C.A.T.S.Crunchy Automated Tactical System

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3d6 Exploding — Master Table and Modifier Ladder

Every major test in C.A.T.S. rolls 3d6, exploding: each 6 is re-rolled and added, recursively. Roll-over — meet or beat the Target Number.

Results are unbounded. There is no maximum roll.

Master probability table

+1 worth is how many percentage points of hit chance one point of modifier buys at that Target Number. This is the number every environmental effect converts through.

Target NumberChance to succeed+1 worth
3100%0.5 pts
499.5%1.4 pts
598.1%2.8 pts
695.4%4.6 pts
790.7%6.9 pts
883.8%8.3 pts
975.5%9 pts
1066.4%9 pts
1157.4%8.3 pts
1249.1%6.9 pts
1342.1%6.2 pts
1435.9%5.6 pts
1530.3%4.9 pts
1625.4%4.4 pts
1721%3.9 pts
1817.1%3.1 pts
1914%2.5 pts
2011.4%2.1 pts
219.3%1.7 pts
227.6%1.5 pts
236.2%1.3 pts
244.9%1 pts
253.9%0.8 pts
263.1%0.6 pts
272.5%0.5 pts
282%0.4 pts
291.6%0.4 pts
301.2%0.3 pts
311%0.2 pts
320.8%0.2 pts
330.6%0.1 pts
340.5%0.1 pts
350.4%0.1 pts
360.3%0.1 pts

What one point is actually worth

ZoneTarget Number+1 worthNote
Near-certain52.8 ptsmodifiers barely matter
Comfortable88.3 ptsmodifiers bite hard
Median118.3 ptsmodifiers bite hard
Hard154.9 ptsmodifiers behave normally
Long odds202.1 ptsmodifiers barely matter
Desperate260.6 ptsmodifiers barely matter

The practical floor on granularity is therefore about 7 to 8 percentage points near the median, not 5. One point of modifier is the smallest unit the engine has, so no effect can be tuned finer than that. This satisfies the design rule of never going finer than 5% — the engine is physically incapable of it.

The modifier ladder

Calibrated at Target Number 11 (the median, 57.4% base). Each step is the modifier whose effect lands closest to the stated percentage band.

Every environmental model in the game emits a percentage, and this table converts it.

Effect on hit chanceModifierActual chance at TN 11True shift
-40%-717.1%-40.4 pts
-35%-621%-36.4 pts
-30%-525.4%-32 pts
-25%-430.3%-27.1 pts
-20%-335.9%-21.5 pts
-15%-242.1%-15.3 pts
-10%-149.1%-8.3 pts
-5%-149.1%-8.3 pts
0%057.4%0 pts
+5%+166.4%+9 pts
+10%+166.4%+9 pts
+15%+275.5%+18.1 pts
+20%+275.5%+18.1 pts
+25%+383.8%+26.4 pts
+30%+490.7%+33.3 pts
+35%+490.7%+33.3 pts
+40%+698.1%+40.7 pts

Drift warning

This ladder is exact only at Target Number 11. The same modifier is worth more near the median and less in the tails, so a -2 that costs 15 points against an even-odds shot costs far less against a desperate one.

That drift is acceptable and is the normal behaviour of any bell curve. It is recorded here so that modifier values are chosen deliberately rather than assumed constant, and so the Player Assistant can display the true current value.

Depth tiers for hit location

A single exploding d6 partitions into exact tiers of five, separated by the unreachable multiples of 6. Reaching a deeper tier requires an explosion.

TierResultsExplosionsShare
11-5083.33%
27-11113.89%
313-1722.31%
419-2330.39%

Source: docs/analysis/3d6-modifier-ladder.md — this page is generated from it.