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.
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….