Firearms

To resolve a firearms attack, make a 1D100 roll and compare the result with the attacker's Firearms skill (using the appropriate specialization).

The firearms roll is not opposed. The difficulty level is determined by the range, with various other factors granting either Penalty or Bonus dice. A failure never deals damage.

**Firearms and the DEX Order**

It takes less time to pull a trigger than to swing a club or sword, therefore readied firearms may shoot at DEX + 50 in the DEX order.

**Range and Firearms Difficulty Levels**

The difficulty level of a firearms skill roll is always set according to range. Each doubling of range above the weapon's listed base range on the **Weapons Table** increases the difficulty level by one step.

* Within the base range: Regular difficulty level.
* Long range (up to twice the base range): Hard difficulty level
* Very long range (up to four times the base range): Extreme difficulty level

# Firearm Attack Modifiers

(Back to Combat)

Once the difficulty level of a firearms attack has been set, all other factors that lend a distinct advantage or disadvantage are taken into account. Some options follow, but others may occur to you during play. Modifiers grant either a bonus die or a penalty die.

### **Diving for Cover (Penalty die)**

A target that is aware of being fired upon may react by diving for cover. This may mean jumping behind a physical barrier, throwing oneself to the floor, or ducking and diving at speed in an attempt to present a more difficult target.

Diving for cover requires a Dodge roll. If this is successful, the target presents a more difficult target and the attacker gets one Penalty die.

Diving for cover is a desperate response to a desperate situation. A character that opts to dive for cover forfeits their next attack (regardless of whether they were successful or not). If they have already used their attack for this round, they forfeit their attack in the following round. The only option available to a character that has dived for cover, until their next attack, is to dodge further attacks. If an individual with multiple attacks dives for cover, they forfeit all of their attacks, not just a single attack.

#### **Cover and Concealment (Penalty die)**

The degree of protection offered by cover is at the Keeper's discretion; a wooden fence may not stop a bullet, but it does obscure the target, making the shot more difficult. Concealment of at least half of the target adds one Penalty die to a firearms attack.

A target that breaks cover even briefly (to fire shots for example) may be targeted by another character - if that character is holding their turn.

#### **Point-Blank Range** **(Bonus die)**

If the target is at point-blank range - within a fifth of the shooter's DEX in feet - the attacker gains a Bonus die.

An attacker that is using a firearm at point-blank range may be targeted by melee attacks and could be disarmed with a successful fighting maneuver on their opponent's turn. A target may not fight back against or dodge a Firearm attack as they can a Fighting attack.

#### **Aiming** **(Bonus** **die)**

The intention to take careful aim must be declared on the character's turn in the order of combat. The shot is taken on the same turn in the order of combat in the following round. If no other actions are taken before the shot is fired, the attacker gains one bonus die. If the aiming character takes damage or moves while aiming, the advantage of aiming is lost. Only one Bonus die may be gained by aiming.

#### **Fast-Moving Targets (Penalty die)**

A target that is moving at full speed (MOV 8 or more) is hard to hit; apply one Penalty die.

#### **Target Size (Bonus or Penalty die)**

Smaller targets are harder to hit. If the target is Build -2 or smaller, apply one Penalty die.

Larger targets are easier to hit. If the target is Build +4 or larger, apply one Bonus die.

#### **Reloading Firearms (possible Penalty die)**

It takes one combat round to load two shells into any handgun, rifle, or shotgun. Allow one round to exchange a clip. Allow two rounds to change a machine gun belt.

In a round, it is possible to put one round in a chamber and get that shot off with one Penalty die.

#### **Handguns, Multiple Shots (Penalty die)**

Many handguns are capable of firing 2 or 3 shots per round. Firing one shot allows for a more careful aim and steadying of the weapon. Firing more than one shot places speed above accuracy. When firing two or three shots in one round, roll for each shot individually, with all shots receiving one Penalty die.

#### **Firing into Melee Combat**

Combatants in melee combat are constantly on the move and may obscure one another. One Penalty die is applied when targeting a combatant involved in melee combat. A fumble indicates an ally has been hit. If multiple allies are in the line of fire, the one with the lowest Luck score is hit.