Ranged Combat

Simplified Ranged Combat

Wasteland 2, pg 43 Cover (-2 to torso)
Range Band Distance Range Penalty Description
Close 0-5 Yards 0* Can touch or strike opponent.
Short 6-20 Yards -3 Can talk to foe; pistol or muscle-powered missile range.
Medium 21-100 Yards -7 Can only shout to foe; shotgun range.
Long 101-500 Yards -11 Opponent out of earshot; longarm range.
Extreme 501+ Yards -15 Rival difficult to even see; artillery or magical attack range.
*For a fighter engaged in melee combat, ranged attacks suffer a penalty equal to Bulk.

Simplified Rapid Fire for shotguns and magical attacks normal RoF bonuses for each attack arc across with:
  • -6 on all attacks between two close targets
  • -12 on all attacks between three close targets
  • -18 on all attacks between four close targets
  • no penalty or lost shots if RoF 5+ (a shotgun with 2x9 can only split 9 shots between 2 targets with the -6 penalty)
       

Bonuses

Rapid Fire
If your weapon, ability, or spell has a Rate of Fire (RoF), then you may add a bonus to your skill roll to hit depending on the number of shots. To determine how many of these shots connect, you need to know the attack's Recoil (Rcl). If you make the attack roll, you are guaranteed one shot connects. For ever full multiple of the attack's Rcl, an additional shot connects. (Example: an attack has 5 shots, a Rcl of 2, and you make your skill roll by 3. Of the 5 shots, 2 will connect. 1 for the successful attack and 1 for succeeding by at least 2).
If you are hit by multiple projectiles, you may attempt any legal Active Defense against the attack. Succeeding your active defense lets you avoid one of the shots. For every point you beat your Active Defense by, you avoid an additional shot.

Rate of Fire Bonus:
  • 2-4 Shots: +0
  • 5-8 Shots: +1
  • 9-12 Shots: +2


Shotgun-Like Fire
When firing a gun with a Rate of Fire that looks like 1x7, use the Rate of Fire Bonus above for # of shots fired times the number of projectiles. If the target is within 1 yard of you while firing, remove the multiplier (x7 in this example) and multiply the base damage and the target's DR by 1/2 of the dropped number (round down).


Penalties

Range Penalties