Attacks

Note Grace Under Fire.

As a rule of thumb when an attack action is taken with a form of attack that form of attack generates a number of shots up to the rate of fire. An attack roll is performed with REF + Applicable Skill against the difficulty of hitting the target based on range and conditional modifiers. If an attack consists of more than one shot, then for each 3 points by which the task roll exceeds the task difficulty, you score an additional hit.

If an attack hits it causes damage. See Getting hurt.

If a weapon does not have a listed range it can only be used at point blank range (most close combat weapons). The use of close combat attack or defense actions always leave the participants in physical contact with one another.

Point Blank Range: < 3m; TD 10, but an aware target can take the close combat defense action instead
Close Range: up to the weapon’s listed range; TD 15
Medium Range: up to twice the weapon’s listed range; TD 20
Long Range: up to four times the weapon’s listed range; TD 25
Extreme Range: up to eight times the weapon’s listed range: TD 30

Under normal circumstances an attack is not possible beyond extreme range.

For any nitwits out there having a dispute about this: the range is always the distance between the center mass of the attacker and the center mass of the target. Others can improvise as they will.

When declaring your attack you may divide your shots between multiple targets. Make a separate task roll against each target with a penalty of -2 to all rolls for each additional target.

Automatic Fire

Automatic fire gives you a very large number of shots thanks to the high Rate of Fire of automatic firearms. The downside of this is that the weapon is difficult to control when fired at full rate of fire. To represent this automatic firearms used with the handgun or rifle skill have two listed rates of fire: the former is the number of shots which can be taken with the listed skill and the latter is the number of shots possible with the light auto skill. Use the lower of the two. Heavy weapons use the heavy weapons skill.

In addition to the skill needed automatic fire has the following mechanical effects:

Apply the following modifiers
Close: for each 10 shots taken against a target apply a +1 bonus to that roll
Medium, Long or Extreme: for each 10 shots taken in total apply a -1 modifier to all attack rolls

Suppression Fire

The attacker designates an area to be suppressed with a minimum diameter based on range:

Close: 2 meters
Medium: 4 meters
Long: 8 meters
Extreme: 16 meters

Everyone entering or passing through the designated suppression zone must make a REF+Dodge/Escape or MOVE+Athletics roll against the total number of shots fired into the suppression zone divided by the zone’s diameter in meters. Being prone gives a +4 bonus to this roll (CRUNCH THE NUMBERS.). Those who fail this roll take d6 hits in random locations.

Those who find themselves in a suppression zone at the start of their turn may elect to huddle still and hope for the best: roll LUCK + Dodge/Escape against the level of suppressive fire.

Shotguns

Shotshells result in a widening pattern which gives bonuses to the attack and can result in hits against multiple targets with one shot. On the flip side they deal reduced damage at longer ranges.

Close: one target only, +1 to hit, normal damage
Medium: up to two adjacent targets, +2 to hit, damage reduced by one die
Long: up to three adjacent targets, +3 to hit, damage reduced by two dice
Extreme: up to four adjacent targets, +4 to hit, damage reduced by three dice

Area Effect Weapons

If a weapon has a listed blast radius larger than one meter it can be important to know how far away from the intended target a missed shot lands. For every one point you missed by the shot deviates one meter from the intended target. This means that a weapon with a blast radius can fuck their shit up even if the attack is technically a miss. The direction the shot deviates can be determined by rolling a d10 and using the top side as an arrow, or any other method of your choice.

As always, if this rule does not produce a reasonable result, apply common sense.

Thrown Weapons

The range of thrown weapon depends on the BODY of a thrower and the object in question. As a rule of thumb a 1kg object has a range of 2m x BODY. Beyond medium range this sort of falls apart: apply common sense instead. Aerodynamic objects might be given a greater multiplier while heavy objects might be given a lower multiplier.

If a thrown weapon deals its damage by bludgeoning, impaling or cutting the target, add your body type based damage modifier to the damage roll.

As always, if this does not produce a reasonable result, apply common sense.

Explosives

All explosives deal 2x damage to anything that is touching them when they explode. In addition to this explosives have a blast radius: anyone and anything inside this takes full damage, beyond this the damage is halved for each increment of distance between the target and the blast. Some small explosives have a negligible blast radius and deal damage only on contact.

Close Combat Attacks

When an aware target is targeted by an attack at point blank range – which includes all close combat attacks – they may immediately take a close combat defense action. This is the task of difficulty of hitting them successfully. Alternatively the target may opt for the normal TD 10 of hitting a target at point blank range.

Like firearms, close combat attacks have a “rate of fire” based on the attacker’s skill level. You have one shot and high skill levels give additional shots based on the following table:

DISCLAIMER these additional slots are generated as a part of a close combat action – meaning that you still take penalties for multiple action for trying to shoot out of a brawl.

Skill lvl additional shots
0-2 no additional shots
3-5 +1
6-8 +2
9 +3
10 +4

This represents the greater ass-kicking ability of those versed in the secrets of martial arts. These shots work exactly like those of a ranged weapon.

In addition to this, you may spend an extra shot to make a defense roll as a minor action (without incurring a multiple action penalty). You may save these additional shots against attacks that happen after your initiative during that round.

The BODY-based damage modifier is applied to the damage of close combat attacks.

Attacks

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