Firearms feature heavily in most modern games, and the following mechanics represent just one method for implementing them that reflects their increased lethality over most traditional ranged weapons.

FirearmEffect
PistolLW; 1d5 damage; range 100 ft.
RifleMW; +1 attack; 1d10 damage; 300 ft.
ShotgunMW; +2 attack; 1d5 + 5 damage; 50 ft.

Any firearm attack that inflicts 3 or more damage triggers a roll on the wound table.

RollWound
1-2Immediately reduced to 0 HP
3-6Bleeding (+1 damage per round for 1d10 - Aspect rounds)
7-10No additional effects

Shootouts

Attacking with a firearm is usually treated as a standard ranged attack, but shootout scenarios—where fire is exchanged rapidly, action is chaotic, and blood is spilled wantonly—and handled using the following procedure.

The Shootout Round

  1. Initiative – each side rolls 1d10 + highest Reflex among its members. The higher result wins; ties are re-rolled.
  2. Taking Aim – the winning side declares targets and each attacker rolls 1d10 and adds his modifiers. Note:
    • Each attacker must have line of sight to their target
    • Targets in cover cannot be hit
    • Targets in concealment gain +1 to their roll
  3. Return Fire – each defender rolls 1d10 and adds his modifiers in an opposed role against his attacker.
    • The higher result hits
    • On ties, both attacker and defender are hit
    • As an alternative to returning fire, the defender may Take Cover (if immediately available): in this event, there is a 1-in-2 chance the attacker will hit the defender before he reaches cover.
  4. Resolve Damage – apply damage for all successful hits (according to damage inflicted by each type of firearm and any wound triggers).
  5. Covering Fire – any combatants not targeted this round may make a covering attack.
    • Covering attacks are unopposed
    • Each has a 1-in-2 chance to hit
    • If targeted by more than one covering attack, the defender may Take Cover (if available).
  6. Resolve Damage – apply damage from all successful covering attacks.
  7. Repeat – continue rounds until one side is eliminated, breaks, or disengages.