Critical hit: Difference between revisions
Clarified wording and added info on Ruin of House Isner.
(Improved wording slightly.) |
(Clarified wording and added info on Ruin of House Isner.) |
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== Base Mechanics == | == Base Mechanics == | ||
To-hit rolls use a [[dice roll|roll]] on a 1d20 dice, if the result is equal to or greater than 20, the hit will be a crit. Crits dealt with melee weapons ignore the [[DV]] and, if the source of the damage is the player, the [[AV]] of the target | To-hit rolls use a [[dice roll|roll]] on a 1d20 dice, if the result is equal to or greater than 20, the hit will be a crit. Crits dealt with melee weapons ignore the [[DV]] and, if the source of the damage is the player, the [[AV]] of the target for the first penetration. Subsequent penetrations do not ignore AV but still benefit from a +1 bonus to PV. Crits with ranged weapons merely increase the PV of the shot by 2. | ||
== Modifiers == | == Modifiers == | ||
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**[[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 | ||
* [[Ruin of House Isner]] receives an additional +4 to its PV on crits, and automatically crits on the last shot of a full magazine | |||
[[Category:Battle Mechanics]] | [[Category:Battle Mechanics]] |