Critical hit: Difference between revisions

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2 bytes added ,  15:37, 24 April 2020
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 range
* The tinkering mod [[masterwork]] adds a +1 to the 1d20 roll, effectively doubling crit chance
**[[Weak Spotter]] doubles the crit range 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)
**[[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]]
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