Critical hit: Difference between revisions

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(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]]

Revision as of 09:26, 16 May 2020

This article is a stub. You can help Caves of Qud Wiki by expanding it.
This article is a stub. You can help Caves of Qud Wiki by expanding it.

Critical hits are a combat mechanic that guarantee a successful hit with a small chance.

Base Mechanics

To-hit rolls use a 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

  • Melee weapon types each have a special effect when dealing critical hits:
    • Short Blades will cause bleeding, dealing 0-1 damage per turn to the target
    • Axes will cleave armor, reducing the AV of the target
    • Cudgels stun enemies, preventing the target from taking actions
    • Long Blades gain an additional +2 PV, increasing damage
  • The tinkering mod masterwork adds a +1 to the 1d20 roll, effectively doubling crit chance
    • 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
    • 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