Shooter: Difference between revisions
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By handling [[Weapons|firearms]], the shooter achieves more critical hits and fewer critical failures: | By handling [[Weapons|firearms]], the shooter achieves more critical hits and fewer critical failures: | ||
* Doubles the ''weight'' of critical hits. For example, with the [[Machine Gun]], the overall chance of critical hits increases from 16.7% to 28.6% if successful | * Doubles the ''weight'' of critical hits. For example, with the [[Machine Gun]], the overall chance of critical hits increases from 16.7% to 28.6% ''if successful'' | ||
* Doubles the ''weight'' of non-critical failures. For example, with the [[Machine Gun]], the overall chance of critical shots drops from 5.1% to 2.6% ''in case of failure'' | * Doubles the ''weight'' of non-critical failures. For example, with the [[Machine Gun]], the overall chance of critical shots drops from 5.1% to 2.6% ''in case of failure'' | ||
In terms of projects , this skill allows for greater efficiency in: | In terms of projects , this skill allows for greater efficiency in: | ||
Revision as of 22:01, 12 September 2026
| Description: | The marksman can handle all types of weapons with great ease. | ||
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| Learned by: | If |
Kept | |
Firing points can be used for firing firearms or for patrolling.
By handling firearms, the shooter achieves more critical hits and fewer critical failures:
- Doubles the weight of critical hits. For example, with the Machine Gun, the overall chance of critical hits increases from 16.7% to 28.6% if successful
- Doubles the weight of non-critical failures. For example, with the Machine Gun, the overall chance of critical shots drops from 5.1% to 2.6% in case of failure
In terms of projects , this skill allows for greater efficiency in: