Ranged Combat reflects your skill with hurled and launched weapons—slings, thrown knives, javelins, spears, and other projectiles that rely on timing, coordination, and accuracy. This skill measures your ability to judge distance and arc, lead moving targets, and deliver strikes before enemies can close the gap.
Unlike Archery, which covers precision shooting with bows and crossbows, Ranged Combat governs weapons thrown or launched through simple mechanical force or hand motion.
When You Use It:
Ranged Combat applies when:
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Throwing a javelin, spear, or hand axe at a distant target
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Slinging stones to harass enemies or strike at weak points
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Hurling daggers or improvised weapons in tight spaces
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Lobbing grenades or alchemical bombs (if applicable)
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Making difficult shots on moving targets with thrown weapons
Stat Used:
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Always Dexterity.
Untrained Use:
Anyone may attempt Ranged Combat using their full Dexterity %. Thrown weapons are intuitive, though consistency and accuracy require training.
Opposed Rolls:
When a target attempts to Dodge, compare margins of success (skill – roll). If the attacker wins, the projectile strikes home.
Mechanical Effects:
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Success: You hit the target as intended.
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Critical Success (01): You land a perfect hit—possibly bypassing cover or hitting a weak point (GM discretion).
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Failure: You miss or the projectile falls short.
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Critical Failure (00): You fumble, drop the weapon, or strike something unintended.
Situational Modifiers:
Use the standard Difficulty Ladder (+50% to –50%) based on distance, conditions, and target difficulty:
+50% — Point-blank on a stationary target
+40% — Short range, calm conditions, easy target
+30% — Stable footing, no rush, ample time to aim
+20% — Moderate distance, no pressure
+10% — Minor movement or mild wind
0% — Average combat conditions
–10% — Target moving quickly or lightly obscured
–20% — Target dodging, difficult footing, moderate wind
–30% — Long distance, evasive target, or firing on the move
–40% — Strong winds, partial cover, or poor footing
–50% — Heavy cover, fog, or erratic target in chaotic conditions
Companion Skills:
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Athletics: Strength-based throws for large or heavy projectiles
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Perception: Spotting weak points or leading fast-moving targets
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Archery: For tension-based weapons like bows and crossbows
GM Note:
Ranged Combat covers thrown weapons and simple mechanical projectiles. Use Archery for bows, crossbows, and complex tension-based shooting.
Throwing is intuitive, but challenging shots under combat pressure may demand high skill to avoid friendly fire, wasted attacks, or environmental hazards.
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File Created: 05/01/2025 Last Modified: 05/01/2025