Sunday, October 19, 2008

Ranged Combat

Ranged combat is resolved from any weapon used from a distance, be it bow and archery, a throwing knife, a rock or a firearm. A ranged weapon is defined by the following attributes: aim, range, force, maximum maneuvers, edge, maximum damage, and number of hands.

Ranged Weapon Attributes
Aim: The maximum number of cards that can be chosen from when the character takes time to aim the weapon. The greater the aim the greater the weapon’s accuracy when aiming.

Range: The maximum number of yards it can be fired. A target that is up to half this rating is said to be at medium range and thus easier to hit. A target that is up to a quarter of this range is at close range, and even easier to hit. Any target that is within three feet of the attacker is at point blank range.

Force: A skill modifier reflecting how accurate and difficult to block the projectile is once leaving the weapon or hand. It is added to your card value when performing the skill check to attack.

Maximum Maneuvers: The limit to the number of times he uses a weapon in a turn by its maximum maneuvers. A maneuver expressed as a fraction means that it can be used once per a certain number of turns. For instance, a short bow has a maneuver of ½, which means that it can be used once every two turns.

Edge: A skill modifier reflecting how penetrative ability of the weapon. This amount is added to the card value when determining the amount of damage delivered by the attack.

Maximum Damage: The limit to the amount of damage the weapon can deliver. Any damage total generated over the maximum damage is ignored, although certain maneuvers may allow you to supercede this rating.

Number of Hands: How many hands needed to fire the weapon.

Resolving Ranged Attacks
Ranged combat is resolved with a basic skill check based on the applicable skill. The card drawn will be used to determine the attack total to see if the attack hits, as well as the damage total to see how much damage is done to the target.

In order for the attack to hit, the attack total (but not necessarily the card value) must be above 0, regardless of other factors.

A number of considerations can modify the attack total.

Basic Skill Modifiers
Force: The weapon’s force attribute.
Finesse: The character’s finesse attribute. Note that a character wearing armor may have a modifier to finesse for physical actions.

Dodging
The target of an attack can declare a dodge if he is aware of any attacks towards him, or if he suspects that there will be ranged attacks against him. Perform a basic skill check using the target’s dodge skill modified by awareness (representing knowing which way to jump). If the total is positive than subtract the total from all attackers’ attack totals that turn. A dodge counts against all ranged attacks during that turn. A character that dodges can take no other action that turn.

Blocking
A character with a shield may use the shield to skill to completely block all attacks coming from one direction, either front, left or right. This is an opposed check verses the attackers’ weapon skill checks. A character blocking with a shield in this way can take no other action that turn.

Aiming
Characters using a ranged weapon have the opportunity to take time aiming them to improve their chances of hitting. A character that is aiming doesn’t fire the weapon that round, but waits for a better shot. When a character takes a round to aim, he deals a card from the top of his deck. Each successive round that the character aims the player deals another card from his deck setting it beside the first. Any turn the player may choose to stop aiming and instead fire. That turn he uses the best showing card to modify the attack and damage totals.

Once the number of cards dealt from the deck exceeds the aiming value of the weapon the oldest played card is discarded as a new one is dealt. This process continues until the character fires the weapon or he stops aiming. This, while aiming may improve your chances of hitting, a player waiting too long may lose a good shot.

For Example:
Enris the barbarian wizard is aiming his spear at a dear. The spear has an aim of 3. The first turn he aims, his player draws a +2 and decides to keep aiming. The next turn he draws a –4, which he places next to the +2. Continuing to aim for the third turn he draws the –7. Not liking these choices, he aims on the fourth turn. Since his weapon has an aim of 3, he discards the first card drawn (the +2), and draws another card from his deck, this time a +5. Deciding that his aiming has paid off, Enris elects to throw the spear on the fifth turn, using the +5 to modify both the attack and damage totals.

Note that the GM could have made awareness checks for the deer each of these turns, allowing it to bolt if the deer sensed the hunter’s presence.

Hit Location
Unless the player states otherwise while declaring the attack, assume all attacks are aimed at the target’s torso or back. Other body parts may be targeted with the following modifiers. Details on the effects of damage to specific body parts are described later.
Hit Location Attack Modifier
Head -5
Head Vitals -8
Torso Vitals -6
Legs -3
Arms -3

Other Modifiers
Outside the modifiers for dodging and blocking, there are other modifiers to range attacks depending on what the target is doing. The GM should consult the table below for these modifiers. All such modifiers are cumulative.
Target is
Running -1
Walking 0
Stationary +1
Prone -3
Partially Obscured -3
In Low Light -2
Riding -2
At Point Blank Range -0
At Short Range -2
At Medium Range -4
At Long Range -6

Firing into Melee
If a missile is fired at a target engaged in melee combat, the target does not get the opportunity to dodge or block the attack. If the ranged weapon’s attack total is positive, it hits the intended target. If the total is 0 it misses all combatants. If the attack total is negative, then another character in the melee is hit (if there is more than one opponent, the GM determines who was hit.) Use the inverse of the card value to determine damage. (Thus playing a –4 would be treated as a +4.)

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