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| − | * 0-5m: One hit every 2 points (11, 13, 15, 17 etc) | + | * Point Blank: One hit every 2 points (11, 13, 15, 17 etc) |
| − | * 6-10m: One hit every 3 points (11, 14, 17, 20 etc) | + | * Optimum range: One hit every 3 points (11, 14, 17, 20 etc) |
| − | * 11-20m: One hit every 4 points (11, 15, 19, 24 etc) | + | * Medium range: One hit every 4 points (11, 15, 19, 24 etc) |
| − | * 21m+: One hit every 5 points (11, 16, 21, 26 etc) | + | * Long range: One hit every 5 points (11, 16, 21, 26 etc) |
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| | * +8 for rifle skill | | * +8 for rifle skill |
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| − | He must make a roll at +7 to hit anything at all. Assuming he does, at 10m he will hit an extra target for every 3 points of his roll, using his Auto/Support skill. So, if Fk'Khr rolls an average 11 his result to hit is 18. Having successfully hit the group, he can work out how many rounds of the burst hit. Assuming his Auto/Support skill is also 8, the result of 18 will cause three hits - 11, 14, and 17. | + | He must make a roll at +7 to hit anything at all. Assuming he does, at 10m (optimum range) he will hit an extra target for every 3 points of his roll, using his Auto/Support skill. So, if Fk'Khr rolls an average 11 his result to hit is 18. Having successfully hit the group, he can work out how many rounds of the burst hit. Assuming his Auto/Support skill is also 8, the result of 18 will cause three hits - 11, 14, and 17. |
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| | '''Example 2:''' | | '''Example 2:''' |
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| − | Now lets put the DarkNight squad in a 2m wide corridor, at the same distance. This time there are 6 targets in a 2m span, giving him the folowing modifiers: | + | Now lets put the DarkNight squad in a 2m wide corridor, at the same distance. This time there are 6 targets in a 2m span, giving him the following modifiers: |
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| | * -3 for suppressive fire (wild shot) | | * -3 for suppressive fire (wild shot) |
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| | * 6x scope - 18c, up to 150m | | * 6x scope - 18c, up to 150m |
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Exception encountered, of type "Error"