# Firearms 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. ![[substack-ad2feef3-fc10-44d6-97bf-464281215556.jpeg]] | 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 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.