Critical Miss Table (Fallout Supplement)
From D&D Wiki
When a creature, an NPC, or a PC rolls within the natural critical miss range(1 is the default but may be changed by some traits or feats), they have rolled a Critical Miss! To find the results of a Critical Miss, roll 1d20 and add any modifiers.
ROLL | EFFECT |
21+ | Death to self |
20 | Hits self for double damage |
19 | Hits nearest ally for double damage |
17-18 | Hits self for normal damage |
15-16 | Hits nearest ally for normal damage |
13-14 | Hits self for no damage and knocks self out for 1d4 rounds |
11-12 | Hits nearest ally for no damage and knocks nearest ally out for 1d4 rounds |
9-10 | Self drops weapon |
7-8 | Hits nearest ally for no damage and ally drops their weapon |
5-6 | Self is blinded for 1d4 rounds |
1-4 | Self loses next turn |
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