Greinar
|
Weapon Catagory | Normal Range | Ultra Range |
PISTOLS | 50m | 100m |
SCOPED PISTOLS | 100m | 200m |
SMG's | 50m | 100m |
SCOPED SMG's | 100m | 200m |
SHOTGUNS | 40m | 60m |
HUNTING RIFLES | 250m | 350m |
SCOPED HR's | 400m | 500m |
ASSAULT RIFLES | 200m | 350m |
SCOPED AR'S | 350m | 500m |
SNIPER RIFLES | 1.4km | 2.4km |
MG'S | 340m | 700m |
GRENADE LAUNCHERS | Varies | 140m |
MORTARS | Varies | 800m |
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)