Ranged Combat
Posted: Wed Feb 15, 2023 9:48 am
I couldn't find any particular rules for what you need to roll to hit stationary targets, and the only distance penalties seem to be for shooting 40+ squares. There are rules for targets that would have trouble dodging (Hindrances), but effectively zeroing out defense for something that's up to 400 feet away seems a bit generous. The first part has come up a few times, since there have been targets (walls, small objects, control panels, etc). For the most part cover seems to make more of a difference there. The second part is less of an issue (since most engagements have happened in close quarters), but it should be harder to hit stationary targets at further ranges so I'd like to wrap that in.
Previously, I've treated these like feats (10/20/30/40/50 target numbers), but it seems like this would be a more dramatic way to handle ranged combat: Stationary targets have a 0 defense. Outside of suffering hindrances you can touch/hit stationary targets within your reach automatically.
Ranged targets (all) get a +5 defense per full 10 squares beyond the attacker's reach. This result modifier is added to all ranged combat rolls. Stationary large targets are get a -5 result bonus for every level of Growing active. Stationary small targets get +5 result bonus per level of Shrinking active. If larger or smaller targets are actively defending, use the Agility multiplier instead.
New addition: Aiming. Taking a full turn to aim a ranged attack (doing nothing else) before attacking gives you a Moderate Benefit (+2 dice bonus).
Example: In the heat of combat, a grenade about the size of a baseball 75' away would have a (0 for stationary + 5 for range + 15 for shrinking 3) = 20 to hit. That's a not that hard of a shot for Pistol Pete (Agility 1; Weapon Technique: Pistols +x2 to hit, for a total x3 to hit) but to up his odds he aims for a turn first. This way if he rolls a 5+ he'll still hit (5+2 bonus = 7 which x3 gives him his 21).
In the end it comes out similarly to just saying it was a Moderate (requiring a 20) difficulty in the first place, but with a better guideline to come up with the difficulty number. It doesn't affect ranged combat at all until the combatants are 10+ squares apart and even then a small modifier affects low multipliers (fairly normal people) a lot more.
Previously, I've treated these like feats (10/20/30/40/50 target numbers), but it seems like this would be a more dramatic way to handle ranged combat: Stationary targets have a 0 defense. Outside of suffering hindrances you can touch/hit stationary targets within your reach automatically.
Ranged targets (all) get a +5 defense per full 10 squares beyond the attacker's reach. This result modifier is added to all ranged combat rolls. Stationary large targets are get a -5 result bonus for every level of Growing active. Stationary small targets get +5 result bonus per level of Shrinking active. If larger or smaller targets are actively defending, use the Agility multiplier instead.
New addition: Aiming. Taking a full turn to aim a ranged attack (doing nothing else) before attacking gives you a Moderate Benefit (+2 dice bonus).
Example: In the heat of combat, a grenade about the size of a baseball 75' away would have a (0 for stationary + 5 for range + 15 for shrinking 3) = 20 to hit. That's a not that hard of a shot for Pistol Pete (Agility 1; Weapon Technique: Pistols +x2 to hit, for a total x3 to hit) but to up his odds he aims for a turn first. This way if he rolls a 5+ he'll still hit (5+2 bonus = 7 which x3 gives him his 21).
In the end it comes out similarly to just saying it was a Moderate (requiring a 20) difficulty in the first place, but with a better guideline to come up with the difficulty number. It doesn't affect ranged combat at all until the combatants are 10+ squares apart and even then a small modifier affects low multipliers (fairly normal people) a lot more.