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The Incredibly Dangerous New Critical Hit Tables
CRITICAL HIT TABLES
These critical hits tables are for use with the expanded and revised hit
locations. They are broken down by body location, and are hopefully easy and
quick to use while allowing even the most ghastly detail. Once again, this
listing will be lengthy, but nice to view on the web. A more straight-forward
and easy to print version will soon follow.
To use these tables, simply roll 1D6, consult the appropriate table, and
apply the results. If you come up with a result that just can't be or that just
doesn't make sense either roll again or apply the most accurate result you feel
is appropriate using the table result as a guideline. I have tried to make this
set of tables adaptable and general enough to be used in any campaign, but of
course only play testing will be a true test of its worth. Please e-mail
me with suggestions or comments.
HEAD CRITICAL HITS
CRANIUM HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Brained, instant, and messy death |
| 2 |
Seeing stars, knocked unconscious, roll vs. HT every 30
mins. to recover |
| 3 |
Punishing blow, knocked off balance, fall and be stunned
for 1D6 turns |
| 4 |
Ouch! Flinch and drop all hand-carried items |
| 5 |
If you don't stop that..., sight damaged, suffer blindness
disadvantage (roll normally to recover from crippling) |
| 6 |
Say what, hearing damaged, suffer deafness disadvantage
(roll normally for recovery from crippling) |
EYE HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Eye don't like it, both eyes permanently blinded and either pulped,
shredded, knocked out or gouged out of the head |
| 2 |
Blinky, blinded in both eyes (roll normally to recover from crippling) |
| 3 |
Winky, blinded in one eye (roll normally to recover from crippling) |
| 4 |
Shiner, eye swells shut instantly, roll vs. HT once per day to
permanently reopen |
| 5 |
Ugly stick, face badly scarred, appearance -1 |
| 6 |
Powerful hit, double damage |
NOSE HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Free nose job! Nose cut off/blown off, pulverized, or skewered, loss
of sense of smell and taste, -2 appearance |
| 2 |
Schnoz buster, hit does double damage, nose split, crushed or
otherwise severely damaged, loss of sense of smell/taste (roll normally
to recover from crippling), -1 appearance |
| 3 |
Extremely painful hit, drop all hand-carried items |
| 4 |
Knocked off balance, may only defend next turn |
| 5 |
Solid hit, roll vs. DX-2 to stay on your feet |
| 6 |
Knockout hit, roll vs. HT-2 or be knocked out for 1D6 mins. |
EAR HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Ear completely mutilated, permanent hearing loss (hard of hearing
disadvantage, unless a crushing attack, then total deafness) |
| 2 |
Skull rattled, roll vs. HT-2 or be knocked out for 1D6 mins. |
| 3 |
Excruciating hit, roll vs. HT-amt. of dmg. or be stunned for amt. of
dmg. turns (High Pain Threshold gives +4 to roll, Low Pain Threshold
doubles the penalty) |
| 4 |
Great shot, stuns and causes 1 random hand-carried item to be dropped |
| 5 |
Hard hit, roll vs. DX or fall |
| 6 |
Knocked something loose, balance affected, all skills requiring
balance are -4, and make DX roll every time you stand(roll normally to
recover from crippling) |
JAW HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Jaw mangled, if from a crushing blow, jaw is shattered, speech is
unintelligible until jaw is healed, lose 2D6 teeth, if cutting or
impaling, DX is -2 for the rest of combat as you try to avoid choking on
your own blood |
| 2 |
Jaw unhinged, mouth stuck shut until medical attention is received |
| 3 |
Horrible scar, teeth puncture lips, mouth split ear-to-ear, or other
such nastiness, appearance is -2 |
| 4 |
Knockout hit, roll vs. HT to avoid being knocked out for 1D6 mins. |
| 5 |
Solid hit, roll vs. DX or fall |
| 6 |
Total knockout, instant knockout lasting 2D6 mins. |
NECK HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Perfect shot, instant death, if cutting attack, instant decapitation,
if crushing attack, throat/spine pulverized, if impaling,
jugular/esophagus skewered |
| 2 |
Devastating hit, roll vs. HT or collapse helplessly, roll vs. HT once
pre min. to recover |
| 3 |
Free spinal adjustment! Paralyzed for next turn, and drops all
hand-held weapons |
| 4 |
Windpipe hit, roll vs. HT-2 to avoid doing nothing but gasping for air
for the next 1D6 turns |
| 5 |
Well placed shot, double damage |
| 6 |
Spine-tingling hit, one limb is crippled for 1D6 mins. |
TORSO CRITICAL HITS
SHOULDER HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Devastating hit, if cutting attack, shoulder is severed, if impaling
or crushing attack shoulder is mauled beyond hope, instantly and
permanently crippled |
| 2 |
Hit a nerve, the arm is useless for the rest of the combat |
| 3 |
Shoulder dislocated, roll vs. HT to avoid writhing in pain, roll HT
every turn until you recover, also the arm is useless until you roll vs.
HT-3, and with a free hand or help get your shoulder back in joint |
| 4 |
Hard hit, drop anything held in your same-side hand |
| 5 |
Precise hit, tendons, ligaments, the ball socket, or some other vital
bit is hit for double damage |
| 6 |
Off balance, can only defend next turn |
RIB HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Rib smashed or pierced, any action taken until medical attention is
administered must be preceded by a successful HT-4 roll, or you are in
simply too much pain to move(High Pain Threshold gives +4, Low Pain
Threshold doubles the modifier) |
| 2 |
Solid hit, double damage |
| 3 |
Rib broken or bypassed, take triple damage as the hit either pushes a
bone fragment into your vitals, or slips between them into your vitals |
| 4 |
Awkward hit, roll vs. DX-2 or fall and be stunned for next turn |
| 5 |
Shocking blow, roll vs. HT or go unconscious for 1D6 mins. |
| 6 |
Hard hit, automatically fall |
SPINE/SOLAR PLEXUS HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Spine/solar plexus severed/crippled, instant death |
| 2 |
Precise hit, drop to the ground paralyzed (roll normally
to recover from crippling) |
| 3 |
Devastating hit, triple damage |
| 4 |
Surprising hit, drop all hand-held items |
| 5 |
Hard hit, automatically fall |
| 6 |
Winded, stunned for 1D6 turns |
HEART HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Broken heart, Instant death |
| 2 |
Excessive bleeding, internal or external, lose 1 HP per turn for the
next 3D6 turns, or until you receive medical attention |
| 3 |
Skip a beat, your heart nearly stops, stunned for 1D6 turns |
| 4 |
Heart ache, the blow cripples your heart, your HT is -3 until you
recover (roll normally to recover from crippling) |
| 5 |
Hearty hit, triple damage |
| 6 |
Heart attack, roll vs. HT or this devastating hit stops your heart |
LUNG HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Lung collapses, triple damage, plus, just in case you survive, -4 HT
until you get medical attention |
| 2 |
Lung butter, you go into a coughing fit from this powerful lung hit,
helplessly wheezing and hacking for 1D6 turns |
| 3 |
Hard hit, double damage and automatically fall |
| 4 |
Knocks your breath out, fall unconscious for 1D6 turns |
| 5 |
Ouch, stunned for 1 turn |
| 6 |
Wicked hit, fall and do nothing but look shocked for 1D6 turns |
FLESH HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Terrific hit, triple damage |
| 2 |
Good shot, double damage |
| 3 |
Hefty hit, automatically knocked down |
| 4 |
Off balance, can do nothing except defend next turn |
| 5 |
Surprisingly good hit, stunned for 1 turn |
| 6 |
Massive hit, knocked unconscious for 1D6 turns |
ARM CRITICAL HITS
UPPER ARM HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Monstrous hit, arm hacked off if cutting attack, otherwise
similarly utterly and permanently destroyed |
| 2 |
Struck a nerve, the arm is useless for 1D6 turns |
| 3 |
Powerful strike, double damage |
| 4 |
Meaty chunk, a major muscle is injured, drop anything held
in the same-side hand |
| 5 |
Impressive hit, stunned for next turn |
| 6 |
Massive blow, triple damage |
ELBOW HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Devastating blow, elbow joint cleaved or mangled, instantly and
permanently crippled |
| 2 |
Funny bone, arm goes all tingly and hand is useless for 1D6 turns,
furthermore, roll vs. HT each turn or be stunned, once you succeed in
this roll, the affect is canceled |
| 3 |
Tennis elbow, double damage |
| 4 |
Good hit, drop any items carried in the same-side hand |
| 5 |
Caught off guard, roll vs. DX or fall |
| 6 |
Excruciating hit, arm is crippled for the rest of the battle |
FOREARM HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Forearm trashed, forearm severed or mauled, instantly and permanently
crippled |
| 2 |
Crunch! forearm bone (ulna or radius, your choice) severely damaged,
arm is crippled (roll normally to recover from crippling) |
| 3 |
Magnificent shot, double damage |
| 4 |
Loose grip, drop anything held in same-side hand |
| 5 |
Absolutely fabulous hit, triple damage |
| 6 |
Painful hit, stunned for next turn |
WRIST HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Excessive mutilation, wrist completely severed or
destroyed, instantly and permanently crippled |
| 2 |
Limp wrist, any hand-held item dropped and wrist crippled
(roll normally to recover from crippling) |
| 3 |
Cruel hit, double damage |
| 4 |
Really unfair hit, triple damage |
| 5 |
And it hurt too, stunned for next turn |
| 6 |
It really hurt, drop to your knees instantly, dropping all
hand-held items |
HAND HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Vicious shot, hand utterly annihilated, instantly and permanently
crippled, in addition bones are protruding, the hand is cleaved from
between the fingers to the wrist, etc., etc. |
| 2 |
The devil's handshake, triple damage |
| 3 |
Use the other one to wipe, double damage |
| 4 |
Ouch! Drop any item held in this hand |
| 5 |
Thwack! Painful hit in just the wrong place stuns for 1 turn |
| 6 |
Crack! Hand is crippled (roll at -2 to recover from crippling) |
FINGER/THUMB HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Finger food, fingers/thumb, any or all are now hardly recognizable,
needless to say they are instantly and permanently crippled |
| 2 |
Finger jive, double damage |
| 3 |
They'll call you lefty, triple damage |
| 4 |
Well placed shot, drop any items in this hand |
| 5 |
Particularly hurty, stunned for next turn |
| 6 |
Oops, flinch and hurl random hand-held item 1/2 of maximum throw
distance |
ABDOMEN CRITICAL HITS
STOMACH HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Gutsy shot, stomach bursts, sliced open, or otherwise messed up real
bad in every way, instant death |
| 2 |
Acid indigestion, double damage |
| 3 |
Lunch overboard, stunned for 1D6 rounds while retching and heaving
spasmodically |
| 4 |
Gutless attack, triple damage |
| 5 |
Oof! Instantly drop all hand-held items and fall |
| 6 |
No more spicy foods, stomach ruptured, HT-2 until this crippling
injury heals(roll normally to recover from crippling) |
BLADDER HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
For bladder or worse, bladder is rent asunder, instant death |
| 2 |
Weak bladder, bladder ruptures internally, spilling vile fluids into
your body continuously, lose 2 HT per day until you can get corrective
surgery to sew up your insides (in many cases this surgery is extremely
dangerous, especially at lower tech levels) |
| 3 |
Straight shot, double damage, plus you wet yourself |
| 4 |
Bladder-seeking missile, triple damage |
| 5 |
Not in the bladder..., the force of the hit knocks you down |
| 6 |
Double whammy, you are stunned for next turn, and also drop any
hand-held items |
INTESTINES HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Upper colonic, intestines severely hemorrhaged, spooling out of your
body in tatters or something equally hideous, instant and very messy
death |
| 2 |
Intestinal blockage, double damage, and lose 4 HT per day, medical
attention must be sought or death results from bowel blockage |
| 3 |
The gas man cometh, triple damage, and you soil yourself most
ungraciously |
| 4 |
Gut-wrenching hit, stunned for 1D6 turns from the discomfort of the
courtesy organ rearrangement |
| 5 |
Solid shot, automatically fall |
| 6 |
What a hit, knocked unconscious for 1D6 mins. |
HIP HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Chronic displasia, hip permanently and instantly crippled |
| 2 |
Hipster, double damage |
| 3 |
Tragically hip, triple damage |
| 4 |
Well placed shot, hip is crippled for the rest of combat,
and stun for next round results |
| 5 |
Precise hit, automatically fall |
| 6 |
I'm hip to that, hip is crippled and is -2 to recover |
GENITALS HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Spayed and neutered, your genitals are so badly mistreated that you
keel over and die instantly of shock |
| 2 |
Keep the tip, triple damage |
| 3 |
Jimmy/Jenny juiced, your genitals are crippled permanently, although
you can roll to recover urinary function normally, if you don't suffer
-2 HT per day until you receive medical (and probably psychological)help |
| 4 |
Felt that one, double damage and wet yourself |
| 5 |
Right where it hurts, this solid hit makes your genitals rise to the
occasion, you are stunned for 1D6 turns as you vomit copiously |
| 6 |
Tender loins, knocked unconscious for 1D6 mins. |
FLESH HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Terrific hit, triple damage |
| 2 |
Good shot, double damage |
| 3 |
Hefty hit, automatically knocked down |
| 4 |
Off balance, can do nothing except defend next turn |
| 5 |
Surprisingly good hit, stunned for 1 turn |
| 6 |
Massive hit, knocked unconscious for 1D6 turns |
LEG CRITICAL HITS
UPPER LEG HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Peg-leg, leg sheared off, blown into a fine red mist, femur split from
hip to knee, or some equivalently ghastly fate, permanently and
spectacularly crippled |
| 2 |
Stumped, triple damage |
| 3 |
Wicked hit, double damage |
| 4 |
Sweep you off your feet, automatically fall and you are unable to get
up for 1D6+1 turns |
| 5 |
Funky hit, stunned for next turn and fall |
| 6 |
What happened, leg crippled for the rest of combat |
KNEE HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Orthoscopic, knee no longer remotely functional, and
barely recognizable, permanently and painfully crippled |
| 2 |
Water on the knee, double damage |
| 3 |
Awkward hit, automatically fall and stunned for next turn |
| 4 |
Really awkward hit, fall badly and take an additional 1D6
damage to same-side ankle |
| 5 |
Painful hit, stunned for next turn |
| 6 |
Terrible blow, triple damage |
LOWER LEG HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Leg of spam, lower leg is no more, it has been recalled by the
manufacturer, and you get no refund, in other words, permanently and
excessively crippled |
| 2 |
Sea legs, double damage |
| 3 |
Crab legs, triple damage |
| 4 |
Precise hit, automatically fall, and stunned for next turn |
| 5 |
Powerful blow, automatically fall and you are unable to get up for 1D6
turns |
| 6 |
Slapstick fall, automatically fall and take 1D6 damage from the
nearest, most appropriate item around, your weapon, a stone on the
ground, a computer console, etc. |
ANKLE HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Ankle biter, suffer the injustice of having your ankle unsurgically
altered for the worse, permanently and sadly crippled |
| 2 |
Sprained ankle, triple damage |
| 3 |
Twisted ankle, double damage |
| 4 |
Do the twist, automatically fall, and roll vs. HT-2 to get up |
| 5 |
Excruciating hit, automatically fall, and stunned for next turn |
| 6 |
Well placed shot, attacker chooses to cause either automatic fall or
stun for next turn |
FOOT HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Footsie, What once was a foot is now only a memory, it will be missed,
permanently and horrendously crippled |
| 2 |
Foot in the mouth, triple damage |
| 3 |
Footloose, double damage |
| 4 |
Off balance, can do nothing but defend next turn |
| 5 |
Bad footing, automatically fall and cannot get up for 2 turns |
| 6 |
Gimpy, foot crippled (roll at -3 to recover) |
TOES HITS
DIE ROLL(1D6)
|
RESULT
|
| 1 |
Toe jam, you lose most of if not all your toes in a gruesome and
punishing blow, permanently and frighteningly crippled |
| 2 |
Nasty hit, double damage |
| 3 |
Snap! your toe(s) breaks, fall automatically and you are stunned for
the next turn |
| 4 |
Low blow, your entire foot is crippled (roll normally to recover) |
| 5 |
Smashed toes, this injury automatically reduces your move by 1
permanently |
| 6 |
This little piggy, a surprisingly painful hit stuns you for 1D6 turns,
roll vs. HT to avoid this effect(+4 for high pain threshold, -4 for Low
Pain Threshold) |