Delusions of Grandeur

Help Topics :: shoot

.: Help for shoot

Fire a loaded ranged weapon at a target in your room or an
adjacent room.

Usage: 

  shoot 
      Fire at a target in the same room.

  shoot  
      Fire into the adjacent room in that direction and strike
      a target there.

The weapon must be loaded before it can fire. Use
reload after each shot to ready it for the next one.
Reloading draws one round of ammunition from a matching bundle
in your pack (arrows for a bow, bolts for a crossbow, shot for
a sling or pistol). When a bundle runs dry you will be told it
was your last.

Each shot uses your combat round. Cross-room fire does not
automatically pull you into melee; the target must close the
distance to engage.

Shooting spends Stamina and requires full payment. Carried load raises the
price, while ranged-combat skill lowers it. If you are
too spent, you do not fire or consume the round.

An aimed shot needs light. In a dark room you cannot line one up, and the
shot is refused before it costs you anything. Carry a light source, or see
in the dark by other means. Swinging in melee has no such requirement, so a
close fight is still an option when you cannot shoot.

Shooting from hiding is an ambush. It needs your special move ready, it
hits far harder, and it gives your hiding place away, so you get one. If
the special move is still recovering you simply fire an ordinary shot
and are told so. Reloading spends that same recovery, so reloading just
before you hide can leave you with no ambush ready.

You cannot steady an aimed shot while something is attacking you. The
shot still fires, but it is weaker than one taken with the room clear.
Break away, or let someone else hold their attention.

━━━ Progression ━━━

Ranged-combat improves through use. Shots that connect have a
chance to advance the skill. Perception governs aimed-shot
accuracy and damage.

See also: help reload,
  help ranged-combat, help stamina,
  help equip, help sneak,
  help skullduggery, help ambush,
  help special