If the attacking unit rolls an attack strength that is a multiple of its Precision Rating, then the attacker scores a critical hit and the defending unit can only roll half its defense (rounded down). For example, an attack roll of 12 with a Precision Rating of 3 will score a critical hit; an attack roll of 11 will not. Pre-rolled bonuses are factored into this calculation.
When in combat, infantry units are capable of losing their limbs if they perform particularly poorly against a formidable opponent. Both attacking and defending units can suffer dismemberment, but since defenders only roll 1 die when defending, they are more likely to experience dismemberment.
In order for a unit to suffer dismemberment, three conditions must be met:
The unit must roll all 1's either for its attack or defense roll.
The unit must suffer at least 1 wound from this roll.
The unit must be facing an opponent who wields a Slashing, Hacking, or Shredding attack type.
If these conditions are met, then the affected player must roll the Dismemberment Die. There are 6 sides to this die, each containing 2 letters that denote which limb is removed. These sides are explained in the dismemberment table.
Once the Dismemberment Die is rolled, remove the limb designated by the side rolled. Defender's choice allows the defender to choose which limb will be lost, while attacker's choice allows the attacker to choose which limb will be lost.
A unit that suffers dismemberment receives a permanent injury that cannot be healed unless the unit is retrained or resurrected after being removed from play.
The loss of a hand limits what the unit is capable of carrying. A unit's mainhand, unless otherwise stated, is its right hand (though there are various left-handed units). If a unit is rendered incapable of holding their original weapon, then unit no longer utilizes its weapon attack. If a unit loses a hand that was carrying an item found on the battlefield, the item is immediately dropped as if the unit were killed.
If a unit loses a leg, then its movement is reduced by 2. If a unit loses both of its legs, then it is immediately killed.
If players withdraw from an encounter or recklessly move by enemy units, then enemy units can score Attacks of Opportunity. These represent incredibly easy attacks that can be made against a unit that fails to give its attention to an opponent on the battlefield. Unless otherwise stated, only infantry units are capable of performing Attacks of Opportunity.
Attacks of Opportunity happen whenever a unit leaves another unit's Zone of Control. A unit's Zone of Control consists of all spaces that neighbor the space on which the unit rests. Enemy units are free to move within a Zone of a Control, but if an enemy unit leaves a Zone of Control (even if just passing through it), then the unit suffers an Attack of Opportunity. If a unit simply enters a Zone of Control without leaving, then it does NOT suffer from an Attack of Opportunity.
If a unit triggers an attack of opportunity, then the attacker rolls either their base attack or weapon attack die (whichever they prefer). When using the base attack value, the attacker may choose to use the attack type of any weapon equipped by the attacking unit or simply deal blunt damage, but when attacking with the weapon die, the damage must align to the weapon's damage type. In an attack of opportunity, the defending unit cannot roll defense, but armor still applies. No modifiers are applied to the attack roll, including precision rating penalties at night.