Throwing Accuracy
Throwing Accuracy affects a soldier's ability to hit their target with a thrown object.
Starting Values
New recruits will always begin with a value between 50 and 80.
Maximum Caps
An X-COM soldier's Throwing Accuracy is capped at 120.
Improvement
Throwing Accuracy is increased by throwing objects. (How obtuse is that?) It can increase up to 6 points in a combat mission, depending on how many times you throw and how far you are from the cap of 120. For more info, see Experience.
Influencing Factors
Throwing Accuracy is also affected by other factors:
- +15% when kneeling.
- -10% per wound to the head or throwing arm.
- -25% x (max health-current health)/max health)
Throwing Distance
While not exactly Throwing Accuracy, this is as a good a place as any for this:
Throwing Distance roughly = 2.5 * Strength / Weight
So, Strength directly affects throwing distance.
The "2.5" appears to vary from ~ 2.1 to 3.3 and/or there is some other variable not yet understood.
Weights for various objects are:
Pistol..................5 Pistol Clip............3 Rifle...................8 Rifle Clip.............3 Heavy Cannon...........18 HC-AP..................6 HC-HE..................6 HC-IN..................6 Auto Cannon............19 AC-AP..................5 AC-HE..................5 HC-IN..................5 Rocket Launcher........10 Small Rocket...........6 Large Rocket...........8 Incendiary Rocket......8 Laser Pistol............7 Laser Rifle............10 Heavy Laser............18 Heavy Plasma............8 Heavy Plasma Clip.....3 Plasma Rifle............5 Plasma Rifle Clip.....3 Plasma Pistol...........3 Plasma Pistol Clip....3 Blaster Launcher.......16 Blaster Bomb..........3 Small Launcher.........10 Stun Bomb.............3 Stun Rod................6 Grenade.................3 Smoke Grenade...........3 Proximity Grenade.......3 High Explosive..........6 Alien Grenade...........3 Electro Flare...........3 Motion Scanner..........3 Medi-Kit................5 Psi-Amp................10 Mind Probe..............5 Elerium.................3 Corpses: Jumpsuit...............22 Personal Armor.........24 Power/Flying Armor.....26 Sectoid................30 Snakeman...............40 Ethereal...............25 Muton..................40 Floater................20 Celatid................35 Silacoid...............40 Chryssalid.............40
The remaining items cannot be picked up, but are included for completeness sake: Corpses (continued): Reaper*................50 Cyberdisc*.............50 Sectopod*..............50 Hovertank*.............50 Tank*..................50 Male Civilian..........30 Female Civilian........50 * That's 50 for each quarter Unused Items: Unused slot*............1 Unused slot............22 (Same as above, but heavier) Unused slot............22 (Ditto) Unused slot.............1 (Appears to be a type of plasma clip) Unused slot.............4 (Pistol variant. Slower, less accurate, 1x1 in size) Unused slot.............4 (Unknown) *The first three unused slots are an unnamed multi-barrelled laser. Prime attracting feature: 15%TU Auto at 50% accuracy, 40 laser damage Note: In TFTD, the above slots are used by the gauss clips and the drills
[ NKF: This may want to go into its own section. ]
[ MikeTheRed: NKF - Have at, if you want. Although this is not an entirely consistent place to put it, it seemed the lesser of evils / other places may be more awkward. At least folks can find it here. Anyway... go for it! Two quick questions, if you could insert answers into the wiki? 1) Does weapon load state (i.e., ammo weight) figure into throwing distance for weapons? 2) What are those "unused slots"? It's not ringing a bell for me. Are there unused guns we can hack out of XCOM??]