CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
[Oops. Forgot to mention I was going to be off on Monday.]
GUN
RULES
Sniping: Without the Sniping skill, the
attacker is only making a surprise, normal attack. They will need to make a Stealth roll before
getting into position to fire.
Taking
Cover: When
gunfire goes off, most people duck for cover.
Finding close cover takes 1 rd (if it's available), it does not
put the combatant in a Disadvantaged state, and they cannot attack in that rd.
Partial
Cover: Either
hiding behind an object that affords full cover, but still counter-attacking;
or cover is only partial; or prone (only counts as cover if under attack at
Long range). Can still make ranged
attacks. You will not have the
initiative over anyone in the open. You
lose your Dex AC bonus, but can only be hit on a DC 12 Called Shot.
Full
Cover: Completely
covered and only vulnerable to ranged attack on a DC 18 Called Shot. Cannot attack for that rd.
Flimsy
Cover and Blind Firing: Curtains and plaster walls such won't stop bullets, however if
completely obscured, the attacker loses all attack bonuses on the target for
one rd. Likewise, attacking someone in
complete darkness or with obscured vision will be without all attack bonuses.
Out
in the Open:
Characters in the open always have the initiative over those taking cover and
still have their Dex bonus added to their AC.
Suppressing
or Cover Fire: This
is called before making a firearm attack.
A successful roll (doesn't require a Called Shot) against a partially or
fully covered target doesn't cause damage, but keeps the target from attacking
or moving for one rd.
Flanking: In gunfights between covered
opponents, smart combatants normally attempt to flank or get behind the other
side. This can be achieved through
Covering Fire and breaking cover (by the shooter or another) or by Stealth. A flanked opponent will likely surrender
immediately.
Firing
into Melee: For
those without the Crack Shot ability, to hit a specific target engaged in a
fight with someone else is considered a DC 18 Called Shot. On a miss, if the roll was a natural 1 to 10,
the other combatant may be hit (compare attack with their AC).
Reloading: Takes one rd. If reloading a clip, the person may keep
moving. A revolver can only be reloaded
when stationary. Lose your Dex bonus if
in the open.
Massed
Small Arms Fire:
To simplify a hail of gunfire made with multiple weapons (5 or more), add +1 to
the best shooter’s attack roll for each additional attacker. If firing at multiple targets, use only the
best AC. If hit, make one damage roll
and multiply by 1d4 and apply to each target.
(Not very realistic, but very dramatic.)
Target
Shooting: For
shots not taken in combat beyond Close range.
Stationary AC 12. Moving AC
18.
Point
Blank: Automatic
hit, roll damage. May require a Stealth
check or some confidence scam subterfuge to get close enough to do it. DC for Stealth set by the situation.
Ranged
Weapons in Melee Combat: An opponent wielding a non-reach melee weapon versus a ranged weapon
has put themselves at Point Blank range.
However, the shooter will be forced to drop their weapon upon the first
melee hit.
Execution: A close range gunshot to the head
of a helpless person is assumed to be fatal (unless it's a character or an
important NPC). Automatic hit, max
damage, if damage taken is important. It
is also a fairly evil act, unless the victim really deserved it.
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