Ranged Weapon Maneuvers

Ranged Weapon Maneuvers require not just a base skill of 10 in the relevant weapon being used, but it is also heavily dependent on the specifications of the weapon being used.


Special Notes

If you move in a round at the same time that you fire, apply a penalty to your effective skill for that attack equal to the Bulk of the weapon.

Firing and missing isn't a waste. See Suppression.

A Basic Ranged Weapon Attack is a single Action, and unless the target is already Dodging, has some sort of enhanced time sense or inhuman reflexes, or the weapon is slow moving (such as a thrown rock), then Dodge is probably going to occur too late to avoid a laser or railgun.

Ranged Weapon Maneuvers

Aim (1 Mental Action) Aiming for a round before firing adds +1 to the effective skill of the attack. Aiming can be done each round, stacking this benefit for every uninterrupted round of aiming, up to the Acc score of the weapon.

All Out Attack (3 Actions) Firing as fast as a weapon can, you fire at the full RoF of the weapon. Doing so requires you to just go all out, and doing so is noisy, noticeable, and if an enemy is in place to respond then you will be unable to actively defend.

Bash (1 Action) Swinging a ranged weapon at someone who gets too close to reliably shoot is a time honored tradition. A bayonet turns a weapon into a spear, a MAW stock turns it into a gravity hammer. Without these, a weapon can still be used as an improvised weapon that does crushing damage. A 'muzzle thump' does -2 thr cr damage and uses a Spear-2 for a rifle, Knife-2 for a pistol, Staff-2 for a bow, etc. A 'buttstroke' or 'pistol whip' does -2 sw cr damage and uses Mace-2 or Staff-2 depending on the weapon's size.

Brace (1 Action) Bracing a weapon against a standing object (corner, wall, tree, etc.) or over a lower object lowers the recoil per shot by -1.

Blindfire (1 Action) Firing a weapon over or around cover while remaining behind that cover to avoid a ready shot is a time honored tradition. It rarely hits, lowering the roll to a chance roll assuming that the enemy is in the same place they were the last time you looked. It can still apply Suppression however.

Fan Fire (3 Actions) An All Out Attack that concentrates fire to a horizontal plane, a flat fan of fire. You can make a shot on every target on the same general level. Recoil makes it difficult to hit anything, but Suppression applies against all targets. The maximum number of targets is determined by the weapon's RoF.

Focused Attack (2 Actions) If a weapon has burst fire, then this uses it. If it doesn't, then it fires twice. If the weapon has a max RoF of 1, then this fires and prepares the next attack. Either way, the subsequent shots carries the full Rcl penalties.

Panic Fire (Interrupt) This unflatteringly named Maneuver just means firing a weapon in response to a sudden threat; IE: an enemy popping up in ambush, an enemy rounding the corner unexpectedly, an enemy dropping camouflage, etc. This attack is made with half the effective weapon skill, cannot benefit from aim, and is often more for Suppression purposes unless the shooter gets particularly lucky.

Point Blank (1 Action) Firing a weapon at a character in Melee lets them use their active defense with a +4 bonus. They can also use Parry against the shot.

Rope Cover (3 Actions) An All Out Attack not on a target, but on the cover behind which they're sheltering. This Maneuver degrades the cover heavily, likely forcing the opponent to reposition or possibly leaving them more vulnerable to teammates.


Stitch (3 Actions) An All Out Attack that fires in a vertical plane. You can make a shot on every target on the same general vertical plane. If a target is standing upright and is at least human size, you can make two shots on them before being forced to stitch the shots up.


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