Ranged Combat
Non close quarters combat involves mid to long range attacks such as gunfire, throwables and bolts.
Ranged Attacks
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Ranged attacks have three factors to consider: if the attack is on target, number of hits and if it hits a critical area.
Ranged Hit Chance is determined by
- [AC] (20 + Range Penalty + Target Cover Level) DS vs Skills#Perception + Hit Modifier).
If a Starlite isn’t in Cover, replace Cover Level with Dodge. ^82e4f3
- Dodge is equal to Acrobatics + Extra Modifiers. Ranged Critical Chance is
- [AC] (Base Weapon Crit vs 50% of Skills#Wisdom/Skills#Academics + Critical Modifier).
Being Engaged adds +30 Hit DS to Ranged Attacks.
Some Ranged Attacks have multiple projectiles in a single attack called Ranged Bursts. ^5684b7
- Burst Count determines how many shots are fired. If Burst Count exceeds Mag Size, subtract the missing amount from the max possible attacks.
- Recoil is a modifier for multihit bursts, which decrease the Hit Chance of subsequent attacks. Recoil is shown next the weapon's Burst.
- Damage = Burst Roll * Projectile Damage
Ranger Arts
Ranger Arts are special actions used to amplify the capabilities of your ranged weapons. These separated based on Proficiency. Ranger Arts that use Bursts require the appropriate amount of Ammo. [Cooldown] - A mandatory waiting period where the Art is disabled until it is up. [TC] - An Action Check the Target faces. [AC] - A personal Action Check. [Use Condition] - A required condition for the Art to be used. [Conditional] - Additional effect if the condition is met.
Cover
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Cover represents environmental objects that can be used to hide away from projectiles.
Cover Level
Represents how much of a character’s body is shrouded by the cover, adding Difficulty Score to Ranged Hit Chance ACs
- Low Cover : 1 Tile high, provides 20 DS
- High Cover: 2 Tile high, provides 40 DS
Flanking
When attacking from certain angles, reduce the DS bonus from cover.
- 0- 45 degrees does not count as flanking
- 46 - 89 degrees counts as a partial flank, reducing Cover DS Bonus by 50%.
- 90+ degrees counts as a full flank, removing the Cover Bonus completely.
Ranged Weapons
Firearms
Firearms are one of the most prominent options for ranged attacks. All Firearms have a few shared unique factors to keep track of.
- Magazine Capacity determines what the maximum Ammo a gun carries.
- Ammo is a resource that all Gun attacks require.
- Weapon Recoil affects how precise Ranged Bursts are.
- Fatal Hit determines the maximum amount of hits in a Burst that Criticals can apply to, multiplying damage only for those hits. (Fatal Hit is shown next the weapon's Crit DS)
- Optimal Range is the range where the attack is the most accurate.
- Range Syntax: Optimal Range(Min-Max) / Max Range
- Being outside of your Optimal Range adds a 40 DS Range Penalty
Ranger Breaks
Reactions that use up Breaks that are specific to Rangers. All Rangers get 3 Breaks at the start of combat.
Hasty Dive
- Dives 2 tiles away, and Disengages. (Needs to be done before the actual exchange). You must pass a Skills#Acrobatics AC to avoid falling. -1 Maneuver, -1 Break.
- [AC] 70DS - Skills#Acrobatics
- F: Gain Status Tokens#Down Quick Hide
- [AC] 70DS - Skills#Acrobatics
- Gain +20 Hit DS against Ranged Attacks, entering behind Cover within 2 tiles . -1 Maneuver, -1 Break Swift Rise
- Recover from Status Tokens#Down instantly. -1 Break Reposition
- Gain +2 Move for this turn, this effect ends instantly if an enemy is within 6 tiles. -1 Break
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