S&W d12 Critical Hit and Fumble Tables

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by

 dawnrazor     http://nerdomancerofdork.blogspot.se/  

 
Critical Hit Effect Table (d12)
1 Exploding  weapon  damage  (reroll  1’s  &  2’s)  
2 Maximum  damage  
3 Additional  1d4  damage  
4 Additional  1d6  damage  
5 Additional  1d8  damage  
6 Additional  1d10  damage  
7 Double  damage  
8 Additional  d12  damage  
9 Bleeding  wound  +1d6  damage  each  round  
10 Weapon  arm  (attacking  appendage)  severed  if  damage  is  more  than  half  remaining  HP.  
Otherwise,  +2d6  damage.  
11 Head  severed  if  damage  is  more  than  half  remaining  HP.  Defender  killed.  Otherwise  +3d6  
Exploding  dice.  
12 Roll  twice.  Results  are  applied  in  the  order  in  which  it  appears  on  the  chart.  
Roll  on  the  above  chart  when  a  PC  rolls  a  natural  20  (or  a  modified  20  for  a  fighter.)  
 
 
 
 
 
 
 
 
Fumble Effect Table (d12)
1 Slip;  save  (Dex  mod.)  or  fall  and  stunned  next  round  
2 Trip;  save  (Dex  mod.)  or  fall  and  stunned  next  1d2  rounds  
3 Off  balance;  save  (Dex  mod.)  or  dazed  next  round  
4 Lose  grip;  save  (Dex  mod.)  or  drop  weapon  1d4  feet  
5 Overreach;  save  (Dex  mod.)  or  stunned  next  1d2  rounds  
Adjacent  foes  get  a  free  attack  with  tactical  advantage,  acting  last  in  this  round  
Ranged:  Treat  as  2  above  
6 Weapon  breaks;  save  (weapon  plus  modifier)  or  lose  weapon  
7 Hit  self;  save  or  normal  damage.  Half  damage  if  save  successful.  Dazed  next  round.  
8 Hit  friend;  save  or  normal  damage.  Half  damage  if  save  successful.  Friend  dazed  next  round.  
9 Hit  self;  save  or  double  damage.  Normal  damage  if  save  successful.  Stunned  next  round.  
10 Hit  friend;  save  or  double  damage.  Normal  damage  if  save  successful.  Friend  stunned  next  
round.  
11 Hit  self  (1-­‐3)  or  friend  (4-­‐6),  save  or  exploding  weapon  damage.  Normal  damage  if  save  
successful.  
12 Major  FUBAR!  Roll  twice  on  this  list.  Results  are  applied  in  order.  
Stunned:     No  actions  next  round.  Foes  have  a  tactical  advantage  (+2  to  hit)  against  you.  
Dazed:   No  actions  next  round.  No  other  penalties.  
 

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