Unarmed Critical Miss Table

The Unarmed Critical Miss Table was present in Classic on page 69 of GURPS Martial Arts. In 4e it was included in the basic set.
==4e version==
Roll 	
3 	Knock yourself out Roll vs. HT every 30 minutes to recover.
4 	If attacking or parrying with a limb, strain it: take 1 HP of injury and the limb is “crippled.” You cannot use it, either to attack or defend, for 30 minutes.
5 	Hit a solid object (wall, floor, etc.) instead of striking your foe or parrying his attack. Take crushing damage equal to your thrusting damage to the body part you were using; DR protects normally.
6 	As 5, but half damage only.
7 	Stumble. On an attack, advance one yard past your opponent and end your turn facing
away from him; he is now behind you. On a parry, you fall down; see 8.
8 	Fall down
9, 10, 11	Lose your balance.
12 	Trip. Make a DX roll to avoid falling down. Roll at DX-4 if kicking,
or at twice the usual DX penalty for a technique that requires a DX roll to avoid mishap even on a normal failure (e.g., DX-8 for a Jump Kick).
13 	Drop your guard. All active defenses are at -2 for the next turn, and any Evaluate bonus
or Feint penalty against you until your next turn counts double.
14 	Stumble; see 7.
15 	Tear a muscle. Take 1d-3 of injury to the limb used (to one limb, if you used two), or to your neck if biting, butting, etc. You are off balance and at -1 to all attacks and defenses for the next turn. You are at -3 to any action involving that limb (or to any action, if you
injure your neck!) until this damage heals. Reduce this penalty to -1
if you have High Pain Threshold.
16 	Hit a solid object; see 5.
17 	You strain a limb or pull a muscle, as in 4. Exception: An IQ 3-5 animal fails so miserably that it loses its nerve. It will turn and flee on its next turn, if possible. If backed into a corner, it will assume a surrender position (throat bared, belly exposed, etc.).
18 	Knock yourself out; see 3
==Differences==
3eMA69 had for the first "knock self out" result elaborated on possible explanations as to why, such as "smash your forehead against your opponent's" or "catch a knee in the solar plexus".
This brings up natural concerns like "what if I have DR on my solar plexus" or "what if I have DR on my forehead" and it seems to ignore usual things associated with knockouts, such as actually suffering a loss of HP subject to DR or injury tolerance.
B557 of 4e did not limit the result to those two explanations. Instead it says "details are up to the GM" though it did give three different explanations of what GMs might choose:
#trip and fall on your head
#walk face first into an opponent’s fist or shield
These still bring up concerns like "why does my skull/face DR not protect against this" or "why do I not get a HT roll like I wound against a normal blow, to resist knockdown/knockout?"
It also brings up considerations about contact with the other opponent like if you have an aura and thus head-on-head, vitals-on-knee, face-on-fist or face-on-shield might damage them or their gear.
Even "fall on your head" which ignores that still assumes there is actually a surface to fall on, which would not apply during close unarmed combat in air or water.
== References ==
* Basic Set pg 557
Category:Rules