4th Edition Fumbles
4th Edition Fumbles
4th Edition Fumbles
22 Your mighty blow misses your opponent and carries on straight into the ground.
Your weapon shatters with a bright, crisp crack, and your arm is only marginally
better off. You suffer a Minor Torn Muscle Injury (p179) in your weapon-arm.
This counts as a Critical Wound. Your weapon counts as an Improvised Weapon
until it is repaired (p296). If you were wielding an Improvised Weapon to begin
with, it is damaged beyond repair. Your opponent automatically wins the
Opposed Melee Test.
33 You overreach yourself and almost stumble, twisting your ankle in the effort to
recover (roll D10: 1-5 left, 6-0 right). You suffer a Minor Torn Muscle Injury
(p179). This counts as a Critical Wound. Additionally, you lose D10 Advantage
as your opponent exploits your injury.
44 Your weapon savagely clashes with that of your opponent, absorbing some of
the impact. Your weapon takes 1 Damage (p296).
55 Your weapon whistles through the air as you swing it. Unfortunately it leaves
your hand and flies D10/2 yards in a random direction (Roll D8: 1 forward, 2
forward right, 3 right, 4 back right, 5 back, 6 back left, 7 left, 8 forward left). If
there is a creature in the path of your weapon, roll to hit again but this time on
half you Ballistic Skill (you weren’t actively targeting it after all). Treat your
weapon as an Improvised Throwing Weapon in this case.
66 An overambitious blow misses, and you leave yourself open for a counterattack.
Your opponent can add your negative SL as bonus SL to their Melee Test.
77 Your attack is awkward and your weapon twists in your hand. You will have to
spend 1 Advantage to re-affirm your grip. If you have no Advantage, your
opponent gains 1 (extra) Advantage.
88 An overambitious attack finds you stretching just that little bit too far to keep
your balance. You stumble, falling to the ground. Take a Prone Condition
(p169). Unless you pass a Challenging (+0%) Dexterity Test you’ll drop
whatever you were holding on your trip to the floor.
00 Your attack goes wild! Roll a D10 (re-rolling results of 0) and multiply it by 11
to find out just how badly your swing turned out to be.
Non-Gunpowder Missile Weapons
11 As your are preparing to loose your missile, your hand slips and the missile
neatly skewers your foot (roll D10: 1-5 left, 6-0 right). Ouch! Use the result of
your Ranged test to calculate damage and apply it to yourself. If you were using
a bow or crossbow, you may only move in very small circles until you receive an
Challenging (+0%) Heal Test to remove the missile.
22 While pulling back the string (or building up momentum with your sling) your
weapon cracks. If you are using a bow or crossbow, the tension of the string
brings a piece of wood lashing back into your face. Unless you are wearing a
closed helmet you take 1 Wound ignoring Toughness Bonus.
In case of a sling your shot goes wild (Roll D8: 1 forward, 2 forward right, 3
right, 4 back right, 5 back, 6 back left, 7 left, 8 forward left). If there is a creature
in the path of your weapon, roll to hit again but this time on half you Ranged
skill (you weren’t actively targeting it after all).
The weapon is useless until repaired (p296).
33 While pulling back the string (or building up momentum with your sling) you
overstretch your shoulder muscle. You suffer a Minor Torn Muscle Injury
(p179). This counts as a Critical Wound.
44 While pulling back the string (or building up momentum with your sling), the
strain causes a small crack to appear in the weapon. Your weapon takes 1
Damage (p296).
55 Your shot goes off target (roll D10: 1-5 one square/two yards left, 6-0 one
square/two yards right) and goes the full distance of its normal range. Roll to hit
again if there is any creature in danger of being hit.
66 You totally mishandle your shot and your weapon slips from your hands and
falls to the floor. You’ll need to pick it up (or draw another weapon) before you
can attack again. Additionally, you lose D10 Advantage.
77 Your attack is awkward and your weapon twists in your hand. You will have to
spend 1 Advantage to re-affirm your grip. If you have no Advantage, you drop
your weapon at your feet.
99 You fail to load properly. The missile falls to the ground and breaks, becoming
unusable. You’ll need to reload before you can fire again.
00 Your attack goes wild! Roll a D10 (re-rolling results of 0) and multiply it by 11
to find out just how badly your shot turned out to be.
Parrying Weapons and Shields
11 Your parry fails miserably and you lean right into the incoming blow. Needless
to say your opponent automatically wins the Opposed Melee Test. Additionally
your opponent gains any Advantage you had. If you had no Advantage, your
opponent gains D10 extra Advantage.
22 You parry your opponent’s feint and walk right into a haymaker. Your opponent
automatically wins the Opposed Melee Test, and gains 1 additional SL on his
Melee Test.
33 You overreach yourself and almost stumble, twisting your ankle in the effort to
recover (roll D10: 1-5 left, 6-0 right). You suffer a Minor Torn Muscle Injury
(p179). This counts as a Critical Wound. Additionally, you lose D10 Advantage
as your opponent exploits your injury.
44 Your opponent’s blow smashes through your parry, breaking your parrying
weapon and cutting into the arm carrying it for a normal hit. The parrying
weapon takes some of the force of the blow. Treat the location you were hit as
having 1 additional Armour point against this particular blow. Your weapon
counts as an Improvised Weapon until it is repaired (p296). If you were wielding
an Improvised Weapon to begin with, it is damaged beyond repair.
55 You underestimated your opponent’s strength and the powerful attack knocks
the parrying weapon from your hand, flinging it D10/2 feet away. In case you
were using a shield the straps are torn and it falls off your arm to land at your
feet. The shield requires repairing before it can be properly held again (p296).
66 Your overenthusiastic parry fails, and you leave yourself open for a
counterattack. Your opponent can add your negative SL as bonus SL to their
Melee Test.
77 Your opponent’s blow almost knocks your parrying weapon (or shield) from
your grasp. You will have to spend 1 Advantage to re-affirm your grip. If you
have no Advantage, your opponent gains 1 (extra) Advantage.
88 Sweeping past your parry, your opponent’s blow knocks you off your feet. Take
a Prone Condition (p169). Unless you pass a Challenging (+0%) Dexterity Test
you’ll drop whatever you were holding on your trip to the floor.
00 Your parry goes wild! Roll a D10 (re-rolling results of 0) and multiply it by 11
to find out just how badly your attempt turned out to be.
Throwing Weapons
11 You prepare to hurl your weapon with savage force, but during your throw
something goes snap in your shoulder. You suffer a Major Torn Muscle Injury
(p180) and can do nothing but whimper until someone performs a successful
Challenging (+0%) Heal Test on you. This counts as a Critical Wound.
22 While throwing your weapon you pull a muscle in your upper back. You suffer a
Minor Torn Muscle Injury (p179). This counts as a Critical Wound.
33 As you throw your weapon, you overreach yourself and almost stumble, twisting
your ankle in the effort to recover (roll D10: 1-5 left, 6-0 right). You suffer a
Minor Torn Muscle Injury (p179). This counts as a Critical Wound.
44 You hurl your weapon and fall flat on your face in a single smooth motion. Take
a Prone Condition (p169). Unless you pass a Challenging (+0%) Dexterity Test
you’ll drop whatever you were holding on your trip to the floor.
55 As you throw your weapon you stumble, finding it hard to right yourself. You
will have to spend 1 Advantage to find your footing. If you have no Advantage,
follow the rules of result 44 above.
66 Your throw goes off target (roll D10: 1-5 one square/two yards left, 6-0 one
square/two yards right) and goes the full distance of its normal range. Make a
new Ranged test if there is any creature in danger of being hit.
77 As your arm swings backwards for the throw, your weapon slips from your hand.
It flies half the distance straight backwards. Make a new Ranged test if there is
any creature in danger of being hit.
99 As prepare to throw your weapon it twists in your hand, messing up your attack.
You will have to spend 1 Advantage to re-affirm your grip. If you have no
Advantage you drop your weapon at your feet.
00 Your attack goes wild! Roll a D10 (re-rolling results of 0) and multiply it by 11
to find out just how badly your throw turned out to be.
Fists and Natural Weapons
11 With a loud and painful crunch, the bones of your hand/jaw/whatever break on
your opponent’s armour. You suffer a Minor Broken Bones Injury (p179) to the
body part you attacked with. This counts as a Critical Wound. Needless to say
your opponent automatically wins the Opposed Melee Test.
22 Your mighty blow causes you to overstretch. Pain flares as you feel your
muscles tear. You suffer a Minor Torn Muscle Injury (p179) to the body part you
attacked with. This counts as a Critical Wound. Additionally, your opponent
automatically wins the Opposed Melee Test.
33 Your blow clashes painfully with your opponent's guard. Lose 1 Wound,
ignoring Toughness Bonus or Armour points.
44 You overreach yourself and almost stumble, twisting your ankle in the effort to
recover (roll D10: 1-5 left, 6-0 right). You suffer a Minor Torn Muscle Injury
(p179). This counts as a Critical Wound. Additionally, you lose D10 Advantage
as your opponent exploits your injury.
55 Your poorly timed attack is mercilessly abused by your opponent to trip you.
You stumble, falling to the ground. Take a Prone Condition (p169). Unless you
pass a Challenging (+0%) Dexterity Test you’ll drop whatever you were holding
on your trip to the floor.
Additionally, unless you pass a Challenging (+0%) Agility Test, you also take a
Stunned Condition (p169) as you bump your head hitting the ground.
66 An overambitious blow misses, and you leave yourself open for a counterattack.
Your opponent can add your negative SL as bonus SL to their Melee Test.
77 You stumble, finding it hard to right yourself. You will have to spend 1
Advantage to find your footing. If you have no Advantage, your opponent gains
1 (extra) Advantage.
88 An overambitious attack finds you stretching just that little bit too far to keep
your balance. You stumble, falling to the ground. Take a Prone Condition
(p169). Unless you pass a Challenging (+0%) Dexterity Test you’ll drop
whatever you were holding on your trip to the floor.
00 Your attack goes wild! Roll a D10 (re-rolling results of 0) and multiply it by 11
to find out just how badly your swing turned out to be.
Blackpowder Missile Weapons
11 Your weapon explodes with a deafening crack, sending hot lead and shrapnel in
all directions. You take a hit with the Penetrating quality (p298) equal to the
Damage value of your weapon. Double the Damage value in case of a weapon
with the Dangerous flaw. The weapon is destroyed. Take a Deafened Condition
(p168).
22 As the powder ignites, the mechanism jams, causing your weapon to become
glowing hot. Unless you are wearing gloves you take 1 Wound ignoring
Toughness Bonus. The weapon cannot be fired again until a succesful Trade
(Gunsmith) is performed on it.
33 As you fire, a small crack to appears in your weapon. Your weapon takes 1
Damage (p296).
44 You loaded your weapon with too much blackpowder, giving it a mighty
kickback upon firing. Your shot misses entirely due to this miscalculation and
you stumble backwards and fall to the ground. Unless you pass a Challenging
(+0%) Dexterity Test you’ll drop whatever you were holding on your trip to the
floor.
55 Due to an imperfection in the bullet or the barrel, or just plain bad aim, your shot
goes off target (roll D10: 1-5 one square/two yards left, 6-0 one square/two yards
right). It goes the full distance of its normal range. Make a new Ranged test if
there is any creature in danger of being hit.
66 Due to a mild misfire in the barrel, the bullet isn’t fired but the powder ignites
with an incredibly bright flash. Take a Blinded Condition (p168) and lose 1
Advantage due to the surprise. You’ll need to reload before you can fire again.
77 Your weapon accidentally goes off while you’re still reloading, narrowly
missing your head and firing straight up in the air. Take a Deafened Condition
(p168) and lose 1 Advantage due to the surprise. You’ll need to reload before
you can fire again.
88 The charge fails to ignite. You’ll need to reprime the charge (which takes your
next Action, but no extra shot) before you can fire again.
99 While reloading you drop your blackpowder pouch, losing D3 amounts of shot.
00 Your attack goes wild! Roll a D10 (re-rolling results of 0) and multiply it by 11
to find out just how badly your shot turned out to be.