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Accuracy

5,290 bytes added, 03:04, 4 February 2023
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'''Accuracy''' is a term referring to a character's chances of hitting a target. They are determined by two '''Accuracy statistics''': '''Failure Threshold (FT) and Inaccuracy Range (IR)'''.
 
"Accuracy" can also be used as a general term to refer to both stats (e.g. "an accuracy of FT 6 IR 2").
''"Failure Threshold" and "FT" redirect here.''
The '''Failure Threshold''' is the primary accuracy statistic. It is expressed as a numeric value (WIPsometimes prefixed with "FT", e.g. '''FT 6'''), which cannot be lower than 3 nor higher than 10, which represents the maximum [[Combat mode#Accuracy resolution|dice score]] needed for an attack roll to be considered a '''miss'''. In other words, for a shot, a swing, or any kind of attack to hit, '''you must roll above FT'''. By default, with no modifiers from [[Skills]] or [[Effects]], a character's FT is '''6''', meaning that the default minimum score required to hit is '''7'''. This means that '''lower is better'''.
''"Inaccuracy Range" and "IR" redirect here.''
'''Inaccuracy Range''' is the secondary accuracy statistics. It is expressed as a numeric value (WIPsometimes prefixed with "IR", e.g. '''IR 2'''), which technically has no upper or lower limit (and may even go in the negatives). IR determines whether a hit is considered to be a normal (or "full") hit or an '''inaccurate hit'''. Inaccurate hits do '''0.7x [[Pain]] and [[Limb Damage]]''' compared to full hits. They are meant to represent poorly or improperly aimed shots, grazing or glancing blows, and other things that are technically hits but would not deal full damage to a target. IR is meant to be read as a range above FT in which hits will be considered inaccurate. '''"IR 2"''', for instance, means '''2 points above FT'''. Any dice score value that is '''above FT but under FT+IR''' will be an '''inaccurate hit'''.  By default, with no modifiers from [[Skills]] or [[Effects]], a character's IR is '''2'''. For example, with the default accuracy of FT 6 and IR 2, rolling 7 or 8 (the 2 points above FT) will result in an '''inaccurate hit''', and the minimum score required for a full hit is '''9'''. This means that '''lower is better'''. === IR and negative values === As stated above, IR has no upper or lower limit, and it is possible for a character's IR to reach negative values. On its own, a negative IR has the same effects as an IR of 0. However, it may act as a "buffer" for subsequent effects that would increase IR, such as for example from [[Recoil]]. Example: Paulie is using a [[Colt M4A1]], a [[5.56x45mm NATO]] combat rifle ([[Recoil]] level 2), and has [[Skills|Expert skill level]] in both semi-auto rifle and automatic rifle. No matter which fire mode he uses his weapon with, he benefits from a starting accuracy of '''FT 6 IR 0'''.* Paulie's M4A1 was [[Maze Customs|modified]] so it has quad rails, and he added a [[Weapon accessories#Foregrips|foregrip]] to his weapon, giving him an additional IR-1 bonus. He now has '''FT 6 IR -1'''.* When in combat, if Paulie fires more than 10 shots in a row, as per [[Recoil]] rules, his entire string of fire would gain IR +1. However, because that would mean his IR would increase back to 0, Paulie effectively has the same accuracy, Paulie has effectively the same accuracy, whether he fires 10 shots or 20.  = Criticals = Regardless of accuracy stats, if a '''2''' is rolled, it is a '''critical failure''' (the corresponding [[Tsuchinoko (bot)|Tsuchinoko]] command is '''&critfail''').<br/>Similarly, if a '''12''' is rolled, it is a '''critical hit''' or a '''critical success''' (corresponding command: '''&crithit'''). Whenever a critical occurs, the corresponding command must be rolled to determine what the effects are. === Critical failure effects === A critical failure may result in any of the following effects being applied for that hit: * Weapon loses [[Condition]]; ranging from 100 to 2000* [[Weapon#Firearm failure types|Weapon failures]]: Weapon loses [[Condition]] (ranging from 50 to 1000) and sustains a '''weapon failure''', the type of which depends on the type of weapon (usually only firearms can sustain weapon failures). If no corresponding weapon failure exists, the listed Condition loss is doubled instead. === Critical success effects === A critical success may result in any of the following effects being applied for that hit: * 1.5x [[Pain]] and [[Limb Damage]]* 2x [[Pain]] and [[Limb Damage]]* 3x [[Pain]] and [[Limb Damage]]* 4x [[Pain]] and [[Limb Damage]]* 1.5x [[Pain]] and [[Limb Damage]] + Target is [[Effects#Elemental|Stunned]] for 2 turns* 2x [[Pain]] and [[Limb Damage]] + Target is [[Effects#Elemental|Stunned]] for 3 turns* Killing shot:** If the hit was caused by a player character, and it landed on a target's BODY, HEAD or WEAK POINT [[Limb damage|limb groups]], the target is instantly killed** Otherwise, 4x [[Pain]] and [[Limb Damage]] + Target is [[Effects#Elemental|Stunned]] for 4 turns  = Accuracy table = {| class="wikitable" style="font-size:9pt; text-align:center" width="800"|-| '''Attack roll result''' || '''What happens''' || '''Effects'''|-| '''12''' || Critical hit || Treated as a hit. Roll '''&crithit''' to determine additional effects.|-| '''> (FT + IR)''' || Hit || Attack hits the target as intended.|-| '''> FT, but < (FT + IR)''' || Inaccurate hit || Attack hits the target, but at reduced effectiveness. '''0.7x''' [[Pain]] and [[Limb Damage]].|-| '''< FT''' || Miss || Attack misses entirely, dealing no damage to the target|-| '''2''' || Critical failure || Treated as a miss. Roll '''&critfail''' to determine additional effects.|} 
[[Category:Game mechanics]]
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