Difference between revisions of "Ranged Weapon Specifications"

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|Arrow packets must be >= 8" end to tail, with a brown cloth tail. You may not use heavy foam arrows. Carrying arrows or arrow packets requires that the carrier prominently display the packets or, preferably, carry a prop quiver on their person. The packet itself need not be brown, but may have a brown streamer as the tail.
 
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Revision as of 16:39, 6 January 2016

Ranged Weapon Specifications

Any weapons used to do damage at range.

Thrown Coreless foam-latex <= 12" or an oversize packet wrapped in silver cloth, packets must be >= 8" end to tail. Base 1 damage.
Bows Bows can be any height over 24”. Base 3 damage.
Crossbows Crossbows can be any length. They may fire arrow packets or foam darts, but may not fire heavy foam arrows. Base 3 damage.
Derringers Dart blasters that fire no more than twice before reloading and are designed to be held in one hand. Base 2 damage.
Rifles and shotguns Dart blasters that fire no more than once before reloading and are designed for use with two hands. Base 3 damage.
Revolvers Dart blasters that fire no more than 6 rounds and are designed to be held in one hand. Base 2 damage.
Repeating Rifles Dart blasters that may have cylinders, magazines, or other mechanisms for firing more than once and are designed for use with two hands. No magazine should hold more than 6 rounds and you may not change magazines during gameplay (must use the same magazine). Base 3 damage.
Bullets Bullets can be any foam dart that would fit in a foam dart blaster.
Arrows Arrow packets must be >= 8" end to tail, with a brown cloth tail. You may not use heavy foam arrows. Carrying arrows or arrow packets requires that the carrier prominently display the packets or, preferably, carry a prop quiver on their person. The packet itself need not be brown, but may have a brown streamer as the tail.

Foam dart blasters may only be modified cosmetically. You may not install or upgrade any mechanical parts on your blasters. Blasters may not use batteries to power their loading or firing action and must use either a lever, hammer, or slide/bolt action to chamber a round. Derringers may use pulls, and rifles may use a barrel break chambering action. The weapon must require chambering between each trigger pull.

Thrown Weapons - Do not need to be tagged, but should be shown at check-in if they are not packets. Any character may use a thrown weapon - no skill purchase required. Thrown weapons do 1 base damage and are not affected by Augment.

Dynamite - A special item crafted through Gunsmithing/Ammosmithing 5. To use Dynamite, hold the Dynamite prop in both hands and call: "Lighting Dynamite", you may switch to only one hand after the call. Make an audible 3 count of "Burning 1, Burning 2, Burning 3", then remove the sheath (if there is one) and throw the dynamite at the ground with a bit of force. The discs should shatter apart. Call "4 Fire". If it fails to explode, you may reset the prop and use it again.