S&W d12 Critical Hit and Fumble Tables
S&W d12 Critical Hit and Fumble Tables
S&W d12 Critical Hit and Fumble Tables
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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.