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FILE 4: PUTTING IT ALL TOGETHER
Here are some examples of shots and their basic chances to hit.
Example 1:
In daytime, spending 4 APs to aim, Scope fires a Glock 17 at an enemy standing 15 tiles away.
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| Scope's marksmanship: | +99 |
| 4 APs for aiming | +40 |
| Range 15 sighting penalty | -20 (-2% to hit for each tile beyond 5) |
| Range 15 gun penalty (gun with range 12) | -19 (13-15*3) / 1.7 |
| Subtotal | 100 |
| Out of effective range penalty | / 2 |
| Total | 50 |
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Example 2:
Instead, Scope fires a burst with an MP5K at the same target. (Her gun is now in range, but she can't get an aiming bonus.)
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| Scope's marksmanship | +99 |
| Range 15 sighting penalty | -20 |
| Range 15 gun penalty (gun with range 20) | -14 (20-15*3) / 1.7 |
| Total (Chance for first shot) | 65 |
| Chance for second shot | (-8 * 1) 58 |
| Chance for third shot | (-8 * 2) 50 |
| Chance for fourth shot | (-8 * 3) 42 |
| Chance for fifth shot | (-8 * 4) 34 |
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Example 3:
Without aiming, in daytime, Scope fires a Dragunov (with a sniper scope and laser scope) at a standing enemy's head at range 26.
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| Scope's marksmanship | +99 |
| Range 26 gun penalty | -1 (75-26*3)/1.7 |
| Range 26 sighting penalty | -42 |
| Head shot (-3% per tile of sighting range, x26) | -72 |
| Laser scope bonus | +20 |
| Total | 4 |
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Example 4:
The next turn, spending 3 APs aiming points, Scope fires again. By spending 3 APs aiming, her sniper scope reduces the sight range by 60% for this shot (from 26 to 10)
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| Scope's marksmanship | +99 |
| Aiming x 3 | +30 |
| Aiming at same target as last shot | +10 |
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Range 26 gun penalty | -1 (75-26*3)/1.7 |
| Range 10 sighting penalty | -10 |
| Head shot (-3% per tile of sighting range, x10) | -30 |
| Laser scope bonus | +20 |
| Total | 118 (maxes at 99) |
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