View Single Post
  #32  
Old 12-30-2021, 12:32 PM
Ursus Maior Ursus Maior is offline
Registered User
 
Join Date: Sep 2020
Location: Ruhr Area, Germany
Posts: 327
Default

Option 2 is definitely not an intended reading and frankly, I don't see how this could be read into it. This would immediately generate additional edge cases for rules interpretation that would make it absurd to play by these rules.

However, I'm not sure, how to read your first option and I think there are several misunderstandings at place here.

Quote:
Some weapons' Dam and Crit numbers are the same, so conceivably a single hit could generate a Critical Injury. However, most weapons' Crit number is lower than its Dam number (usually by one).

My question: For weapons in the latter category, is using ammo die the only way to generate a Critical Injury?
First of all, for most weapons the Crit value is on point higher than the Damage value. Weapons which have both ratings at the same level are exceedingly rare and these weapons are obviously meant to inflict critical hits against unarmored targets very easily (e. g. axe, grenade launcher, heavy machinegun). Heavier weapons and especially weapons under the "Artillery" category (i. e. 20 mm and upwards) usually have their Crit value above the Damage value, basically guaranteeing a critical hit, probably even against personnel in body armor or behind cover.

Now, I'm assuming you mixed up "lower" Crit number and "higher" Crit value in your initial statement, but ammo dice are by no means the only way to generate critical hits. Remember, you can generate up to 4 successes total without ammo dice, if your attribute and or skill level give you D10s and/or D12s.

Any additional success in the to-hit roll gives you +1 damage (p. 63, right above the paragraph on critical hits). So a regular soldier with Agility C and Ranged Combat C would roll 2D8 and could come up with 2 successes, enough to trigger a critical hit with his rifle against an unarmored target not in cover. A better trained professional soldier (Agility B, Ranged Combat B) could hope for a critical hit much more often, however, maybe even against armored targets or those behind cover.

Now, if opponents crouch themselves behind cover and are armor clad, then you might want to take aim with a good optic (+1) probably also seeking good support for your rifle (combined +2) or just let loose more rounds (1-6 ammo dice). Note, however, that successes on ammo dice also allow you to hit other targets, not just enhance damage on the initial target (p. 66).
__________________
Liber et infractus
Reply With Quote