Not content with settling disagreements hand-to-hand or toe-to-toe, Humanity developed a bewildering array of ways to express displeasure at a distance.
Combatants may train with ranged weapons such as firearms to keep the upper hand in conflicts.
Because ranged conflict involves primarily hand-eye coordination, these skills primarily build from Dexterity rather than Agility.
☐ ARCHERY (DEXTERITY)
Firing projectiles, from muscle and spring powered devices such as bows or crossbows.
☐ RANGED WEAPONS (DEXTERITY)
Combatants may choose among many types of dart launchers, electrical stunners, firearms, rocket-propelled grenades, mortars, and many other forms of chemical- and electrically-powered projectile launchers.
☐ THROWING (DEXTERITY)
Firing projectiles at opponents from muscle power alone, including with increased leverage from slings, atlatl, or other spear-throwing devices.
◢ Moves
Ranged combat adapted much more easily to spaceflight than other conflicts.
While it takes practice from a planet-dwelling combatant to re-learn to aim in spin gravity, or vice versa, this is significantly easier type of compensation than relearning whole body movements.
Vacuum also changes ranged combat drastically, and not just while pressure suited.
Most Adventurers think twice then think again before entering into a firefight while pressure suited.
Aiming also suffers significant penalty due to restrictions from the pressure suit.
Culturally, space dwellers strictly police and punish the presence or use of firearms in stations, spacecraft, and pressurized colonies.
☐ DEXTERITY RESERVES
The longer ranged combat actions like aiming continue, the harder the combatant may find it to maintain accurate strikes.
☐ AWARENESS RESERVES
Extended periods of hand-eye coordination, such as extended observation through sniper scopes or aiming may also take their toll on Awareness needed to focus accurately.