Use this table only for critical hits
to the head (face, skull, or eye). In all
cases, the target gets no active defense
against the attack.
3 – The blow does maximum normal
damage and ignores the target’s
4, 5 – The target’s DR protects at half
value (round up) after applying any
armor divisors. If any damage penetrates,
treat it as if it were a major
wound, regardless of the actual
6, 7 – If the attack targeted the face or
skull, treat it as an eye hit instead,
even if the attack could not normally
target the eye! If an eye hit is
impossible (e.g., from behind),
treat as 4.
8 – Normal head-blow damage, and
the victim is knocked off balance:
he must Do Nothing next turn (but
may defend normally).
9, 10, 11 – Normal head-blow damage
12, 13 – Normal head-blow damage,
and if any damage penetrates DR, a
crushing attack deafens the victim
(for recovery, see Duration of
Crippling Injuries, p. 422), while
any other attack causes severe scarring
(the victim loses one appearance
level, or two levels if a burning
or corrosion attack).
14 – Normal head-blow damage, and
the victim drops his weapon (if he
has two weapons, roll randomly to
see which one he drops).
15 – The blow does maximum normal
16 – The blow does double damage.