GURPS GM Aid table file version 1.1 Standard GURPS critical miss table crit miss 3 18 3d6 3 - Your weapon breaks and is useless. 4 - Your weapon breaks and is useless. 5 - You manage to hit yourself in the arm or leg. 6 - You manage to hit yourself in the arm or leg for half damage. 7 - You lose your balance. You can do nothing else until your next turn. All your active defenses are at a -2 until your next turn. 8 - The weapon turns in your hand. Spend one extra turn to ready it before you use it again. 9 - You drop the weapon. Exception: A cheap weapon breaks. See p.113 for dropped/broken weapon rules. 10 - You drop the weapon. Exception: A cheap weapon breaks. See p.113 for dropped/broken weapon rules. 11 - You drop the weapon. Exception: A cheap weapon breaks. See p.113 for dropped/broken weapon rules. 12 - The weapon turns in your hand. Spend one extra turn to ready it before you use it again. 13 - You lose your balance. You can do nothing else until your next turn. All your active defenses are at a -2 until your next turn. 14 - Your weapon flies 1d6 yards from your hand -- 50% chance straight forward or straight back. Anyone on the target spot must make their DX roll or take half damage from the falling weapon! Exception: If this was an impaling attack or use of a missile weapon, you simply drop the weapon. 15 - You strained your shoulder! Your weapon arm is \"crippled\" for the rest of the encounter. You do not have do drop your weapon, but you cannot use it, either to attack or defend, for 30 minutes. 16 - You fall down! (Exception: If you are using a ranged weapon you lose your balance. You can do nothing else until your next turn. All your active defenses are at a -2 until your next turn.) 17 - Your weapon breaks and is useless. 18 - Your weapon breaks and is useless.