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precision-roll [2021/09/14 13:28] joste |
precision-roll [2022/02/06 00:46] (current) dude AP+piercing=60% armor pierce |
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A missile Precision roll can be triggered when firing a ranged weapon or casting spells. Any ranged attack or spell with a Precision bonus of 100 always hits its target square as long as that square is within range. | A missile Precision roll can be triggered when firing a ranged weapon or casting spells. Any ranged attack or spell with a Precision bonus of 100 always hits its target square as long as that square is within range. | ||
- | <WRAP box round 800px center> | + | {{template>precisionroll}} |
- | <WRAP centeralign> | + | |
- | <WRAP column half> | + | |
- | **Attacker Precision roll:** Attacker Precision value - 7 \\ + Precision bonus from weapon or spells \\ - Precision penalties (such as firing in Darkness) \\ + DRN | + | |
- | </ | + | |
- | ------ | + | |
- | <WRAP centeralign> | + | |
- | <WRAP column half> | + | |
- | **Attacker Precision roll:** (Attacker Precision value / 2 ) - 2 \\ + Precision bonus from weapon or spells \\ - Precision penalties (such as firing in Darkness) \\ + DRN | + | |
- | </ | + | |
- | ------ | + | |
- | <WRAP centeralign> | + | |
- | If Precision roll is higher or equal to Range => The missile hits target square \\ | + | |
- | If Precision roll is lower than Range => The missile deviates from target square \\ | + | |
- | The amount of deviation is equal to the range x 1.25 / Precision | + | |
- | </ | + | |
The game will randomly determine whether the missiles deviate long or short, left or right, or some combination. The actual distribution is a bell curve – most projectiles will fall within the middle of the deviation range, but some will land at the extremes. | The game will randomly determine whether the missiles deviate long or short, left or right, or some combination. The actual distribution is a bell curve – most projectiles will fall within the middle of the deviation range, but some will land at the extremes. | ||
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Once the game decides where a missile lands (even if it is far away, that square is affected), any unit in that square may be targeted. The size of the unit influences who will be hit. If a square with a giant of size 4 and a human of size 2 is hit, the giant will be targeted two times out of three. Once the target is decided, there is a hit calculation that uses the following values: | Once the game decides where a missile lands (even if it is far away, that square is affected), any unit in that square may be targeted. The size of the unit influences who will be hit. If a square with a giant of size 4 and a human of size 2 is hit, the giant will be targeted two times out of three. Once the target is decided, there is a hit calculation that uses the following values: | ||
- | <WRAP box round 800px center> | + | {{template>rangedtargetroll}} |
- | <WRAP column half> | + | |
- | **Attacker roll:** Size points in the square \\ +2 if magic weapon \\ + DRN | + | |
- | </ | + | |
- | **Defender roll:** 2 \\ + Shield parry value x2 \\ – Fatigue / 20 \\ + DRN | + | |
- | </ | + | |
Thus, the more units in a square, or the bigger the units in a square, and the more tired they are, the more likely someone is going to be hit by a missile weapon landing in that square. | Thus, the more units in a square, or the bigger the units in a square, and the more tired they are, the more likely someone is going to be hit by a missile weapon landing in that square. | ||
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If the attacker’s roll is greater than the defender’s then a hit is achieved. [[damage roll|Damage]] is then calculated. | If the attacker’s roll is greater than the defender’s then a hit is achieved. [[damage roll|Damage]] is then calculated. | ||
* Most ranged weapons add one-third of the unit’s Strength to the weapon damage value (plus a random number). | * Most ranged weapons add one-third of the unit’s Strength to the weapon damage value (plus a random number). | ||
- | * Crossbows and some other weapons are [[armor-piercing|Armor Piercing]], meaning | + | * Crossbows and some other weapons are [[armor-piercing|Armor Piercing]] |
* Some spells can even be [[armor-negating|Armor Negating]] which means that armor affords no protection. | * Some spells can even be [[armor-negating|Armor Negating]] which means that armor affords no protection. | ||