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template:precisionroll [2021/10/26 21:47] naaira |
template:precisionroll [2025/04/13 22:09] (current) arco |
<template> | <template> |
<WRAP box round 800px center>==== The Precision Roll ==== | <WRAP box round 800px center>==== Precision Roll ==== |
<WRAP centeralign> __**If Precision is higher than 10**__</WRAP> | |
<WRAP column half> | - number of squares from attacker to target is Distance, diagonals count as 1.41 \\ - take unit Precision, effects like storm apply here \\ - add weapon/spell Precision \\ - if Precision is 75+ hit and abort the rest \\ \\ - double Precision above 10 and use this as the Score\\ - 4% for halved Score, 2% for 1/3 Score \\ - if (Score/2-2) >= Distance hit and abort the rest \\ \\ - calculate ( (random between 0 and Score-1)+(Distance*1.25, rounded down) )/Score and round down the Result \\ - random between 0 and Result = Deviation \\ - for each point of Deviation, do two random rolls: (1, 0, or -1) on the vertical axis, and (1, 0, or -1) on the horizontal axis |
**Attacker roll:** Attacker Precision value - 7 \\ + Precision bonus from weapon or spells \\ - Precision penalties (such as firing in Darkness) \\ + DRN | </WRAP> |
</WRAP><WRAP column half>**Range:** Number of squares from attacker to target square. \\ //Diagonals count as 1.5 square//</WRAP> | |
------ | |
<WRAP centeralign> __**If Precision is 10 or less**__</WRAP> | |
<WRAP column half> | |
**Attacker roll:** (Attacker Precision value / 2 ) - 2 \\ + Precision bonus from weapon or spells \\ - Precision penalties (such as firing in Darkness) \\ + DRN | |
</WRAP><WRAP column half>**Range:** Number of squares from attacker to target square. \\ //Diagonals count as 1.5 square//</WRAP> | |
------ | |
<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 | |
</WRAP></WRAP> | |
</template> | </template> |