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rules:ranged [2022/11/26 07:19] aettles ↷ Page moved from start:rules:ranged to rules:rules:ranged |
rules:ranged [2023/03/23 11:36] (current) mochtire |
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- | =====Ranged Combat===== | + | ;#; |
+ | <fs xx-large>< | ||
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- | | + | You do not need to track any of the numbers for health or damage in ranged combat. The lasertag system will cover all of that for you. Numbers given here are to help players gauge the lethality of combat. |
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- | ====How The Firearms Phys-reps Work==== | + | <fc # |
You will be given a lasertag firearm paired with a headband. These will be programmed with your character' | You will be given a lasertag firearm paired with a headband. These will be programmed with your character' | ||
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It is also possible to target another firearm instead of a person. If your weapon is hit you will take no damage but the weapon will not fire for a few seconds and the gun will tell you it has been damaged.\\ | It is also possible to target another firearm instead of a person. If your weapon is hit you will take no damage but the weapon will not fire for a few seconds and the gun will tell you it has been damaged.\\ | ||
\\ | \\ | ||
- | The headbands are usually paired with a single gun. Some of the headbands are capable of being paired with two guns at once, but these are limited in number. We will do our best to ensure players have access to a dual weapon option on their missions, but there may be occasions when we have to limit players to only one weapon.\\ | + | The headbands are usually paired with a single gun. Some of the headbands are capable of being paired with two guns at once, but these are limited in number. We will do our best to ensure players have access to a dual weapon option on their missions, but there may be occasions when we have to limit players to only one weapon. |
- | There is no real mechanical advantage to using two of the same weapon other than a slightly higher chance of hitting on the " | + | \\ |
- | All the firearms phys-reps have a fixed clip size which varies from weapon to weapon. They are all reloaded by pressing a small button on the firearm itself. Different weapons have different reload times.\\ | + | |
- | ====Roleplaying Hits==== | + | There is no real mechanical advantage to using two of the same weapon other than a slightly higher chance of hitting on the " |
+ | \\ | ||
+ | |||
+ | All the firearms phys-reps have a fixed clip size which varies from weapon to weapon. They are all reloaded by pressing a small button on the firearm itself. | ||
+ | Different weapons have different reload times.\\ | ||
+ | \\ | ||
+ | ;#; | ||
+ | {{: | ||
+ | <fc # | ||
+ | ;#; | ||
+ | \\ | ||
+ | <fc # | ||
If you are shot but not put down, you can roleplay that as a flesh wound, a near miss or a shot that was absorbed by your armour. Only the shots that put you on the floor are actual wounds. Feel free to roleplay exactly where you got shot in whatever fashion suits you, but mechanically all wounds have the same effect.\\ | If you are shot but not put down, you can roleplay that as a flesh wound, a near miss or a shot that was absorbed by your armour. Only the shots that put you on the floor are actual wounds. Feel free to roleplay exactly where you got shot in whatever fashion suits you, but mechanically all wounds have the same effect.\\ | ||
- | ====Health==== | + | <fc # |
Everyone starts with 30 health points. This can be increased by wearing armour, and can be increased or decreased between events by how well you have looked after yourself. There may well be other ways to affect your health as you progress deeper into the Zone... | Everyone starts with 30 health points. This can be increased by wearing armour, and can be increased or decreased between events by how well you have looked after yourself. There may well be other ways to affect your health as you progress deeper into the Zone... |