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.
|
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 |
[ Back To Top ] [ Back To Secrets ]
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.)
|
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 |
[ Back To Top ] [ Back To Secrets ]
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.
|
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 |
[ Back To Top ] [ Back To Secrets ]
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)
|
Scope's marksmanship | +99 |
Aiming x 3 | +30 |
Aiming at same target as last shot | +10 |
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) |
[ Back To Top ] [ Back To Secrets ]
|