GURPS Critical Miss Table
In GURPS, the flipside of critical successes are critical failures, or misses in character combat. Like critical successes, critical failures mean an extreme result from a roll — in this case, a bad result, but not necessarily the end of the world. A roll of an 18 is always a critical failure, and a roll of a 17 is a critical failure as well if the skill in question is 15 or less. A roll of 10 over skill is also a critical failure.
|3, 4||Your weapon breaks and is useless. Exception: Certain
weapons are resistant to breakage. These include solid crushing
weapons (maces, flails, mauls, metal bars, etc.); magic weapons;
firearms (other than wheellocks, guided missiles, and beam
weapons); and fine and very fine weapons of all kinds. If you have
a weapon like that, roll again. Only if you get a “broken
weapon” result a second time does the weapon really break. If
you get any other result, you drop the weapon instead
|5||You manage to hit yourself in the arm or leg (50% chance each
way). Exception: If making an impaling or piercing melee
attack, or any kind of ranged attack, roll again. If you get a
“hit yourself” result a second time, use that result
— half or full damage, as the case may be. If you get
something other than “hit yourself,” use that
|6||Same as 5, but half damage only.|
|7||You lose your balance. You can do nothing else (not even a free
action) until your next turn, and all your active defenses are at
–2 until then.
|8||The weapon turns in your hand. You must take an extra Ready
maneuver before you can use it again.
|9, 10, 11||You drop the weapon. Exception: A cheap weapon breaks; see
|12||Same as 8.|
|13||Same as 7.|
|14||If making a swinging melee attack, your weapon flies 1d yards
from your hand –50% chance straight forward or straight back.
Anyone on the target spot must make a DX roll or take half damage
from the falling weapon! If making a thrusting melee attack or any
kind of ranged attack, or parrying, you simply drop the weapon, as
|15||You strain your shoulder! Your weapon arm is
“crippled.” You do not have to drop your weapon, but you
cannot use it, either to attack or defend, for 30 minutes.
|16||You fall down! If making a ranged attack, see 7 instead.|
|17, 18||Your weapon breaks; see 3.|