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Many-on-Many combat situations are extensions of the One-on-Many Combat rules. A Many-on-Many combat may include Superior Numbers advantages (as well as other Combat Modifiers).
The first issue is to determine that this really is a many-on-many situation. One suggested method is to draw lines between the folks exchanging fire/blows. If everyone is connected, then it really is one big exchange; otherwise, break it up into one-on-ones or one-on-manys, as appropriate. [1]
EXAMPLE: Consider Good Guys G1 and G2 exchanging fire with Bad Guys B1 and B2. G1 is trading shots with B1; G2 is trading shots with B2. That's really two one-on-one exchanges, and should be treated that way.
EXAMPLE: Same combatants, but B1 and B2 are both targeting G1, while G2 is shooting at B2.
Each member of the exchange rolls. The individual with the best total result wins the exchange for their side. Anyone on that side who was not beat gets to apply damage to someone on the opposing side.
EXAMPLE: G1 rolls best (a +5), followed by B1 (+4), B2 (+3), and G2 (0). The G team wins the exchange. G1 gets to choose who to damage -- probably B2 (for a MoS of 2, Hurt). (A stickler GM might require him to identify his target before the Exchange roll.) Even though G2 rolled worst, nobody gets to damage her.
EXAMPLE: G1 rolls best (a +5), followed by B1 (+4), G2 (+3), and B2 (0). The G team wins the exchange. G1 gets to choose who to damage -- probably B2 (for a MoS of 5, Injured). Even though G2 beat B2, she was, in turn, beat by B1, and doesn't get to damage anyone.
EXAMPLE: G1 rolls best (a +5), followed by G2 (+4), B1 (+3), and B2 (0). The G team wins the exchange. G1 gets to choose who to damage -- probably B2 (for a MoS of 5, Injured. G2 gets to damage someone, two, either B2 (to add Hurt to Injury) or B1 (to spread the wealth with a Clipped).
See also: Mook Combat
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