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Anima: Shootan' and Snipan'

Oct 6th, 2015
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  1. ANIMA RANGED COMBAT RULES - FIRED PROJECTILES
  2.  
  3. (Compilation notes and side modifiers are in round brackets)
  4. [Houserules are in square brackets next to the text they apply to]
  5.  
  6. RELEVANT MODIFIERS [Many of these, especially those related to movement, will be simplified or removed]
  7. ------------------------------------------------------------------------------------------------
  8. | Condition | Attack | Block | Dodge | Initiative | Damage | Other Physical Action |
  9. | Firing at Max Range | -30 | | | | Half | |
  10. | Ready to Fire | | | | Set +20 | | |
  11. | Move more than 1/4th | -10 | | | | | |
  12. | Run at Maximum Value | -50 | | | | | |
  13. | Poor Visibility | -20 | | | | | |
  14. | Target has Cover | -40 | | | | | |
  15. | Change Target | -10 | | | | | |
  16. | Target moving >8 | -20 | | | | | |
  17. | Target moving 10 | -40 | | | | | |
  18. | Target moving >10 | -60 | | | | | |
  19. | After Defense | -40 | | | | | |
  20. | Aiming, per turn | +10 | | | | | |
  21. | Point-blank | +30 | | | | | |
  22. | Attacked by a Fired | | -80 | -30 | | | |
  23. | as above, w/mastery | | -30 | | | | |
  24. | as above, w/shield | | -30 | | | | |
  25. ------------------------------------------------------------------------------------------------
  26. BASE RULES CHANGES FOR RANGED COMBAT
  27. -Unlike with a handheld weapon, ranged weapons are limited in their effectiveness due to the specific construction of the weapon. As such, attacks made with ranged weapons cannot exceed a final value of 280 unless the user has Aura Extension.
  28.  
  29. -You can't counterattack a ranged attack unless you are in point-blank range with the attacker.
  30.  
  31. -Ranged weapons have Effective and Maximum ranges. When attacking beyond your Effective range, you take a -30 to your attack and halve the weapon's damage. Range is calculated by comparing a strength value against a chart on Core 87. Strength is either provided by a weapon OR provided by your strength value but limited by the capabilities of your weapon (A bow can only be drawn so far back before it snaps).
  32.  
  33. -Two ranged combatants with initiatives within 25 of each other technically attack simultaneously. [Ignoring this rule SO HARD]
  34.  
  35. -If you are 'Ready to Fire' ie arrow nocked, your init is the same as unarmed, +20 [you will generally be assumed to be 'R2F' if I think your character knew it was coming]
  36.  
  37. -Firing Difficulty calls for a ranged attack to have to hit a certain value in order to reach its target, not just to hit. [haha no, it wouldn't even come into play ever anyway]
  38.  
  39. -Rain of Projectiles rules means that if MANY ARCHERS attack a single guy, you treat it as a single attack, taking the highest attack from the group and adding 150 to create the group's base attack. This can cause AoE penalties if you try to dodge it and there's enough enemy archers.
  40.  
  41. -Reload: 1 reload means you can use it every turn, 2 reload means every other turn. For every 100 points of attack OR sleight of hand, you can reduce reload by 1. If it's below 1, you can make multiple shots/round. [I may make it every 50 sleight of hand, just to reward players for looking at secondary skills. Makes that double attack far more accessible for low-level characters. Other possible 'fixes' include melding with RoF rules changes, where that's how many attacks you have to have to fire once...thus with a crossbow (Reload 2) at level 1 (80 attack/no Sleight of Hand) you can fire once every round by taking a -15 'offhand' penalty. With a bow (reload 1) at level 1 (80 attack/no sleight of hand) you could make a single attack, or make two attacks with a -15 'offhand' to each.]
  42.  
  43.  
  44. MANEUVERS
  45.  
  46. Multiple Missiles: Launch multiple projectiles in a single attack. Every one after the first increases base damage by 10 (up to a max of +30), and lowers their attack by 5 and their initiative by 10. You must declare your intent to use this maneuver before rolling initiative. (This maneuver is limited to projectiles that can be launched simultaneously. A bow with 3 arrows strung at once counts, rapidly firing a revolver does not)
  47.  
  48. Aimed Attack, Clothes: -150 to attack (-100 if Precision Attack Module [this is probably a mistranslation and is supposed to reference a weapon with the Precision quality, NOT the Precision Attack Module in Core]) to shoot off clothes without causing harm.
  49.  
  50. Aimed Shot, Richochet: can ricochet a shot to hit a target, -20 for one bounce -40 for more, -10 base damage. You can shoot a target you cannot see, but you must apply blindness penalty if you do so.
  51.  
  52. Immobilize from a Distance: spend a complete attack action to attempt to pin a target in place by nailing clothes or limbs to objects. -50 attack penalty, or -80 to also cause no damage. Uses the rules of a trapping maneuver with a default characteristic of 8. Environment permitting.
  53.  
  54.  
  55. MODULES, ARS MAGNUS
  56.  
  57. Multiple Missiles module: use "Multiple Missiles" Maneuver without suffering the penalty to attack.
  58.  
  59. Agnitum: Absolute Eye: Requires Attack 180+, Erudition, Perception 11+. Costs 30DP/30MK.
  60. When making any ranged attack, the character can project senses through the missile and guide it. +20 attack, ignore cover penalties, attack enemies you cannot see directly (by turning corners, etc). During the turn it is used, -20 defense and -40 to any perception-based check. Only 1 projectile/turn, costs 3 ki points to use. Can be freely combined with ki techs or other magnus. If used to attack from stealth, enemies do not obtain a bonus to notice/search attempts to locate the character as a result of this attack.
  61.  
  62.  
  63. RANGED WEAPONS
  64.  
  65. Leo; Weapon-Guns: (see page 100, Dominus Exxet.)
  66.  
  67. HOUSERULED WEAPONS AND AMMO
  68. | | STR | Speed | Fort | Break | Presen | Special & Reload | Damage Type | Weapon Type | Req. Str|
  69. | Velcrest Revolver | 10 | -10 | 18 | 2 | 20 | AP Ammo, Reload 3(1) | Thrust | Projectile | 6
  70. | Velcrest Duelists | 5 | +10 | 10 | 0 | 30 | Complex, Precise, 2 | Thrust | Projectile | 4
  71. | GMS Duelers | 7 | -5 | 12 | 0 | 10 | Complex, Reload 4 | | Projectile | 6 |
  72.  
  73. Velcrest Revolvers:
  74. could be loaded with regular ammo (75 damage +15 for 10 strength), or AP (reduce all ATs by 2, IIRC) and had speedloaders to reload six bullets as a single action
  75.  
  76. Velcrest Duelists:
  77. A pair of refined dueling pistols meant for the hands of the elite, these are quick to draw, have an incredibly light trigger pull, possess a rifled barrel, and even have a breach loading mechanism for convenience. They also use a cap-and-ball firing mechanism. As a compromise they are somewhat less lethal than can normally be expected from Velcrest-patterned arms, but given their intended purpose that might be seen as a benefit. Fires normal pistol shot (60 damage).
  78.  
  79. GMS Duelers:
  80. The Glockner Mountains Smithy Duelers are a cheaper variant - some would say an authorized knockoff - of the Velcrest Pattern Duelists. While the construction of some pieces of the mechanism, like the barrel and firing chamber, is actually extremely solid, the added weight and bulk is more of a disadvantage. Furthermore the trigger pull is far heavier, these variants are muzzle loading, and the barrel isn't rifled, though they still take Velcrest cap and ball ammo. Fires normal pistol shot (60 damage).
  81.  
  82. AMMO [denotes houseruled change]
  83. Special Arrows (if a quality is unlisted, it is the same as the default arrow)
  84. | | Damage | Fort | Break | Presence | Special & Reload | Damage Type |
  85. | Arrow | 40 | 3 | 1 | 20 | | Thrust |
  86. | Flight Arrow | 30 | 3 | 0 | 20 | +60m Max Range | Thrust |
  87. | Armour Piercing | 30 | 3 | 0[[1] | 20 | -1 [-2] AT | Thrust |
  88. | Bolas | 20 | | 0 | | Special | Impact |
  89. | Fire | 30 | | 0 | | Special | Impact |
  90. | Blunt | 40 | | 0 | | | Impact |
  91. | Signaling | 30 | | 0 | 30 | Whistles | Thrust |
  92. | Bloodletting | 40 | | 0 | | Special | Cutting |
  93. | Barbed | 30 | | 0 | | Special | Thrust |
  94. | Poisoned | 30 | 2 | 0 | | Special | Thrust |
  95. | Grappling | 10 | 4 | 0 | | Special | Impact |
  96. | Vial | 10 | 2 | 0 | | Special | Impact |
  97.  
  98.  
  99. Bolas: An arrow with two small weights on the end of strings. On impact, the strings unravel from the shaft of the arrow and tightly wrap whatever they've struck. Can be used in attempts to trip or disable an opponent with called shots. Str 7.
  100.  
  101. Fire: An arrow with a bundle of oil-soaked rags wrapped around a steel-and-flint tip. Upon impact, especially into a hard surface like armour, the flint and steel spark onto the rags and ignite. Without a hard enough impact, however, the rags can fail to light. Of course the arrow can be lit before firing as well. Once struck, a target is considered on fire until they take an action to remove the arrow. If they are wearing particularly flammable clothing or items, those might also light on fire. Treat as 3 fire intensities.
  102.  
  103. Blunt: An arrow without a point. Ideal for knocking out an opponent without killing them, assuming your aim is true.
  104.  
  105. Signaling: An arrow with a specially carved tip that produces a loud whistle when fired.
  106.  
  107. Bloodletting: An arrow with a triangular bladed tip. Causes an increased chance of bleeding (Rules to come).
  108.  
  109. Barbed: An arrow whose tip has a number of barbs. AT values are doubled against this arrow, but in exchange it is likely to become lodged in an opponent's skin or clothing, making it difficult for them to move. Mechanically, imparts a -10 penalty to actions involving the limb hit. Takes a full turn to remove.
  110.  
  111. Poisoned: An arrow with a stone tip carefully carved to hold fluid. Can be charged with a poison of choice.
  112.  
  113. Grappling: An oversized arrow with a grappling hook tip. Tied to a thin, but strong cord that trails behind the arrow when fired.
  114.  
  115. Vial: These arrows are tipped with a small glass vial that can contain a liquid payload of choice. Acid or a similar irritant are common choices, and some used by the church carry holy water.
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