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Accuracy

1,411 bytes added, 18:13, 22 January 2020
'''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").
The '''Failure Threshold''' is the primary accuracy statistic. It is expressed as a numeric value (sometimes 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'''.
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 FT 7, meaning that rolling 8 or 9 (the 2 points above FT) will result in an '''inaccurate hit''', and the minimum score required for a full hit is '''10'''. 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, shots 11-20 will wander to a different point of aim, as well as gain IR +1. But because that would mean his IR would increase back to 0, Paulie effectively has the same accuracy he does on the first 10 shots as he does on the next 10! He will simply have to be careful about where his point of aim has wandered to.