RAnGED COMBAT MODIFIERS TABLE

SituationDice Pool Modifier
Attacker running-2
Attacker in melee combat-3
Attacker in a moving vehicle-3
Target has partial cover-2
Target has good cover-4
Target hidden (blind fire)-6
Attacker firing from cover-1
Attacker wounded-wound modifiers (see p. 153)
Attacker using laser sight+1*
Attacker using smartlinked weapon+2*
Attacker using image magnificationeliminates range modifiers (see p. 139)
Attacker using a second firearmsplits dice pool
Attacker using off-hand weapon-2
Aimed shot +1 per Simple Action
Called shot-variable (see Called Shots, p. 149)
Multiple targets-2 per additional target that Action Phase
Tracer rounds with short burst+1
Tracer rounds with long burst+2
Tracer rounds with full auto+3
Recoil, semi-automatic-1 for second shot that Action Phase
Recoil, burst-2 (first burst), -3 (second)
Recoil, long burst-5 (first burst), -6 (second)
Recoil, full auto-9
Recoil, heavy weapon2 x uncompensated recoil
Recoil compensationReduces recoil modifier
Gyro stabilizationReduces recoil or movement modifier
Visibility Impaired See Visibility Table, below

* Note that the bonuses for laser sights and smartlinks are not cumulative.

vISIBILITy TABLE

Visibility ModifiersNormalLow-LightThermographicUltrasound
Full Darkness-6-6-3-3
Partial Light-20-2-1
Glare-1-1-10
Light Fog/Mist/Rain/Smoke-2-10-1
Heavy Fog/Mist/Rain/Smoke-4-2-2-2
Thermal Smoke-4-2-6-2