Stance is a character body position in Fallout Tactics.
Description[]
There are three stances: standing, crouching and prone. The character gains some advantages and disadvantages depending on their stance. Some perks also affect the character in a certain stance.
Stand[]
Standing is the standard stance. A standing character is easier to hit with ranged weapons and noisier but has good sight and full movement speed.
- The "Bracing" perk adds two points to Strength for the purpose of firing big guns;
- The "Steady Arm" perk (available to super mutants only) reduces the cost of Burst Shots by one Action Point.
Crouch[]
In this stance, the character crouch-walks at a slower speed than walking. It increases the character's probability to hit with ranged weapons and reduces the character's probability to be hit by the same.
Prone[]
The prone stance offers the highest bonus to ranged weapon accuracy and the greatest reduction in enemy ranged hit chance. However, it is the slowest stance; the character is reduced to a crawl.
- The "Tunnel Rat" perk allows crawling at walk speed.
Changing stance[]
It costs 2 AP to change to or from a crouch and 4 AP to change directly from standing to prone or vice versa.
- The "Flexible" perk cuts the cost of changing stance by 50%.
Stance table[]
Using ranged weapons from a range of zero appears to be bugged in at least some version of the game. The effect is as expected when the target is standing, but against a crouching or prone target, the accuracy modifiers from stance are applied as if the attacker is using a melee weapon.
Stance | AP/move | Range Accuracy | Melee Accuracy | AC | Short Range Dodge |
---|---|---|---|---|---|
Stand | 100% | +0 | +0 | +0 | +0 |
Crouch | 200% | +5 | -20 | +2 | +0 |
Prone | 300% | +15 | Melee Disabled | +4 | -20 |