descriptions from the current optional critical
charts where he could, and came up with a couple of others. His group have
found a liking to the new Advanced Critical Hit Tables... and we all hope
you also do!
Blade
Bludgeon
D6
Description
D6
Description
1
Bladestorm: With
quick precision, you take advantage of an opening in your target’s
defenses. Immediately make an additional attack against this opponent
with the same weapon – any saves are taken as normal.
1
Hammered: Your target is knocked off balance. He
may not make any further attacks this turn.
2
Disarm: With a deft
slice, you attempt to disarm your opponent. He must make a Strength test
to keep his primary weapon (-1 to roll if he is using a 2H weapon; +1 to
roll if you are using a 2H weapon). If he loses the weapon, he must
fight with his back-up weapon for the rest of this melee (as soon as he
is out of close combat, he automatically retrieves his weapon). Any
saves versus this wound are taken as normal.
2
Smashed: Your attack dents armor and bruises the
tender flesh underneath. -1 armor save.
3
Nick: You find a
small hole in the opponent’s armor. He suffers a -1 to his armor save.
3
Clubbed: Your opponent suffers -2 to his armor
save, and has no helmet save.
4
Flesh Wound: This
attack finds a fairly unprotected area in your opponent’s armor, and
makes a wide cut. He suffers a -2 to his armor save, and takes 2 wounds.
4
Crushed: Your mighty strike threatens to cave in
your opponent.-2 armor save, 2 wounds.
5
Gash: You cut through
your target’s armor, severing sinew and bone. He suffers a -3 to his
armor save, and takes 2 wounds. You gain a +1 to any Injury rolls.
5
Walloped: The force of your strike knocks your
opponent to the ground. -2 armor save, 2 wounds, automatically knocked down.
6
Sliced!: This attack
hits the neck or other vulnerable part. He suffers a -4 to his armor
save, and 2 wounds. You gain a +2 to any Injury rolls.
6
Bludgeoned!: Your massive attack knocks your
opponent into the ground and suffers a -2 to his
armor save, receives 2 wounds, and is automatically stunned.
Missile
Thrust
D6
Description
D6
Description
1
Ricochet: Your shot
bounces bounces off/through one opponent and into another. If there
are any models (friend or enemy) within 4”, the closest one is also hit.
Roll to wound and take any saves as normal for both targets.
1
Thrust: The thrust lands with great force and the
target is Knocked Down.
2
Hits a Weak Spot: You
found a chink in the opponent’s armor. He suffers -1 to his armor save.
2
Pierced: Your find a weak
spot in your opponent's defenses. -1 armor save.
3
Drilled: Your shot
blows through the targets armor. -2 armor save, no helmet
save.
3
Puncture: Your strike
bites deeply into your opponent. -2 armor save, no helmet save.
4
Perforated: Your shot
cuts through your opponent like a hot knife through butter. -3 armor save, no helmet
save, +1 to Injury roll.
4
Stab: With a quick strike, you penetrate your
opponent’s defenses. He suffers a -3 to his armor save, has no helmet
save, and you gain +1 to any Injury roll.
5
Deep Shot: Your shot
sinks deeply into the target, rebounding into its vital organs. -4 armor save, no helmet
save, +2 to Injury roll.
5
Run Through: Your thrust
runs the full length of weapon into the opponent and out the opposite
side.
-4 armor save, no helmet save, +2 to Injury roll.
6
Master Shot!: This
missile hits an eye, the throat, or some other vulnerable part, with
great force. The target suffers -5 to his armor save, has no helmet
save, and is automatically knocked down. You also gain +2 to any Injury
roll.
6
Kebab!: The thrust knocks the target back with
titanic force, ripping apart armor and puncturing flesh. He suffers a -5
to his armor save, has no helmet save, and you gain +2 to any Injury
roll. The victim is also knocked backwards D6” and the attacker follows,
staying in base contact. Any other models involved in the melee are
separated and only the model which struck the blow and his target are
still considered to be in melee. If the target collides with another
model, that other model is hit once at S3.
Unarmed & Whips
D6
Description
1
Body Blow: You cause
your opponent to stagger and lose 1 attack this round (down to a minimum
of zero).
2
Grapple: You grapple
your opponent. He may not make any further attacks this turn.
3
Flurry of Strikes:
You disorient your opponent enough to attack again. Immediately make an
additional unarmed attack against this opponent – any saves are taken as
normal.
4
Crushing Blow: The
blow lands with tremendous force. You gain +1 to any Injury roll if he
fails his save.
5
Bone Breaker: Your strike
threatens the structural integrity of your hapless foe.
+2 to Injury roll if
opponent fails save.
6
Mighty Blow: With a
mighty punch or flying kick, you send your opponent sprawling to the
ground. He is automatically knocked down, and you gain +2 to any Injury
roll if he fails his save.
Auto Hits, Critical Hits and Multiple Wounds
The whole auto Knock Downs, Stunned and
Out Of Actions things irked us with multiple-wound models too, but falling and
some spells may have the same results. To solve the dilemma we made our
multiple-wound "fix" broader:
When you attack a Knocked-Down enemy
in melee, make a Wound roll. If successful, you cause one Wound. You can
critical as normal, and the model does get armor saves (without shield
benefits). If you take the model's last Wound, it is automatically Out of
Action.
When you attack Stunned enemy in
melee, each attack you make automatically causes one Wound (no Wound rolls,
so no criticals - but no armor saves either). If you take the model's last
Wound, it is automatically out of action.
We didn't want to totally water down the
optional criticals, just soften the worst effects a little, and add variety. I
would really suggest using our changes for multiple-wound models along with
these critical hit charts. We especially found the few criticals Knock Downs and
Stunned results balancing - to help cause a few extra wounds on the big boys
(without killing them outright due to two lucky rolls in a row).
If you don't like the changes for multiple-wound models, I suggest you make the
auto-stun result cause three wounds, and all the Knock Down results cause two
wounds.