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* In ''VideoGame/{{Allegiance}}'', missiles seem to disappear at a certain range, however they will actually float around the sector until hitting the edge of the map. They do run out of fuel at max range though.

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* In ''VideoGame/{{Allegiance}}'', ''VideoGame/Allegiance2000'', missiles seem to disappear at a certain range, however they will actually float around the sector until hitting the edge of the map. They do run out of fuel at max range though.
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** In ''Armored Core V'' and ''Armored Core Verdict Day'', the stat indicated by "Maximum Range" actually represents what is in the Japanese version literally indicated as "Maximum Firepower Distance"[[note]]威力保証距離, lit. *Power-Guaranteed Distance*[[/note]]. That is to say, this indicated distance is the maximum range where a weapon's maximum theoretical firepower is conserved. What happens beyond this distance depends on the weapon:

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** In ''Armored Core V'' and ''Armored Core Verdict Day'', the stat indicated by "Maximum Range" actually represents what is in the Japanese version literally indicated as "Maximum Firepower Distance"[[note]]威力保証距離, lit. *Power-Guaranteed Distance*[[/note]]. That is to say, this indicated distance is the maximum range where a weapon's maximum theoretical firepower is conserved. What happens beyond this distance depends on the weapon:weapon.
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* In ''Anarchy'', a PuzzleGame for the UsefulNotes/{{Commodore 64}}, the object of each level is to shoot all the blocks, a task complicated by not being able to shoot any block right in front of you.

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* In ''Anarchy'', a PuzzleGame for the UsefulNotes/{{Commodore Platform/{{Commodore 64}}, the object of each level is to shoot all the blocks, a task complicated by not being able to shoot any block right in front of you.
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** However, this trope is notably averted for personal weapons in both Rogue Trader and the various related RPGs -- weapons have a range listed, but that's simply the maximum range at which they can be fired ''accurately''. You can shoot them twice as far with a small penalty, three times as far with a larger penalty, and while it's considered impossible to actually ''hit'' a target at anything beyond that, there is a psychic power in ''TabletopGame/DarkHeresy'' called Divine Shot which, per the rules as written, effectively gives your weapons an unlimited range, provided you can see the target. A Meltagun has a listed range of 20 metres; using Divine Shot, you could use it to land a hit on a target several kilometres away.

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** However, this trope is notably averted for personal weapons in both Rogue Trader and the various related RPGs [=RPGs=] -- weapons have a range listed, but that's simply the maximum range at which they can be fired ''accurately''. You can shoot them twice as far with a small penalty, three times as far with a larger penalty, and while it's considered impossible to actually ''hit'' a target at anything beyond that, there is a psychic power in ''TabletopGame/DarkHeresy'' called Divine Shot which, per the rules as written, effectively gives your weapons an unlimited range, provided you can see the target. A Meltagun has a listed range of 20 metres; using Divine Shot, you could use it to land a hit on a target several kilometres away.
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*** The fluff attributes the short-ranges to terrible fire-control systems: Battlemechs are equipped with rudimentary targeting computers, but they don't account for so many factors that most pilots end up having to eyeball their shots anyway. The exception is Long Range Missiles, which can lock on to a target, but rapidly lose accuracy the farther they have to travel. [=LRMs=] also have a minimum range, as they are explicitly indirect fire weapons, arcing up at launch to come down on a target at impact. Even with functionally hit-scan weapons in the form of lasers, the movement of the firing 'mech, the target, and the inherent inaccuracy of targeting computers makes it hard to actually land a hit. There is LostTechnology that can be used to add a proper, effective targeting computer to a 'mech, and the result is staggeringly effective.
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* While not a hard-coded feature, ''Franchise/{{Splatoon}}'' tends to have Charger wielders rapid-firing their weapon or tossing bombs if they spot an enemy Inkling within two or three body lengths of them [[note]]Operating word is "spot"; it's not uncommon for any player to get splatted in a sudden ambush or from [[DeathFromAbove outside the horizon ring]] -- usually below, as the terrain blocks visibility in that direction.[[/note]]. The full charge can still splat at that range, but the time spent prepping it is time their enemy will spend splatting them in turn, as the only alternative to these measures is to swim the hell out of there. The reason it's two or three body lengths? [[DropTheHammer That's the kill range for a Roller]].

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* While not a hard-coded feature, ''Franchise/{{Splatoon}}'' tends to have Charger wielders rapid-firing their weapon or tossing bombs if they spot an enemy Inkling within two or three body lengths of them [[note]]Operating word is "spot"; it's not uncommon for any player to get splatted in a sudden ambush or from [[DeathFromAbove outside the horizon ring]] -- usually below, as the terrain blocks visibility in that direction.[[/note]]. The full charge can still splat at that range, but the time spent prepping it is time their enemy will spend splatting them in turn, as the only alternative to these measures is to swim the hell out of there. The reason it's two or three body lengths? [[DropTheHammer That's the kill range for a Roller]].Roller.
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** However, this trope is notably averted for personal weapons in both Rogue Trader and the various related RPGs -- weapons have a range listed, but that's simply the maximum range at which they can be fired ''accurately''. You can shoot them twice as far with a small penalty, three times as far with a larger penalty, and while it's considered impossible to actually ''hit'' a target at anything beyond that, there is a psychic power in ''TabletopGame/DarkHeresy'' called Divine Shot which, per the rules as written, effectively gives your weapons an unlimited range, provided you can see the target. A Meltagun has a listed range of 20 metres; using Divine Shot, you could use it to land a hit on a target several kilometres away.
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* ''VideoGame/ShantaeAndTheSevenSirens'': Rockets can travel across any room and through any object to get to their target, but if their turning radius is too large to hit their target, then the rocket will just keep circling their target until the rocket fades away.

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