Tuesday, January 21, 2014

CYBER-PULP FANTASY CORE-Gun Rules

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Overview 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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