Missile weapon combat: Difference between revisions

→‎Projectile Hit and Damage: further detailed missing info
m (query optimization)
(→‎Projectile Hit and Damage: further detailed missing info)
 
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In the following cases, aim variance is always set to 0.
In the following cases, aim variance is always set to 0.
* Bow and rifle shots using [[Sure Fire]] or [[Beacon Fire]].
* Bow and rifle shots using [[Sure Fire]] or [[Beacon Fire]].
* The final shot of a barrel from {{favilink|The Ruin of House Isner}}.
* The final shot of a barrel from {{favilink|Ruin of House Isner}}.


Otherwise, the general formula for aim variance is as follows.<ref name="MissileWeaponFireEvent" />
Otherwise, the general formula for aim variance is as follows.<ref name="MissileWeaponFireEvent" />
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= Projectile Hit and Damage =
= Projectile Hit and Damage =
{{Missing info|This section needs more info about how the "Hit" mechanics work for missile weapons, and possibly a little cleanup.}}
{{Missing info|This section needs more info about how the "Hit" mechanics work for missile weapons, and possibly a little cleanup.
 
Also, info on damage calculations is not found in the linked penetration article, as claimed. Rather than adding it there, it might be better to explain the damage calculation here for a ranged weapon & ammo, similar to the example in the [[Melee weapon combat#Damage Rolls|Melee weapon combat]] article.}}
 
After a projectile actually hits a target - whether or not that was the intended 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.
After a projectile actually hits a target - whether or not that was the intended 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.


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