Critical Hits


If two consecutive sixes are rolled on the Wilde Die when attacking, and the attack hits, a critical hit occurs. For each additional six after the first, +1D is added to the damage.

Roll 1D for the hit location. For 1-4, roll again for left (1-3) or right (4-6). Each location has related Attributes for lasting effects. Penalties are separate injuries and have to be healed independently of being Wounded, etc.

1: Hand (DEX, MECH)
2: Arm (DEX, MECH)
3: Foot (DEX, STR)
4: Leg (DEX, STR)
5: Torso (STR)
6: Head (KNO, PER, TECH)

Roll 2D for the effect:
2: Blown Away/Bashed/Severed: Head/Torso = dead. Extremities = Roll 1D for Heavy, or Massive Bleeding. Permanent -1D to related skills.
3: Crippled: -2D until healed. Permanent -1 to related skills
4: Massive Bleeding: -1D penalty until healed. Unable to act for 1 round. Injury progresses every 2 rounds until treated.
5: Heavy Bleeding: -1D penalty until healed. Injury progresses every 3 rounds until treated.
6: Struck: -1D penalty to related skills until healed.
7: Gashed: -1D penalty until healed.
8: Light Bleeding: -1D penalty to related skills until healed. Injury progresses every 4 rounds until treated.
9: Burned/Broken: -1D penalty until healed. Can only take 1 action.
10: Maimed: -2D until healed. Increase Injury by one level (except dead). Will have a large unsightly scar.
11: Mutilated: -2D until healed. Increase Injury by one level. Permanent -2 to related skills
12: Blown away/Bashed/Severed: Head/Torso = dead. Extremities = Roll 1D for Heavy, or Massive Bleeding. Permanent -1D to related skills.

Critical Misses
If the last two dice are 1’s on a roll (except when resisting damage), a complication occurs. This could be anything bad or inconvenient relating to the given situation. When attacking with a blaster, a complication often means the blaster jams or breaks, etc.

Blaster Malfunctions:
1: Out of Ammo. Take an action to reload next round.
2: Jams. Take a full round to make an Easy repair check
3: Slight Malfunction. Attack and damage rolls are -1. Moderate repair.
4: Major Malfunction. Attack and damage are -1D. Difficult repair.
5: Overload. -2D to attack, +1D damage. 1’s and 6’s on the Wild Die cause 4D damage backfire. Difficult Repair.
6: Breaks. Completely unusable. Very Difficult Repair.

Critical Hits

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