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== Simplified Combat == Rules/ideas from '''Action! 2 Exploits'''</br> '''Simplified Range'''</br> The Size and Speed/Range Table (p. B550) is dandy for surveillance and observation, but clunky in a raging battle, especially when not using a map. Instead, use the range bands defined for distance; see Range Band Table (see below). To quickly set an encounter’s range, use Close (no range penalty, but Bulk applies if either side is punching or grappling) in a melee, Short (-3) for a pistol shootout, Medium (-7) for a shotgun or SMG fight, Long (-11) for a rifle engagement, and Extreme (-15) for sniping. '''Range Band Table''' {| class="wikitable" border="0" |- | '''Range Band''' || '''Starting Range*''' || '''Range Penalty*''' || '''Description*''' |- | Close || 0-5 yards || 0 to -2 || Can touch rival, at least some of the time. |- | Short || 6-20 yards || -3 to -6 || Can talk to enemy, or toss things at him. |- | Medium || 21-100 yards || -7 to -10 || Can only shout at rival; need a gun to attack him. |- | Long || 100-500 yards || -11 to -14 || Opponent is out of earshot, at scoped rifle range. |- | Extreme || 501+ yards || -15 or worst || Rival difficult or impossible to see or shoot |- |} : *Use distances in yards, range penalties, and descriptions only to settle the ‘enemies’ starting range band. '''Simplified Rapid Fire'''</br> A gunman whose firearm has RoF 2+ can fire multiple shots. If he has several targets, he can opt to divide his shots among them. Decide on the number of bullets allocated to each target, assess standard ranged combat modifiers for each target, and then apply the following in each case. ''Number of Shots at Target'': 0 for 2-4 shots, +1 for 5-8 shots, +2 for 9-12 shots, +3 for 13-16 shots, +4 for 17-24 shots, +5 for 25-49 shots, or +6 for 50-99 shots. ''Total Number of Targets'': If the weapon has RoF 2-4, there’s -6 on all attacks when shooting two targets, -12 when shooting three, or -18 when shooting four, etc. If the weapon has RoF 5+ (it’s full-automatic), there’s no special penalty – and simply ignore realistic concerns like arcs of fire and shots lost between targets! '''Shotguns''': A RoF 2x9 shotgun can blast 18 pellets at one target (+4 for number of pellets), or 9 at each of two (each attack has +2 for number of pellets but -6 for two targets). A RoF 3x9 shotgun can fire 27 pellets at one target (+5 for number of pellets), 9 at one and 18 at another (+2 and +4 for number of pellets, but -6 for two targets), or 9 at each of three (+2 for number of pellets but -12 for three targets). Resolving Hits: Next, roll to hit each target. Success means that target is hit by one bullet (or pellet), plus one extra bullet per full multiple of weapon Rcl by which he roll was made, to a maximum of the number of bullets fired at that target. Double Rcl for a RoF 5+ weapon sprayed across multiple targets. ''Example'': Success by 4 with a Rcl 2 pistol means three hits: one for success and two for making the roll by twice Rcl. If spraying a RoF 5+ SMG at several targets, Rcl 2 would be treated as Rcl 4, and success by 4 would only be enough for one extra hit (two in all). ''Damage'': For 1-3 hits, roll damage normally. For 4+ hits, it’s quicker not to roll. Use average damage for the weapon (3.5 per die, plus any modifier), subtract DR, multiply by number of hits, and drop fractions. To save time, note average damage for RoF 4+ guns on character sheets! ''Example'': Shotgun pellets do 1d+1 and average 3.5 + 1 = 4.5 points, so DR 2 would leave 4.5 - 2 = 2.5 points, and 9 pellets would inflict 9 ¥ 2.5 = 22.5 points, which would round to 22.
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