welsh
Junkmaster
Ok, since you guys asked for spot rules for combat-
There will be some dispute on these rules and of course they are subject to some modification, but limited. Suaside posted quite a bit on Play@yog-sothoth about what he doesn't like. More comments appreciated, but don't get too happy. In some ways these rules are more generous than I had in mind.
- From post elsewhere-
I drew up these notes from the Call of Cthulhu game for players who lack the rule books or are unfamiliar with some of the rules of combat and am posting here to help other new players along.
I am complying with most, but not all of these rules but of course the main rule is that the Keeper has final say as to the particularity of rules in any given situation.
Hope this helps the newbies and please feel free to discuss. Also note that the rules also depend on the era and setting of the particular game.
Spot Rules for Combat-
A- General rules-
Armor-
-Some creatures have armored, representing toughness of hide, a thick layer of muscles and fat, or an ‘unusual’ body. Humans have worn a variety of body armors, from boiled leather to bullet stopping vests. How much and what sort of damage armor stops is for ingenious investigators to explore.
-Armor is not lost if one attack penetrates it. Armor has a lot of surface area and bullet holes and knife holes are generally rather small. The chance of penetrating armor in the same place twice is too small to consider.
-To account for armor in the game, subtract the listed hit point factor from the damage actually rolled.
Dodge-
- Every investigator has this skill. Along with the Luck role it can be the roll of last resort in a time of damage. Remember to call for it.
Impales-
- An impale results can be achieved by pointed hand-to-hand weapons and by all firearms. Blunt weapons and personal attacks cannot perform impales.
- If an attacker gets an D100 result equal to or less than one 1/5 of his skill maximum for the attack, then an impale occurs. This means that the thrusting weapon or bullet chanced to strike a vital area, drove deeply through arteries, or slashed crucial tendons or muscles.
Example- Luke has a handgun skill of 20%. Dividing 20% by 5 gets you a 4. A .22 bullet does 1d6 damage but an impaling .22 bullet does 2d6 points of damage. Theoretically a .22 automatic could impale three times in one round (as it has a rate of fire of 3) doing 6d6 damage.
- Note- Some creatures are immune to impales.
- If a hand-to-hand weapon impales, it sticks in the body of the foe. In the next combat round, the attacker must pull it free by means of a d100 roll equal to or less than his skill with the weapon. An impale does no extra damage when removed.
The Parry-
-A parry is the blocking of or the diversion of a hand-to-hand attack. It does not work against firearms. The parry skill always equals the skill percentage held by the defender in the weapon or object being used for the parry. A parry is always defensive. A parry does no damage to the attacker.
-One parry per participant can be attempted during a combat round. The player states which potential attacker will be parried. If the defender is knocked out or stunned before the attack occurs than the parry is foregone. If the attacked does not occur the parry is forgone.
- AN object used to parry absorb all damage from the parried blow. If the damage exceeds the objects hit points, the object breaks and the defender absorbs any damage exceeding the objects hit points.
Note-
- personal attacks can parry each other.
-an edged or impaling hand-to-hand weapon can be parried with most other hand-to-hand weapons and with rifles and shotguns. Personal attacks cannot parry weapon attacks with risking normal damage, but if the range is such and the person parrying has the higher DEX he or she could grapple for a weapon, yielding the effect of a parry.
- Foils, rapiers and most swords and sabers can attack and parry in the same round.
- Rifles, shotguns, and the largest submachine guns can parry, but cannot fire and parry in the same round. When a firearms hit points are exceeded in a parry, it no longer fires but does not break.
- Two successful Grapples can in effect parry an attack. One to establish contact and the next to grab the weapon or weapon hand.
- a character can both parry and dodge in the same round.
- Bullets cannot be parried. (But they can be shielded).
Surprise-
-The first round of a surprise, attack, halve the Dex score of the defenders. Those with unready guns would get at most one shot. For extreme surprise, allow no defender’s attacks in the first round. Defenders can still parry or Dodge attacks coming from the front or sides-
-Note to players- A surprise attack means the defenders get no chance to defend for that round. Thus it is better to surprise than be surprised.
Dimness, Darkness and Invisibility-
- If something cannot be seen, there’s little chance to hit it, to find it or to notice it. IF the interest of the game situation demands that the investigators nevertheless act, then the keeper lowers relevant skills by at least half in moonlight, or makes their successful use a function of some low multiplier of Pow. If the intention of the darkness is that the investigators will find it difficult to act in it, then the keeper lowers skill thresholds to 01. Some tasks, such as reading a map, are plainly impossible without sight.
Hand-to-Hand combat-
- Most hand-to-hand weapons can perform one attack and one parry per combat round, while personal attacks have limited parries.
Martial Arts-
- With a successful martial Arts kill roll, double the roll damage done by a successful personal attack.
Knockout attacks-
- Use this rule to render a target unconscious rather than to do physical harm., The player or keeper should state the intention before making the attack. Perform knockout attacks only with fist/punch, kick, grapple, head-butt, clubs or other blunt instruments.
Roll the damage as in an ordinary attack, but match the result against the targets hit points on the resistance table. A success knocks the target unconscious for several minutes, and the target takes one third of the damage originally rolled (round down any fraction), If the attack succeeds but resistance Table roll does not then there is no knockout and the target takes full rolled damage.
- Knock out attacks work against humans, but not against most creatures.
- At the keepers’ option, knockouts may work against certain nasties.
- A successful First Aid or medicine immediately wakes a victim of a knockout attack
Partial Concealment-
- A target partially concealed should not normally reduce the attacker’s chance to hit or the observer’s chance to notice the target. If the target does seem difficult to notice, allow a Spot Hidden roll or an Idea roll to locate it.
Thrown Objects-
-If a character thr4ows an object, add half of his or her damage bonus to the damage done.
Two weapons-
-In a combat round a hand-to-hand weapon might be held in each hand, but only one attack and one parry could be make in the round.
Firearms-
Telescopic and Laser sights-
-For rifles equipped with telescopic sights, double the base range. If both telescopic sights and precision aim apply, quadruple the rifles’ base range. Laser sites quadruple the base range without requiring the precision aim modifier.
(it pays to have laser sights).
Suppressors (Silencers)-
-A silencer is a long, thick tube filled with baffles. It can be machined to attach to the muzzle of a firearm in order to muffle the sound of its shots. In doing so it slows each bullet’s velocity and halves the weapons’ range. A silencer is made to order. It wears out completely after d100+10 bullets have been fired through it. The more powerful the cartridge, the more quickly the silencer wears out. A silencer cannot be attached to a shotgun or to a heavy machinegun, but a small automatic gun such as an Uzi can be silenced.
-Silencers are illegal almost everywhere by the 1920s and up to the present.
Automatic weapons- bursts-
-Fully automatic weapons, such as a Thompson SMG, may fire a burst (multiple shots_ on the shooters Dex rank. For each shot fired in a busrt, raise the attackers chance to hit by 5%. No matter how many shots are fired the shooters chance cannot more than double.
(note- I find this a weird rule as I would image the kick of an automatic weapon would throw off the aim).
- Roll d100 once for all the shots fired against a single target. IF the attack roll is a success, roll an appropriate die to determine the number of hits. Thus if eight shots are fired, roll 1d8 to determine the number of hits. Per target only the first bullet impales if an impale hit is rolled. Some keepers ask that burst occure only quantities easy to rull, such as 6, 8 10 and so on.
- if multiple targets are spread across a field of fire, the shooters chance to hit does not change- the opportunity exists to hit each target at normal chance, and each target is rolled for separately. The shooter allots ho many bullets head towards each target.
- if a single target or multiple targets are within a narrow cone of fire, sucha a group coming down a hallway or a tunnel, increase the shooters chances to hit, but never more than double the chance to hit.
- in either situation, the keepers description should include the information necessary to allow a player the best tactic.
Big Targets-
- Big things are easier to hit. For monsters of a Siz of 30 or more, every 10 Siz above Siz 30 adds 5% to the attackers base chance to hit with bullet, thrown objects or shotgun round. Point blank and extended range modifiers apply.
Choosing a Shotgun-
- Commonly shotguns come in multiple single-shot barrels with one barrel fed by a pump action and with one barrel fed by semi-automatic, and a few are double barreled. A double barreled shotgun may fire both barrels simultaneously at DEX in one round, one barrel at Dex and a half Dex in the same round, or one barrel each in different rounds, Depending on the gauge, a pump action shotgun fires once or twice in a round. Any semiautomatic fires once or twice in a round.
Extended range-
- A character may fire up to double a weapons base range at half normal chance to hit. He or she may fire at up to triple the weapons base range at ¼ the chance to hit, 1/8 a chance to hit a quadruple the base range. At extreme ranges the damage done lessens as the bullet slows.
Examples- (some of this is drawn from Delta Green stats)
Pistols have a base range of 3 yards (derringer) 10 yards (for a .22) 15 yards for most other guns. Rates of fire can be 1, 2, or 3 depending on the weapon. 9 mm have a rate of 3.45s have a rate of 1, .38 has 2.
Rifles- have a range of 90 yards for a .30 lever action carbine. An M1 Garand has a range of 110 yards. A .30-06 has a range of 110 if bolt action, 130 if semi-automatic.
Assault Rifles- Normally have a range of 100 yards, (AK-47), 110 yards FAL or M16
Submachine guns- Have a range of usually 20 yards, though some- like the HK MP5 has a range of 45 and the Uzi has a range of 40, while the Mac-10 has a range of 10. .
Shotguns-depend on the type of shell which determines range and damage. For example a 12 gauge shotgun normally has a range of 10, 20 or 50, depending on the kind of shot you use. (don’t use birdshot!)
Loaded revolvers
- when revolvers were more common it was a common safety practice to leave empty a chamber under the hammer, on the theory that if five bullets didn’t stop some malefactor, the sixth was unlikely to do so. A fully loaded revolver may go off accidentally. Resolve the situation with a luck roll.
Malfunction Numbers and Jams
- If a fire arm skill is equal to or higher than the weapon’s malfunction number, the weapon cannot fire.
-If the weapon is a revolver, bolt-action rifle or double barreled shotgun, the problem is probably a dud round
- if the weapon is automatic, semi-automatic, pump action or lever action- than the malfunction is probably a jam.
- Fixing a jam takes 1d6 combat rounds plus a successful mechanical repair roll or skill roll for the jammed firearm. If the owner can keep trying until succeeding or until ruining the gun on a 1d100 of 96-100.
Point Blank-
-Point Blank Fire is that distance equal to or less than the shooter’s dexterity in feet. The shooters chance to hit is double at point blank range. The damage done is unchanged.
Precision Aim, Laser and telescopic sights-
-The shooter traces the weapon or takes other care in bringing the weapon to bear, shooting just once a round at half their normal Dex rank. The effect is to double the point back and base ranges for the firearm.
Note- say Luke has a base range 130 yards with a 30-06 at 60%. He decides to take careful aim- he can now hit at 260 yards. Add that he uses a telescopic site- he gets 520 yards at 60% or 1040 at 30%. But note that his rate of fire is reduced for careful aiming.
Reloading –
-Allow one combat round to load two shells into any handgun, rifle or shotgun. Allow one round to exchange a clip. Allow two rounds to change a machinegun belt. In a round it is possible to put one round in the chamber and get off that shot at half the Dex.
Two handguns-
- One person can hold and fire two handguns during a combat round. However, the shots will be un-aimed.
Un-aimed shots -
The shots per round entries for firearms assumes that the shooter has an earnest desire to hit a target and thus aims with care. As a generally guide, unaimed fire allows twice the number of attacks per round listed for the weapon on the Weapon Table. Reduce the shooters’ chance to hit to one fifth of normal. If there is more than one target, determine randomly who gets hit. Impales occur normally. But given laser sights and training, and a Handgun 60% and above, increase the chance to hit to normal.
A couple of added thoughts-
Figure that assault weapons are made for an effective range of about 300 yards, with an extreme range going quite a bit further.
In these rules a base range for an M-16 would be about 130 yards, and if a soldier with a skill rate of 60% fired at 130 yards, he has a 60% chance of hitting.
If he shoots at a target at 260 yards, then he would have only about 30%, unless he takes precise aim- then we got 60% hitting. add a telescopic site and his range is about 520 yards at 60%. That's pretty damn good although admittedly he will have to take time to aim and fire- but then the zombie is running and he's aiming down a sight. If he wants to hit a target at 1040 yards, he goes down to about 30%.
So lets thing about Luke trying to hit a moving zombie. His 30-06 may have a base range of 130 yards. Add scope- 260 yards, add precision shooting its 520 yards.
Silencers- yes some are manufactured for long lasting. But many are still tailor made. These are CoC rules and they relate to firearm rules for the 1990s and 1920s.
Some submachine guns have longer rangers than others, but some kick a heck of a lot and aren't much good for anything except firing a lot of bullets in a very closed area. We tailor to fit.
There will be some dispute on these rules and of course they are subject to some modification, but limited. Suaside posted quite a bit on Play@yog-sothoth about what he doesn't like. More comments appreciated, but don't get too happy. In some ways these rules are more generous than I had in mind.
- From post elsewhere-
I drew up these notes from the Call of Cthulhu game for players who lack the rule books or are unfamiliar with some of the rules of combat and am posting here to help other new players along.
I am complying with most, but not all of these rules but of course the main rule is that the Keeper has final say as to the particularity of rules in any given situation.
Hope this helps the newbies and please feel free to discuss. Also note that the rules also depend on the era and setting of the particular game.
Spot Rules for Combat-
A- General rules-
Armor-
-Some creatures have armored, representing toughness of hide, a thick layer of muscles and fat, or an ‘unusual’ body. Humans have worn a variety of body armors, from boiled leather to bullet stopping vests. How much and what sort of damage armor stops is for ingenious investigators to explore.
-Armor is not lost if one attack penetrates it. Armor has a lot of surface area and bullet holes and knife holes are generally rather small. The chance of penetrating armor in the same place twice is too small to consider.
-To account for armor in the game, subtract the listed hit point factor from the damage actually rolled.
Dodge-
- Every investigator has this skill. Along with the Luck role it can be the roll of last resort in a time of damage. Remember to call for it.
Impales-
- An impale results can be achieved by pointed hand-to-hand weapons and by all firearms. Blunt weapons and personal attacks cannot perform impales.
- If an attacker gets an D100 result equal to or less than one 1/5 of his skill maximum for the attack, then an impale occurs. This means that the thrusting weapon or bullet chanced to strike a vital area, drove deeply through arteries, or slashed crucial tendons or muscles.
Example- Luke has a handgun skill of 20%. Dividing 20% by 5 gets you a 4. A .22 bullet does 1d6 damage but an impaling .22 bullet does 2d6 points of damage. Theoretically a .22 automatic could impale three times in one round (as it has a rate of fire of 3) doing 6d6 damage.
- Note- Some creatures are immune to impales.
- If a hand-to-hand weapon impales, it sticks in the body of the foe. In the next combat round, the attacker must pull it free by means of a d100 roll equal to or less than his skill with the weapon. An impale does no extra damage when removed.
The Parry-
-A parry is the blocking of or the diversion of a hand-to-hand attack. It does not work against firearms. The parry skill always equals the skill percentage held by the defender in the weapon or object being used for the parry. A parry is always defensive. A parry does no damage to the attacker.
-One parry per participant can be attempted during a combat round. The player states which potential attacker will be parried. If the defender is knocked out or stunned before the attack occurs than the parry is foregone. If the attacked does not occur the parry is forgone.
- AN object used to parry absorb all damage from the parried blow. If the damage exceeds the objects hit points, the object breaks and the defender absorbs any damage exceeding the objects hit points.
Note-
- personal attacks can parry each other.
-an edged or impaling hand-to-hand weapon can be parried with most other hand-to-hand weapons and with rifles and shotguns. Personal attacks cannot parry weapon attacks with risking normal damage, but if the range is such and the person parrying has the higher DEX he or she could grapple for a weapon, yielding the effect of a parry.
- Foils, rapiers and most swords and sabers can attack and parry in the same round.
- Rifles, shotguns, and the largest submachine guns can parry, but cannot fire and parry in the same round. When a firearms hit points are exceeded in a parry, it no longer fires but does not break.
- Two successful Grapples can in effect parry an attack. One to establish contact and the next to grab the weapon or weapon hand.
- a character can both parry and dodge in the same round.
- Bullets cannot be parried. (But they can be shielded).
Surprise-
-The first round of a surprise, attack, halve the Dex score of the defenders. Those with unready guns would get at most one shot. For extreme surprise, allow no defender’s attacks in the first round. Defenders can still parry or Dodge attacks coming from the front or sides-
-Note to players- A surprise attack means the defenders get no chance to defend for that round. Thus it is better to surprise than be surprised.
Dimness, Darkness and Invisibility-
- If something cannot be seen, there’s little chance to hit it, to find it or to notice it. IF the interest of the game situation demands that the investigators nevertheless act, then the keeper lowers relevant skills by at least half in moonlight, or makes their successful use a function of some low multiplier of Pow. If the intention of the darkness is that the investigators will find it difficult to act in it, then the keeper lowers skill thresholds to 01. Some tasks, such as reading a map, are plainly impossible without sight.
Hand-to-Hand combat-
- Most hand-to-hand weapons can perform one attack and one parry per combat round, while personal attacks have limited parries.
Martial Arts-
- With a successful martial Arts kill roll, double the roll damage done by a successful personal attack.
Knockout attacks-
- Use this rule to render a target unconscious rather than to do physical harm., The player or keeper should state the intention before making the attack. Perform knockout attacks only with fist/punch, kick, grapple, head-butt, clubs or other blunt instruments.
Roll the damage as in an ordinary attack, but match the result against the targets hit points on the resistance table. A success knocks the target unconscious for several minutes, and the target takes one third of the damage originally rolled (round down any fraction), If the attack succeeds but resistance Table roll does not then there is no knockout and the target takes full rolled damage.
- Knock out attacks work against humans, but not against most creatures.
- At the keepers’ option, knockouts may work against certain nasties.
- A successful First Aid or medicine immediately wakes a victim of a knockout attack
Partial Concealment-
- A target partially concealed should not normally reduce the attacker’s chance to hit or the observer’s chance to notice the target. If the target does seem difficult to notice, allow a Spot Hidden roll or an Idea roll to locate it.
Thrown Objects-
-If a character thr4ows an object, add half of his or her damage bonus to the damage done.
Two weapons-
-In a combat round a hand-to-hand weapon might be held in each hand, but only one attack and one parry could be make in the round.
Firearms-
Telescopic and Laser sights-
-For rifles equipped with telescopic sights, double the base range. If both telescopic sights and precision aim apply, quadruple the rifles’ base range. Laser sites quadruple the base range without requiring the precision aim modifier.
(it pays to have laser sights).
Suppressors (Silencers)-
-A silencer is a long, thick tube filled with baffles. It can be machined to attach to the muzzle of a firearm in order to muffle the sound of its shots. In doing so it slows each bullet’s velocity and halves the weapons’ range. A silencer is made to order. It wears out completely after d100+10 bullets have been fired through it. The more powerful the cartridge, the more quickly the silencer wears out. A silencer cannot be attached to a shotgun or to a heavy machinegun, but a small automatic gun such as an Uzi can be silenced.
-Silencers are illegal almost everywhere by the 1920s and up to the present.
Automatic weapons- bursts-
-Fully automatic weapons, such as a Thompson SMG, may fire a burst (multiple shots_ on the shooters Dex rank. For each shot fired in a busrt, raise the attackers chance to hit by 5%. No matter how many shots are fired the shooters chance cannot more than double.
(note- I find this a weird rule as I would image the kick of an automatic weapon would throw off the aim).
- Roll d100 once for all the shots fired against a single target. IF the attack roll is a success, roll an appropriate die to determine the number of hits. Thus if eight shots are fired, roll 1d8 to determine the number of hits. Per target only the first bullet impales if an impale hit is rolled. Some keepers ask that burst occure only quantities easy to rull, such as 6, 8 10 and so on.
- if multiple targets are spread across a field of fire, the shooters chance to hit does not change- the opportunity exists to hit each target at normal chance, and each target is rolled for separately. The shooter allots ho many bullets head towards each target.
- if a single target or multiple targets are within a narrow cone of fire, sucha a group coming down a hallway or a tunnel, increase the shooters chances to hit, but never more than double the chance to hit.
- in either situation, the keepers description should include the information necessary to allow a player the best tactic.
Big Targets-
- Big things are easier to hit. For monsters of a Siz of 30 or more, every 10 Siz above Siz 30 adds 5% to the attackers base chance to hit with bullet, thrown objects or shotgun round. Point blank and extended range modifiers apply.
Choosing a Shotgun-
- Commonly shotguns come in multiple single-shot barrels with one barrel fed by a pump action and with one barrel fed by semi-automatic, and a few are double barreled. A double barreled shotgun may fire both barrels simultaneously at DEX in one round, one barrel at Dex and a half Dex in the same round, or one barrel each in different rounds, Depending on the gauge, a pump action shotgun fires once or twice in a round. Any semiautomatic fires once or twice in a round.
Extended range-
- A character may fire up to double a weapons base range at half normal chance to hit. He or she may fire at up to triple the weapons base range at ¼ the chance to hit, 1/8 a chance to hit a quadruple the base range. At extreme ranges the damage done lessens as the bullet slows.
Examples- (some of this is drawn from Delta Green stats)
Pistols have a base range of 3 yards (derringer) 10 yards (for a .22) 15 yards for most other guns. Rates of fire can be 1, 2, or 3 depending on the weapon. 9 mm have a rate of 3.45s have a rate of 1, .38 has 2.
Rifles- have a range of 90 yards for a .30 lever action carbine. An M1 Garand has a range of 110 yards. A .30-06 has a range of 110 if bolt action, 130 if semi-automatic.
Assault Rifles- Normally have a range of 100 yards, (AK-47), 110 yards FAL or M16
Submachine guns- Have a range of usually 20 yards, though some- like the HK MP5 has a range of 45 and the Uzi has a range of 40, while the Mac-10 has a range of 10. .
Shotguns-depend on the type of shell which determines range and damage. For example a 12 gauge shotgun normally has a range of 10, 20 or 50, depending on the kind of shot you use. (don’t use birdshot!)
Loaded revolvers
- when revolvers were more common it was a common safety practice to leave empty a chamber under the hammer, on the theory that if five bullets didn’t stop some malefactor, the sixth was unlikely to do so. A fully loaded revolver may go off accidentally. Resolve the situation with a luck roll.
Malfunction Numbers and Jams
- If a fire arm skill is equal to or higher than the weapon’s malfunction number, the weapon cannot fire.
-If the weapon is a revolver, bolt-action rifle or double barreled shotgun, the problem is probably a dud round
- if the weapon is automatic, semi-automatic, pump action or lever action- than the malfunction is probably a jam.
- Fixing a jam takes 1d6 combat rounds plus a successful mechanical repair roll or skill roll for the jammed firearm. If the owner can keep trying until succeeding or until ruining the gun on a 1d100 of 96-100.
Point Blank-
-Point Blank Fire is that distance equal to or less than the shooter’s dexterity in feet. The shooters chance to hit is double at point blank range. The damage done is unchanged.
Precision Aim, Laser and telescopic sights-
-The shooter traces the weapon or takes other care in bringing the weapon to bear, shooting just once a round at half their normal Dex rank. The effect is to double the point back and base ranges for the firearm.
Note- say Luke has a base range 130 yards with a 30-06 at 60%. He decides to take careful aim- he can now hit at 260 yards. Add that he uses a telescopic site- he gets 520 yards at 60% or 1040 at 30%. But note that his rate of fire is reduced for careful aiming.
Reloading –
-Allow one combat round to load two shells into any handgun, rifle or shotgun. Allow one round to exchange a clip. Allow two rounds to change a machinegun belt. In a round it is possible to put one round in the chamber and get off that shot at half the Dex.
Two handguns-
- One person can hold and fire two handguns during a combat round. However, the shots will be un-aimed.
Un-aimed shots -
The shots per round entries for firearms assumes that the shooter has an earnest desire to hit a target and thus aims with care. As a generally guide, unaimed fire allows twice the number of attacks per round listed for the weapon on the Weapon Table. Reduce the shooters’ chance to hit to one fifth of normal. If there is more than one target, determine randomly who gets hit. Impales occur normally. But given laser sights and training, and a Handgun 60% and above, increase the chance to hit to normal.
A couple of added thoughts-
Figure that assault weapons are made for an effective range of about 300 yards, with an extreme range going quite a bit further.
In these rules a base range for an M-16 would be about 130 yards, and if a soldier with a skill rate of 60% fired at 130 yards, he has a 60% chance of hitting.
If he shoots at a target at 260 yards, then he would have only about 30%, unless he takes precise aim- then we got 60% hitting. add a telescopic site and his range is about 520 yards at 60%. That's pretty damn good although admittedly he will have to take time to aim and fire- but then the zombie is running and he's aiming down a sight. If he wants to hit a target at 1040 yards, he goes down to about 30%.
So lets thing about Luke trying to hit a moving zombie. His 30-06 may have a base range of 130 yards. Add scope- 260 yards, add precision shooting its 520 yards.
Silencers- yes some are manufactured for long lasting. But many are still tailor made. These are CoC rules and they relate to firearm rules for the 1990s and 1920s.
Some submachine guns have longer rangers than others, but some kick a heck of a lot and aren't much good for anything except firing a lot of bullets in a very closed area. We tailor to fit.