Editing Raiders of the Rim: Combat

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== '''Turn Order''' ==
 
== '''Turn Order''' ==
  
Turn order in Raiders of the Rim follows the usual Fate Core model: if no one has surprise, the highest skill goes first. For combat, this will mostly be Shoot, or Fight. However, for anyone who wants to use a verbal or mental skill, such as Provoke or Rapport, or even Deceive, and has this at a higher level than the opposition's Fight or Provoke skill, they can go first. This could even stop the entire combat in its tracks.
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Turn order in Raiders of the Rim follows the usual Fate Core model: if no one has surprise, the highest skill goes first. For combat, this will mostly be Shoot, or Fight. However, anyone who wants to use a verbal or mental skill, such as Provoke or Rapport, or even Deceive, and has this at a higher level than the opposition's Fight or Provoke skill, they can go first. This could even stop the entire combat in its tracks.
  
 
== '''Weapons''' ==
 
== '''Weapons''' ==
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'''Power'''
 
'''Power'''
*Light: 0 shift to Stress/Consequences
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*Light: -1 shift to Stress/Consequences
*Standard: +1 shift to Stress/Consequences
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*Standard: 0 shift to Stress/Consequences
*High Power: +2 shift to Stress/Consequences
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*High Power: +1 shift to Stress/Consequences
 
*Heavy: +2 shift to Stress/Consequences
 
*Heavy: +2 shift to Stress/Consequences
  
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*Long arm: 3 zones range, -1 in same zone
 
*Long arm: 3 zones range, -1 in same zone
 
*Sniper: 4 zones range, -1 in same zone
 
*Sniper: 4 zones range, -1 in same zone
*Mounted: 4 zones range, -1 in same zone
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*Mounted: 4 zones range
  
 
'''Modes'''
 
'''Modes'''
 
*Single shot: 1 target per round
 
*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
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*Burst: 1 target per round, 1 die maximized; 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
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*Full auto: multiple targets per round; 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
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*Scattershot: 1 die maximized, same shifts to all adjacent targets, -1 zone range
  
 
'''Ammo'''
 
'''Ammo'''
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*Frag grenade: +6 area Attack
 
*Frag grenade: +6 area Attack
*Launcher grenade: +6 area Attack; standard weapon-fired grenade
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*Rifle grenade: +6 area Attack; standard weapon-fired grenade
 
*Ion grenade: +6 area Attack as ion gun
 
*Ion grenade: +6 area Attack as ion gun
 
*Gas grenade: CA creates Gas-Filled Zone aspect (properties vary)
 
*Gas grenade: CA creates Gas-Filled Zone aspect (properties vary)
 
*Concussion grenade: +6 area Attack; Consequences Concussed
 
*Concussion grenade: +6 area Attack; Consequences Concussed
*Incendiary grenade: +6 area Flame Attack; CA creates Zone On Fire aspect  
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*Fire grenade: +6 area Flame Attack; CA creates Zone On Fire aspect  
 
*Smoke grenade: CA creates Smokescreen aspect; compel against Attacks, invoke for Stealth
 
*Smoke grenade: CA creates Smokescreen aspect; compel against Attacks, invoke for Stealth
 
*Thermal Detonator: +10 area Attack, -1 to throw
 
*Thermal Detonator: +10 area Attack, -1 to throw
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|Long arm
 
|Long arm
 
|Full auto
 
|Full auto
|1
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|2
 
|Flame; suppressive fire
 
|Flame; suppressive fire
 
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