<?xml version="1.0"?>
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	<id>https://seinc.org/mediawiki/index.php?action=history&amp;feed=atom&amp;title=Ranged_Combat</id>
	<title>Ranged Combat - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://seinc.org/mediawiki/index.php?action=history&amp;feed=atom&amp;title=Ranged_Combat"/>
	<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Ranged_Combat&amp;action=history"/>
	<updated>2026-04-07T06:52:00Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.36.1</generator>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Ranged_Combat&amp;diff=236&amp;oldid=prev</id>
		<title>WikiAdmin: /* The effects of range */</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Ranged_Combat&amp;diff=236&amp;oldid=prev"/>
		<updated>2020-12-26T03:07:44Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;The effects of range&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:07, 26 December 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l15&quot;&gt;Line 15:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 15:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ranged weapons perform significantly worse the farther the target is from the attacker. To simulate this, Harath employs the concept of range bands. At each range band, the target number, penalty dice, or bonus dice may be added. The chart below shows these changes:  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ranged weapons perform significantly worse the farther the target is from the attacker. To simulate this, Harath employs the concept of range bands. At each range band, the target number, penalty dice, or bonus dice may be added. The chart below shows these changes:  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;! &amp;amp;nbsp;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;! colspan=&amp;quot;2&amp;quot;|Pistols&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;! colspan=&amp;quot;2&amp;quot;|Pistols&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;! colspan=&amp;quot;2&amp;quot;|Other Ranged Weapons&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;! colspan=&amp;quot;2&amp;quot;|Other Ranged Weapons&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l60&quot;&gt;Line 60:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 61:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| -6&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| -6&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Special Firearms Rules==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Special Firearms Rules==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Firearms have some special circumstances that need to be accounted for. Modern weapons allow characters to shoot multiple bullets with the same trigger pull. While this increases the potential damage if the victim is hit, it also reduces the shooter&amp;amp;#8217;s ability to hit the target. In addition, the recoil of the weapon means the weapon moves off target after each trigger pull.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Firearms have some special circumstances that need to be accounted for. Modern weapons allow characters to shoot multiple bullets with the same trigger pull. While this increases the potential damage if the victim is hit, it also reduces the shooter&amp;amp;#8217;s ability to hit the target. In addition, the recoil of the weapon means the weapon moves off target after each trigger pull.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>WikiAdmin</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Ranged_Combat&amp;diff=235&amp;oldid=prev</id>
		<title>WikiAdmin: /* Bonuses and Penalties */</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Ranged_Combat&amp;diff=235&amp;oldid=prev"/>
		<updated>2020-12-26T03:07:19Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Bonuses and Penalties&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:07, 26 December 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l9&quot;&gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Aiming:&amp;#039;&amp;#039;&amp;#039; +1 bonus die per segment aiming, up to +3 bonus maximum&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Aiming:&amp;#039;&amp;#039;&amp;#039; +1 bonus die per segment aiming, up to +3 bonus maximum&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/del&gt;These rules assume that a character will be continuing in ranged combat. If the character is attacked after they have fired, they can choose to either continue in ranged combat and not defend against any attacks (may be a good decision if you have an Uzi, but it questionable if you are using a bow &amp;amp;#038; Arrow) or defend against the attack and continue in melee combat (A bow can be used like a weak staff &amp;amp;#8230;).  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;These rules assume that a character will be continuing in ranged combat. If the character is attacked after they have fired, they can choose to either continue in ranged combat and not defend against any attacks (may be a good decision if you have an Uzi, but it questionable if you are using a bow &amp;amp;#038; Arrow) or defend against the attack and continue in melee combat (A bow can be used like a weak staff &amp;amp;#8230;).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==The effects of range==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==The effects of range==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>WikiAdmin</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Ranged_Combat&amp;diff=234&amp;oldid=prev</id>
		<title>WikiAdmin: Created page with &quot;Often characters will enter into combat from a distance, be this in a fantasy world with bows and javelins, or a modern one with pistols and rifles. This type of combat works...&quot;</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Ranged_Combat&amp;diff=234&amp;oldid=prev"/>
		<updated>2020-12-26T03:07:03Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Often characters will enter into combat from a distance, be this in a fantasy world with bows and javelins, or a modern one with pistols and rifles. This type of combat works...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Often characters will enter into combat from a distance, be this in a fantasy world with bows and javelins, or a modern one with pistols and rifles. This type of combat works similar to hand to hand combat. The attacker rolls a number of dice equal to their level. Their target number depends on several factors such as size, speed, and distance to the target. Ranged combat is assumed to take place short range and the target is assumed to be a human not moving. Penalties or bonus can occur if these assumptions are incorrect; use the following chart for target numbers and penalty/bonus dice. &lt;br /&gt;
&lt;br /&gt;
==Bonuses and Penalties==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Prepared:&amp;#039;&amp;#039;&amp;#039; Initiative increased by the ready of the weapon.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Size:&amp;#039;&amp;#039;&amp;#039; +1 bonus die per 10 SIZ above 10; +1 penalty die per 2 SIZ below 10.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Moving:&amp;#039;&amp;#039;&amp;#039; +1 penalty die per 5 Movement Rate (1 MPH)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Under Cover:&amp;#039;&amp;#039;&amp;#039;1 Ss required if arms/legs are covered; 1 Ss required if head is covered; 3 Ss required if body is covered. These minimums are cumulative, e.g. Having legs, body, and arms covered requires 5 Ss to hit the victim. If they are hit, they take full damage. In the or opus example, if the attacker rolled 5 successes, then the victim would take 5 Ss worth of damage. If the attacker received 4 Ss, the defender would take no damage. (Shooting at someone who is covered 100% means that you are shooting through the cover, and so the person will gain the covering object as armor.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Aiming:&amp;#039;&amp;#039;&amp;#039; +1 bonus die per segment aiming, up to +3 bonus maximum&lt;br /&gt;
&lt;br /&gt;
 These rules assume that a character will be continuing in ranged combat. If the character is attacked after they have fired, they can choose to either continue in ranged combat and not defend against any attacks (may be a good decision if you have an Uzi, but it questionable if you are using a bow &amp;amp;#038; Arrow) or defend against the attack and continue in melee combat (A bow can be used like a weak staff &amp;amp;#8230;). &lt;br /&gt;
&lt;br /&gt;
==The effects of range==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons perform significantly worse the farther the target is from the attacker. To simulate this, Harath employs the concept of range bands. At each range band, the target number, penalty dice, or bonus dice may be added. The chart below shows these changes: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Pistols&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Other Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Range Band&lt;br /&gt;
! Target&lt;br /&gt;
! Bonus/Penalty&lt;br /&gt;
! Target&lt;br /&gt;
! Bonus/Penalty&lt;br /&gt;
|-&lt;br /&gt;
! Point Blank&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
! Short&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! Long&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
! Maximum&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| -6&lt;br /&gt;
|}&lt;br /&gt;
==Special Firearms Rules==&lt;br /&gt;
Firearms have some special circumstances that need to be accounted for. Modern weapons allow characters to shoot multiple bullets with the same trigger pull. While this increases the potential damage if the victim is hit, it also reduces the shooter&amp;amp;#8217;s ability to hit the target. In addition, the recoil of the weapon means the weapon moves off target after each trigger pull. &lt;br /&gt;
&lt;br /&gt;
To simulate automatic fire, add 1 to the damage of the weapon for each additional bullet fired in a segment. In addition, add 1 penalty die for each additional bullet fired without pausing to re-aim. Semi-automatic weapons allow one shot and then an automatic re-load, thus one bullet per segment. Fully automatic weapons allow multiple bullets per segment. In this case, the character decides how many bullets they will fire from the weapon. This number is always between 3 bullets and the maximum number listed on the weapons chart. &lt;br /&gt;
&lt;br /&gt;
For example, an Ares Crusader has a semi-automatic and a fully automatic mode allowing 5 bullets/segment. Its base damage is 7. If the character was to fire 5 rounds in the first segment, each success would cause 11 points of damage [7+4 extra bullets], however, the character would also have 5 penalty dice. If, on the other hand, they decided to keep the gun in semi-automatic mode and fired one bullet per segment, the following would occur: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Segment&lt;br /&gt;
! Damage&lt;br /&gt;
! Penalty&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>WikiAdmin</name></author>
	</entry>
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