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.
| Firearm | Effect |
|---|---|
| Pistol | LW; 1d5 damage; range 100 ft. |
| Rifle | MW; +1 attack; 1d10 damage; 300 ft. |
| Shotgun | MW; +2 attack; 1d5 + 5 damage; 50 ft. |
Any firearm attack that inflicts 3 or more damage triggers a roll on the wound table.
| Roll | Wound |
|---|---|
| 1-2 | Immediately reduced to 0 HP |
| 3-6 | Bleeding (+1 damage per round for 1d10 - Aspect rounds) |
| 7-10 | No 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
- Initiative – each side rolls 1d10 + highest Reflex among its members. The higher result wins; ties are re-rolled.
- 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
- 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.
- Resolve Damage – apply damage for all successful hits (according to damage inflicted by each type of firearm and any wound triggers).
- 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).
- Resolve Damage – apply damage from all successful covering attacks.
- Repeat – continue rounds until one side is eliminated, breaks, or disengages.