COMBAT
Combat Modifiers
|
Situation |
Modifier |
|
Aimed shot |
-1 per turn aiming |
|
Wounds |
+1 per level |
|
Glare |
+1 |
|
Semi-dark, 25% cover |
+21 |
|
Twilight, 50% cover |
+31 |
|
Full dark, Blind fire |
+5 |
|
Thermographic Vision |
+22 |
|
Attacker/Target Walking3 |
+1 |
|
Attacker/Target Running3 |
+2 |
|
Attacker/Target Sprinting3 |
+3 |
|
Attacking from Vehicle to Foot/Foot to Vehicle |
+1 per 10km/h |
|
Attacking from Vehicle to Vehicle |
+1 per 10km/h difference |
|
Called Shot |
+3 |
|
Two Weapons |
+2 to both Targets |
1 –
Lighting modifiers do not affect Low-Light vision.
2 –
Replaces any visibility modifiers.
3 –
add half of the lower penalty (rounded up) if the two parties are moving at
different speeds. For example, Giga is
walking through a warehouse when his prey leaps out from behind a crate and
sprints for the exit. Because Giga is
walking, the penalty is (3+˝=3˝, rounded up to) +4.
There is also the matter
of ranges. We’ve been fairly generic
here, too.
|
Weapon Type |
Range (Target) |
|||
|
Short (4) |
Medium (6) |
Long (9) |
Extreme (12) |
|
|
Pistol** |
5 |
15 |
30 |
60 |
|
Normal
Rifle*** |
100 |
200 |
300 |
400 |
|
Shotgun |
10 |
30 |
60 |
120 |
|
SMG |
10 |
40 |
80 |
150 |
|
Sniper
Rifle |
150 |
300 |
600 |
1000 |
|
LMG |
75 |
150 |
300 |
500 |
|
MMG |
80 |
160 |
400 |
600 |
|
HMG/
Minigun |
100 |
200 |
400 |
600 |
**
- Includes under-barrel Grenade Launchers
***
- Includes Grenade Launchers and Pistols
Other Firearm Notes
Each firearm has a number of modes; generally, the
more lethal and complicated the weapon, the more modes it will have.
Single Shot (SS)
Single shot firearms have to be cocked after each shot. This includes six-shooter pistols, pump-action shotguns and bolt-action hunting and sniper rifles. To compensate for this slowness, most SS-mode weapons do a bit more damage than their faster compatriots. When the character fires a SS weapon, if the first card out is a black, they must spend the next turn cocking the weapon again; if it is red, then they may fire in the next turn as well.
Semi-Automatic (SA)
Semi-automatic firearms
automatically cock after each round is fired.
It is the most common mode for firearms. They shoot once per turn.
Burst-Fire (BF)
Burst-fire weapons can
fire three bullets in the space of one turn.
It is common among rifles, and rare among pistols and shotguns. Firing in BF mode makes the character subject
to the Rule of Three Ones (See below).
BF mode attacks cannot be Called Shots.
Full Auto (FA)
Also known as ‘lead rain’,
FA weapons can fire a large number of bullets, usually 6-10, in the space of
one turn. It is normally reserved for
machine guns and some military assault rifles.
Firing in FA mode makes the character subject to the Rule of Three Ones
(See below). FA mode attacks cannot be
Called Shots.
Rule of Three Ones
When firing more than one bullet in a turn, the attack
is calculated differently: every three bullets (or part thereof) fired add one
card to the character’s draw for that shot, one point to the base Damage pf the
weapon, and one to the Target.
Jilly, with Rifles: 3, has a H&K G11, a
revolutionary rifle that fires 4.7mm caseless ammunition (Damage: 4Y). It is capable of firing in both BF and FA
modes. When Jilly fires in BF mode, she
gets to draw 4 cards (3+1 for the burst), with a +1 penalty to the Target, and
for Damage of 5Y per success. If she
fires in FA mode, she gets to draw 6 cards (3+3 for the burst), with a +3 to
the Target, with a whopping 7Y damage per success.
The penalty to the Target can be nullified by recoil
compensation, like a stock, gyromount, gas venting systems, or similar devices.
Recoil Compensation
Recoil Compensation is
anything that counters the rearward and upward forces generated by firing a
bullet. It can be anything from
shock-absorbing pads mounted on the handle of the weapon, to a shoulder stock
or bipod, to a full-body gyro-stabilised harness. Whatever form the compensation takes, its function is to absorb
the shock of firing, which they do to varying degrees of success.
|
Compensation Type |
Typical Compensation |
|
Shock-pads |
1-2 points |
|
Shoulder-stock |
2 points |
|
Gas Vent systems |
1-3 points |
|
Bipod |
2 points |
|
Tripod |
3 points |
|
Gyromount |
3-6 points |
1.
Determine
Reaction.
2.
The
first shooter draws against the appropriate skill with the Target being: Point
Blank – 2; Short – 4; Medium – 6; Long – 9; Extreme – 12. Visibility modifiers may apply.
3.
Each
success causes the amount of damage listed with the weapon. For example, three successes with a 3G
weapon will cause 9 points of Green damage.
4.
If
the shot hits, then the target’s armour takes over. Armour has a Damage reduction value for each type of damage,
listed in the order Ballistic/Blade/Impact/Heat. Some more rigid armour-types also have Level reduction, added as
stars to the type of damage they reduce.
If this applies to Ballistic damage, then the level of the damage is
reduced (usually from Yellow to Green, or Red to Yellow). After this, the Damage reduction is
subtracted from the total damage done, and the resulting damage is recorded
against the character’s Wound tallies.
5. If the target moves across a
Damage Level in one hit (from green to yellow, or example), then their armour
receives 1 point of Wear. They must
also make a knockdown test: draw one card, and if it is less than twice the
character’s Size, then they stay upright.
If not, then they fall over, and must spend the next turn getting
up. Opponents must make the test each
time they move across damage levels; if they receive multiple wounds in a
round, then they must make a test each time it happens (although after the
first two, they probably won’t have to worry about many more...)
WEAPON
MASTER LIST
FIREARMS
|
Pistols |
||||||
|
Name |
Ammo |
Damage |
Modes |
R/C |
Conceal |
Load |
|
Beretta Model
81 |
12 |
2Y |
SA |
0 |
9 |
60 |
|
Beretta Model
93R |
20 |
2Y |
SA/BF |
1 |
8 |
150 |
|
Browning
High-Power |
13 |
2Y |
SA |
0 |
9 |
65 |
|
Glock 22 |
15 |
2Y |
SA |
0 |
9 |
75 |
|
H&K VP70M |
18 |
2Y |
SA/BF |
0 |
8 |
110 |
|
H&K VP70Z |
18 |
2Y |
SA |
0 |
8 |
90 |
|
H&K HK4 |
8 |
3Y |
SA |
0 |
9 |
50 |
|
Desert Eagle |
8 |
3Y |
SA |
0 |
7 |
50 |
|
Ruger
Blackhawk |
6 |
3Y |
SS |
0 |
6 |
50 |
|
Ruger Redhawk |
6 |
4Y |
SS |
0 |
6 |
60 |
|
S&W Model
29 |
6 |
4Y |
SS |
0 |
5 |
60 |
|
USSR PSM |
8 |
3Y |
||||