GUN
RULES
Called Shot
(Personal Combat): This
includes attacking a certain area or spot, trying to hit someone holding a
hostage, firing into a crowd to hit a specific person, or attempting a
disarming attack (with a firearm). Must
be called before roll. The attacker will
have to succeed at two attack rolls to be successful. (Roll both d20’s at the same time to save
time.) If either attack roll fails, the
shot is a miss. If there’s a hostage or
something similarly valuable involved, a double miss hits the hostage or a bystander. Those with the Crack Shot skill only need to
make one roll and they will always either hit their target or miss everyone.
Taking
Cover: When gunfire goes off, most people duck for cover. Finding close cover takes 1 rd (if it's
available), it does not allow the attacker another attack, but the
person taking cover cannot attack 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. Those behind partial cover can only be hit on
a Called Shot.
Full
Cover: Completely covered and can’t be directly hit. A grenade or a weapon that can destroy the
cover can still affect them. Those under
full cover 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 that 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.
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 (a way to keep personal combat from
dragging out).
Sniping
(Personal Combat): The attacker must have cover or use Stealth to get into
position and have a clear shot at the target (who does not get a cover bonus). The Stealth roll would be DC 12 if at Long
distance or an unaware target, DC 18 for an exposed position or against someone
alert.
The
attacker has two options for attack.
Roll for a normal attack, if successful, it causes max damage. Alternately, they can try a Called Shot for
an instant kill. If both rolls are
successful, the target must make a DC 18 Fort Sv to live. Even if successful, they are still at 0 hp
and unconscious. If the rolls aren’t
both successful, then no damage is done.
After the shot, the sniper will have to make a DC 18 Stealth check to
avoid being spotted.
(This
assumes that a Character is the sniper.
If an NPC opponent is the sniper, then the Characters would have to
Detect the sniper getting into position, DC 12 if alert, DC 18 if unaware. After the shot, it would be DC 12 to Detect
the sniper’s position.)
Point Blank Shot: An attack at Close range with a ranged
weapon. No attack roll is needed, just
roll damage. Two shooters at Close range
will be in regular initiative order. If
one of the combatants isn’t using a firearm, the shooter will have the
initiative. However, the shooter will be
within melee range and can be struck or grappled, which will keep them from
using their firearm if hit.
Horses/Motorcycles/Vehicles:
It is a Called Shot to just hit the rider or driver or part of a car (like the
tires, which will stop vehicles).
Reloading:
Takes one rd. If reloading a clip, the
person may keep moving. A revolver can
only be reloaded when stationary.
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 mass 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.)
Grenade Attacks
Can
be lobbed at an area or group of opponents, up to four. For multiple targets, each target takes full
damage, ½ damage with a DC 12 Ref Sv. A
missed attack won’t cause damage to the opponents, but will go off
somewhere. The Ref will have to make a
ruling and perhaps an ad hoc die roll according to the situation and what else
is in the area.
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