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Roll | Result |
---|---|
01-20 | You catch a part of your anatomy (we recommend you play this for laughs) – lose 1 Wound, ignoring Toughness Bonus or Armor Points. |
21-40 | Your melee weapon jars badly, or ranged weapon malfunctions or slightly breaks – your weapon suffers 1 Damage. Next round you will act last regardless of Initiative order, Talents, or special rules as you recover (see pg 156). |
41-60 | Your manoeuvre was misjudged, leaving you out of position, or you lose grip of a ranged weapon. Next round your Action suffers a penalty of -10. |
61-70 | You stumble badly, finding it hard to right yourself. Lose your next Move. |
71-80 | You mishandle your weapon, or you drop your ammunition. Miss your next Action. |
81-90 | You overextend yourself or stumble and twist your ankle. Suffer a Torn Muscle (Minor) injury (see page 179). This counts as a Critical Wound. |
91-00 | You completely mess up, hitting 1 random ally in range using your rolled units die to determine the SL of the hit. If that's not possible, you somehow hit yourself in the face and gain a Stunned Condition (see page 169). |