Onlyme would you please roll another D20 to determine the effect of critical hit?
1-5: Double damage
6-10: Double damage and opponent receives a -2 penalty to his/her next attack
11-13: Double damage and opponent is immobilized
14-15: Double damage and opponent is stunned
16-17: Double damage and opponent is frightened
18-19: Double damage and opponent is disarmed
20: Triple damage and any enemies within sight of the target of this attack are frightened for the remainder of the battle
OR you may choose one of the lesser effects.
And 'Ole Pete...well you're gunna need to roll another D20 to see what your critical failure is buddy
![Sad :(](./images/smilies/icon_e_sad.gif)
1-5: Squib round, the bullet is underpowered and falls out of the barrel
6-10: Dud round, the primer fails or the powder is wet causing the round to fail to shoot, the player must take 1 turn to extract the bullet
11-13: Hang Fire, the bullet is delayed in its firing, the player rolls a D6 for additional effects
---1-3: The gun is coated in excess carbon, until the barrel is cleaned all attack rolls suffer a -2
---4-5: When the gun is discharged the player is surprised and acts last in initiative on the next round
---6: The gun is pointed towards another target when the round is discharged, roll an additional attack to determine if the secondary target is hit
14-15: Failure to Feed, the gun fails to cycle the next round, the player can spend their movement or major action to cycle the gun manually
16-17: Slam Fire, while the gun is loading in another round the hammer drops causing a second round to be expelled, roll 1D6 as above for a Hang Fire
18-19: Breach fire or cylinder cracks, gun receives broken status and can only be fixed by an expert blacksmith/gunsmith, no damage done to player
20: Breach fire or cylinder cracks, gun receives broken status and can not be fixed, player receives 1D6 damage from shrapnel.