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 |