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	<title>Aim - Revision history</title>
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	<updated>2026-11-12T00:13:13Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://gswiki-archive.gs-game.uk/index.php?title=Aim&amp;diff=210&amp;oldid=prev</id>
		<title>imported&gt;GS4XANLIN: note on silent strike</title>
		<link rel="alternate" type="text/html" href="https://gswiki-archive.gs-game.uk/index.php?title=Aim&amp;diff=210&amp;oldid=prev"/>
		<updated>2023-08-17T15:30:32Z</updated>

		<summary type="html">&lt;p&gt;note on silent strike&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The ability to hit an aimed location depends on skill training and other factors. For melee attacks, [[Combat Maneuvers]] and [[Ambush]] skills are needed. For ranged attacks, [[Perception]] is the main factor when firing in the open, and Perception and Ambush are weighted equally for hidden sniping. For Limb Disruption (708), [[Spell Aiming]] is used for targeting limbs.&lt;br /&gt;
&lt;br /&gt;
==[[Verb:AIM|AIM (verb)]]==&lt;br /&gt;
This is the help menu for the verb {{boldmono|AIM}}.  For details on verb usage, please see [[Verb:AIM]].&lt;br /&gt;
{{#section:Verb:AIM|verb}}&lt;br /&gt;
&lt;br /&gt;
== Roundtime (melee weapons) ==&lt;br /&gt;
{{main|Base weapon speed}}&lt;br /&gt;
Whether one is attacking from hiding or in the open, aiming adds three seconds to an attacker&amp;#039;s weapon BASE [[roundtime]]. This additional roundtime may be mitigated in the normal way via [[agility]] and [[dexterity]] bonuses down to the &amp;#039;&amp;#039;minimum aimed roundtime&amp;#039;&amp;#039; of the particular weapon used. The minimum aimed roundtime of a weapon differs from the normal minimum roundtime of that weapon as follows:&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable|text-align:center;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Weapon base speed&lt;br /&gt;
 !Normal Min. RT&lt;br /&gt;
 !Min. Aimed RT&lt;br /&gt;
 |-&lt;br /&gt;
 | 1&lt;br /&gt;
 | 3&lt;br /&gt;
 | 4&lt;br /&gt;
 |-&lt;br /&gt;
 | 2, 3&lt;br /&gt;
 | 4&lt;br /&gt;
 | 5&lt;br /&gt;
 |-&lt;br /&gt;
 | 4+&lt;br /&gt;
 | 5&lt;br /&gt;
 | 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Limitations ==&lt;br /&gt;
&lt;br /&gt;
Any condition that prevents a character from attacking normally will prevent this verb from working, as will attempting to aim at a nonexistent (&amp;#039;&amp;#039;e.g.&amp;#039;&amp;#039;, the legs of a worm) or already severed body part.&lt;br /&gt;
&lt;br /&gt;
Size disparity can also prevent aiming at specific body parts. Large [[character]]s will not be able to aim at specific parts of small critters (&amp;#039;&amp;#039;e.g.&amp;#039;&amp;#039;, a [[human]] cannot aim at specific parts of a spiked cavern urchin). Furthermore, no character can aim at a part of a [[creature]] that, because of size limitations, is out of his or her reach (&amp;#039;&amp;#039;e.g.&amp;#039;&amp;#039;, a [[dwarf]] cannot aim at the head or neck of a [[giant]] that is standing up). The use of longer weapons can somewhat mitigate this.&lt;br /&gt;
&lt;br /&gt;
== Success and Failure (melee weapons) ==&lt;br /&gt;
&lt;br /&gt;
The factors that influence the chance of successfully attacking the body part aimed for include:&lt;br /&gt;
* difficulty of the particular body part targeted (smaller and more critical parts of the body are harder to aim for)&lt;br /&gt;
* the difficulty modifier for the weapon used (larger weapons are harder to aim)&lt;br /&gt;
* difference in attacker and target [[level]]&lt;br /&gt;
* the attacker&amp;#039;s [[Ambush]] skill&lt;br /&gt;
* the attacker&amp;#039;s [[Combat Maneuvers]] skill (when aiming from the open, as opposed to from hiding)&lt;br /&gt;
* any eye or bleeding head [[wound]]s the attacker may have&lt;br /&gt;
* formula for aiming success: [[Aiming Success]]&lt;br /&gt;
&lt;br /&gt;
Failure to hit the desired body part will result in attacking a different part of the target&amp;#039;s body, or, at low skill levels, may result in the attacker being unable to find an opening for an attack yet still incurring roundtime.&lt;br /&gt;
&lt;br /&gt;
== Aiming Formula: Melee and Hurling ==&lt;br /&gt;
&lt;br /&gt;
An initial d100 is made. If you roll &amp;lt;= 5, you auto fumble. If you do not auto fumble, the d100 roll is used in the skill check:&lt;br /&gt;
&lt;br /&gt;
MIN(95, (&amp;#039;&amp;#039;&amp;#039;Skill&amp;#039;&amp;#039;&amp;#039; + &amp;#039;&amp;#039;&amp;#039;Stats&amp;#039;&amp;#039;&amp;#039; + &amp;#039;&amp;#039;&amp;#039;Weapon Modifier&amp;#039;&amp;#039;&amp;#039;)/2) + &amp;#039;&amp;#039;&amp;#039;Area modifier&amp;#039;&amp;#039;&amp;#039; + &amp;#039;&amp;#039;&amp;#039;Target Status&amp;#039;&amp;#039;&amp;#039; + d100 = &amp;#039;&amp;#039;&amp;#039;Result&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Note: Level is not taken into account for aiming success chance. A comparison between Target size and attacker size is included in the area modifier.&lt;br /&gt;
&lt;br /&gt;
[[Silent Strike]] reduces aiming chance by 50% at rank 1 and scales down to 10% at rank 5 (10% per rank).&lt;br /&gt;
&lt;br /&gt;
==== Result ====&lt;br /&gt;
 &amp;gt; 100: Success&lt;br /&gt;
 &amp;lt;100 and &amp;gt;66: you miss the location but still find an opening to attack&lt;br /&gt;
 &amp;lt;=66: You fail to find an opening&lt;br /&gt;
&lt;br /&gt;
==== Skill ====&lt;br /&gt;
Melee&lt;br /&gt;
: Aiming from hidden = Ambush Bonus&lt;br /&gt;
: Open aiming = TRUNC((CM Bonus + Ambush Bonus + 1) / 2)&lt;br /&gt;
Hurling&lt;br /&gt;
:TRUNC(TRUNC((cman + ambush + 1) / 2) * (3 / 2))&lt;br /&gt;
:Effectively the same as Melee * 3/2&lt;br /&gt;
&lt;br /&gt;
==== Stats ====&lt;br /&gt;
Melee&lt;br /&gt;
: Dex Bonus + TRUNC((Int Bonus + 1) / 2)&lt;br /&gt;
&lt;br /&gt;
Hurling&lt;br /&gt;
: Int bonus + TRUNC((Dex Bonus + 1) / 2)&lt;br /&gt;
&lt;br /&gt;
==== Weapon Modifier ==== &lt;br /&gt;
Varies based on weapon. Large/slow weapons have more penalty. Small and maneuverable weapons have a bonus.&lt;br /&gt;
&lt;br /&gt;
Table added at the bottom of the page&lt;br /&gt;
&lt;br /&gt;
==== Area Modifier ====&lt;br /&gt;
 Head: -10&lt;br /&gt;
 Neck: -15&lt;br /&gt;
 Arms: +10&lt;br /&gt;
 Legs: +15&lt;br /&gt;
 Hands: +5&lt;br /&gt;
 Eyes: -25&lt;br /&gt;
 Other: 0&lt;br /&gt;
&lt;br /&gt;
*[[Predator&amp;#039;s Eye]] adds into the calculation as part of the location modifier.&lt;br /&gt;
*The area modifier is also modified by attacker/target size. Attacking a target bigger than attacker is easier, a target smaller than attacker is more difficult.&lt;br /&gt;
&lt;br /&gt;
==== Target Status ====&lt;br /&gt;
Kneeling/Sitting/Prone: +10 if head/neck/eyes, +25 otherwise.&lt;br /&gt;
&lt;br /&gt;
==== Example ==== &lt;br /&gt;
202 CM + Lance (-50 aim) aiming at the head, &lt;br /&gt;
&lt;br /&gt;
  d100 = 84&lt;br /&gt;
  Skill = ((302 + 0 + 1) / 2) = 151&lt;br /&gt;
  Stats = (20 + (22 + 1) / 2) = 31&lt;br /&gt;
  Attacker modifier = 0 &lt;br /&gt;
  Weapon Modifier = -50&lt;br /&gt;
&lt;br /&gt;
 Result = MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area + Target Status + d100 = MIN(95, (151 + 31 - 50)/2) - 10 + 0 + 84 = 140&lt;br /&gt;
 140 &amp;gt; 100 = Success&lt;br /&gt;
&lt;br /&gt;
== Aiming Formula: Ranged ==&lt;br /&gt;
&lt;br /&gt;
Below is copied from Discord, formatting to come:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
d100, &amp;lt;= 25 automatic failure&lt;br /&gt;
rolling a 1 is a major fumble and shot flies wide of the target, otherwise you just miss your locaton&lt;br /&gt;
&lt;br /&gt;
Base Skill:&lt;br /&gt;
    Hidden = TRUNC((Perception Ranks + Ambush Ranks) / 2) + TRUNC(Ranged Weapons / 4)&lt;br /&gt;
      Open = TRUNC(Perception Ranks / 2) + TRUNC(Ranged Weapons / 4)&lt;br /&gt;
&lt;br /&gt;
Location Penalty:&lt;br /&gt;
     Head: 10&lt;br /&gt;
     Neck: 12&lt;br /&gt;
    Limbs: 2&lt;br /&gt;
    Hands: 5&lt;br /&gt;
    Torso: 2&lt;br /&gt;
     Eyes: 20&lt;br /&gt;
&lt;br /&gt;
Penalty = ((3 * Target Level * Location Modifier) / Base Skill)&lt;br /&gt;
&lt;br /&gt;
Target Status:&lt;br /&gt;
Prone/Sitting: -10&lt;br /&gt;
&lt;br /&gt;
Size Mod (target):&lt;br /&gt;
      Tiny: -10&lt;br /&gt;
     Small: -5&lt;br /&gt;
    Medium: +5&lt;br /&gt;
     Large: +15&lt;br /&gt;
&lt;br /&gt;
Spells (on attacker):&lt;br /&gt;
    607: -20&lt;br /&gt;
    613: 15 + (Ranger ranks over 13)&lt;br /&gt;
    404: +5&lt;br /&gt;
    412: -10&lt;br /&gt;
   1001: -10&lt;br /&gt;
&lt;br /&gt;
Crossbow:&lt;br /&gt;
    Standing: +5&lt;br /&gt;
    Kneeling: +20&lt;br /&gt;
&lt;br /&gt;
+sighting&lt;br /&gt;
&lt;br /&gt;
&amp;gt; 100 = Success&lt;br /&gt;
&amp;gt;= 50 minor failure, missed location but shot succeeds&lt;br /&gt;
&amp;lt; 50 major failure, shot flies wide of the target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example: 2x perception + 2x ranged firing from open at left eye. Target is level 100 and normal size (0 modifier)&lt;br /&gt;
d100 = 50&lt;br /&gt;
Base aim skill = TRUNC(202 / 2) + TRUNC(202 / 4) = 151&lt;br /&gt;
Left Eye penalty = ((3 * 100 * 20) / 151) = 39&lt;br /&gt;
Area adjusted skill = 151 - 39 = 112&lt;br /&gt;
Sighting = 0&lt;br /&gt;
Final skill = Adjusted Skill + d100 = 112 + 50 = 162 &amp;gt; 0 = success&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon Modifier Table: Melee == &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable col-2-right col-3-right&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon&lt;br /&gt;
! Aim Modifier&lt;br /&gt;
! Reach (ft)&lt;br /&gt;
|-&lt;br /&gt;
| dagger&lt;br /&gt;
| 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| falchion&lt;br /&gt;
| -5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| handaxe&lt;br /&gt;
| 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| main gauche&lt;br /&gt;
| 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| rapier&lt;br /&gt;
| 15&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| broadsword&lt;br /&gt;
| 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| short sword&lt;br /&gt;
| 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| longsword&lt;br /&gt;
| 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| fist&lt;br /&gt;
| 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| tiger claw&lt;br /&gt;
| 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| club&lt;br /&gt;
| 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| war hammer&lt;br /&gt;
| 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| mace&lt;br /&gt;
| 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| morning star&lt;br /&gt;
| -5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| whip&lt;br /&gt;
| -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| battle axe&lt;br /&gt;
| -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| flail&lt;br /&gt;
| -40&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| war mattock&lt;br /&gt;
| -20&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| quarterstaff&lt;br /&gt;
| -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| Runestaff&lt;br /&gt;
| -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| two-handed sword&lt;br /&gt;
| -30&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| javelin&lt;br /&gt;
| -50&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| lance&lt;br /&gt;
| -50&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| spear&lt;br /&gt;
| -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| spear (2h)&lt;br /&gt;
| -20&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| military pick&lt;br /&gt;
| -25&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| awl pike&lt;br /&gt;
| -55&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| claidhmore&lt;br /&gt;
| -30&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| backsword&lt;br /&gt;
| 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| estoc&lt;br /&gt;
| 0&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| bastard sword (1h)&lt;br /&gt;
| -15&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| bastard sword (2h)&lt;br /&gt;
| -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| crowbill&lt;br /&gt;
| 5&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| flamberge&lt;br /&gt;
| -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| hammer of kai&lt;br /&gt;
| -35&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| jeddart-axe&lt;br /&gt;
| -35&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| ball &amp;amp; chain&lt;br /&gt;
| -35&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| pilum&lt;br /&gt;
| 0&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| naginata&lt;br /&gt;
| -25&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| cestus&lt;br /&gt;
| 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| paingrip&lt;br /&gt;
| 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| razorpaw&lt;br /&gt;
| 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| knuckle-duster&lt;br /&gt;
| 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| hook-knife&lt;br /&gt;
| 25&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| blackjack&lt;br /&gt;
| 15&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| knuckle-blade&lt;br /&gt;
| 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| yierka-spur&lt;br /&gt;
| 20&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| troll-claw&lt;br /&gt;
| 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| fist-scythe&lt;br /&gt;
| 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| jack-blade&lt;br /&gt;
| 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| katar&lt;br /&gt;
| 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| katana (1h)&lt;br /&gt;
| -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| katana (2h)&lt;br /&gt;
| -5&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| maul&lt;br /&gt;
| -20&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| sai&lt;br /&gt;
| 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| trident&lt;br /&gt;
| -10&lt;br /&gt;
| 2ft&lt;br /&gt;
|-&lt;br /&gt;
| trident (2h)&lt;br /&gt;
| -20&lt;br /&gt;
| 3ft&lt;br /&gt;
|-&lt;br /&gt;
| whip-blade&lt;br /&gt;
| 10&lt;br /&gt;
| 1ft&lt;br /&gt;
|-&lt;br /&gt;
| jab (UCS)&lt;br /&gt;
| 10&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| punch (UCS)&lt;br /&gt;
| 5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| grapple (UCS)&lt;br /&gt;
| -5&lt;br /&gt;
| 0ft&lt;br /&gt;
|-&lt;br /&gt;
| kick (UCS)&lt;br /&gt;
| -10&lt;br /&gt;
| 0ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>imported&gt;GS4XANLIN</name></author>
	</entry>
</feed>