Wargame Mechanics Index

Critical hits / special damage

Special results beyond simple attrition.

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Watch it played 4 moments

  • 10:13–10:56
    Battle of Hampton Roads Wargame | 160th Anniversary
    Little Wars TV
    Rule in play Virginia broadside wrecks USS Congress

    CSS Virginia pulls alongside USS Congress for a point-blank broadside; Congress attempts saving throws on 5+ but fails two, taking two critical damage cards.

  • 10:50–11:35
    Capturing Alfred the Great Wargame
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play A death worthy of a song

    With the Saxons cornered, Josh rolls close combat against Danish war leader Haesten. Opposed rolls of 1 and 6 trigger the 'death worthy of a song' rule, decapitating Haesten instantly.

  • 10:58–12:05
    Bolt Action St. Nazaire Wargame
    Little Wars TV
    Rule in play Ambush fire snipes commando squad leader

    As British commandos rush forward, a German heavy machine gun team reveals itself from an ambush order to open fire at point-blank range through cover. After rolling hits, a roll of six followed by another six triggers the exceptional damage rule, allowing Keith to eliminate the commando squad leader directly.

  • 11:10–11:38
    Death of the Red Baron Wargame
    Little Wars TV
    Rule in play First Shot Explosion Card Downed Fighter

    On the opening shot of the Avre engagement, Miles fires on Simon's Sopwith Camel, drawing an instant-kill explosion damage card that eliminates Simon on turn one.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 7 games

3dmg
A Death Worthy of a SongRavenfeast: Viking Age Rules

A natural 1 to hit against a natural 6 armor roll triggers a free attack and a spectacular kill that shakes nearby enemies.

How it works

If the attacker hits with a 1 and the defender rolls 6 for Armor, the attacker gets a second Free Attack (no armor roll). If it hits, the target is marked with a Raven Token and every enemy figure within 6" of it takes a morale test at End of Turn. Rune cards can convert a normal wound into this result.

In melee, if a Viking hits with a roll of “1” and the enemy rolls a “6” for their Armor rating, the attacker rolls a second, Free Attack against the same target!
Download · p. 16, 18 Quote verified
2dmg

Severe wounds cause permanent bleeding and location-specific crippling effects.

How it works

Deep Wounds and Slow Kills give Bleed Tokens, which add a Fatigue each Fatigue phase and can never be removed. Slow Kill to head/vitals disables, to torso trips (both concede), to limbs forfeits an Action Die.

Bleed Tokens represent a gladiator taking a fast-bleeding wound.
Download · p. 17, 27 Quote verified
2dmg
Critical damage & special damage typesCanvas Eagles

Markers can jam rudders, tear fabric, damage struts, kill crew or explode fuel tanks; critical sections may break apart.

How it works

Special results: fuel tank hit (lose 6 fuel) or explode, engine damaged (no speed 3-4), rudder jammed (forced direction 2 turns), fabric tears / struts damaged (no restricted manoeuvres), weapon destroyed, pilot or observer killed. Once all boxes and at least one triangle of a section are gone, restricted manoeuvres risk break-up on 5-6, or engine seizure.

Critically damaged aircraft making restricted maneuvers (steep climbs and restricted maneuvers with a critically damaged engine) may break apart (these aircraft are destroyed).
Download · p. 17, 18 · found on p. 34 Quote verified
2dmg
Vehicle damage tableFUBAR

Each unsaved vehicle hit rolls on a damage table, with facing deciding best or worst of two dice.

How it works

1-2 crew stunned (-2 next activation), 3-4 weapon destroyed, 5 immobilised, 6 destroyed with crew bailing and each taking a hit. Front hits roll 2 dice and take the better, side 1 die, rear 2 dice take the worse. A repeated result in the same turn becomes the next highest effect.

If a vehicle is hit on the front roll 2 dice & choose the better result. On the side roll 1 die. On the rear roll 2 dice & choose the worst result.
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2dmg

Card rank determines special damage: gunnery, speed, bridge or magazine hits.

How it works

Ace: gunnery radar hit (+2 shooting number); King: gunnery hit (+1); Queen/Jack: speed hit (+1 speed number); 4-10: hull damage equal to value; 3: bridge hit (lose one Captain Point permanently); 2: magazine hit, roll 2d6 and on 10+ the ship is sunk, otherwise +1 shooting number.

Magazine Hit! Roll both six-sided dice. On 10+ the ship is sunk. If not sunk then +1 to ship’s shooting number.
Download · p. 7 Quote verified
1dmg

A d20 roll of 20 leads to a d6 critical-hit table.

How it works

1 gun explodes (crew loss, possible fire), 2 mast down (falls port/starboard, ship turns that way, no fire that side), 3 shaft broken (dead in water or half steam), 4 steering hit (jammed; 5-6 on d6 per turn to free), 5 bridge hit (go straight one turn), 6 boiler hit (no steam; 1d6: 5 fire, 6 explodes and sinks in 1d6 turns).

20 critical hit ... S) Bridge Hit: Go s tr aigh t one tum . 6) lloiler Hit: no steam power: roll ld6 : 1-4-0K; S-fire_; 6-explodcs and sinks in ld6 tums,
Download · p. 42 Quote verified
1dmg
Effects of gun-fire on guns, speed, steeringThe Jane Naval War Game

Specific hits disable turrets and guns, cut speed, jam steering or bring down masts and funnels.

How it works

One penetration disables a turret, barbette or casemate; any gun hit is disabled; HE bursts put guns out for five moves. Speed falls 3 knots for bow waterline loss, funnels or uptakes, or a fallen mast; one shot in engines halves speed, a second stops it. A penetrated conning tower or aft protective deck prevents steering for three moves.

If conning tower is hit and penetrated the ship may not steer for three moves.
Download · p. 11, 12, 13 Quote verified