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Weapon range and critical hits

Combat starts at a distance calculated from both sides’ active weapons. Every weapon has a maximum range and an effective zone, usually several cells before the limit. The effective zone grants accuracy and damage bonuses; at the edge accuracy is lower, and beyond the limit a shot either decays sharply or is forbidden depending on the item. Melee weapons cannot attack beyond their range. Before firing, all participants can approach, stay or retreat simultaneously; combat settings choose whether movement applies before or after attacks. Left, centre and right predict the opponent’s direction, with accurate weapons rewarding correct prediction more strongly. Shotguns deal 110% damage up to 2 cells, 100% at 3–4 and 75% at 5–6. Snipers have their best critical chance in the effective zone, while heavy weapons and grenade launchers have separate close-range limits. Current distance and range state are shown beside the target.