Ranged weapons are anything that is shot or thrown
over a distance at the target. To make a ranged
weapon attack (guns, bows, thrown objects, etc.)
you must roll a combination of your:
equal to or greater than a specific hit number. The hit number is determined by the range between you and your target.
When making your roll, you must add any and all modifiers that apply to the combat situation to your final Attack Roll. There are modifiers for Target, Aiming, Weapon Type, Type of Firing, Position and Movement.
One way to improve your chance to hit is to aim. Each turn of aiming adds +1 to your Attack, up to three rounds. Aiming assumes steady position, no movement, and a clear chance to track your target.
On a natural roll of 10, you have had a critical success. Roll an additional 1D10 and add it to your original roll.
On a natural die roll of 1, you have fumbled. You must roll an additional 1D10 and check the result against the Fumble Table to see what happens.
Fumbles can encompass a wide variety of effects. Most weapon fumbles include jamming or misfires.
Automatic weapons have the highest chance of fumbling, and will jam based on the Reliability of the weapon: When a fumble is rolled while using an automatic weapon and roll a value on 1D10 higher than the Reliability value for the weapon.
It takes 1D6 turns to unjam a jammed weapon.