Critical Failures

Critical Failure
When a character obtains a natural 1 in the attack roll he also scores a critical failure, also known as “fumbles”. Such attacks automatically fail, regardless of how high the attack bonus is. These fumbles also have additional consequences, besides failing to hit the target. When a character rolls a natural 1 he automatic misses the attack but he must roll another d20 and depending on the result one of effect might happen, as shown on the following table.

Die Result Fumble Effect
1-6 Ranged: Attack failed with no additional effect
- Melee: Attack failed with no additional effect
7-9 Ranged: Attack targets a random square adjacent to the
target, with the exceptions of those behind it
- Melee: Your footwork fails you and you only manage to
hit another random character adjacent to you (other
than the initial target). This can make you hit allies.
10-12 Ranged: Weapon jams for a short time and both this
and the next shot are expended without effect
- Melee: You drop any melee weapon you have. In
addition, your failed attack creates a big opening that
an adjacent enemy can exploit. One adjacent enemy at
you gains an immediate free melee attack against you.
13-15 Ranged: Weapon function jams. The
weapon must be reloaded. Remaining attacks cannot
be performed
- Melee: Your footwork fails you so badly that you end up
prone on the ground.
16-18 Ranged: Weapon is dropped in the character’s square.
Remaining attacks cannot be performed.
- Melee: You twist your ankle and fall on the ground. In
addition, you become slowed for 1d4 rounds and drop
your melee weapon
19-20 Ranged: Weapon jams and a full-round action is
required, along with a DC 10 Repair check, to make it
work again. Remaining attacks cannot be performed
- Melee: You trip on yourself, falling prone on the ground
and taking 1d6 points of damage. In addition, all
enemies adjacent to you gain an immediate free melee
attack against you.

Critical Failures

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