Sneak
Skill Sneak | |
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Modifies | Chance of being detected while sneaking |
Initial level | 5% + 3 x Agility |
Related perks | Silent Running, Ghost, Thief, Ninja, Assassin, Scout |
Related traits | Small Frame |
"Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time, unless you take Silent Running perk."
Sneak allows a player to become totally invisible, unless he performs an attack. If he has the Silent Running perk, he can even run while being sneaked, which allows him to infiltrate enemy lines, for example. However, players can see you if you get too close to them, depending on many things (See the Modifiers section for more information).
Note: You can enter Turn-Based combat sneaked, but if you are not Assassin you can't enter sneak once Turn-Based combat has started.
Contents
Modifiers
The stealth parameter defines the bonus to a character's sneak ability, influenced by stats, perks, traits, equipment, and environmental conditions. Here’s a detailed explanation, including specific values for each contributing factor:
Stealth positive:
- +1 for 6 sneak skill - +16 for assassin battle timer - +4 for Strength (deathclaw) - +20 for gain Strength (deathclaw) - +4 for any leather armor including navy/stealth armors - + (-2) to 14 Sneaky perk - +10 to 80 Sneaky perk(hubo) - +15 Undetected perk - +20 Ninja and (+20 on Ghost effect) - +4 War Event SQ - +8 Super Regen - +4 Camo - +8 Military Camo - +16 Stealthboy (+4 on ghost effect) - +25 Stealthboy mk2 (+4 on Ghost effect) - +33 Stealthboy mk3 (+8 on Ghost effect) - +33 Shadow Veil Implant (+8 on Ghost effect) - +8 Cannibal Radiated Ear(+24 chem reliant regualator) - +8 Ghost no move - +8 no move
Stealth negative:
- -1 for agility - -1 for endurance(scout) - -8 for robes(t1/t2/t3/t4) - -100 for metal or combat armor(include power armors) - -4 for no armor - -16 running
Weapons Stealth Bonuses and Penalties:
Weapon Type | Stealth Bonus | Weapon | Stealth Bonus |
---|---|---|---|
Fast Pistols | 10 | Signal Pistol | 0 |
Range Pistols | 5 | Solar Scorcher | 0 |
Damage Pistols | 10 | Fire Rifle | -25 |
Sniper Rifles | -25 | Alien Blaster | 20 |
Shotguns | -10 | Pyro Rifle | -10 |
Assault Rifles | -25 | Heat Machine | -35 |
Explosive Small Guns | -10 | Laser Pistol | 5 |
Support Rifles | -10 | Magneto Pistol | 10 |
Small Machine Guns (SMG) | 0 | Laser Rifle | -5 |
Flamers | -30 | Gatling Laser | -35 |
Rocket Launchers | -25 | Commisar Pistol | 10 |
Miniguns | -40 | Turbolaser | 5 |
Heavy Sniper Rifles | 0 | Plasma Pistol | 10 |
Machine Gun | -35 | Plasma Pistol MK.II | 15 |
Clubes | 25 | Plasma SMG | -10 |
Fast Knives | 30 | Plasma Rifle | -5 |
Damage Knives | 35 | Turbo Plasma Rifle | -5 |
Punch Weapons | 10 | Plasma Gatling | -40 |
Hammers | 20 | Electro Zipgun | 5 |
Spears | 15 | Pulse Pistol | 10 |
Alien weapons |
-20 |
ELECTRO Rocket Launcher | -25 |
Prototype 14 | -10 | ||
ELECTRO CANNON | -25 | ||
Pulse Rifle | -10 |
Capped at 166 when you are not scout
Actions that make you visible again
The following actions may remove your sneak, and make you visible again to your enemies' eyes.
- Attacking. - Running (If you haven't taken the Silent Running perk). - Wearing a powered armor, as said above (PA, APA, etc). - Looting containers and bodies by "take all". - Looting bodies while sneaked has 50% chance of desneaking. - Picking up items from the ground while sneaked demands successful steal test. The weight is checked. - When using Pickup All hotkey. - Mining or chopping wood. - Dismantling items. - Active Motion Sensor reveals all critters in 15 hexes radius (whether behind a wall or not). It consumes Small Energy Cells and Micro Fusion Cells. Use Science on it to see remaining charges.
Formula
FoV - (Sneak - Sneak Detection) = Distance when you start see sneaker
To count sight:
- 20 as base - +3 per Perception(capped at 20 Perception) - +6 for Sharpshooter - +11 for Tacticals combat implant - +10 for WE FoV/Super Range - +1 for critical chance(Bounty Hunter) - +2 to +16 for Bonus Perception - +12 to +26 for Bonus Perception(Hubo) - +5 Rad Eye cannibal drugs - +20 Navy Armor trait - +25 Stealth Armor trait - +33 Stealth Armor MKII trait - +15 Mordino Armor trait - +5/-5 for randomboy roll - -2 for confusion - -50% for leader
Remember that sight is limited how person look
- 100% on front - 80% on sidefront - 50% on sideback - 20% on back
To count sneak detection:
- +4 for WE FoV - +8 for Super Range - +1 for charisma(cyborg Tactical 3) - +5 for gain charisma(cyborg Tactical 3) - -1 for INT - +1 for PE if wearing binoculars - +35 RobCo Sensor(not working vs Shadow Veil Implant) - +25 for Awareness perk - -33% if target have Undetected perk
Example
306 sneak = 51
ghost standing stealthboy = 44
S+ sneaky perk = 14
WE perks = 24
cannibal = 8
ninja = 8
on battle timer u would have 166 = cap
vs bh max sight with robco sensor
FoV: 198
Sneak Detection: 80
166 - 80 - 86
198 - 86 = 112
you can see best non-scout sneak for 112 hexes