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
Subtotal100
Out of effective range penalty/ 2
Total50

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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.)

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.

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
Total4

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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)

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
Total118 (maxes at 99)

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