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Raiders of the Rim: Combat
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== '''Weapons''' == These are standardized weapon rules and options for the Raiders of the Rim setting. For actual Weapon Types, see the table at the end. Range signifies range beyond the same zone - so, a sidearm can shoot into the next zone. Guns can shoot one zone beyond their standard range, but at a -4 penalty. '''Power''' *Light: 0 shift to Stress/Consequences *Standard: +1 shift to Stress/Consequences *High Power: +2 shift to Stress/Consequences *Heavy: +2 shift to Stress/Consequences '''Format''' *Compact: +1 to Stealth tests, +2 to create surprise *Sidearm: 1 zone range *Short arm: 2 zones range *Long arm: 3 zones range, -1 in same zone *Sniper: 4 zones range, -1 in same zone *Mounted: 4 zones range, -1 in same zone '''Modes''' *Single shot: 1 target per round *Burst: 1 target per round, increase Power by 1, Power applies to basic roll as well as Stress/Consequences; divide shifts between 2 adjacent targets; ammo rate x 3 *Full auto: multiple targets per round, increase Power by 2, Power applies to basic roll as well as Stress/Consequences; divide shifts between targets in arc; ammo rate x 10 *Scattershot: 1 target per round, increase Power by 1, Power applies to basic roll as well as Stress/Consequences; divide shifts between 2 adjacent targets, -1 zone range '''Ammo''' Ammo capacity for canonical Star Wars weapons is around 100 shots, so Out of Ammo is rarely a problem. However, after 5 successive rounds of burst fire or full auto/suppressive fire, GMs or players can compel the Out of Ammo aspect, taking 1 round to reload unless bought off with a Fate point. '''Stunts''' *Sniperscope: +2 to Attack after 1 round wait to line up; range 1 extra zone *Penetrative: -1 to target armour *Suppressive fire: successful CA creates barrier to movement in zone/s in front; number of shifts = Difficulty vs Athletics *Stunning: attacks stun only *Ion: ECM vs droids/systems; +1 shift to Stress/Consequences; attacks stun only *Flame: success with style ignites target; suppressive fire *Disintegration: success with style causes immediate severe consequence '''Mods''' Weapons can be modded, for additional Stunts or other advantages, by the right Crafts or Engineering roll.
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