Combat Fumble Table.

  1. 1.Unsighted, cannot parry, AC increases by 1 

  2. 2.Stumble, cannot parry, AC increases by 2 

  3. 3.Stumble badly, cannot parry, AC increases by 4 

  4. 4.Unbalanced , cannot parry, do not apply shield modifier 

  5. 5.Lose balance, 3d6 initiative next round 

  6. 6.Lose balance badly, 4d6 initiative next round 

  7. 7.Unsighted, attack at –2 next round 

  8. 8.Stumble, attack at –4 next round 

  9. 9.Stumble badly, attack at –8 next round 

  10. 10.Unbalanced, cannot attack next round 

  11. 11.Under pressure, attack at –1, AC +2 next round 

  12. 12.Under heavy pressure, attack at –2, AC +4 next round 

  13. 13.Stumble back 5’, attack at –2, AC +1 next round  

  14. 14.Pushed back 10’, attack at –4, AC +2 next round 

  15. 15.Fail to attack or parry next round 

  16. 16.Fail to attack, parry or dodge next round. 

  17. 17.Wide open, cannot attack, parry, dodge or use shield next round. 

  18. 18.Unbalanced can only attack next round 

  19. 19.Unbalanced can only half attack next round 

  20. 20.Unbalanced can only parry next round. 

  21. 21.Fail to attack next two rounds 

  22. 22.Fail to attack next three rounds 

  23. 23.Fail to attack next four rounds 

  24. 24.Fail to attack or parry next two rounds 

  25. 25.Fail to attack or parry next three rounds 

  26. 26.Fail to attack or parry next four rounds 

  27. 27.Shield sheared, drops one size place (min Small) 

  28. 28.Shield sheared, drops two size places (min small) 

  29. 29.Shield strap breaks, lose shield 

  30. 30.Shield strap breaks, lose shield 

  31. 31.Weapon strap breaks, will lose if dropped 

  32. 32.Random piece of clothing/equipment falls off 

  33. 33.Random piece of clothing/equipment breaks and falls off 

  34. 34.Back pack strap breaks and falls of, -1 on attack next round. 

  35. 35.Random piece of clothing/equipment cut open 

  36. 36.Random piece of clothing and equipment cut open. 

  37. 37.Shield strap breaks, lose shield, fail to attack next round 

  38. 38.Shield strap breaks, lose shield fail to attack next round 

  39. 39.Armour breaks, drop 1 AC until repaired 

  40. 40.Armour breaks, drop 1 AC until repaired 

  41. 41.Armour breaks, drop 2 AC until repaired 

  42. 42.Armour breaks, lose 1AC and next attack 

  43. 43.Armour breaks, lose 1 AC and next attack 

  44. 44.Fall, lose attack next round, dex roll to stand. 

  45. 45.Fall, lose attack next round, dex roll to stand. 

  46. 46.Twist ankle 5-50 minutes at half speed. 

  47. 47.Twist ankle 5-50 minutes at half speed 

  48. 48.Fall, lose attack, half dex roll to stand, half move for 5-50 mins 

  49. 49.Vision slighted, -1 to hit, +2 to AC, 2 rounds to fix. 

  50. 50.Vision impaired, -3 to hit, +5 to AC, 2 rounds to fix 

  1. 51.Vision impeded, -6 to hit, +8 to AC, 2 rounds to fix  

  2. 52.Vision blocked, -9 to hit, +11 to AC, 2 rounds to fix 

  3. 53.Vision slighted, -1 to hit, +2 to AC, 2 free rounds to fix. 

  4. 54.Vision impaired, -3 to hit, +5 to AC, 2 free rounds to fix 

  5. 55.Vision impeded, -6 to hit, +10 to AC, 2 free rounds to fix 

  6. 56.Vision blocked, -9 to hit, +15 to AC, 2 free rounds to fix 

  7. 57.Hearing impaired, deaf for 2 rounds 

  8. 58.Hearing impaired, deaf for 3 rounds 

  9. 59.Make self hoarse, cannot hear self for 2 rounds 

  10. 60.Make self hoarse, cannot hear self for 3 rounds 

  11. 61.Open wound (only if already wounded), bleeding at 1HP per round unless staunched 

  12. 62.Open wound (only if already wounded), bleeding at 2 HP per round until staunched. 

  13. 63.Distracted, opponents get +2 to hit next round 

  14. 64.Badly distracted, opponents get +5 to hit next round. 

  15. 65.Weapon dropped, 1 round to recover 

  16. 66.Weapon dropped, 2 rounds to recover 

  17. 67.Shield/Parrying weapon dropped, 1 round to recover 

  18. 68.Shield/Parrying weapon dropped, 2 rounds to recover 

  19. 69.Weapon knocked away 1-6 metres, random direction 

  20. 70.Weapon knocked away 2-12 metres, random direction 

  21. 71.Shield/Parrying weapon knocked away 1-6 metres, random direction. 

  22. 72.Shield/Parrying weapon knocked away 2-12 metres, random direction. 

  23. 73.Sweat in eyes, roll 3d6 initiative next 2 rounds, cannot aim 

  24. 74.Grit in eye, roll 3d6 initiative next 3 rounds, cannot aim 

  25. 75.Inflamed eye, roll 3d6 initiative until bathed or treated. 

  26. 76.Leave opening, opponent can make free attack. 

  27. 77.Leave opening, all opponents can make free attack 

  28. 78.Leave wide opening, opponent can make free attack at +4 

  29. 79.Weapon damaged, -1 Hit/Crit/Dam until repaired 

  30. 80.Weapon damaged, -1 Hit/Crit/Dam until repaired 

  31. 81.Weapon badly damaged, -2 Hit/Crit/Dam until repaired 

  32. 82.Weapon badly damaged, -2 Hit/Crit/Dam until repaired 

  33. 83.Weapon shattered, 100% - 5% per proficiency, -20% per magic point 

  34. 84.Weapon shattered, 100% - 5% per proficiency, -20% per magic point 

  35. 85.Shield/Parrying weapon shattered, 100% - 5% per proficiency, -20% per magic point 

  36. 86.Shield/Parrying weapon shattered, 100% - 5% per proficiency, -20% per magic point 

  37. 87.Roll to hit nearest friend 

  38. 88.Roll to hit nearest friend at +4 

  39. 89.Roll to hit nearest friend at +6 for maximum damage 

  40. 90.Toll to hit nearest friend for a critical 

  41. 91.Roll to hit self 

  42. 92.Roll to hit self at +4 

  43. 93.Roll to hit self at +6 for maximum damage 

  44. 94.Roll to hit self for a critical blow. 

  45. 95.Tired, -1 to all active rolls (hit/dam for rest of the fight) (-5% cast chance) 

  46. 96.Fatigued, -2 to all active rolls (hit/dam for rest of the fight) (-5% cast chance) 

  47. 97.Knackered, -3 to all active rolls (hit/dam for rest of the fight) (-5% cast chance) 

  48. 98.Roll again D50+50 

  49. 99.Roll twice 

  50. 100.Roll thrice