Shooting range
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A shooting range is an establishment devoted to the teaching and practice of using firearms. Shooting ranges possess several lanes in which
Shooting ranges also function as rental shops, providing weapons for the purpose of training firearm-related combat skills.
Contents
Locations
Shooting ranges may be found in the following towns:
- Abakash
- Alba Radium
- Aosaidan
- Arnett
- Baden Town
- Beadsor
- Beatus
- Calfair Sector
- Caminus
- Camp Baxter
- Camp Charger
- Camp Huntsman
- Citadel Lambeth
- Cloud Ten
- Echizen
- Ellen Sector
- Elusec
- Ferland Sector
- Ferron City
- Flaxton
- Fort Cobalt
- Fort Phantom
- Fort Scarlet
- Fort Wight
- Garica Block
- Gehen
- Gimrun
- Greening
- Heshbar
- Joliet Sector
- Kazama
- Kijirou
- Lenox Corner
- Masatomo
- Mippei Yosai
- Murberry
- Neo Khazrun
- Novysera
- Outpost Trion
- Rog
- Saker
- Sirvarris
- Station Delta
- Station Lasker
- Station Sigma
- Temno
- Twinleaf City
- Ventis
- Viris Area
- Yurai
- Wayward
Map
Keys
- Keycard A: Carried by the resident rangemaster and the rental shop manager.
Rooms
Classroom
- Personnel: Rangemaster
- Furniture: Student desks, chairs, teacher's table, teacher's chair, whiteboard, file cabinet, shelf with training cassettes, television, video projector, diagrams, cutaway firearms
- Cover:
- Side 2: Teacher's desk (36 health, A1)
- All other sides: Student desk (24 health, A1)
Explosives training lane
- Personnel: None, but may be visited frequently by the rangemaster
- Furniture: Shooting lanes, explosion containment pits, wooden targets
- Cover:
- All sides: None
- NOTES:
- Side 1 and Side 2 are inaccessible in this room. Visitors enter the room in Side 3, no matter which door they enter from.
- All targets are located on Side 4 of the room. Walking into Side 4 is walking downrange; it is only allowed with the express permission of the rangemaster, after a ceasefire has been declared.
Rental shop
- Personnel: Citizen (Rental shop manager)
- Furniture: Counter, shelves, advertisement posters and signs
- Cover:
- All sides: Metal shelves (60 health, A1)
- Locked doors:
- West: Keycard A, to Shop storage room
- North: Requires payment to access, to Shooting lane 2
The rental shop is where customers may purchase various shooting range services. See this section for details.
Shooting lane
- Personnel: None, but may be visited frequently by the rangemaster
- Furniture: Shooting lanes, steel targets, paper targets, benches
- Cover:
- All sides: None
- NOTES:
- Side 3 and Side 4 are inaccessible in this room. Visitors enter the room in Side 1, no matter which door they enter from.
- All targets are located on Side 2 of the room. Walking into Side 2 is walking downrange; it is only allowed with the express permission of the rangemaster, after a ceasefire has been declared.
Shop storage room
- Personnel: None
- Furniture: Storage shelves, boxes, crates
- Cover:
- All sides: Storage boxes (66 health, A3)
Range services
All of the services provided by the range can be purchased through the rental shop.
Range services are available 24/7.
Service | Details | Fees (in ![]() |
---|---|---|
Entrance fee | You must pay a nominal one-time fee to access the lanes, valid until you leave the premises (with exceptions for bathroom breaks). | 10 |
Weapon rental | See below. | Varies |
Learn Lightning reload | Ask the resident rangemaster to teach you the lightning reload technique. | 3000 |
Shooting range lanes
You may use the shooting range lanes in one of two modes: Weapon practice and Combat training.
Weapon practice
In this mode, you enter Combat mode against infinite-health human-shaped steel targets. You may "fight" the target in turn-based mode, giving you a chance to learn the basics, learn how a new firearm works, or find out the damage and accuracy of your weapons. You may ask the GM to give you readouts based on the Pain Sensitivity and Armor Class of your choice.
Combat training
In this mode, you can spend day periods and ammunition to increase your Training Points with a combat skill. The process is abstracted, and weapons do not lose Condition in the process.
To perform combat training, go through this procedure:
- Select a weapon (it can be a rental weapon)
- Select a compatible skill to train with less than 250 Training Points
- Select an amount of ammunition to dedicate towards training, up to 500 rounds.
- After selecting the number of shots fired, roll a 1d100 for each shot fired.
- Count a success for every roll superior to 75 (equal to 76 or more).
- Divide the number of successes by 5, round down. The result is the number of Training Points you have earned for the selected skill.
- The following effects apply:
- 1 day period passes
- +25% Fatigue, -4d200 ntri, -4d150 wtr
Tips for Game Masters |
You can use the inequality operators built into SnakeEyes to simplify the process. Use this command: /r xd100>75, where x is the number of shots fired.
Due to a parsing limitation, please do not roll more than 150 dice at once (x should be 150 or less). Rolling too many dice will cause SnakeEyes to become unable to return the total number of successes. If this happens, try again with fewer dice. If you're shooting more than 150 rounds in a training session, roll multiple times and add the results together. |
Weapon rental
The rental shop's primary purpose is to offer various rental weapons. You may rent firearms and/or ammunition for use at the range to train your firearm and heavy weapon combat skills.
Weapon rental shops work similarly to gun shops or weapon shops, except weapons must be returned to the shop once customers are done practicing. Ammunition can only be purchased for use on the training floor. Any unfired ammunition must be returned to the shop.
You may order as much ammunition and training grenades as your wallet allows; just remember that unfired ammunition must be returned to the shop, and there are no refunds.
The shooting range rental shop offers the following:
Weapons
Weapon | Suitable skills | Rental fee (in ![]() |
Notes |
---|---|---|---|
CZ 455 | Bolt-action | 40 | One 5-round magazine inserted + 2 extra 5-round magazines. |
IZHMASH SV-98 | Bolt-action | 150 | One 10-round magazine inserted. Includes a 8x scope to practice Concentration. |
Mossberg Maverick 88 | Pump-action | 60 | |
Marlin Model 1894C | Lever-action | 75 | |
Glock 18C | Automatic pistol Semi-auto pistol |
65 | One 33-round magazine inserted + 1 extra 33-round magazine. |
SIG Arms SG551 | Automatic rifle Semi-auto rifle |
120 | One 20-round magazine inserted + 2 extra 20-round magazines. |
Daewoo USAS-12 | Automatic shotgun Semi-auto shotgun |
150 | One 10-round magazine inserted + 1 extra 10-round magazine. |
Beretta M9 | Semi-auto pistol | 30 | One 15-round magazine inserted + 2 extra 15-round magazines. |
M1 Carbine | Semi-auto rifle | 70 | One 15-round magazine inserted + 2 extra 15-round magazines. |
Mossberg SA-20 Tactical | Semi-auto shotgun | 80 | |
Smith & Wesson Model 10 | DA revolver SA revolver |
30 | |
Colt Single Action Army | SA revolver | 50 | |
M69 | Thrown weapons | 15 | You may order multiples. |
Springfield M79 | Grenade launcher | 120 | |
Talley M190 LAW | Rocket launcher | 30 | |
C4 charge, practice | Planted explosives | 15 |
Ammunition
Caliber | Ammunition type | Rounds | Rental fee (in ![]() |
---|---|---|---|
.22 Long Rifle | Standard Lead | 50 | 2.50 |
7.62x54mm R | Milsurp FMJ | 20 | 30 |
20 gauge | Tactical Buck | 10 | 45 |
.38 Special | Standard Lead | 50 | 25 |
9x19mm Parabellum | Milsurp FMJ | 50 | 12.50 |
5.56x45mm NATO | Milsurp FMJ | 20 | 15 |
12 gauge | Tactical Buck | 10 | 54 |
.30 Carbine | Milsurp FMJ | 50 | 25 |
.45 Colt | Milsurp Lead | 50 | 12.5 |
40mm NATO grenade | M382 Practice | 6 | 18 |
35mm practice rocket | N/A | 1 | 25 |