## Implementing Firearms in Tiny d10 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 | ## 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.