Greinar

Weapon Ranges

Weapon CatagoryNormal RangeUltra Range
PISTOLS50m100m
SCOPED PISTOLS100m200m
SMG's50m100m
SCOPED SMG's100m200m
SHOTGUNS40m60m
HUNTING RIFLES250m350m
SCOPED HR's400m500m
ASSAULT RIFLES200m350m
SCOPED AR'S350m500m
SNIPER RIFLES1.4km2.4km
MG'S340m700m
GRENADE LAUNCHERSVaries140m
MORTARSVaries800m

Normal range- equally divided into 3 different categories

Short –0 Medium –2 Long –5

Ultra range- equally divided into 3 different categories

Hard –9 Very hard –12 Impossible –15

The above distances are standard for both range groups. Special weapons may be available but with no more than a 15% variation from the standard weapon of the same type.

Called shots and special hits are unavailable for some weapon categories. These same weapons all receive a standard –5 to hit penalty. These weapon groups are, MG´s, Grenade launchers and Mortars.

Shotguns are of course unable to make called shots or special hits and lose 50% of their dmg capability in ultra range but all weapons in this category receive a +2 hit bonus.

All weapons in categories bigger than SMG´s are unusable while the user is engaged in hand to hand combat.

Pistols with a scope mounted may only fire once per round if full normal range is to be achieved. Pistols with a scope mounted can still be fired within the non-scope range categorie but at a –1 to hit penalty.

Laser weapons have an across the board 25 % longer range than their projectile counterparts, but inflict only 50 % normal damage in ultra range (rounded down). PEC and other projectile weapons inflict 75 % full damage in ultra range

Weapons can only use their scoped ranges in the first shot of any given round (that is, following the 1/1 category for the shooter)

Kaziel · 26. Mar 2009