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Ranged Weapons

Use Ranged Weapons when attacking targets several zones away using missile weapons - bow and sling. Unlike Melee Weapons, this skill cannot usually be used defensively. Ranged Weapons can also be used as a knowledge skill in field of missile weapons.

Ammunition

Loading and shooting is generally considered the normal ebb and flow of conflict. Running out of ammunition typically only happens in dramatic situations or when applying aspects.

Aiming

A popular maneuver for ranged weapons is aiming. This is done like all maneuvers and you place an fragile aspect like In My Sights on the target.

Stunt Prerequisite Description Page1)
Long Shot +1 zone range for any ranged weapon 101
Defensive Archery Use Ranged Weapons to defend against ranged attacks 101
Skirmisher No -1 supplemental penalty for moving and shooting 101
Stay on Target Aimed aspects grant additional +1 bonus 101
Trick Shot +2 bonus vs inanimate objects 101
Extra Ammunition FP to remove “Out of Ammo” consequence, 101
+2 bonus to defend maneuver that adds “Out of Ammo”
Make It Count +3 bonus when you declare you are down to your last shot 101
Fight in the Shade No penalty for laying down suppressive fire 101
Quick Shot Draw ranged weapon as free action 101
Lightning Hands Quick Shot Instead of Alertness for initiative 101
Reflex Shot Lightning Hands FP to preempt declared action with ranged weapons skill 102
Crafter’s Instinct Instead of Crafts to make/repair/break ranged weapons 102
Signature Weapon Crafter’s Instinct Device gains Craftsmanship improvement, +1 improvement 102
Both Barrels Black powder available +1 stress when using two black powder weapons 102
Hand-Eye Coordination Can use Ranged Weapons for thrown weapons 1532)
Pin them Down When aiming the aspect stays as long as they do not leave the zone 1533)
Target Rich Environment +1 to attacks when you are outnumbered 1534)
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Page numbers are in the Legends of Anglerre book until otherwise noted
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