Ranged combat

by | 11.11.2525 | Combat

In ranged combat, the shooter’s ability is compared to the agility with which the target takes cover.

The attacker here is not in danger of taking damage himself, but he has a few other drawbacks.

First, the distance itself.

Each ranged weapon has a range modifier. You divide the distance to the target by this modifier, and the rounded-up result reduces the shooter’s successes.

Secondly, the defender’s potential net successes give him the option to use them either in a subsequent attack as a cover bonus that reduces the attacker’s successes, or it allows the defender to close the distance to the attacker by the amount of those successes in meters.

(Yes, that corresponds to an acrobatic-cinematic playstyle. But hey, what do you expect in a steampunk-mystery-space role-playing game?! ? )

Ranged Combat Test

Projectile weapons / firearms against Acrobatics

Distance / distance modifier = penalty to the attacker

Net successes of the attacker = damage + weapon damage dealt to the defender

Net successes of the defender = either a deduction from the attacker’s successes on a subsequent attack or net successes in meters of approaching the attacker