Ranged Attacks are carried out with Ranged Weapons (either projectile or throwing ones), and require the target to be within range of the weapon. Characters can't make ranged attacks while within an enemy's Melee Range.
General[edit | edit source]
Counting the Distance[edit | edit source]
The target must be within range of the attacking character's weapon. The distance is calculated by counting the number of squares from the attacker to the target (including the one in which the target is but excluding the character's square). The squares can be counted diagonally.
Hitting with Ranged Attacks[edit | edit source]
In order to achieve a hit with a shot or a throw, a character must pass a Shooting Skill test, applying the appropriate modifiers. That is to say, a character will be able to hit with a ranged attack when they get a result of 10 or more, once their Shooting Skill and the modifiers described in this chapter have been added to the 2D6 result.
Blunders and Failures[edit | edit source]
A Critical Failure (blunder) result when attacking at a distance may result in the weapon breaking. In addition, the shot or throw will automatically hit the first ally among those adjacent to the squares through which the path of the shot passed (in scenarios without squares, as it is detailed later in these rules, it is understood that the line of fire will be 1 inch wide and may affect all characters whose bases touch that strip). When in doubt, if several allies are located at the same distance from the shooter, a random character will be hit.
If the test is failed and there is a result of 1 in one of the dice, a shot or throw targeting an enemy with an ally adjacent to them will hit that ally instead (if there are several adjacent allies, a random one will be hit). However, adjacent allies that are smaller than the target cannot be hit in this way.
After a misfire the character's activation ends.
Modifiers[edit | edit source]
Cover[edit | edit source]
Shooting or throwing weapons at targets behind cover suffers certain penalties (see Rulebook page 29). Shooting at characters behind light cover suffers a penalty of -1. For heavy cover, the penalty is -2.
Distance[edit | edit source]
Shots and throws against targets at point blank range (up to 3 squares from the shooter/thrower) are not penalized. When the distance to the target is short (between 4 and 6 squares), the shot or throw suffers a penalty of -1. When the distance is medium (7 to 9 squares) the penalty is -2. When the distance is long (from 10 squares to the maximum range of the weapon), the penalty is -3.
Most indoor shooting and weapon throwing is done at short range.
No Extra Damage for Higher Distance Shots[edit | edit source]
NOTE: Remember this series: 3/6/9/10+, which will mean point blank, short, medium, and long distance, respectively. Thus, the distance ranges progress by increments of 3 squares.
Small Targets[edit | edit source]
Large and Huge Targets[edit | edit source]
Stationary Targets[edit | edit source]
Moving and Shooting[edit | edit source]
Characters shooting a projectile weapon after having moved up to a half of their movement get a -1 penalty to their Shooting Skill . The penalty is -2 if they moved more than half their Movement . Throwing weapons suffer no penalties when the thrower is moving.
Flying Targets[edit | edit source]
Targets more Agile than the Shooter[edit | edit source]
Attacks from Behind[edit | edit source]
Defensive Shot[edit | edit source]
A character armed with Ranged Weapons can react using a Defensive Shot against an enemy who moves with the intention of attacking or engaging them, as long as this move is initiated in a square to which they have Line of Sight. An additional penalty of -2 is applied to this kind of shot.
Defensive Shots aren't allowed when the target starts their movement from a position 3 or less squares away from the shooter.
The target of a Defensive Shot must pause its movement when it is 3 squares away from the shooter. At this moment, if the shot hits and causes at least 1 wound, the target will stop its advance. Large and Huge targets will only stop their advance if the roll to hit gets a Double Critical (double 6).
This shot cannot be fired if the weapon is in the "Reloading" position.
A character may not make more than one Defensive Shot per turn.