Critical Hits with Missile Weapons

If you are using the Pain rules, the Automatic wound notation applies there, roll regular damage and apply a wound. If you are just using this awesome chart, then make an automatic wound be regular damage but have an appropriate effect up to the DM’s discretion.

Critical Hit RollWhat’s HitEffect
01 – 64Double Damage
65 – 66Leg StruckAutomatic wound
67Leg RuinedAutomatic Wound; leg useless until healed
68 – 69Shot in the KneeAutomatic Wound
70Shot in the KneeAutomatic Wound; leg useless until healed
71 – 72Non-Weapon Arm HitArm stunned, no shield bonus for 1d3 rounds
73 – 74Non-Weapon Arm HitShield to Save vs. Blow or be destroyed
75 – 76Weapon Arm HitAutomatic Wound
77 – 78Weapon Arm HitWeapon Save vs. Blow or be destroyed
79 – 80Abdomen StruckAutomatic Wound: Death in 1d6 days unless healed
81 – 82Abdomen StruckAutomatic Wound; Death in 2d6 turns unless healed
83 – 84Abdomen StruckAutomatic Wound: Diaphragm Punctured; Death in 1d3 rounds.
85 – 86Chest StruckAutomatic Wound: Death in 1d6 days unless healed
87 – 88Chest StruckAutomatic Wound: Death in 2d6 turns unless healed
89 – 90Chest StruckAutomatic Wound: artery cut, death in 1d3 rounds
91-92Shot in the EyeAutomatic Wound: Blinded, No effect and normal damage if helmed
93Shot in the EyeAutomatic Wound: Blinded
94Larynx PuncturedAutomatic wound: Rendered Mute, No effect and normal damage if helmed
95Larynx PuncturedAutomatic Wound: Rendered Mute
96Skull StruckAutomatic Wound: Brain Damage, loose 1d3 Int, no effect and normal damage if helmed
97Skull StruckAutomatic Wound: Brain Damage, loose 1d3 Int
98Skull StruckAutomatic Wound: Bleeding out, Death in 1d3 rounds, no effect and normal damage if helmed
99Skull StruckAutomatic Wound: bleeding out, Death in 1d3 rounds
00Skull StruckBrains outside of your skull, you are dead.

Critical Hits with Edged Weapons

Critical Hit RollWhat’s HitEffect
01 – 62Double Damage
63 – 64Shield Arm StruckAutomatic Wound if no shield, Shield to save vs. blow or be destroyed
65Head StruckRemove Helm, stunned 1d6 rounds
66Head StruckStunned 1d6 rounds
67Throat StruckAutomatic Wound, muted. No effect and normal damage if helmed
68 – 69Ear Cut OffAutomatic Wound, deafened. No effect and normal damage if helmed
70Ear Cut OffAutomatic Wound, deafened.
71 – 72Hit in the EyeAutomatic Wound, blinded. No effect and normal damage if helmed
73Hit in the EyeAutomatic Wound, blinded.
74Knee SplitAutomatic Wound
75Knee SplitAutomatic Wound; leg useless until healed
76Fingers CutLooses 1d4 fingers. Dex – 1d3 for that hand
77Leg Cut at CalfAutomatic Wound
78Leg Cut at ThighAutomatic Wound
79Leg Cut at AnkleAutomatic Wound
80Weapon Arm Cut at ShoulderAutomatic Wound
81Weapon Arm Cut at ForearmAutomatic Wound
82Weapon Arm Cut at BicepAutomatic Wound
83Weapon Arm Removed at WristAutomatic Wound
84Weapon Arm Removed at ElbowAutomatic Wound
85Weapon Arm Removed at ShoulderAutomatic Wound
86Non-Weapon Arm Removed at WristAutomatic Wound
87Non-Weapon Arm Removed at ElbowAutomatic Wound
88Non-Weapon Arm Removed at ShoulderAutomatic Wound
89Abdominal WoundAutomatic Wound; Carrying capacity at 50%
90Abdominal WoundAutomatic Wound; Death in 1d6 days unless healed
91Abdominal WoundAutomatic Wound; Death in 2d6 turns unless healed
92Abdominal WoundGuts Spill on Floor, Automatic Wound; Death in 1d3 rounds
93Chest WoundAutomatic Wound; Carrying capacity at 50%
94Chest WoundAutomatic Wound; Death in 1d6 days unless healed
95Chest WoundAutomatic Wound; Death in 2d6 turns unless healed
96Chest WoundHeart pierced; Automatic Wound; Death in 1d3 rounds
97Throat CutDeath in 1d3 rounds; No effect and normal damage if helmed
98Throat CutBleeding out, Death in 1d3 rounds
99DecapitatedDeath. No effect and normal damage if helmed
00DecapitatedNo head? You dead!

Critical Hit with Blunt Weapons

Critical Hit RollWhat’s HitEffect
01 – 64Double Damage
65 – 68Shield StruckShield Save vs. Blow or broken, if no shield, automatic wound on non-weapon arm.
69 – 70Non-Weapon Arm StruckAutomatic Wound
71 – 72Non-Weapon Arm BrokenAutomatic Wound, arm useless until healed
73 – 74Weapon Arm StruckAutomatic Wound
75 – 76Weapon Arm StruckAutomatic Wound, Weapon Dropped
77 – 78Weapon Arm BrokenAutomatic Wound, arm useless until healed
79 – 82Hand StruckAutomatic wound, hand useless until healed
83 – 85Chest StruckWinded: Stunned 2d6 rounds until breath regained
86 – 87Chest StruckAutomatic Wound: 1d3 ribs broken,movement quartered, no carrying capacity until healed
88Chest StruckAutomatic Wound: Ribs crushed, heart pierced, death in 1d3 rounds
89 – 91Legs StruckAutomatic wound
92 – 93Legs struckAutomatic Wound, knocked prone
94Legs BrokenLeg broken, leg useless until healed
95Head StruckAutomatic wound: Lose 1d3 int, No effect and normal damage if helmed
96Head StruckAutomatic wound: Lose 1d3 int
97Head StruckAutomatic wound: Brain Damage, lose 1d3 int, gain an Insanity. No effect and normal damage if helmed
98Head StruckAutomatic wound: Brain Damage, lose 1d3 int, gain an Insanity.
99Skull CrushedDead, Automatic wound and normal damage if helmed
00Skull CrushedDead

Critical Hits against Creatures

All is fair in the world of critical hits. Yes, this means that if you are VERY lucky, a first level PC fighter can one shot an Ancient Red Dragon, but he would have to roll a 20 to hit followed by a 01 to get the percent change of a critical followed by a 00 to kill him, which has a chance of 1 in 200,000. (I never had it happen at my table.) Since these charts are only used when the PCs are playing, I allow the small chance of super heroics. Also since the PAIN rules are not applied to monsters the Effects in this table for more strait forward. Always roll regular damage for rolls greater than 58 as well as apply the Effect rolled.

Critical Hit RollWhat’s HitEffect
01 – 58Double Damage
59 – 62Limb Injured-2 to hit rolls for that limb for d3 rounds
63 – 65Limb Injured-4 to hit rolls for 2d6 turns
66 – 67Limb InjuredLimb Broken, limb useless until healed
68Limb SeveredLimb removed at body
69Limb SeveredLimb removed at midpoint
70Limb SeveredLimb removed and hand/paw/claw
71 – 72Throat Cut1d6 extra HP damage per round until healed
73 – 74Head StruckStunned for 1d6 rounds
75 – 76Abdominal Injuriesdeath in 1d3 rounds
77 – 78Abdominal Injuriesdeath in 2d6 turns
79 – 80Abdominal Injuriesdeath in 1d6 days
81 – 82Chest Injurydeath in 1d3 rounds
83 – 84Chest injurydeath in 2d6 turns
85 – 86Chest Injurydeath in 1d6 days
87 – 90Snout Struckimmediate morale failure
91 – 94Snout Struck-2 to hit for 1d4 rounds
95 – 98Snout Struck-4 to hit for 2d6 rounds
99Head Struck-4 to hit for 2d6 rounds
00Head StruckDead!

Critical Misses
There are a lot of Dex checks in this table. I hold to the conclusion that the highly nimble fall over less often.

Critical Miss RollWhat HappenedEffect
01 – 33Off BalanceCannot attack next round
34 – 39Hit a Solid ObjectWeapon save vs. Blow or weapon takes damage equal to it’s damage capacity
40 – 44Hit a Solid ObjectWeapon save vs. Blow or THAC0 at -1 until repaired
45 – 49Stumble/ Fall OverDex Check or stunned for 1d4 rounds
50 – 54Lose Weapon GripDex Check or no action for 1d4 rounds
55 – 59Lose Weapon GripDex Check or Drop Weapon
60 – 61Lose Weapon GripDrop Weapon
62 – 63Shield Tangled with OpponentCannot attack next round, no Shield Bonus either, same effect if there’s no shield.
64 – 65Shield Tangled with OpponentCompletely tangled up. Both you and opponent cannot attack next round. No shield bonus.
66 – 69Weapon Tangled with OpponentCannot attack for 1d4 rounds. Can drop weapon to remove entanglement
70 – 74Weapon Knocked Away1d8 direction with 1 being North, 1d10 feet away.
75 – 77Weapon BreaksWeapon save vs. Blow. Success = -2 to THAC0 and failure = weapon destroyed.
78 – 79Hit Self25% damage
80Hit SelfDouble Damage and Automatic Wound
81 – 83Hit Person on Own Side25% damage
84 – 85Hit Person on Own Side50% damage
86Hit Person on Own SideMax Damage!
87 – 88Weapon Slips1d20 feet away in direction of attack
89 – 90Weapon Slipsweapon dropped, but hit opponent anyway, roll normal damage
91 – 92Twist AnkleDex check or attacker falls and limps, 50% movement rate until healed
93 – 95Headgear SlipsVision blocked, blinded until a round is taken to clear vision
96 – 97Gear tangled upRoll on Partial Armour Damage table (Orcs of Thar)
98DistractedOpponent’s next attack is at +3 to hit
99Weapon DisassemblesWeapon useless until repaired
00Roll twice