Critical hit: Difference between revisions
Improved wording slightly.
(Provided missing info and improved wording.) |
(Improved wording slightly.) |
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** Cudgels [[Stunned|stun]] enemies, preventing the target from taking actions | ** Cudgels [[Stunned|stun]] enemies, preventing the target from taking actions | ||
**Long Blades gain an additional +2 PV, increasing damage | **Long Blades gain an additional +2 PV, increasing damage | ||
* The tinkering mod [[masterwork]] adds a +1 to the 1d20 roll, effectively doubling crit | * The tinkering mod [[masterwork]] adds a +1 to the 1d20 roll, effectively doubling crit chance | ||
**[[Weak Spotter]] doubles the crit | **[[Weak Spotter]] doubles the crit chance of pistols (adding +1 to the 1d20 roll if the pistol is not masterwork, and adding +2 to the 1d20 roll if the pistol ''is'' masterwork) | ||
**[[Beacon Fire]] requires the target to be flaming, luminous or phosphorescent, but guarantees a critical hit with rifles or bows when used | **[[Beacon Fire]] requires the target to be flaming, luminous or phosphorescent, but guarantees a critical hit with rifles or bows when used | ||
**[[Dead Shot]] doubles the PV bonus of crits made with pistols from +2 PV to +4 PV | **[[Dead Shot]] doubles the PV bonus of crits made with pistols from +2 PV to +4 PV | ||
[[Category:Battle Mechanics]] | [[Category:Battle Mechanics]] |