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Old 01-31-2025, 09:47 AM
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Default Fire Arms Range (2nd ed)

I've never liked the idea that each range band is double the previous. So your M16 A2 has close range = 55m, medium = 110m, long = 220m, extreme = 440m. This means half of all fire arms range. Counts as extreme. I'm thinking of following the way it's done in CoC (and others) which is range bands are added. So now your M16 A2 has close range =110m, medium = 220m, long = 330m, extreme = 440m. This fits with my rule change philosophy of the less work the better. My question to the hive mind is, can you think of any way this would affect game play ?
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Old 01-31-2025, 10:21 AM
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As soon as I pressed send, I thought of something. Anything that adds to base range will also have to double. Other than that I THINK it will fit with basic and optional rules, like battle site zero.

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Old 02-01-2025, 10:28 AM
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Quote:
Originally Posted by The Zappster View Post
I've never liked the idea that each range band is double the previous. So your M16 A2 has close range = 55m, medium = 110m, long = 220m, extreme = 440m. This means half of all fire arms range. Counts as extreme. I'm thinking of following the way it's done in CoC (and others) which is range bands are added. So now your M16 A2 has close range =110m, medium = 220m, long = 330m, extreme = 440m. This fits with my rule change philosophy of the less work the better. My question to the hive mind is, can you think of any way this would affect game play ?
Maths is not my strong suit, but doesn't this make it quite a bit easier to hit a target, given the corresponding difficulty levels?

For example, under the v2.2 rules, a shot with a range of 75m (for an M16) would have been a medium-range shot, making it a Difficult task. Under your range band system, it is now a short-range shot, and thus an Average task. This lowers the Target number for the character's skill check dice rolls, thereby increasing the odds of success pretty significantly.

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Last edited by Raellus; 02-01-2025 at 01:21 PM.
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Old 02-01-2025, 03:00 PM
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Short range is difficult unless you spend an action aiming, at least in edition 2.2, then only one shot is counted as aimed. I also strictly use cover rules. So for example, if you target is firing over a wall then he is 1 difficulty level harder to hit AND if you hit, you still need to roll location, and in the example above only location 1 to 4 would count as a hit.
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Old 02-02-2025, 02:54 PM
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I add a point blank range, which is one-half short range to a maximum of 30 meters and all shots are easy; and a range band beyond extreme (I never came up with a good name). I did this because when I was at my peak in the Army, I was able to hit consistently at 600 meters with an M16A2, and we also trained to blast a target at very short range without using sights.
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Old 02-02-2025, 05:16 PM
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Originally Posted by pmulcahy11b View Post
I add a point blank range, which is one-half short range to a maximum of 30 meters and all shots are easy; and a range band beyond extreme (I never came up with a good name). I did this because when I was at my peak in the Army, I was able to hit consistently at 600 meters with an M16A2, and we also trained to blast a target at very short range without using sights.
A friend of mine who used to serve in the reserves said he would regularly hit targets in the head at 100m on the ranges using his LSW. This one of the reasons I use to justify doubling the weapons base range. (I am now going to Paul's site to see the base range of the LSW)
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Old 02-02-2025, 05:32 PM
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LSW close range =68M. doubled to suit my experimental system = 136M. close range quick shot is a difficult (X1 skill), not being shot at and target not moving around (2 diff mods easier), called head shot (1 diff mod harder) means average (x2 skill) to hit the range target in the head. So long as you are trained with your weapon, this still fits with my friends account.
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Old 02-02-2025, 08:36 PM
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Post Wildly off-base, and God spare us from Commonwealth reservists.

Quote:
Originally Posted by The Zappster View Post
A friend of mine who used to serve in the reserves said he would regularly hit targets in the head at 100m on the ranges using his LSW. This one of the reasons I use to justify doubling the weapons base range. (I am now going to Paul's site to see the base range of the LSW)
Your buddy in the reserves was also on a flat range in a comfortable, uncompromised shooting position with no one shooting at him and with a complete lack of adrenaline.

Practically anyone can land shots like that. I had my wife popping groups of about 2 inches the first time she zeroed the RPR I bought her, because she was on a flat range in a comfortavle, uncompromised shooting position with no one shooting at her a complete lack of adrenaline.

Once you're shitting your pants and trying to squeeze aimed shots at someone who's actively trying to kill your ass, you're usually just going for minute of man even at a hundred yards.

Only time you really get much of a chance to aim is if you can completely overwhelm your targets with automatic fire to such degree they can't really maneuver or deliver fire with any safety at all, and if you've got them like that, you're better served maneuvering elements to conduct the assault if practical, and start finishing people off.

Your estimates are based on the most favorable, milquetoast shooting conditions imaginable, and have absolutely no relation to combat shooting at all.
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Old 02-02-2025, 05:13 PM
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Originally Posted by Raellus View Post
Maths is not my strong suit, but doesn't this make it quite a bit easier to hit a target, given the corresponding difficulty levels?

For example, under the v2.2 rules, a shot with a range of 75m (for an M16) would have been a medium-range shot, making it a Difficult task. Under your range band system, it is now a short-range shot, and thus an Average task. This lowers the Target number for the character's skill check dice rolls, thereby increasing the odds of success pretty significantly.

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I don't know any other way of making the bands equal without doubling the base range to keep the extreme range the same. I don't want to mess with the weapon stats, just stop half of all weapons range being almost impossible to hit at all.
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