Every ranged attack is measured in range bands. Each weapon has an optimal range; attacking beyond it costs π― Accuracy.
Distance Bands
| Range | Distance |
|---|---|
| Melee | 1m (adjacent tile) |
| Close | 1-15m |
| Medium | 15-30m |
| Long | 30-45m |
| Extreme | 45m+ |
Range Penalty
Each step past a weaponβs optimal range is one range step β Close β Medium is one step, Close β Long is two.
The rule
-5 π― Accuracy per range step beyond your weaponβs optimal range.
A 9mm pistol (optimal Close) fired at a target at Medium takes -5. The same pistol at Long takes -10.
Steps beyond optimal Accuracy 0 β within optimal range +0 1 -5 2 -10 3 -15
Range Effect Modifier
Your πΉ Range Effect Modifier β π PER MOD Γ· 2, rounded up β reduces the penalty.
It applies once, regardless of how many range steps you are out.
It cannot reduce the penalty below 0.
Final penalty = min(0, β5 Γ steps + REM)
Exceptions
- Thrown weapons and grenades take double the penalty β see π£ Explosives Attack.
- The π Close Quarters tag removes the additional range penalty for attacking into Melee range.
- π Slow Projectile weapons take a further -2 π― Accuracy at Medium range or beyond.
Engagement bands are a different thing
π― Encounter Setup sets an engagement band for a map β the starting distance between the two sides, measured in tiles. That governs how an encounter opens. The bands on this page govern individual attacks.
Related
- β Making an Attack β where range is checked in the attack sequence
- π― Accuracy β every modifier that applies to an attack roll
- πΉ Range Effect Modifier β the derived stat that offsets range penalties
- π£ Explosives Attack β doubled range penalties for thrown explosives
- π― Encounter Setup β engagement bands, the map-scale distance system