Weapon Critical Hit rules?

By Mattr0polis, in Talisman

Hey, I remember seeing a few people post 'critical hit' rules for weapons in the past, but can't seem to find any right now. Most of the ones I've seen usually break the weapon or make you drop it on a roll of 1 (critical miss) & do something awesome on a roll of 6 (critical hit). But what kind of bonus to give for critical hitting? I can't seem to remember any.

Anyone have any cool ones?

when you roll a 6, you have reroll: if you do a new "6" and the sword is magic, it make toad hitting, for example, or take one strenght, or make miss next turn to player victim... mmm. If you do 1, you reroll and if you have a new 1 and the weapon is non-magical, it breaks... something like those things