Missile weapon combat: Difference between revisions

547 bytes added ,  00:32, 30 September 2021
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When the projectile actually hits the target, regular damage calculations occur. However, there is a -5 DV penalty. If the target has [[Swift Reflexes]], the penalty will not be inflicted. If the creature is immobile, the DV is set to a flat -100.
When the projectile actually hits the target, regular damage calculations occur. However, there is a -5 DV penalty. If the target has [[Swift Reflexes]], the penalty will not be inflicted. If the creature is immobile, the DV is set to a flat -100.


= Considerations =
= Additional Notes =
* It is possible in some cases for aim variance to offset weapon variance in a way that is beneficial to the overall accuracy of the shot. For example, a blast cannon may roll -18° for weapon variance and then have an aim variance of 17°. If the game randomly chooses to add the aim variance to the weapon variance, it would result in a near-perfect shot (-1° total angular variance). On the other hand, if the game randomly chooses to subtract the aim variance from the weapon variance, it would result in a total angular variance of -35°.
* Because the [[scoped]] mod affects only aim variance (not weapon variance), it has limited usefulness to characters who already have very high Agility and supporting skills/cybernetics. If aim variance has already been reduced to 0 by other factors, the scoped mod will have no functional effect.
* Because the [[scoped]] mod affects only aim variance (not weapon variance), it has limited usefulness to characters who already have very high Agility and supporting skills/cybernetics. If aim variance has already been reduced to 0 by other factors, the scoped mod will have no functional effect.