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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 (sometimes prefixed with "FT", e.g. FT 6), which cannot be lower than 3 nor higher than 10, which represents the maximum 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.
"Inaccuracy Range" and "IR" redirect here.
Inaccuracy Range is the secondary accuracy statistics. It is expressed as a numeric value (sometimes 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 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 modified so it has quad rails, and he added a 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.
Regardless of accuracy stats, if a 2 is rolled, it is a critical failure (the corresponding Tsuchinoko command is &critfail).
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 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 Stunned for 2 turns
- 2x Pain and Limb Damage + Target is Stunned for 3 turns
- Killing shot:
|Attack roll result||What happens||Effects|
|12||Critical hit||Treated as a hit. Roll &critwin 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.|