Ranged Combat and Distance
- Overview
- Distance Bands
- Tactical Measurement
- Movement and Positioning
- Era Range Profiles
- Weapon Range Profiles
- Targeting States
- Detection and Stealth
- Ranged Exchange Procedure
- Cover and Exposure
- Engaged and Closing
- Shooting Into Groups
- Suppression and Area Threats
- Ammunition Charge and Heat
- Thrown and Improvised Ranged Attacks
- Magic Sensors and Guidance
- Vehicle Orbital and Far-Scale Fire
- Future Use
Overview
Ranged combat uses the same structure as melee combat. Distance, cover, visibility, and targeting determine permission, pressure, and consequence.
The goal is not precise measurement. The goal is to make range matter clearly across the focus eras defined in System Design Principles: ME bows and thrown weapons, IN muskets and rifles, MO firearms and vehicles, PM drones and smart weapons, ES shipboard weapons and orbital sensors, and FF exotic weapons, ritual attacks, and resonance guidance.
Distance Bands
Use distance bands when exact measurement is not important.
| Band | Meaning | Typical Effects |
|---|---|---|
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Close enough for hand-to-hand contact, grappling, knives, shields, bayonets, or point-blank danger. |
Ranged attacks are pressured unless the weapon or position supports close use. |
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A few steps to a short rush; conversation, thrown weapons, pistols, short bows, and quick charges matter. |
Most combatants can close or break line with one exchange. |
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Across a room, street, clearing, deck, bridge, or small battlefield lane. |
Common range for bows, firearms, spells, and visible targeting. |
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Across a field, rooftop gap, ravine, large hall, hangar, or vehicle approach. |
Requires a suitable weapon, clear line, sensor help, prepared position, or strong Talent. |
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Beyond ordinary unaided combat range, but still reachable by specialized gear, magic, vehicles, or sensors. |
Usually requires tags such as |
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Outside the immediate exchange area. |
Treated as a scene objective, hazard, countdown, travel problem, ritual procedure, vehicle action, or orbital event. |
Distance bands describe action relevance first. For theatre-of-mind play, use the fictional meanings above. For miniatures, maps, or digital implementation, use the tactical measurement overlay below.
Tactical Measurement
Use tactical measurement when exact position matters. The metric system is the primary measurement standard. One tactical unit represents roughly 1.5 m at personal scale. On a map, that equals one square, one hex, or 2.5 cm of freeform tabletop movement. Imperial equivalents may be included as optional references.
| Band | Grid Distance | Freeform Tabletop | Approximate Real Distance |
|---|---|---|---|
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Same or adjacent square/hex. |
Up to |
Up to |
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Up to |
Up to |
Up to |
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Up to |
Up to |
Up to |
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Up to |
Up to |
Up to |
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Up to |
Up to |
Up to |
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More than |
More than |
More than |
Optional imperial reference: one tactical unit is about 5 ft in the fiction and about 1 inch on a freeform tabletop. If a group prefers inch-based wargame measurement, use the same tactical-unit counts as inches.
For rectangle grids, count the shortest path by squares. Diagonal movement counts as one square by default; use alternating 1 and 2 diagonal costs only if the table wants more tactical precision.
For hex grids, count the shortest path by hexes. Hexes are the cleanest option when facing, arcs, or open-field movement matter.
For freeform tabletop play, measure from the closest relevant point of the acting model or base to the closest relevant point of the target model or base. Large creatures, vehicles, and vessels use the closest exposed hull, body, or system unless the action targets a specific weak point.
For CRPG implementation, store distances internally in meters and map them to the same bands. The default thresholds are: Engaged at 0-1.5 m, Near above 1.5-6 m, Short above 6-18 m, Long above 18-45 m, Far above 45-150 m, and Beyond Scene above 150 m or outside the loaded encounter space.
Vertical distance counts when it changes reach, cover, falling risk, visibility, or line of effect. Do not recalculate exact three-dimensional distance unless the scene is tactical enough to benefit from it; otherwise, use the higher or more dangerous band when elevation clearly matters.
Movement and Positioning
Movement is part of the exchange, not a separate turn phase. A character can usually shift position while attacking, defending, covering, casting, reloading, or helping, but the table should decide whether the movement is incidental or the main intent.
Use these movement categories when exact position matters.
| Movement Type | Grid Distance | Freeform Tabletop | Real Distance | Use |
|---|---|---|---|---|
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Up to |
Up to |
Up to |
Adjust angle, enter or leave |
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Up to |
Up to |
Up to |
Reposition while still doing something else. |
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Up to |
Up to |
Up to |
Make movement the main action, close fast, retreat, cross a lane, or reach cover under pressure. |
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Up to |
Up to |
Up to |
Full commitment to speed; usually gives up clean attack, casting, careful aim, or complex work. |
Move is the default incidental movement inside an exchange. Rush or Sprint should usually be declared as the exchange intent or attached to a defense roll, escape roll, rescue roll, charge, or objective action.
| Situation | Default Handling |
|---|---|
Reposition without immediate threat |
Usually no roll; update position and continue the exchange. |
Reposition while attacking or helping |
Allow up to |
Close from |
Usually possible with |
Close from |
Requires |
Cross exposed fire |
Treat as an objective; success changes position, failure causes pressure, wound, or pin. |
Retreat from |
Usually requires defense, disengage, shove, cover, ally help, speed, or accepting pressure. |
Reach cover |
If cover is within |
Difficult terrain |
Reduce movement one category, add pressure, or require the movement to be the exchange intent. |
Climbing, swimming, crawling, vacuum movement, zero-g, or unstable footing |
Use |
On a grid or CRPG map, movement should leave a concrete state: new band, cover state, exposure state, engagement state, or objective progress. In theatre-of-mind play, use the same categories as pacing language: step, move, rush, sprint.
Fast, Powered, mounted movement, vehicles, magic, cybernetics, or species traits can increase movement by one category when they directly apply. Heavy Armor, Bulky, wounds, burdened cargo, difficult terrain, suppression, or maintained magic can reduce movement by one category or make movement the main intent.
Era Range Profiles
Use these profiles to choose which tags, pressures, and permissions are most likely to matter in a ranged scene.
| Era | Common Ranged Threats | Range Notes |
|---|---|---|
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Bows, crossbows, slings, thrown weapons, siege engines, ritual signs. |
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Pistols, muskets, rifles, artillery, steam weapons, signal-assisted batteries. |
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Rifles, automatic weapons, optics, grenades, vehicles, radios, aircraft support. |
Cover, suppression, spotting, and movement between positions become central tactical pressures. |
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Smart weapons, drones, sensor locks, jamming, cybernetic targeting, remote turrets. |
Detection and counter-detection are often the real contest before a clean shot is possible. |
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Shipboard weapons, vacuum-rated arms, breaching charges, habitat defenses, orbital sensors. |
Ranged consequences often threaten hulls, air, sealed doors, cargo, docking routes, or station systems. |
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Exotic weapons, adaptive shields, autonomous swarms, resonance guidance, mythic-scale systems. |
Permission, guidance, shielding, and system state decide whether the attack can land cleanly at all. |
Era profiles are defaults, not locks. A low-tech world can have FF magic, and a far-future colony can still fight with ME tools when supply fails.
Weapon Range Profiles
Weapon range profiles define the bands where an attack form normally has permission. They are broad defaults, not item statistics. Specific gear, Talent, magic, sensors, tags, terrain, or era assumptions can extend, restrict, or pressure a profile.
| Profile | Comfortable Bands | Pressured Extension | Typical Tags or Limits |
|---|---|---|---|
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Pistols, hand crossbows, short bows, compact spell forms. |
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Bows, crossbows, rifles, muskets, many attack spells. |
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Depends on weapon; often extends one band. |
Fails or becomes pressured without lock, signal, trace, line, or guidance. |
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Scene-defined; often |
Requires setup, link, place, name, offering, focus, or visible condition. |
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Use vehicle or vessel scale. |
Personal-scale targets treat it as scale mismatch unless permission exists. |
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Comfortable bands do not remove risk. They only mean the attack form is plausible without special permission. Pressured extension means the action can be attempted when the fiction supports it, but the roll should account for exposure, poor angle, aiming time, ammunition strain, unstable magic, sensor noise, or collateral risk.
When a profile and tag disagree, use the more specific rule. A Concealable pistol may work better at Engaged than an ordinary rifle. A Reach weapon may dominate Near until bypassed. A Smart weapon can extend range only if its guidance is intact.
Targeting States
Targeting states answer whether an attacker can identify, aim at, lock onto, or meaningfully affect a target. Use them after distance and weapon range are known.
| State | Meaning | Default Handling |
|---|---|---|
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The target is visible, identifiable, and in line of effect. |
Attack, guide, suppress, or affect normally if range permission exists. |
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The target is partly hidden by smoke, darkness, crowding, weather, glare, cover edge, sensor noise, or motion. |
Attack is possible, but pressured unless the tool, Talent, sensor, magic, or position answers the obstruction. |
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The target’s exact position is uncertain, but the attacker has a plausible area, trace, sound, signal, or route. |
Requires setup, area effect, sensor sweep, magical trace, prediction, or accepts pressure and collateral risk. |
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The attacker does not know where the target is in a useful way. |
Cannot be directly targeted until revealed, detected, guessed as an area, or forced to act. |
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A sensor, spell, mark, trace, spotter, or guidance system has a usable fix on the target. |
Can ignore some visibility pressure, but still needs range, line, signal, trace, or guidance permission. |
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The target state may be false, masked, duplicated, jammed, glamoured, or misidentified. |
Attacks may hit the wrong place, lose lock, reveal the attacker, waste ammunition, trigger backlash, or require confirmation first. |
Targeting state and cover state are related but separate. A target can be visible behind Hard Cover, hidden with no cover, locked through smoke, or spoofed while standing in the open.
| Change | Common Routes |
|---|---|
Improve targeting |
Move for angle, Set Up, reveal with light, flush with area threat, use |
Worsen targeting |
Take cover, use smoke, darkness, crowding, terrain, stealth, jamming, decoys, |
Break a lock |
Leave sensor arc, disrupt signal, cut trace, use warding, enter cover, spoof identity, jam network, damage the spotter, or change scale. |
For CRPG use, store targeting as a state on the relationship between observer and target, not only on the target. One character may have Clear Line while another has only Concealed, and a drone network may have Locked while an unaided character does not.
Detection and Stealth
Detection and stealth change targeting states. Use them when a character tries to hide, reveal, track, spoof, break a lock, or act from concealment.
| Action | Requirement | Default Result |
|---|---|---|
Hide |
The character needs cover, concealment, darkness, crowding, terrain, magic, signal noise, distraction, or a relevant tag. |
On success, worsen observer targeting by one or more steps: |
Sneak or reposition unseen |
The route must plausibly support stealth. |
On success, move without improving enemy targeting; on cost, leave trace, lose time, split from allies, or become |
Reveal |
The observer uses light, movement, angle, sound, sensor, |
On success, improve targeting by one or more steps: |
Gain lock |
The observer uses sensor, mark, spotter, trace, smart weapon, ritual link, or networked help. |
On success, create |
Break lock |
The target leaves arc, jams, spoofs, wards, cuts trace, changes signature, damages the spotter, or changes scale. |
On success, remove |
Spoof or veil |
The target uses decoys, false signal, glamour, false aura, disguise, hacking, or veiling magic. |
On success, create |
Stealth normally needs permission. A character cannot become Hidden in an empty lit corridor without magic, smoke, distraction, invisibility, sensor spoofing, or some other explanation. Likewise, detection cannot reveal what no method can plausibly sense.
Use the current exchange structure instead of adding a separate stealth turn. If stealth is the main intent, roll for it. If stealth supports another action, treat it as permission, pressure, or consequence. If the situation is obvious, update the targeting state without a roll.
| Situation | Default Handling |
|---|---|
Attacking from |
Usually improves the attack position, but reveals the attacker to at least |
Attacking from |
Usually applies pressure to the defender or reduces enemy response, but may reveal the attacker’s route or position. |
Searching under pressure |
Resolve as an exchange; failure may waste time, expose the searcher, or let the hidden threat act first. |
Area threat against |
May affect the zone without exact targeting, but creates collateral, resource, or position risk. |
Networked detection |
One observer’s |
Magical detection |
Requires a trace, permission, place, name, sympathy, method, or Talent; wards and veils can contest it. |
For CRPG use, detection should update observer-target state, not global visibility alone. Store source, confidence, and expiry. A heat sensor, drone lock, blood trace, line of sight, and divine mark can all create Locked, but they should have different break conditions.
Ranged Exchange Procedure
Use this procedure when a player character attacks, defends, covers, suppresses, spots, guides, or avoids fire at range.
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Identify distance band and line of effect.
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Identify targeting state, cover, concealment, visibility, sensor state, and any active detection or stealth method.
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Check whether the weapon range profile, magic, tool, or Talent has permission at that range.
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Apply pressure from being engaged, exposed, rushed, suppressed, obscured, reloading, tracked, or out-ranged.
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Resolve the exchange using .
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Apply wounds, pressure, position change, ammunition or charge costs, revealed position, and momentum.
Ranged combat should usually change position. A shot can pin, reveal, scatter, break cover, force movement, open a charge, or shut down an approach even when it does not wound.
Cover and Exposure
Cover answers harm. Concealment answers detection. Some things do both.
| State | Meaning | Default Effect |
|---|---|---|
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The target is visible and has no meaningful protection. |
Ranged attacks apply normally; harsh consequences are easier to justify. |
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The target is visible, lacks meaningful protection, and is being actively shot, suppressed, tracked, or bracketed. |
Defense Clean Success does not fully seize momentum unless the target reaches cover, breaks line of fire, suppresses the attacker, or changes the firing angle. |
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The target is hard to see, locate, sense, or identify. |
Use the |
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The target has protection from some angles. |
Can cancel a clean shot, reduce wound severity, or force position first. |
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The target is behind serious protection. |
Usually prevents ordinary harm unless bypassed, breached, flanked, or suppressed. |
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Vehicle, shield-bearer, drone, formation, crowd, or magic moves with the target. |
Creates pressure, may expose helpers, and can be broken by focused action. |
Cover should be concrete. A stone wall, shield line, ruined engine block, sanctified door, bulkhead, crowd, smoke, and resonance veil create different consequences.
Gaining cover under active fire is usually an objective, not an incidental benefit. A player character who defends while Exposed Under Fire may avoid immediate harm on a Clean Success, but should need a Breakthrough, Cover from an ally, suppression, smoke, speed, magic, or a declared movement objective to fully seize momentum and reach a safer position. Crossing a kill zone should often require two position steps: first break line of fire, then reach cover, flank, or escape.
Player countermeasures should matter. If the acting character or an ally spends the exchange on smoke, suppression, shield advance, jamming, decoys, rapid movement, magic, or prepared cover, a Clean Success can count as one of the required position steps even while the character is still exposed. A Costly Success can also move the character forward when the countermeasure directly answers the firing angle, but it should leave pressure, ammunition loss, equipment strain, or a similar cost.
While Exposed Under Fire, use harsher default consequences: Trouble usually causes a Serious wound or major position loss, Unstable Result usually causes a Minor wound or pinned exposure, and Costly Success usually preserves movement or survival but adds combat pressure.
Engaged and Closing
Ranged weapons are weaker when the user is already under close pressure.
| Situation | Default Handling |
|---|---|
Ranged user is |
Apply combat pressure unless the weapon has |
Ranged user wants to shoot while retreating |
Resolve as defense, escape, or covering fire rather than a clean attack if the enemy has momentum. |
Melee character crosses open range |
The ranged side can create pressure, but needs line of effect and time. |
Melee character reaches cover-to-cover |
Treat as position gain rather than automatic harm. |
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It may keep the fight at |
Closing distance should usually be playable, not automatic. A character can advance under shields, smoke, terrain, allies, magic, speed, stealth, or armor, but must answer the current ranged threat.
Shooting Into Groups
When a ranged attack targets a foe mixed with allies, bystanders, hostages, machinery, ritual objects, or fragile cover, make the risk explicit before the roll.
| Situation | Default Risk |
|---|---|
Clear target in a crowd |
Pressure from aiming, timing, or losing the shot. |
Ally engaged with target |
Cost may expose, graze, separate, or pressure the ally. |
Fragile objective nearby |
Cost may damage the objective instead of the intended target. |
Area weapon near allies |
The user must accept friendly-risk pressure or choose a different intent. |
Smart or guided weapon |
May reduce target-confusion pressure, but can be jammed, spoofed, veiled, or misidentified. |
The player should know the likely collateral risk before rolling.
Suppression and Area Threats
Suppressive and area attacks are usually position tools first and wound tools second.
| Intent | Effect |
|---|---|
Suppress |
Apply pressure, pin a target, deny a route, protect an ally, or prevent clean movement. |
Sweep |
Threaten several exposed targets or force a group to scatter. |
Breach |
Break cover, open a route, damage a barrier, or remove a defensive position. |
Saturate |
Make an area dangerous to enter or remain in. |
Flush |
Drive a target out of cover, concealment, hiding, or a prepared position. |
Tags such as Area, Limited, Reload, Volatile, Breach, Smart, Resonant, and Ritual should shape the cost and reliability of these actions.
Ammunition Charge and Heat
Do not count every shot by default. Track ammunition, charge, heat, fuel, ritual load, or unstable buildup when scarcity, reload timing, powerful effects, stealth, survival, or CRPG implementation matters.
| Resource State | Meaning | Default Effect |
|---|---|---|
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The weapon, spell focus, battery, magazine, quiver, or charge is available for ordinary use. |
No extra pressure. |
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The last meaningful shot, charge, prepared charm, loaded barrel, or burst has been used. |
The next use requires reload, recharge, redraw, re-prime, or accepted pressure. |
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The resource is running short, overheating, draining, or becoming unstable. |
Costs can exhaust it, force conservative use, reveal scarcity, or add pressure. |
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The resource is unavailable until resupplied, recharged, cooled, repaired, or ritually reset. |
The action is not available except as a bluff, improvised strike, or desperate overload. |
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The resource can still work, but continued use risks malfunction, backlash, fire, jam, venting, or magical flare. |
Use is possible with pressure; Costly Success or worse should create equipment, wound, position, or scene consequences. |
Use these triggers when a resource tag matters.
| Tag or Situation | Trigger | Common Consequence |
|---|---|---|
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After a shot, burst, volley, spell cartridge, crossbow crank, muzzle load, or heavy weapon cycle. |
Reload becomes the next intent, or the user acts with pressure until reloaded. |
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On Costly Success, Unstable Result, Trouble, sustained fire, travel attrition, or heavy use. |
Mark |
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On use in confined spaces, near allies, around fragile cover, with unstable magic, or while damaged. |
Add collateral risk, reveal position, damage cover, trigger backlash, or harm the user. |
Suppression or area fire |
When maintaining a zone denial effect. |
Spend ammunition, heat, charge, attention, or position; stopping fire may release pinned enemies. |
Smart or guided fire |
When guidance, lock, or network is contested. |
Spend charge, lose lock, create false positive, reveal signal, or require recalibration. |
Ritual or magical load |
When using prepared signs, offerings, stored resonance, or bound charges. |
Consume component, strain caster, attract attention, destabilize focus, or require reset. |
Reloading, cooling, or recharging can be incidental when the character is safe and has time. Under threat, it is usually an exchange intent, a Costly Success consequence, or an action enabled by cover, ally protection, speed, automation, or magic.
For CRPG use, resource pressure can be represented as a small state machine rather than full inventory accounting. Ordinary attacks can ignore resource state until a tag, encounter rule, or consequence changes Ready to Spent, Low, Empty, or Overheated or Unstable.
Thrown and Improvised Ranged Attacks
Thrown and improvised attacks work best at Near or Short range.
| Attack Type | Guidance |
|---|---|
Thrown weapon |
Usually needs |
Hurled object |
Often creates pressure, distraction, or position change more reliably than wounds. |
Grenade or charge |
Uses |
Ritual token or charm |
Uses magical tags such as |
Improvised shot |
Possible with pressure when the object, distance, and intent make sense. |
Improvised ranged attacks should stay useful, but not better than tools built for the job.
Magic Sensors and Guidance
Ranged targeting can come from sight, sound, heat, signal, spirit trace, resonance pattern, oath link, divination, drone feed, or other sensors.
| Targeting Method | Use |
|---|---|
Direct sight |
Works when the target is visible and range is plausible. |
Sensor lock |
Creates or contests the |
Magical trace |
Requires a relevant Talent, tag, ritual link, residue, name, oath, blood, memory, or place connection. |
Guided attack |
Can ignore some visibility pressure from |
Area reading |
Can target a zone without identifying every occupant, but increases collateral and uncertainty. |
Veiled, Warded, Nullifying, Stealth, Electronic, Networked, Resonant, Smart, and Revealing tags should interact directly with targeting states and detection.
Vehicle Orbital and Far-Scale Fire
Some ranged threats are larger than a personal exchange. See Scale Conflict and Vehicles when vehicles, vessels, armies, orbital weapons, or scale mismatch become the main structure of the scene.
| Scale | Handling |
|---|---|
Vehicle weapon |
Usually creates severe pressure, cover destruction, or Serious/Severe wounds unless the target has suitable protection or terrain. |
Starship or orbital weapon |
Treat as a scene threat, countdown, objective, or environmental disaster unless the scene is already vehicle-scale. |
Sniper or artillery threat |
Often begins as detection, cover, timing, counter-position, or escape rather than a simple attack roll. |
Drone or autonomous weapon |
Can be an active threat, group pressure, or remote extension of an enemy. |
Ritual or resonance strike |
Should require permission, setup, trace, line, offering, focus, or a visible scene condition. |
When scale changes, do not simply increase damage forever. Change the type of problem: survival, shelter, evacuation, disabling guidance, breaking ritual line, jamming targeting, reaching a control point, or forcing the attacker to lose permission.
Future Use
Later ranged-combat work should define detailed example weapons by focus era, ammunition and charge pressure, sensor rules, vehicle-scale exchanges, drone control, magical targeting limits, and noncombat range uses such as scouting or rescue.
The current document is a distance and targeting chassis. It should be tested through mixed melee-ranged scenes before adding detailed weapon lists.