3d6 | Result |
---|---|
3 |
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 wheel-locks, 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. See Broken Weapons (p. 485). |
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 wheel-locks, 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. See Broken Weapons (p. 485). |
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 result. |
6 |
You manage to hit yourself in the arm or leg (50% chance each way) for half damage. 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 result. |
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 |
You drop the weapon. Exception: A cheap 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 wheel-locks, 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. See Broken Weapons (p. 485). |
10 |
You drop the weapon. Exception: A cheap 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 wheel-locks, 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. See Broken Weapons (p. 485). |
11 |
You drop the weapon. Exception: A cheap 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 wheel-locks, 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. See Broken Weapons (p. 485). |
12 |
The weapon turns in your hand. You must take an extra Ready maneuver before you can use it again. |
13 |
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. |
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. |
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, 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. |
17 |
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 wheel-locks, 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. See Broken Weapons (p. 485). |
18 |
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 wheel-locks, 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. See Broken Weapons (p. 485). |