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=Rules= *Skills are all 1d100, rolling under the pc's skill eg climbing 50%, then roll below 50% to succeed. *Critical Hits **5% or less of your weapons attack skill. Rolling 1% is always a critical **THe hit ignores all armour **Parrying a critical hit results in the weapon or shield taking twice the damage. *Impale **Thrusting and missile weapons **20% or less of the weapons attack skill. **Roll normal dam and bonus, then add the maximum possible dam of the weapon. **If the blow penetrates armour , then the weapon is stuck in its target. A roll of twice the impale % is needed to remove, otherwise it stays embedded. *Slash Attack **Slashing weapons, 20% or less on your weapon's attack skill. **roll damage twice, bonus once. **To remove roll half the attack skill. *Crush attack **Bludgeon weapons, 20% or less on your weapon's attack skill. **Damage rolled normally and then max bonus added. *Critical Parry **No damage taken *Aimed blow ** Each SR adds +1 to hit location ** Or wait until SR12 nd then roll half attack skill to hit location of choice *Knockback
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