Critical Tables

 

HEAD

ARM

LEG

CHEST

ABDOMEN

WING

INSECT LEG

TAIL

BLOB

CRUSH

Minor > 40%

Damage x 4

Numbing blow roll 3d6 next round for initiative, deafened for 24 hours

Damage x 2

Numbing blow, roll vs Dex to retain hold, item is thrown d20 feet     away in random direction, d6 MR to recover use of arm

Damage x 2

Numbing blow, roll vs Dex to avoid falling, d6 MR to recover use of leg.

Damage x 3

Forced back 10 feet, roll vs dex or fall over.

Damage x 2

Winded, no attack or parry next round, stagger back 5 feet

Damage x 1.5

Con roll to avoid losing flight for one MR,

Damage x 1

Con roll or leg crippled

Damage x 1.5

Roll vs Con or cannot use any tail attacks for one round

Damage x 1

Forced back 5-10 feet (d6+4)

Special 11-40%

Damage x 4

Smashes jaw, causing broken jaw and loss of 2-12 teeth

Damage x 2

Break arm, Roll %Dex or lose hold of item

Damage x 2

Break leg, Roll %Dex to remain standing

Damage x 3

Break d3 ribs, cannot exert self,no running or full attack.

Damage x 2

Groin crushed, incapacitated unlexx %Con roll made for 1-3 MR.

Damage x 1.5

Wing broken, if in flight creature can only glide and needs Dex and Con roll to succeed.

Damage x 1

Leg crippled, broken.

Damage x 1.5

Forceful blow, tail numbed cannot be use for any tail attacks for 1-3 MR

Damage x 1

Forced back 10-15 feet (D6+9) and stunned for a round.

Critical 01-10%

Damage x 4

Skull broken, unconscious for D6 turns, system shock to survive.

Damage x 2

Smashing blow, multiple fracture in arm affecting d20% or arm, roll %Dex or lose hold of item, may need to be amputated without special care

Damage x 2

Smashing blow, multiple fracture in leg affecting d20% or arm, roll %Dex or fall down, movement and dex halved. May need to be amputated without special care

Damage x 3

Broken back, paralysed from waist down if CON% failed.

Damage x 2

Kidney strike, stunned for 2 MR. Damage% chance of permanent damage (Con reduced by 2) and an extra d6 damage

Damage x 1.5

Wing smashed, cannot fly or even glide properly, if flying can make a controlled crash landing on a Dex roll.

Damage x 1

Leg smashed in several places, crippled

Damage x 1.5

Tail bone broken will lose function (if any) of tail until healed.

Damage x 1

Forced back 10-15 feet (D6+9) and stunned for 2 rounds. Weapon will not be harmed due to any corrosion specials.

Devastating <01%

Head pulped – foe dies

Damage x 2

Arm reduced to a pulp, needs amputation, foes must roll vs Con to stay conscious due to the pain.

Damage x 2

Leg reduced to a pulp, needs amputation, foes must roll vs Con to stay conscious due to the pain.

Damage x 3

Rib cage smashed, a rib pierces the foes heart, foe dies

Damage x 2

Breaks backbone via stomach, may induce spectacular effects from body and legs separation.

Damage x 1.5

Wing broken off, cannot fly or glide, will spiral and crash land if flying, control of landing on a %Dex roll.

Damage x 1

Leg smashed and broekn off by blow. Crippled

Damage x 1.5

Tail smashed, if detachable will detach (lizard), otherwise will be encumbrance to creature until healing takes affect. Foe stunned roll 3d6 initiative

Damage x 1

Forced back 10-15 feet (D6+9) and stunned for a 3 rounds. Weapon will not be harmed due to any corrosion specials.

IMPALE

Minor > 40%

Damage x 2

Numbing blow, +1D6 initiave next round and CHA –1  from hideous scarring.

Damage x 1

Flesh wound, bleeds at 1 HP per round, if a small weapon, does 1d6 damage when it is pulled out.

Damage x 1

Flesh wound, bleeds at 1 HP per round, if a small weapon, does 1d6 damage when it is pulled out.

Damage x 2

Flesh wound, bleeds at 1 HP per round, if a small weapon, does 1d6 damage when it is pulled out.

Damage x 1.5

Flesh wound, bleeds at 1 HP per round, if a small weapon, does 1d6 damage when it is pulled out.

Damage x 1

Small tear wound, might grow if strained in flight, if a small weapon, does 1d6 damage when it is pulled out.

Damage x 1

Leg damaged but not to ital area, cannot be used for a round

Damage x 1

Flesh wound, bleeds at 1 HP per round, if a small weapon, does 1d6 damage when it is pulled out.

Damage x 1

Deep wound, does an extra 1d6 damage when it is pulled out.

Special 11-40%

Damage x 2

Weapon pierces one eye, blinded in that eye.

Damage x 1

Hits muscle in arm, arm  acts with a penalty of –4 (-20%) until a Cure Serious Wounds is applied (or equivalent).  If a small weapon, does 1d6 damage when it is pulled out.

Damage x 1

Hits muscle in leg, movement reduced to 50% and target loses 2 off dexterity until a Cure Serious Wounds is applied (or equivalent).  If a small weapon, does 1d6 damage when it is pulled out.

Damage x 2

Deep impale does 1 +Movement Rate damage per round, does double weapon damage when pulled out.

Damage x 1.5

Gutshot, bleed one point per round internally/externally, must be healed by surgery or magic.

Damage x 1

Wing broken, if in flight creature can only glide and needs Dex and Con roll to succeed.

Damage x 1

Con roll or leg crippled

Damage x 1

Deep puncture causes bleeding wound at 1hp per round, cannot use tail to attack with until healed

Damage x 1

Roll under strength to pull weapon out and do weapon damage again to target

Critical 01-10%

Damage x 2

Hits jugular,bleeds at 2d6 HP per round until staunched.

Damage x 1

Hits artery, damage at 2d6 HP per round, may break a bone  too.

Damage x 1

Hits artery, damage at 2d6 HP per round, may break a bone  too.

Damage x 2

Impale a lung, Initially reduce con by 4, movement by 50%, internal bleeding of 2 per round

Damage x 1.5

Sever gut, bleed one point per round internally/externally, must be healed by surgery or magic of at least CSW

Damage x 1

Wing smashed, cannot fly or even glide properly, if flying can make a controlled crash landing on a Dex roll.

Damage x 1

Leg punctured, weakened, must roll under CON to avoid sever

Damage x 1

Deep puncture breaks bone, tail is useless and will either fall off if lizard or be crippled unless healed.  Bleeding at 2 hp per round until action taken.

Damage x 1

Fierce plunge stuns foe, forced back 6-10 feet and stunned for a round.  Weapon will not be harmed due to any corrosion specials.

Devastating <01%

Damage x 2

Weapon first penetrates eye, then brain, death follows

Damage x 1

Strikes shatters bone, amputation or CCW to recover, bleeds at 2 HP per round

Damage x 1

Strikes shatters bone, amputation or CCW to recover, bleeds at 2 HP per round

Damage x 2

Impale through Heart

Sever backbone and Sever gut, bleed one point per round internally/externally, must be healed by surgery or magic of at least CSW for gut, CCW for backbone, paralysed until cured.

Damage x 1

Wing broken off, cannot fly or glide, will spiral and crash land if flying, control of landing on a %Dex roll.

Damage x 1

Leg smashed and broken off by blow. Crippled

Damage x 1

Driving puncture severs tail  bone, tail uselss and encumbering, bleeding is at  3hit points per round

Damage x 1

Blow punctures creatures nuclei if it exists, creature “dies” in 1-6 rounds. Weapon will not be harmed due to any corrosion specials.

SLASH

Minor > 40%

Damage x 2

Numbing blow, roll 3d6 initiative next round

Damage x 2

Cut, bleeder, lose 1 hp per round until staunched

Damage x 2

Cut, bleeder, lose 1 hp per round until staunched

Damage x 2

Cut, stuns opponent for one round.

Damage x 3

Cut, bleeder, lose 1 hp per round until staunched

Damage x 1.5

Tears along wing, will tear further in sustained flight until healed.  Must glide and quarter movement maximum.

Damage x 1

Leg cracked, if full weight placed upon it, it will break.

Damage x 1.5

Tail badly slashed, bleeds at 1 per round

Damage x 1

Forced back 5-10 feet (d6+4)

Special 11-40%

Damage x 2

Cut over eyes, blinded – 10 to hit until cleaned.  Or cut off ear 1 rd shock and lose hearing in that ear

Damage x 2

Tendons cut in one arm, lose the use of that arm.

Damage x 2

Hamstrung, fall over cannot stand for 3 months without assistance, unless healed, Dex loses 3

Damage x 2

Broken Rib, bleeder, lose 1 hp per round until staunched, and reduce movement rate by 1.

Damage x 3

Slices across guts, bleeds at 1 HP per round , winded stunned for a round

Damage 1.5

Wing crippled by slashing blow.  If in flight creature needs dex and con roll to stay airborne

Damage x 1

Leg broken, force of blow leads opponent to roll 3d6 initiative next round

Damage x 1.5

Tip of tail severed, this might mean any special attacks are reduced or eliminate, tail bashes will not be though.

Damage x 1

Forced back 10-15 feet (D6+9) and stunned for a round.

Critical 01-10%

Damage x 2

Sever jugular, 2d6 hp bleeding per melee round until staunched.

Damage x 2

Severed

Damage x 2

Severed

Damage x 2

Slices through 3 ribs, bleeds 2 points a round, cannot run or make a full attack.

 

Damage x 3

Slices across guts, bleeds at 4 HP per round until CSW applied.

Damage x 1.5

Wing slashed and broken, crippled unless healed magically or properly set, save vs Dex to avoid falling damage.

Damage x 1

Leg Severed, dex roll or fall/stumble, add d6 to initiative next round.

Damage x 1.5

Tail cut and broken, tail useless and crippled but is still there, bleeding at 1 point per round

Damage x 1

Fierce slash stuns foe, forced back 10-15 feet and stunned for a round.  Weapon will not be harmed due to any corrosion specials.

Devastating <01%

Damage x 2

Sever Head.

Damage x 2

Severed, bleeds 2d6 hp per round until staunched.

Damage x 2

Severed, bleeds 2d6 hp per round until staunched.

Damage x 2

Diagonal slash cuts chest in half including heart,  slight recovery problem, dead.

Damage x 3

Eviscerated, fall down and contemplate the contents of your body for 2 rounds and then die

Damage x 1.5

Wing severed, lose flight immiediately.  Save vs Dex for extra save for half damage on fall.

Damage x 1

Two legs severed, either front tow or nearest two as appropriate.  Opponent stumbles and loses any attack this round and add d6 to initiative for next

Damage x 1.5

Tail severed completely, heroic blow,

Damage x 1

Blow punctures creatures nuclei if it exists, creature “dies” in 1-6 rounds. Weapon will not be harmed due to any corrosion specials. If no nuclei, creature split in half.

 

HEAD

ARM

LEG

CHEST

ABDOMEN

WING

INSECT LEG

TAIL

BLOB

FIRE

Minor > 40%

Damage x 4

Burns hair of all visible parts

Damage x 2

Light burns on arm, roll vs constitution to avoid dropping held object

Damage x 2

Light burns of the legs, hair removed, +2 initiative and half movement next round

Damage x 3

Chest hair burnt off, any exposed areas will be sore to touch and may get infected.

Damage x 3

Hair burnt off, any exposed areas will be sore to touch and may get infected.

Damage x 2

Slightly crisped about the edges.  One level of manoeuvrability lost

Damage x 1

Sensory hairs destroyed, dex roll or leg may stumble

Damage x 2

Hairs singed, destracted, initiative + d6 next round

Damage x 1

External hairs singed, slight hardening slows creatrure a little, initiative + d6 next round

Special 11-40%

Damage x 4

Melts skin as well as burning off hair, -3 charisma

Damage x 2

Severe burns , cannot use arm until tended/healed

Damage x 2

Sever burns to leg, painful to touch and move, half effective dexterity in combat and half move until healed.

Damage x 3

Severe burns to chest, must wear appropriate healing creams/protective creams or risk infection if anything worn. Con x 5 or feint from pain

Damage x 3

Severe burns to abdomen, must wear appropriate healing creams/protective creams or risk infection if anything worn. Con x 5 or feint from pain.

Damage x 2

Feathers burnt badly, wing badly singed if exposed.  Control glide only may be attempted until some healing has taken place. Gossamer wings destroyed

Damage x 1

Leg fused wil need healing or attention to free up, lose manoeuvrability of leg, dex –1 in combat

Damage x 2

Badly burnt, lizard might shed tail, otherwise becomes useless for 2 rounds

Damage x 1

Major burn to exposed side of blob, cauterised area.  Must be re-assimilated and destroyed to function fluidly again, +1 to each round initiative until “healed”

Critical 01-10%

Damage x 4

Melts eyes, skin and burns all hair.  Horrific visible damage, -5 charisma and roll a system shock or die..

Damage x 2

Flesh melts and cauterises, fingers are shortened and become mere stubs.

Damage x 2

Flesh burns away, toes lost ans exposed flesh on leg burnt back to the bone. 1%  change of self immolation.

Damage x 3

Flesh burnt away to ribcage..  Con * 2 or feint..  Too much flesh loss to do anything other than rest.

Damage x 3

Flesh burnt away and esposed extremities destroyed..  Con * 1 or feint..  Too much flesh loss to do anything other than rest. Con x 2 to attempt any action each round.

Damage x 2

Badly damaged, all feathers burnt away or in bat like wings burnt to structs, controlled crash if in flight, half falling damage

Damage x 1

Leg nearly destroyed, very badly damaged

Damage x 2

Badly damaged, may not use to attack with until healed

Damage x 1

Major burn to exposed side of blob, cauterised area.  Must be re-assimilated and destroyed to function fluidly again, +d6 to each round initiative until “healed”

Devastating <01%

Damage x 4

Burns all flesh away from head, die.

Damage x 2

Arm becomes ash, cauterised % of the way dwn

Damage x 2

Leg becomes ash, cauterised % of the way down.

Damage x 3

What chest, smoke spirals into the sky as limbs and head fall to the ground

Damage x 3

What abdomen, smoke spirals into the sky as legs and torso fall to the ground

Damage x 2

Wing destroyed, fall from sky

Damage x 1

Leg destroyed

Damage x 2

Tail detroyed

Damage x 1

Large section destroyed, if possible blob will catch fire and burn away slowly., other wise may not move until recovered by removing cauterised area/shell

COLD

Minor > 40%

Damage x 3

Frostbite, lose sense of taste and smell for 1 day.

Damage x 2

Damage x 2

Damage x 3

Damage x 3

Damage x 1.5

Damage x 1

Damage x 1.5

Damage x 1

Special 11-40%

Damage x 3

Major frostbite, lose sense of taste and smell permanently until healed..

Damage x 2

Damage x 2

Damage x 3

Damage x 3

Damage x 1.5

Damage x 1

Damage x 1.5

Damage x 1

Critical 01-10%

Damage x 3

Major freese, lose all above senses and ear freeze up and fall off too.

Damage x 2

Damage x 2

Damage x 3

Damage x 3

Damage x 1.5

Damage x 1

Damage x 1.5

Damage x 1

Devastating <01%

Damage x 3

Head freezes, next  blow to head will shatter it in to mny pieces.

Damage x 2

Damage x 2

Damage x 3

Damage x 3

Damage x 1.5

Damage x 1

Damage x 1.5

Damage x 1

ELECTRICAL

Minor > 40%

Damage x 4

Hair stands on end and turns white, stunned for one round.

Damage x 2

Damage x 2

Damage x 3

Damage x 3

Damage x 1.5

Damage x 1

Damage x 1.5

Damage x 1

Special 11-40%

Damage x 4

Epileptic fits for 1-6 melee rounds, helpless

Damage x 2

Damage x 2

Damage x 3

Damage x 3

Damage x 1.5

Damage x 1

Damage x 1.5

Damage x 1

Critical 01-10%

Damage x 4

Coma for 1-6 days, systm shock or die.

Damage x 2

Damage x 2

Damage x 3

Damage x 3

Damage x 1.5

Damage x 1

Damage x 1.5

Damage x 1

Devastating <01%

Damage x 4

Burns brain out, run in random direction for 6 rounds and then falls down dead with smoking ears.

Damage x 2

Damage x 2

Damage x 3

Damage x 3

Damage x 1.5

Damage x 1

Damage x 1.5

Damage x 1

 

 

HEAD

ARM

LEG

CHEST

ABDOMEN

WING

INSECT LEG

TAIL

BLOB

ACID

Minor > 40%

Damage x 4

Numbing blow roll 3d6 next round for initiative, deafened for 24 hours

Damage x 2

Numbing blow, roll vs Dex to retain hold, item is thrown d20 feet     away in random direction, d6 MR to recover use of arm

Damage x 2

Numbing blow, roll vs Dex to avoid falling, d6 MR to recover use of leg.

Damage x 3

Forced back 10 feet, roll vs dex or fall over.

Damage x 2

Winded, no attack or parry next round, stagger back 5 feet

Damage x 1.5

Con roll to avoid losing flight for one MR,

Damage x 1

Con roll or leg crippled

Damage x 1.5

Roll vs Con or cannot use any tail attacks for one round

Damage x 1

Forced back 5-10 feet (d6+4)

Special 11-40%

Damage x 4

Smashes jaw, causing broken jaw and loss of 2-12 teeth

Damage x 2

Break arm, Roll %Dex or lose hold of item

Damage x 2

Break leg, Roll %Dex to remain standing

Damage x 3

Break d3 ribs, cannot exert self,no running or full attack.

Damage x 2

Groin crushed, incapacitated unlexx %Con roll made for 1-3 MR.

Damage x 1.5

Wing broken, if in flight creature can only glide and needs Dex and Con roll to succeed.

Damage x 1

Leg crippled, broken.

Damage x 1.5

Forceful blow, tail numbed cannot be use for any tail attacks for 1-3 MR

Damage x 1

Forced back 10-15 feet (D6+9) and stunned for a round.

Critical 01-10%

Damage x 4

Skull broken, unconscious for D6 turns, system shock to survive.

Damage x 2

Smashing blow, multiple fracture in arm affecting d20% or arm, roll %Dex or lose hold of item, may need to be amputated without special care

Damage x 2

Smashing blow, multiple fracture in leg affecting d20% or arm, roll %Dex or fall down, movement and dex halved. May need to be amputated without special care

Damage x 3

Broken back, paralysed from waist down if CON% failed.

Damage x 2

Kidney strike, stunned for 2 MR. Damage% chance of permanent damage (Con reduced by 2) and an extra d6 damage

Damage x 1.5

Wing smashed, cannot fly or even glide properly, if flying can make a controlled crash landing on a Dex roll.

Damage x 1

Leg smashed in several places, crippled

Damage x 1.5

Tail bone broken will lose function (if any) of tail until healed.

Damage x 1

Forced back 10-15 feet (D6+9) and stunned for 2 rounds. Weapon will not be harmed due to any corrosion specials.

Devastating <01%

Head pulped – foe dies

Damage x 2

Arm reduced to a pulp, needs amputation, foes must roll vs Con to stay conscious due to the pain.

Damage x 2

Leg reduced to a pulp, needs amputation, foes must roll vs Con to stay conscious due to the pain.

Damage x 3

Rib cage smashed, a rib pierces the foes heart, foe dies

Damage x 2

Breaks backbone via stomach, may induce spectacular effects from body and legs separation.

Damage x 1.5

Wing broken off, cannot fly or glide, will spiral and crash land if flying, control of landing on a %Dex roll.

Damage x 1

Leg smashed and broekn off by blow. Crippled

Damage x 1.5

Tail smashed, if detachable will detach (lizard), otherwise will be encumbrance to creature until healing takes affect. Foe stunned roll 3d6 initiative

Damage x 1

Forced back 10-15 feet (D6+9) and stunned for a 3 rounds. Weapon will not be harmed due to any corrosion specials.

FALL

Minor > 40%

Damage x 2

Numbing blow, +1D6 initiave next round and CHA –1  from hideous scarring.

Damage x 1

Flesh wound, bleeds at 1 HP per round, if a small weapon, does 1d6 damage when it is pulled out.

Damage x 1

Flesh wound, bleeds at 1 HP per round, if a small weapon, does 1d6 damage when it is pulled out.

Damage x 2

Flesh wound, bleeds at 1 HP per round, if a small weapon, does 1d6 damage when it is pulled out.

Damage x 1.5

Flesh wound, bleeds at 1 HP per round, if a small weapon, does 1d6 damage when it is pulled out.

Damage x 1

Small tear wound, might grow if strained in flight, if a small weapon, does 1d6 damage when it is pulled out.

Damage x 1

Leg damaged but not to ital area, cannot be used for a round

Damage x 1

Flesh wound, bleeds at 1 HP per round, if a small weapon, does 1d6 damage when it is pulled out.

Damage x 1

Deep wound, does an extra 1d6 damage when it is pulled out.

Special 11-40%

Damage x 2

Weapon pierces one eye, blinded in that eye.

Damage x 1

Hits muscle in arm, arm  acts with a penalty of –4 (-20%) until a Cure Serious Wounds is applied (or equivalent).  If a small weapon, does 1d6 damage when it is pulled out.

Damage x 1

Hits muscle in leg, movement reduced to 50% and target loses 2 off dexterity until a Cure Serious Wounds is applied (or equivalent).  If a small weapon, does 1d6 damage when it is pulled out.

Damage x 2

Deep impale does 1 +Movement Rate damage per round, does double weapon damage when pulled out.

Damage x 1.5

Gutshot, bleed one point per round internally/externally, must be healed by surgery or magic.

Damage x 1

Wing broken, if in flight creature can only glide and needs Dex and Con roll to succeed.

Damage x 1

Con roll or leg crippled

Damage x 1

Deep puncture causes bleeding wound at 1hp per round, cannot use tail to attack with until healed

Damage x 1

Roll under strength to pull weapon out and do weapon damage again to target

Critical 01-10%

Damage x 2

Hits jugular,bleeds at 2d6 HP per round until staunched.

Damage x 1

Hits artery, damage at 2d6 HP per round, may break a bone  too.

Damage x 1

Hits artery, damage at 2d6 HP per round, may break a bone  too.

Damage x 2

Impale a lung, Initially reduce con by 4, movement by 50%, internal bleeding of 2 per round

Damage x 1.5

Sever gut, bleed one point per round internally/externally, must be healed by surgery or magic of at least CSW

Damage x 1

Wing smashed, cannot fly or even glide properly, if flying can make a controlled crash landing on a Dex roll.

Damage x 1

Leg punctured, weakened, must roll under CON to avoid sever

Damage x 1

Deep puncture breaks bone, tail is useless and will either fall off if lizard or be crippled unless healed.  Bleeding at 2 hp per round until action taken.

Damage x 1

Fierce plunge stuns foe, forced back 6-10 feet and stunned for a round.  Weapon will not be harmed due to any corrosion specials.

Devastating <01%

Damage x 2

Weapon first penetrates eye, then brain, death follows

Damage x 1

Strikes shatters bone, amputation or CCW to recover, bleeds at 2 HP per round

Damage x 1

Strikes shatters bone, amputation or CCW to recover, bleeds at 2 HP per round

Damage x 2

Impale through Heart

Sever backbone and Sever gut, bleed one point per round internally/externally, must be healed by surgery or magic of at least CSW for gut, CCW for backbone, paralysed until cured.

Damage x 1

Wing broken off, cannot fly or glide, will spiral and crash land if flying, control of landing on a %Dex roll.

Damage x 1

Leg smashed and broken off by blow. Crippled

Damage x 1

Driving puncture severs tail  bone, tail uselss and encumbering, bleeding is at  3hit points per round

Damage x 1

Blow punctures creatures nuclei if it exists, creature “dies” in 1-6 rounds. Weapon will not be harmed due to any corrosion specials.

PLASMA

Minor > 40%

Damage x 2

Numbing blow, roll 3d6 initiative next round

Damage x 2

Cut, bleeder, lose 1 hp per round until staunched

Damage x 2

Cut, bleeder, lose 1 hp per round until staunched

Damage x 2

Cut, stuns opponent for one round.

Damage x 3

Cut, bleeder, lose 1 hp per round until staunched

Damage x 1.5

Tears along wing, will tear further in sustained flight until healed.  Must glide and quarter movement maximum.

Damage x 1

Leg cracked, if full weight placed upon it, it will break.

Damage x 1.5

Tail badly slashed, bleeds at 1 per round

Damage x 1

Forced back 5-10 feet (d6+4)

Special 11-40%

Damage x 2

Cut over eyes, blinded – 10 to hit until cleaned.  Or cut off ear 1 rd shock and lose hearing in that ear

Damage x 2

Tendons cut in one arm, lose the use of that arm.

Damage x 2

Hamstrung, fall over cannot stand for 3 months without assistance, unless healed, Dex loses 3

Damage x 2

Broken Rib, bleeder, lose 1 hp per round until staunched, and reduce movement rate by 1.

Damage x 3

Slices across guts, bleeds at 1 HP per round , winded stunned for a round

Damage 1.5

Wing crippled by slashing blow.  If in flight creature needs dex and con roll to stay airborne

Damage x 1

Leg broken, force of blow leads opponent to roll 3d6 initiative next round

Damage x 1.5

Tip of tail severed, this might mean any special attacks are reduced or eliminate, tail bashes will not be though.

Damage x 1

Forced back 10-15 feet (D6+9) and stunned for a round.

Critical 01-10%

Damage x 2

Sever jugular, 2d6 hp bleeding per melee round until staunched.

Damage x 2

Severed

Damage x 2

Severed

Damage x 2

Slices through 3 ribs, bleeds 2 points a round, cannot run or make a full attack.

 

Damage x 3

Slices across guts, bleeds at 4 HP per round until CSW applied.

Damage x 1.5

Wing slashed and broken, crippled unless healed magically or properly set, save vs Dex to avoid falling damage.

Damage x 1

Leg Severed, dex roll or fall/stumble, add d6 to initiative next round.

Damage x 1.5

Tail cut and broken, tail useless and crippled but is still there, bleeding at 1 point per round

Damage x 1

Fierce slash stuns foe, forced back 10-15 feet and stunned for a round.  Weapon will not be harmed due to any corrosion specials.

Devastating <01%

Damage x 2

Sever Head.

Damage x 2

Severed, bleeds 2d6 hp per round until staunched.

Damage x 2

Severed, bleeds 2d6 hp per round until staunched.

Damage x 2

Diagonal slash cuts chest in half including heart,  slight recovery problem, dead.

Damage x 3

Eviscerated, fall down and contemplate the contents of your body for 2 rounds and then die

Damage x 1.5

Wing severed, lose flight immiediately.  Save vs Dex for extra save for half damage on fall.

Damage x 1

Two legs severed, either front tow or nearest two as appropriate.  Opponent stumbles and loses any attack this round and add d6 to initiative for next

Damage x 1.5

Tail severed completely, heroic blow,

Damage x 1

Blow punctures creatures nuclei if it exists, creature “dies” in 1-6 rounds. Weapon will not be harmed due to any corrosion specials. If no nuclei, creature split in half.