GURPS Critical Hit Table
Part of the GURPS For Dummies Cheat Sheet
In GURPS, when your characters are involved in combat, a critical success is a really good result from your skill roll. In general terms, a roll of 10 under your skill is a critical success, although a 6 is the highest number you can score a critical on. That is, a roll of 7 against a skill of 17 is still not a critical. A roll of 3 or 4 is always a critical, no matter what your skill level. All doublings or triplings of damage refer to basic damage (not injury). In all cases, the target gets no active defense against the attack.
| Roll | Effect |
|---|---|
| 3 | The blow does triple damage. |
| 4 | The target’s DR protects at half value (round down) after applying any armor divisors. |
| 5 | The blow does double damage. |
| 6 | The blow does maximum normal damage. |
| 7 | If any damage penetrates DR, treat it as if it were a major wound, regardless of the actual injury inflicted. |
| 8 | If any damage penetrates DR, it inflicts double normal shock (to a maximum penalty of –8). If the injury is to a limb or extremity, that body part is crippled as well. This is only a funny-bone injury: crippling wears off in (16 – HT) seconds, minimum two seconds, unless the injury was enough to cripple the body part anyway. |
| 9, 10, 11 | Normal damage only. |
| 12 | Normal damage, and the victim drops anything he is holding, regardless of whether any damage penetrates DR. |
| 13, 14 | If any damage penetrates DR, treat it as if it were a major wound, regardless of the actual injury inflicted. |
| 15 | The blow does maximum normal damage. |
| 16 | The blow does double damage. |
| 17 | The target’s DR protects at half value (round down) after applying any armor divisors. |
| 18 | The blow does triple damage. |









