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

Modes

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

 

Dodge This: Missile combat

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