Critical hit: Difference between revisions

92 bytes added ,  09:26, 16 May 2020
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 within a single penetration. Subsequent penetrations do not receive those advantages but still benefit from increased damage all critical hits have. Crits with ranged weapons merely increase the PV of the shot by 2.
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]]
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