As combatants desperately fight for their lives, accidents, mistakes, and moments of extraordinary skill can happen in quick succession. To represent the unpredictable extremes of a life-or-death battle, Imperium Maledictum uses Criticals and Fumbles. Criticals are deadly strikes and keen shots, while Fumbles represent egregious errors.
- When you roll doubles on an attack with positive SL, you score a Critical. This happens even if the roll was opposed and your opponent scored more SL than you.
- When you roll doubles on an attack with negative SL, you Fumble. This happens even if the roll was opposed and your opponent scored less SL than you. In this case, you may both take Damage!
As detailed in Success Levels, a result of +0 counts as positive SL. You can lose an Opposed Test with positive SL and still score a Critical with a double.
Similarly, a result of – 0 counts as negative SL. You can still win an Opposed Test with negative SL if your opponent has a worse result, but if you roll a double it is a Fumble.
Criticals
When you roll doubles on a Melee or Ranged Test with positive SL, you score a Critical. This means you have dealt a significant and potentially deadly blow. SL is calculated as normal, as is who wins any Opposed Test, but regardless of the result your opponent suffers a Critical Hit.
If you are defending using the Melee Skill and roll a Critical, you deal a Critical Hit to your opponent as you retaliate against their attack.
Fumbles
When you roll doubles on a Melee or Ranged Test with negative SL, you Fumble. This means something unfortunate and potentially dangerous has happened. If you Fumble, roll on the appropriate Fumble Table. It is possible to Fumble and still win an Opposed Test, just as it is possible to score a Critical and lose an Opposed Test. This may bring some levity to the grim darkness of your game, as you and your opponent flounder as you try to injure one another — and you possibly injure yourself !
Attacks While Hidden
Attacking an unaware enemy can often result in a quick and brutal end for your opponent. While some might consider it dishonourable, others see it as a cunning and efficient way to deal with threats.
When you attack an unaware enemy, you make the Test with Advantage. Additionally, any attack made whilst the enemy is unawares causes an automatic Critical Hit to the target.
Outnumbering
The 41st Millennium is a cruel and unfair place, and one of the surest routes to victory is to overwhelm your foes with greater numbers. When several creatures are Engaged in the same melee, and one side outnumbers the other at least 2:1, they have Advantage on Melee Tests.
Two Weapon-Fighting
Many warriors in the Imperium choose to fight with a weapon in each hand, often wielding a ranged weapon in one hand and a melee weapon in the other. The following applies when fighting with two weapons:
- You can use any one-handed melee weapon or pistol when fighting with two weapons.
- You can use either weapon to make an attack.
You can attack with both weapons simultaneously. Both attacks are made at Disadvantage. If they are both melee attacks, the defender rolls to oppose both attacks separately.
You suffer Disadvantage when you use your non-dominant hand for a Test, unless you have the Ambidexterous Talent.
The Dual Wielder or Gunslinger Talents can remove this penalty. If you wish to attack with a melee weapon and ranged weapon at the same time and suffer no penalty, you must have both Talents.