This is because 2 Sixes has the same odds of occurring as 2 Ones, with the "least helpful" rolls (values of 7 plus or minus 2 or so, most probable range on two 6-sided dice) being the "center mass" torso hits, which usually have (or start off with) more armor than the rest. Depending on rules of the game, this applies to just the center torso, or the "floating crit" rule means re-roll the location and do a critical hit chance roll on the new hit location. While a roll of 2 Sixes results in a head hit, a roll of 2 Ones results in a potential thru-armor critical hit. The hit location table, a roll made upon a successful hit, has a "critical hit" on the extreme low-end of the roll as well.This doesn't quite fall under the Boom, Headshot! trope because the game goes out of its way to make actually aiming at the head hard at the best of times and flat-out impossible at others - but it can still come up as a random result on the hit location table. Even lesser, non-penetrating hits are nothing to scoff at: any head hit will injure and potentially knock out (or sometimes even kill) the pilot, and blasts off some of the already scant armor on the head. note It's not so much the "head" but the "cockpit canopy glass." Such weapons that can reliably focus enough damage to take a mech head off in one shot are known as headchoppers. A big enough gun can amputate it in one shot regardless of the target's weight class because heads are "one size fits all" and rather thinly armored. Also, a 'Mech's head is generally its weakest spot.Most components suffer a Critical Existence Failure upon a critical hit, even if they occupy multiple critical slots, but a few major components instead suffer penalties but still function (up to a limit of hits). (Modern units can have CASE - anti-blast magazines by any other name - installed to mitigate the damage to an extent for anything without, it's usually a One-Hit Kill.). The most common being that after the external armor in a location has been eliminated, every successful attack made to its internal structure has a chance to critically hit and disable components and/or weapons placed there (anything from knocking out the small laser you weren't using anyway to penetrating the cockpit and killing the pilot on a lucky headshot) or even touch off an ammo bin resulting in predictably spectacular fireworks. BattleTech has a system of critical hits where straight damage is not boosted, but specific damage to internal components is inflicted, which applies during a variety of situations.Compare Randomized Damage Attack where a particular attack has a widespread random amount of damage, from very big (so as to be called a "critical hit") to very small this kind of attack may be combined with an actual Critical Hit. Not to be confused with the Podcast of the same name. Boom, Headshot! is a similar trope applied mainly to First Person Shooters, although that involves skill rather than luck. Hilarity then follows.Ī Critical Hit Class employs this to get the best possible outcome. However, despite this Power Gamers despise it, as they do any sort of luck, and seek to eliminate it whenever possible, often resulting in "Stop Having Fun" Guys. Maximizing the chance of one is a favorite goal of the Munchkin and those who practice Whoring in general, due to the (usual) lack of drawbacks. physical attacks), although elemental attacks can have this effect as well if luck permits. This differs from Elemental Rock-Paper-Scissors in that it usually applies to element-free attacks (i.e. Originally, this was called a "Lucky Hit." Most games have since adopted this explanation as a convenient Hand Wave. Originating from Empire of the Petal Throne (though it wasn't referred to as such), the game's creator explains that this is a result of the attacker hitting just the right vital organ or structural flaw with just the right force or speed to deal significantly more damage than otherwise would be possible. In the second method, random results are generated from a "table" of possible effects, which range from extra damage to Subsystem Damage to instant death. There are two general methods of handling critical hits: In the first method, they simply do extra damage, usually multiplying the base damage by some number. Sometimes this is accompanied by different damage text or special effects (which may be more than just graphics). The likelihood of this occurring may or may not be affected by the aforementioned stats, and sometimes magic may be given this little perk as well. In a game which relies heavily on numerical statistics, particularly an RPG, a character will have a chance of doing noticeably increased damage with an attack if the right number comes up. Ultimate, tip regarding Hero's smash attacks.
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