Flash Knockdowns and Knockouts
A defensive natural 1 can turn a strong counter into a sudden flash knockdown or knockout. When a boxer rolls a natural 1 on a defensive action, check the opponent’s attack total (their d20 roll plus modifiers). If it is 18 or higher, the punch lands and triggers a flash result.
Check the targeted Head or Body Health immediately before this punch’s damage:
| Target area’s current Health | Flash result |
|---|---|
| 36–100 | Automatic knockdown |
| 0–35 | Immediate knockout |
At exactly 35 Health, the result is a knockout. A Head shot ends the bout by KO; a Body shot is recorded as a TKO. The punch still deals its normal Stamina and Health damage and earns its usual round-scoring points. If the damage itself reduces Head or Body Health to 0, the area’s normal immediate KO/TKO rule also applies.
A flash knockdown counts as one knockdown. It is automatic and bypasses the ordinary Stamina-based knockdown check; the downed boxer still makes the normal recovery roll to rise. Do not count a second knockdown if the punch would also trigger the ordinary check. If the opponent’s attack total is below 18, resolve the exchange normally: a defensive natural 1 alone does not cause a flash result.