Ranged Combat

Firearm Combat

Firearms are used to fire upon an enemy at range. They are useful in being deadly and easy to use, but are difficult to acquire due to the Imperial ban on possession of firearms. There are only a handful of places that now commonly have firearms present in the hands of anyone but the Imperial military – even Imperial police do not have permission to carry a gun.

To shoot someone with a gun, the attacker must succeed on a motor skills roll. The target is not permitted reflexive rolls unless specifically granted them by an ability, however, a target who is moving evasively applies a negative modifier to your aim roll based on their action:

Firearms, since their proliferation, have been a plague to mankind. The Empire's general ban on firearms does not entirely prevent gun violence.
Since the early days of gunpowder, death by the gun has been a major risk to the adventurer. The Empire’s general ban on firearms does not entirely prevent gun violence, especially among those on the fringes of society.

Enemies within the firearm’s range interval are hit by a normal roll, enemies one range interval further away may be hit with a roll at -3 after taking one full round of sighting, and enemies further away than the far end of two range intervals are beyond your hope to shoot.

Reloading takes the reload time, listed by firearm, and may only be done while moving with a successful motor skills roll. Reloading is taken as an automatic success if stationary.

Being shot in the head by any firearm causes triple damage, a death sentence for any properly constructed weapon of modern warfare and survivable only from the shoddy and outdated guns of outlaws. Head shots are attempted at -2 in addition to the manipulation penalty. The constant danger of taking a bullet to the head encourages nearly all professional adventurers to don some form of a heavy armor head protection, from antique knights’ helmets to welding masks.

Shooting an opponent in the arm requires the opponent to pass a slow-twitch musculature roll of difficulty modifier equal to damage dealt +2 or drop whatever is held in that arm’s hand.

Shooting an opponent in the leg require the opponent to pass a motor skills roll (for balance) of difficulty modifier equal to damage dealt +2 or fall to the ground.

Taking a bullet is likely to break bones, even from a poor-quality gun. Any target struck by a bullet must pass a general health roll of difficulty equal to the damage dealt or suffer a broken bone. If this bone is needed for structural support, problems can arise: for instance, one can’t stand on a broken femur. Also, broken bones pose significant risk to the sufferer, and should be treated by a doctor immediately to avoid the possibility of blood clots, internal puncture wounds, and shock.

Attacking with two pistols applies a -2 modifier to both attacks, as per usual. You cannot use two of any other gun without special training.

Other Ranged Combat

The use of the longbow or a thrown weapons is relatively rare, but not entirely absent from the world of PAX BRITANNICA. To hit someone with a bow or thrown weapon, a motor skills roll is required. The target is able to dodge or block as though the attack were made with a melee weapon, with the notable exception that the attacker is immune to melee counterattacks by merits of the extended range.

Enemies within the weapon”s range interval are hit by a normal roll, enemies one range interval further away may be hit with a roll at -3 after taking one full round of sighting, and enemies further away than the far end of two range intervals are beyond your hope to hit.

To target a small target or specific anatomical region with a thrown weapon or arrow, the manipulation modifier is applied to a motor skills roll to hit the target.

Hitting an opponent in the head causes +2 damage for arrows, but only +1 damage for thrown weapons.

Hitting an opponent in the arm requires the opponent to pass a slow-twitch musculature roll of difficulty modifier equal to damage dealt +2 or drop whatever is held in that arm’s hand.

Hitting an opponent in the leg require the opponent to pass a motor skills roll (for balance) of difficulty modifier equal to damage dealt +2 or fall to the ground.

A longbow requires both hands to use, but when using two thrown weapons, a -2 modifier is applied to both throws, as per usual.