Post by justindoodler on Jun 5, 2018 5:16:10 GMT -5
Rather than worry about distances, perhaps an easier solution is just to deal with Zones:
A Zone can be defined as an area about 20 feet by 20 feet. The Gm can create a quick combat map dividing the area into Zones, using the terrain as a guide. For instance a Zone could represent a room, or a section of a longer corridor. A street may be comprised of several zones.
Movement Moving one Zone costs 4 AP, Moving within your own Zone costs 1-3 AP (Gms call based on positioning). Running allows a character to move 2 zones per 4 APs, multiplying the number of Zones travelled by any appropriate powers or talents. For example a character with Flight 3 could fly 3 Zones for every 4 AP spent.
Weapon Ranges Divide all ranges in the rulebook by 4 when determining ranges in zones, rounding up,so a Light Machine Gun has a range of 5/10/15 Zones. The Blast Power has a range of 3/5/8 Zones
Area This affects every target within one Zone. Each additional Rank doubles the number of Zones affected, which must all be adjacent to each other.
Cone This effects every target within the attackers zone, and an adjacent Zone, but only directly ahead of the attacker.
Grenades These target everyone within one Zone.
If a target is within the central area of a Zone, they suffer the full effect. If they are towards the outer part of a zone, they only take half effect. It may help to use miniatures and zones on a rough map to determine this.