RANGED COMBAT
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RANGED COMBAT

As is basically the norm in lrp these days, ranged combat consists of the firer denoting the target, the target location and shouting damage (i.e. “Roo, head, double laser). Unless the attack is avoided by the defender, damage is sustained and come directly off the defenders wounds/hits.

If the attacker does not denote a target location, they are assumed to be shooting for the chest/abdomen, the largest target on a humanoid, but also the most frequently armoured. This allows faster fire, but lessens accuracy.

A character who is skilled in a weapons use will be able to call locations when firing. Characters who are trained can hit the target, but will only ever hit the chest. Untrained characters will miss unless at less than six feet.

Ranged weapons do damage as below

The split for slug thrower damage is dependent on caliber. Weapons using the second category are of much larger caliber, and will have fewer shots before a reload, normally these will be of a revolver type.

 

WEAPON TYPE

PISTOL DAMAGE

RIFLE DAMAGE

CANNON DMG

SLUG-THROWER

2

3

3

4

LASER

1

2

3

DISRUPTOR

4 Thru

5 Thru

6 Thru

PLASMA-CASTER

2

3

4

SONIC

1 STUN

2 STUN

3 STUN

         

 

Please note that at any time during a combat, the ref can tell one of the players that their weapon has misfired or run-out of ammo, and the character must then spend a few seconds clearing/reloading the weapon.

A Pistol can be held in one hand, and would normally be less than a foot long. A rifle would need to be at least 2 feet in length, and mostly require both hands to operate.

Cannons HAVE to have both hands used, and will be at least 5 feet in length, or exceptionally bulky, or both.

Slug throwers are much the same size as they are now. Low caliber pistol phys rep is equivalent to a Colt .45 or a Sig 228. High Caliber is a .44 Magnum, Desert Eagle, or something like the Hell-boy gun… Rifles are around the size of an M16, Cannons are Bren-Guns or bigger.

Lasers are smaller and less bulky than slug throwers, generally around half the size.

Disruptors tend to be on a larger scale than either throwers or Lasers, due to the bulk of the power packs. They also tend to be really ugly weapons.

Plasma-casters are generally of similar size to slug-throwers, but shorter.

Sonic Weapons are even smaller than lasers, and a pistol version can almost be concealed in a man’s fist.

 Grenades

Ok. Grenades are REALLY bad news on board a ship. Most flight crews get really ratty about people even having them, let alone chucking them around. However, some people are mad enough to use them, even in space, so here are the damage stats for hand grenades. Most grenades are still around the size of a soft-drinks can. Damage is taken to all locations –so unless fully armoured, you still take the effects. The exception to this is a stun grenade. If the target is wearing both body and head armour then they subtract the armour rating from the stun effects, regardless of how much else of their body is unshielded.

 STUN – Call of Quad-stun 10 foot radius from the location of the grenade phys-rep.

FRAGMENTATION – Call of 5 Lethal 10 foot radius from grenade phys-rep.

 HIGH-EXPLOSIVE – Call of 6 Lethal 10 foot radius from Grenade phys-rep. Also, call time-freeze and get a ref…

 

Ok, now the good news. Grenade damage can STILL be dodged using the special. Likewise, using Luck will still reduce the damage. However, you must be able to ‘dodge’ behind some kind of cover, and make out that you are doing so. If you get stuck in a bare 10 foot room with a detonating grenade, then you take your lumps….