Of Monsters and Men
Use Ranged Weapons when attacking targets several zones away, whether with bow, sling, or – if available in the setting – firearms such as black powder weapons. The skill is similar to Melee Weapons, except it applies to ranged attacks and can’t usually be used defensively. A character who’s both a good shot and good at getting out of the way should also invest in Athletics or Fists (or both!).
Ranged Weapons can be used as a limited knowledge skill for fighting styles, construction techniques, and so on. To create ranged weapons, use the Artificer skill.
Characters with high Ranged Weapons include soldiers, scouts and hunters. See Chapter Six: Equipment for specific ranged weapons.
Generally reloading is part of the ebb and flow of combat, and a standard use of Ranged Weapons. Running out of arrows or crossbow bolts only happens when it’s dramatic and interesting, ie when it’s appropriate for applying aspects: running out of ammunition is a legitimate compel for a character with bow- or ranged weapon-related aspects, as well as an excellent first consequence or concession, or possible manoeuvre result (such as using Athletics to run all over the place, drawing fire and getting the bad guys to waste their arrows).
For the flavour of a reload for weapons like crossbows or arquebusses without involving aspects, the Story Teller can say reloading requires a supplemental action (-1 to the next roll) every exchange.
- Long Shot (Ranged Weapons)
The character’s accuracy over distance is exceptional: the range of any ranged weapon he uses is increased by one zone.
- Defensive Archery (Ranged Weapons)
Expert timing and precision shooting keeps the character’s opponents off-balance. You may use Ranged Weapons to defend against ranged physical attacks.
- Skirmisher (Ranged Weapons)
The character is accustomed to taking shots on the run. When using a supplementary action with a Ranged Weapons roll, you don’t suffer the usual -1 penalty.
- Stay on Target (Ranged Weapons)
Give the character a moment to aim and he’s nearly guaranteed to hit. When performing an aiming manoeuvre to declare an aspect on a target, you gain a +1 to your Ranged Weapons roll.
- Trick Shot (Ranged Weapons)
The character gains a +2 Ranged Weapons bonus against inanimate objects. While this can’t be used to attack other creatures, it can be very useful for indirect effects like shooting down a chandelier or severing the rope holding up the drawbridge from a distance.
- Extra Ammunition (Ranged Weapons)
With this stunt, you may spend a Fate point to remove an “Out Of Ammunition” Minor consequence at the end of any exchange. Also, you get a +2 defence bonus whenever you’re the target of a manoeuvre intended to deplete your ammunition (for example, one resulting in an “Empty Quiver” aspect).
Make It Count (Ranged Weapons) That last arrow has a kind of magic to it. With this stunt, you may declare you’re down to your last shot, and gain a +3 to your next Ranged Weapons roll. However, this is your last shot – you can’t make any further shots unless a new weapon or ammunition is available in the scene. Even the Extra Ammunition stunt won’t remedy this – you really are out of ammunition.
- Fight in the Shade (Ranged Weapons)
The character’s skilled at laying down suppressive fire. When blocking with Ranged Weapons (see page 158), you may ignore up to a -2 penalty imposed by the Story Teller due to complexity.
- Quick Shot (Ranged Weapons)
The character can bring his weapon to bear in the blink of an eye. You take no penalty for drawing a bow or other ranged weapon as a supplemental action; if someone’s actively blocking such an action (see page 158), you gain a +2 bonus to overcome it.
- Lightning Hands (Ranged Weapons)
Requires Quick Shot
The character and his weapon are as one; the thought to aim and shoot is the same as the action. With this stunt, you may use Ranged Weapons to determine initiative instead of Alertness.
- Reflex Shot (Ranged Weapons)
Requires Lightning Hands
Once per exchange, between or before other characters’ actions, you may spend a Fate point to pre-empt the usual exchange order and act next, as long as your action involves a Ranged Weapons roll. You do this in addition to your normal action, but each time it’s done in the same scene, the Fate point cost increases by one.
- Crafter’s Instinct (Ranged Weapons)
The character is a skilled craftsman of ranged weaponry. When creating or repairing such weapons, you may roll Ranged Weapons instead of Artificer.
- Signature Ranged Weapon (Ranged Weapons)
Requires Crafter’s Instinct
The character has a bow, throwing dagger, or similar ranged weapon that’s a cut above. It’s a device with the Craftsmanship improvement (see page 142) and one other improvement. It’s so well-made it never needs lengthy repairs if damaged; reduce repair times by four steps.
- Both Barrels (Ranged Weapons)
This stunt is only available in settings which include black powder weapons or other firearms
Normally, shooting with two black powder weapons just looks cool without providing a bonus; with this stunt, a character using two weapons has a decisive advantage.
Any time you use two black powder weapons and inflict at least 1 stress on a target (excluding the weapon’s damage bonus), the stress is increased by one (meaning you always inflict at least 2 stress). Further, you gain a +1 defence bonus against the disarm manoeuvre.