Kind of lost track of time today so a quick one explaining my basic combat ideas.
Hits will not be rolled for, but will come from a series of possible bonuses and penalties applied by both attackers and defenders, such as elevation, training, evasion if the defender is aware of the attacker, cover and other potential factors, potentially up to a cap, but maybe not. Each advantage (or defender’s disadvantage) will add a damage die to the roll, each disadvantage (or defender’s advantage) will subtract one. It is possible to not roll at all: ya didn’t hit.
Damage modifiers past this step will also exist but Idk enough of the specifics yet.
Weapons will have range falloff, losing damage dice at set intervals based off the weapon the further away the target of the attack is. Generally, UNSC weapons will have lower base damage, but be less susceptible to damage falloff, and Covenant weapons will have higher base damage but steeper damage fall off at a distance. UNSC will favor mid to long range combat, Covenant will usually have the advantage if the action gets too close. Exceptions obviously exist in Shotguns, Beam Rifles and the like.
Some weapons will have a unique rule ignoring conventional damage that will make them particularly threatening at any range, but more on that later.