Changes

Accuracy

65 bytes removed, 03:04, 4 February 2023
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'''. Assuming For example, with the default accuracy of FT 76 and IR 2, meaning that rolling 8 7 or 9 8 (the 2 points above FT) will result in an '''inaccurate hit''', and the minimum score required for a full hit is '''109'''. This means that '''lower is better'''.
=== IR and negative values ===
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, shots 11-20 will wander to a different point his entire string of aim, as well as fire would gain IR +1. But 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 does on the first fires 10 shots as he does on the next 10! He will simply have to be careful about where his point of aim has wandered toor 20.
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: '''&critwincrithit''').
Whenever a critical is performedoccurs, the corresponding command must be rolled to determine what the effects are.
=== Critical failure effects ===
| '''Attack roll result''' || '''What happens''' || '''Effects'''
|-
| '''12''' || Critical hit || Treated as a hit. Roll '''&critwincrithit''' to determine additional effects.
|-
| '''> (FT + IR)''' || Hit || Attack hits the target as intended.
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