I found your question a little confusing, and since no one else responded perhaps others feel the same way-- so some elaboration may be in order. When you write "critical table," do you mean the chance of scoring a critical hit, the forumla for deriving a statistical solution of scoring a critical hit, or are you instead asking about the various bodily areas of critters that may be selected for targeting in pursuit of critical hits?
For example in the latter case, if you look in critters.lst you'll see entries for all the animated critters in the format
frm name, aimed shot identifier (, can run)
e.g.
hfjmps,11,1
So the female Chosen One in a Vault Suit set of animations (hfjmps) is linked to body part set 11, and this critter can run as well as walk.
If then you take the aimed shot identifier #, add 100, and multiply the total by ten, you'll get the line number of the first line for the critter's entries in combat.msg. In the case of hfjmps, since (11 + 100) * 10 = 1100 we see in combat.msg:
# regular humans
#
{1110}{}{the head}
{1111}{}{the left arm}
{1112}{}{the right arm}
{1113}{}{the torso}
{1114}{}{the right leg}
{1115}{}{the left leg}
{1116}{}{the eyes}
{1117}{}{the groin}
{1118}{}{uncalled}
The last piece of this overly complicated mechanic
is the aimed shot graphic itself for each critter, all of which are named in the format
animationnameNA.frm.
Is this what you were looking for by asking "How is critter pid mapped to critical table"? Once a critical hit is scored, a fixed percentage table is used to determine the results which may be applied in some cases to body parts; however as I recall the same table is used for all critters.
If I missed the point of your question or you need more info, please speak up or try rephrasing the question.
Endocore