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)
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.
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.
| System | Dispersion (1σ) | Wind comp. | Lead comp. |
|---|---|---|---|
| Missile, terminal guidance | 0.02 mrad | 100% | 100% |
| Capital gun, full fire control | 0.05 mrad | 95% | 90% |
| Tank main gun, modern FCS | 0.2 mrad | 90% | 80% |
| Mech mount, gyro-stabilised | 0.3 mrad | 85% | 75% |
| Precision rifle, braced, optics | 0.4 mrad | 70% | 30% |
| Autocannon, stabilised | 0.6 mrad | 80% | 60% |
| Infantry rifle, trained, braced | 1 mrad | 50% | 20% |
| Infantry rifle, standing, stressed | 4 mrad | 20% | 10% |
| Sidearm, combat conditions | 12 mrad | 0% | 0% |
| Unaimed / suppressive | 30 mrad | 0% | 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.
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.
| Target | Lateral g | Stationary | Predictable | Jinking |
|---|---|---|---|---|
| Light vehicle (20 m/s) | 0.8 g | 4 | 6 | 10 |
| APC / tank (20 m/s) | 0.5 g | 3 | 3 | 4 |
| Light mech (20 m/s) | 0.6 g | 3 | 3 | 5 |
| Aerospace fighter (250 m/s) | 9 g | 3 | 9 | 13 |
| Frigate (100 m/s) | 0.5 g | 3 | 3 | 3 |
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:
| Weapon | Dispersion | Lead comp. | Target Number |
|---|---|---|---|
| Missile, terminal guidance | 0.02 mrad | 100% | 3 |
| Capital gun, full fire control | 0.05 mrad | 90% | 11 |
| Tank main gun, modern FCS | 0.2 mrad | 80% | 13 |
| Mech mount, gyro-stabilised | 0.3 mrad | 75% | 13 |
| Precision rifle, braced, optics | 0.4 mrad | 30% | 13 |
| Autocannon, stabilised | 0.6 mrad | 60% | 13 |
| Infantry rifle, trained, braced | 1 mrad | 20% | 13 |
| Infantry rifle, standing, stressed | 4 mrad | 10% | 16 |
| Sidearm, combat conditions | 12 mrad | 0% | 21 |
| Unaimed / suppressive | 30 mrad | 0% | 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.
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.
| Wind | Rifle | Autocannon | Sabot | Railgun | Laser | Rifleman TN |
|---|---|---|---|---|---|---|
| Calm (0 m/s) | 0.00 m | 0.00 m | 0.00 m | 0.00 m | 0.00 m | 14 |
| Light air (2 m/s) | 0.42 m | 0.09 m | 0.02 m | 0.00 m | 0.00 m | 15 |
| Light breeze (5 m/s) | 1.04 m | 0.23 m | 0.04 m | 0.00 m | 0.00 m | 16 |
| Moderate breeze (10 m/s) | 2.08 m | 0.47 m | 0.09 m | 0.00 m | 0.00 m | 18 |
| Strong breeze (15 m/s) | 3.12 m | 0.70 m | 0.13 m | 0.01 m | 0.00 m | 20 |
| Gale (22 m/s) | 4.57 m | 1.03 m | 0.19 m | 0.01 m | 0.00 m | lock req'd |
| Storm (33 m/s) | 6.86 m | 1.54 m | 0.29 m | 0.01 m | 0.00 m | lock req'd |
Light-speed weapons take no wind penalty at all — a real tactical difference, not a genre convention.
Visibility
| Condition | Unaided | Thermal / active sensors |
|---|---|---|
| Clear daylight | 14 | 14 |
| Overcast / dusk | 15 | 14 |
| Light rain / haze | 17 | 15 |
| Heavy rain | 19 | 15 |
| Fog | lock req'd | 15 |
| Legacy smoke screen | lock req'd | 16 |
| Multispectral smoke | lock req'd | 16 |
| Starlight, unaided | lock req'd | 16 |
| Total darkness, unaided | lock req'd | 16 |
Sensors recover most of the penalty, which is why they dominate real engagements and why sensor damage matters so much.