Ranged combat covers attacks made with firearms, bows, crossbows, thrown weapons, and other weapons used at a distance.

A character may make a ranged attack against any target they can see and that lies within the weapon’s effective range. Ranged attacks follow The Combat Exchange unless a specific weapon or rule states otherwise.

Distance is handled through Range Bands, which modify the attacker’s Success Target based on how far away the target is. Thrown weapons determine their Range from the thrower’s Strength rather than using a fixed weapon Range.

Range Bands

Every ranged weapon lists a Range value representing the distance at which it performs reliably.

From this value, determine five Range Bands:

Range BandDistanceModifier
CloseUp to Range ÷ 4+20
ShortUp to Range ÷ 2+10
MediumUp to Range+0
LongUp to Range × 2−10
ExtremeUp to Range × 3−20

Round fractions up to the nearest meter.

Apply the modifier for the target’s Range Band to the ranged attack’s Success Target.

Attacks beyond Extreme Range are not normally possible.

Thrown Weapons

Thrown weapons use the thrower’s Strength to determine their Range. The weapon’s shape, weight, and balance modify this value.

A typical thrown weapon has a Range equal to Strength − 5. This includes weapons that can be thrown but are not primarily designed for it, such as hand axes, knives, spears, and small improvised objects.

A balanced throwing weapon has a Range equal to Strength. This includes weapons designed specifically for throwing, such as throwing knives, darts, and javelins.

A heavy or awkward thrown weapon has a Range equal to Strength − 10, or another value determined by the GM.

If the resulting Range would be below 1 meter, the object is too heavy or awkward for that character to throw effectively.

Once the weapon’s Range is determined, use the normal Range Bands and modifiers. Thrown weapon attacks normally use Athletics.

Close-Quarters Fire

Firing a ranged weapon at point-blank distance is difficult when an opponent is directly upon you.

When making a ranged attack against a target within 1 meter, apply −20 to the Success Target.

This penalty applies in addition to the normal Range modifier. A target within 1 meter is usually also in Close Range, so the normal +20 Close Range modifier typically offsets the Close-Quarters Fire penalty.

Thrown weapons cannot normally be used as ranged weapons against a target within 1 meter. If used at that distance, treat the weapon as a melee weapon instead and make a Melee attack with it.

This covers knives, axes, spears, and similar weapons that can function in both roles.

Ranged Complications

When a ranged attack generates a Complication, resolve it according to whether the attack succeeded or failed.

Successful Attacks

On a successful ranged attack, the attack still succeeds, but a setback occurs. If the line of fire is crowded and collateral fire is a plausible consequence, the GM may randomly determine who is struck, including the intended target. Allies, enemies, bystanders, and other exposed characters are treated equally.

Select one of these targets randomly, giving each an equal chance of being struck.

If an unintended target is selected, redirect the attack to that target. Use the original attack roll, including its Hits, Bonus Hits, Damage, and other effects. Only the target changes.

The unintended target may defend normally if they are aware of the danger and able to react. If they are unaware, helpless, or otherwise unable to respond, they may only use Passive Defense.

If the intended target is selected, the attack strikes them normally. Instead of redirecting the attack, the shooter suffers an appropriate setback, such as losing their footing, dropping ammunition, exposing their position, straining the weapon, or creating another immediate problem.

Redirecting the attack should not be the default result of every ranged Complication. Collateral hits are most appropriate when the line of fire is crowded and the risk matters. The GM may instead apply a personal setback whenever that produces a more plausible result.

Failed Attacks

When a ranged attack fails and generates a Complication, it misses and creates an immediate setback. It does not automatically strike an unintended target.

The setback should suit the weapon and circumstances. A firearm might jam, overheat, run dry, or become fouled. The shooter might drop ammunition, lose their footing, expose their position, or damage nearby cover or equipment. A bowstring might break, an arrow might be lost, or a thrown weapon might become lodged somewhere inconvenient.

The GM chooses a plausible result based on the weapon, environment, and circumstances of the attack.

Aiming

A character may spend up to 3 AP to Aim. For each AP spent, gain +5 to the Success Target of their next ranged attack.

A character may Aim and attack during the same turn, or keep the bonus for a later turn or pass. The bonus is lost after making a ranged attack or if the character stops aiming.

A character cannot Aim while Sprinting, while directly threatened in melee, or while affected by a condition or circumstance that prevents them from maintaining focus.

Aiming cannot be combined with Multi-Target Fire.

Ammunition Recovery

Some ammunition can be recovered after an encounter. Arrows, bolts, darts, javelins, thrown weapons, and similar projectiles may survive use, while bullets, shot, and most other firearm ammunition are normally spent permanently.

After an encounter, a character may spend a few minutes searching the area to recover ammunition. Recovery is only possible if the character can reasonably access where the ammunition was used. Ammunition lost in deep water, fire, inaccessible terrain, fleeing targets, or similar circumstances cannot normally be recovered.

A character recovers half of the arrows, bolts, darts, or similar ammunition spent during the encounter, rounded down.

Thrown weapons are normally recovered if the character can reach where they landed.

Common projectiles such as ordinary sling stones do not need to be tracked unless suitable replacements are difficult to obtain.

Fragile, barbed, poisoned, burning, explosive, or otherwise consumable ammunition cannot normally be recovered unless a rule specifically states otherwise.