r/WarhammerOldWorldRPG 25d ago

Mordheim Critical Hit Tables!

Afternoon, Reddit.

I used to play a lot of Mordheim back in the day, and I lament the Critical hit tables.
There was nothing more fun that a basic wounding attack turning into a beheading strike.

I really like the combat system in TOWR, but I thought I'd have a shot and creating a Critical hit system.

Here are my thoughts...

To achieve a critical hit, the attacker much have three successes minimum (after Protection rolls). Those three successes must be a matching number (e.g. 3, 3, 3). This attack now counts as a critical hit!
The player will then roll on a Critical hit table relevant to their weapon.

I have taken the Critical Hit tables from the Mordheim Optional Rules, and edited them a little to fit into the TOWR ruleset.

Missile Weapons (Bows, crossbows, blackpowder weapons, throwing Knives/Flasks etc.)

1-4 Hits a Weak Spot. The missile penetrates its target’s armour. Ignore all armour saves.

5-7 Ricochet. If there are any other enemy models within Short range, the closest enemy model is also hit. The enemy is allowed an opposed roll, and compares their dice to the original attack result.

8-10 Master Shot. The missile hits an eye, the throat, or some other vulnerable part. The target suffers 2 wounds instead of 1. There is no armour save.

 

Bludgeoning Weapons (Clubs, maces, hammers, flails, Morning Star, etc.)    

1-4 Hammered. The target is knocked off balance. They may only make Recovery, or Manoeuvre Actions on their next turn.

4-8 Clubbed. The hit ignores armour saves and are Staggered.

9 Wild Sweep. Your opponent’s weapon is knocked from his hand. If he is carrying two weapons, roll to see which one he loses.

10 Bludgeoned. The opponent suffers the Prone condition.

 

Bladed Weapons (Daggers, Swords, Axes, Throwing Axes, etc.)

1-4 Flesh Wound. This attack hits an unprotected area, so there is no armour save.

5-7 Bladestorm. The warrior unleashes a virtual hail of blows. The attack causes 2 wounds instead of 1.

8-10 Sliced! The strike ignores armour saves, causes 2 wounds.

 

Unarmed Combat (Animals, Zombies, Knuckleduster)

1-4 Hail of Blows. After resolving this attack, the attacker may resolve another attack.

5-7 Crushing Blow. The blow lands with tremendous force, you may ask the opponent to re-roll their wound dice.

8-10 Mighty Blow. With a mighty punch or flying kick, you send your opponent sprawling to the ground. The attack ignores armour and the opponent must roll +1D10 to the wound roll.

 

Thrusting Weapons (Spears, halberds, lances, Throwing Spears, etc.)

1-4 Stab. With a quick strike, you penetrate your opponent’s defences. Ignores armour.

5-8 Thrust. The thrust lands with great force and the target is pushed from Close to Short range directly from the attacker. If the opponent bumps into another character, the other character can take an Athletics check or becomes Staggered (Note: Cannot cause Give Ground, Suffer a Wound, or Prone).  

9-10 Kebab! The thrust pierces through the opponent, ripping apart armour and puncturing flesh. The attack ignores armour and the opponent suffers the Burdened Condition.

Let me know what you think, and what changes could be made?

13 Upvotes

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3

u/obaobaboss 25d ago

I would only use it when we also have a fumble chart, same mechanic but with failed die. Of course we would need an another table to roll on. 

I do agree that I would like to see crits and fumbles in the game, more impactfull than complications and the big successes. But maybe not now at the start, later for sure.

A "problem" with the table is, that you have already ignore armour on blackpowder. I guess +1d10 on the wound roll would be a second wound for brutes etc and 2 wound +1d10 on the wound roll for champions?

2

u/UnionJack1989 25d ago

As yes, I didn't consider the existing rules for weapons which might already ignore armour.
Also the difference between Minion, Brute and Champion wound thresholds.

Thank you for your reply.

3

u/GoblinLoveChild 25d ago

Good ideas here just needs a few mechanical tweaks

Some of the entries deal 2x wounds and the blunt weapons are rather lethal, because knocking prone denies the character the ability to give ground, if you were to word it to "after the normal hit is resolved the character is then knocked prone" then smart players will just choose to fall prone then "fall prone again"

Instead of another roll just list them as number of matching dice.

E.G. 1-4 Doubles Hits a Weak Spot. The missile penetrates its target’s armour. Ignore all armour saves.

5-7 Triples Ricochet. If there are any other enemy models within Short range, the closest enemy model is also hit. The enemy is allowed an opposed roll, and compares their dice to the original attack result.

8-10 4 of a kind Master Shot. The missile hits an eye, the throat, or some other vulnerable part. The target suffers 2 wounds instead of 1. There is no armour save.

1

u/Apostrophe13 24d ago

If you like critical hit tables check out Rolemaster or HARP (slightly streamlined version or Rolemaster).
Its d100+mods then check the tables, and its not just "you do x2 damage" but pages of pretty graphic descriptions of how the fireball burned you to ash and you scattered on the wind.
It should not be too hard to implement some ideas to dice pool system, worth a look.