Difference between revisions of "Ranged combat"

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(New page: There's more to life than sticking an opponent with a sword; there's also sticking them with an arrow! Ranged combat is well-suited for those who don't like being in the thick of things, o...)
 
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There's more to life than sticking an opponent with a sword; there's also sticking them with an arrow! Ranged combat is well-suited for those who don't like being in the thick of things, or have unnaturally good aim.
 
There's more to life than sticking an opponent with a sword; there's also sticking them with an arrow! Ranged combat is well-suited for those who don't like being in the thick of things, or have unnaturally good aim.
  
Ranged attacks that use manufactured force, such as from bows and crossbows, do not factor in Muscle to the Attack Roll. Ranged attacks that are thrown, for example knives, javelins, and shurikens, allow for Muscle to be added to the Attack Roll.
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As stated in the Attack Roll section, ranged attacks that use manufactured force, such as from bows and crossbows, do not factor in the character's Muscle nor Might to the Damage Roll. In the Equipment chapter, each ranged weapon lists in its description its range of accuracy. For every 10 feet past that, an attacker takes a −1 to the Attack Roll.
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Ranged attacks that are thrown, for example knives, javelins, and shurikens, allow for Muscle and Might to be added to the Damage Roll. All thrown weaponry uses the ''Thrown'' [[weapon skill]]. Unless otherwise noted in their descriptions in the Equipment chapter, thrown weapons are accurate to about 30 feet. For every 10 feet past that, an attacker takes a −1 to the Attack Roll.
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Shields are the only weapon which can parry ranged attacks without the [[Missile Swat]] trump.
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Some thrown weaponry is explosive (e.g. grenades, water balloons, Spellbombs). These weapons have an area of effect and aren't typically thrown at a specific target. You can drop an explosive up to 5 feet away with no roll, but good luck avoiding it. Tossing an explosive at a specific area more than 5 feet away takes a standard [[Attack Roll]]. The exact spot assumes a Dodge Roll of 10. If the attacker rolls a [[Critical Failure]], that's often bad news (it's a dud, it falls at your feet). If the attack misses, the explosive lands 5 feet away from the target in a random direction per point of difference in the roll.
  
 
Some ranged weapons ''can'' be used to parry, but not while being fired. For example, the GM describes that an enemy soldier is attacking Deidre's character Cyrilla. She attempts to parry using her longbow by blocking the sword with the long, wooden part of the bow.  Note that most ranged weapons incur a notable penalty to the parry roll since most of the character's training in the weapon is for accuracy, not for melee usage.
 
Some ranged weapons ''can'' be used to parry, but not while being fired. For example, the GM describes that an enemy soldier is attacking Deidre's character Cyrilla. She attempts to parry using her longbow by blocking the sword with the long, wooden part of the bow.  Note that most ranged weapons incur a notable penalty to the parry roll since most of the character's training in the weapon is for accuracy, not for melee usage.
  
 
[[Category:Combat]]
 
[[Category:Combat]]

Latest revision as of 15:58, 9 December 2018

There's more to life than sticking an opponent with a sword; there's also sticking them with an arrow! Ranged combat is well-suited for those who don't like being in the thick of things, or have unnaturally good aim.

As stated in the Attack Roll section, ranged attacks that use manufactured force, such as from bows and crossbows, do not factor in the character's Muscle nor Might to the Damage Roll. In the Equipment chapter, each ranged weapon lists in its description its range of accuracy. For every 10 feet past that, an attacker takes a −1 to the Attack Roll.

Ranged attacks that are thrown, for example knives, javelins, and shurikens, allow for Muscle and Might to be added to the Damage Roll. All thrown weaponry uses the Thrown weapon skill. Unless otherwise noted in their descriptions in the Equipment chapter, thrown weapons are accurate to about 30 feet. For every 10 feet past that, an attacker takes a −1 to the Attack Roll.

Shields are the only weapon which can parry ranged attacks without the Missile Swat trump.

Some thrown weaponry is explosive (e.g. grenades, water balloons, Spellbombs). These weapons have an area of effect and aren't typically thrown at a specific target. You can drop an explosive up to 5 feet away with no roll, but good luck avoiding it. Tossing an explosive at a specific area more than 5 feet away takes a standard Attack Roll. The exact spot assumes a Dodge Roll of 10. If the attacker rolls a Critical Failure, that's often bad news (it's a dud, it falls at your feet). If the attack misses, the explosive lands 5 feet away from the target in a random direction per point of difference in the roll.

Some ranged weapons can be used to parry, but not while being fired. For example, the GM describes that an enemy soldier is attacking Deidre's character Cyrilla. She attempts to parry using her longbow by blocking the sword with the long, wooden part of the bow. Note that most ranged weapons incur a notable penalty to the parry roll since most of the character's training in the weapon is for accuracy, not for melee usage.