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

To-Hit Physics

Angular size, dispersion, wind, lead error and visibility — modelled from real physics.

Angular size is the whole system

Every to-hit calculation reduces to one question: how large does the target appear, compared to how badly the shot scatters?

theta (mrad) = 1000 × size (m) ÷ range (m)
A 1.8 m human at 100 m and a 180 m frigate at 10 km both subtend 18 milliradians and are equally hard to hit.shooter18 mrad conerange compressed1.8 m human — at 100 m1.8 m humanat 100 m180 m frigate — at 10 km180 m frigateat 10 kmBoth fill the same cone — both are 18 mrad100x larger, 100x further, identical shot. Cone angle exaggerated for legibility.

This is what makes the scales interrelate. Angular size is scale-free, so one equation covers a rifleman and a capital gun — there is no separate math for infantry and for ships. A human at 100 m and a frigate at 10 km are the same shot: a hundred times larger, a hundred times further, identical angle.

Careful with the claim, though: equal angular size means equal difficulty for the weapon dispersion term only, which really is range-invariant. It does not survive the environment — wind error grows with range, lead error grows with time of flight, and atmospheric distortion over 10 km is nothing like 100 m. This is a statement about the geometry of aiming, not a promise that scale never matters.

0.010.1110100100010000501002505001k2.5k10k100kStanding human — 50: 36Standing human — 100: 18Standing human — 250: 7Standing human — 500: 4Standing human — 1k: 2Standing human — 2.5k: 0.72Standing human — 10k: 0.18Standing human — 100k: 0.018Standing humanAPC / tank — 50: 48APC / tank — 100: 24APC / tank — 250: 10APC / tank — 500: 5APC / tank — 1k: 2APC / tank — 2.5k: 0.96APC / tank — 10k: 0.24APC / tank — 100k: 0.024APC / tankHeavy mech — 50: 240Heavy mech — 100: 120Heavy mech — 250: 48Heavy mech — 500: 24Heavy mech — 1k: 12Heavy mech — 2.5k: 5Heavy mech — 10k: 1Heavy mech — 100k: 0.12Heavy mechFrigate — 50: 600Frigate — 100: 300Frigate — 250: 120Frigate — 500: 60Frigate — 1k: 30Frigate — 2.5k: 12Frigate — 10k: 3Frigate — 100k: 0.3FrigateCapital ship — 50: 1800Capital ship — 100: 900Capital ship — 250: 360Capital ship — 500: 180Capital ship — 1k: 90Capital ship — 2.5k: 36Capital ship — 10k: 9Capital ship — 100k: 0.9Capital shipangular size (mrad)range (m)

Both axes are logarithmic, so every line has the same slope — angular size falls off identically for everything. Any horizontal line you draw crosses engagements of equal difficulty. A standing human at 250 m is exactly as hard to hit as a capital ship at 300 km.

Hit probability

Targets are rectangles, not circles. A separable Gaussian over the presented profile:

P(hit) = erf( w ÷ 2√2·σx ) × erf( h ÷ 2√2·σz )

This replaced a real error

An earlier version treated targets as circles using their smallest axis, which threw away about 78% of a standing human's presented area and concluded a braced rifle couldn't hit a man at 500 m even with a laser rangefinder. Real marksmanship qualification says otherwise. Nearly every target that matters — people, vehicles, ships — is strongly elongated, so the rectangle isn't a refinement, it's the difference between right and wrong.

Fire control doesn't just tighten dispersion. It measures crosswind and tracks target motion, so it removes part of the bias terms too — which is most of what it buys.

SystemDispersion (1σ)Wind comp.Lead comp.
Missile, terminal guidance0.02 mrad100%100%
Capital gun, full fire control0.05 mrad95%90%
Tank main gun, modern FCS0.2 mrad90%80%
Mech mount, gyro-stabilised0.3 mrad85%75%
Precision rifle, braced, optics0.4 mrad70%30%
Autocannon, stabilised0.6 mrad80%60%
Infantry rifle, trained, braced1 mrad50%20%
Infantry rifle, standing, stressed4 mrad20%10%
Sidearm, combat conditions12 mrad0%0%
Unaimed / suppressive30 mrad0%0%

Where the error actually comes from

The most common mistake in combat modelling is over-weighting the weapon. Its dispersion dominates at close range and becomes almost irrelevant past it — the shot is lost to wind you misjudged and range you estimated wrong, not to the rifle.

0%25%50%75%100%Weapon1% hereCrosswind44% hereRange estimate55% here1002003005008001200share of total error variancerange (m, log scale)

Trained rifleman, 10 m/s crosswind, 5% range error. Shares are of variance, since independent errors add as squares. Weapon dispersion falls from 88% of the problem at 100 m to 1% at 1200 m.

Two consequences

A better rifle is nearly worthless past a few hundred metres — you could double its dispersion and barely notice. A laser rangefinder, on the other hand, attacks the term that is actually killing you. That is not a game balance choice; it is why real militaries bought rangefinders rather than tighter barrels.

Movement and evasion

Lead error is bounded by what a target can physically do: displacement from a predicted path cannot exceed ½·a·t². Target Numbers at 500 m, stabilised autocannon.

TargetLateral gStationaryPredictableJinking
Light vehicle (20 m/s)0.8 g4610
APC / tank (20 m/s)0.5 g334
Light mech (20 m/s)0.6 g335
Aerospace fighter (250 m/s)9 g3913
Frigate (100 m/s)0.5 g333

Speed is not protection — lateral acceleration is

A frigate at 100 m/s is far easier to hit than a fighter at 250 m/s, and the gap has nothing to do with velocity. It is the 9 g airframe.

An earlier version left lead error unbounded, which implied ground vehicles pulling nearly 20 g and made every unguided weapon look identically useless. That conclusion was an artifact of the missing bound, not a discovery.

What guidance actually buys

Against a jinking fighter at 500 m:

WeaponDispersionLead comp.Target Number
Missile, terminal guidance0.02 mrad100%3
Capital gun, full fire control0.05 mrad90%11
Tank main gun, modern FCS0.2 mrad80%13
Mech mount, gyro-stabilised0.3 mrad75%13
Precision rifle, braced, optics0.4 mrad30%13
Autocannon, stabilised0.6 mrad60%13
Infantry rifle, trained, braced1 mrad20%13
Infantry rifle, standing, stressed4 mrad10%16
Sidearm, combat conditions12 mrad0%21
Unaimed / suppressive30 mrad0%lock req'd

Guidance wins on two counts: it tightens dispersion and it corrects during flight, removing the lead-prediction error that dominates against a manoeuvring target. Notice how the unguided weapons converge — against a hard-manoeuvring target, precision stops mattering because the kinematic bound dominates. That is why point defence, ECM and decoys are the real battle: they attack guidance, not accuracy.

Suppression does not need hits

It needs near misses — which is exactly the low-probability fire a hit-only model throws away.

0%25%50%75%100%Measured: 0.7 m → 90%0.7 m → 90%Measured: 6 m → 50%6 m → 50%0.5125102040chance the target is suppressedhow near the round passes (metres, log scale)ringed points are measured, not fitted by us

Why volume of fire is a tactic and not a waste

At a realistic 2% hit chance per round, 114 rounds are needed for 90% confidence of a single hit. But a round landing within 6 m suppresses half the time, and a suppressed target stops shooting back and stops exposing itself.

That gap is the whole argument. It also means a system that only resolves hits is modelling the minority of what rifle fire actually does.

Crosswind drift at 500 m

Drift follows the lag-time rule — the gap between real and vacuum flight time, not flight time itself. But drift is a systematic bias, not random scatter: shooters dope it and fire-control computers measure it, so only the uncompensated residual hurts.

WindRifleAutocannonSabotRailgunLaserRifleman TN
Calm (0 m/s)0.00 m0.00 m0.00 m0.00 m0.00 m14
Light air (2 m/s)0.42 m0.09 m0.02 m0.00 m0.00 m15
Light breeze (5 m/s)1.04 m0.23 m0.04 m0.00 m0.00 m16
Moderate breeze (10 m/s)2.08 m0.47 m0.09 m0.00 m0.00 m18
Strong breeze (15 m/s)3.12 m0.70 m0.13 m0.01 m0.00 m20
Gale (22 m/s)4.57 m1.03 m0.19 m0.01 m0.00 mlock req'd
Storm (33 m/s)6.86 m1.54 m0.29 m0.01 m0.00 mlock req'd

Light-speed weapons take no wind penalty at all — a real tactical difference, not a genre convention.

Visibility

ConditionUnaidedThermal / active sensors
Clear daylight1414
Overcast / dusk1514
Light rain / haze1715
Heavy rain1915
Foglock req'd15
Legacy smoke screenlock req'd16
Multispectral smokelock req'd16
Starlight, unaidedlock req'd16
Total darkness, unaidedlock req'd16

Sensors recover most of the penalty, which is why they dominate real engagements and why sensor damage matters so much.