Firing Modes
- Firearms come in a variety of firing modes which are listed on the weapon’s stat block
- If a weapon has more than one firing mode, switching between modes is a simple action or a free action if the weapon is wirelessly active and the shooter has a DNI
- The different firing modes are listed below along with the actions available when firing in each mode
Single Shot
- Simple action – Fires a single round
Semi-automatic
- Simple action – Fires a single round
- Complex action – Semi-automatic Burst: Fires 3 rounds, -2 penalty to dodge
- Complex action – Double tap: Fires 2 rounds, no penalty to dodge, +1DV
Burst Fire
- Simple action – Fires 3 rounds, -2 penalty to dodge
- Complex action – Long burst: Fires 6 rounds, -5 penalty to dodge
- Complex action – Aimed burst: Fires 3 rounds, no penalty to dodge, +1 DV
Fully automatic
- Simple action – Fires 6 rounds, -5 penalty to dodge
- Complex action — Fires 10 rounds, -9 penalty to dodge
- Complex action – Brain Blaster: Fires 6 rounds, +2 DV
Suppressing Fire
- Takes a complex action
- Uses 20 rounds of ammunition
- Suppress a cone area at a distance of the shooters choice up to the range of the weapon
- The cone is 10m wide and 2m high at its end
- Make a (Weapon Skill) + AGI [Acc] test and record the hits
- Suppressive fire lasts until the end of the combat turn as long as the firer does not move or make another action
- Anyone in or immediately adjacent to the zone takes a dice pool penalty to all actions equal to the shooter’s hits (unless they are completely unaware of the suppression)
- Any character in the suppressed area who is not prone or behind cover must make a REA + EDG (+Full defence if they choose) test with a threshold equal to the shooter’s hits. If they fail they are hit and take the base DV of the weapon/ammunition
- Characters may spend their free action to go prone and avoid making the roll
- Characters with no available free action may use the Hit the Dirt interrupt action if they have the initiative to spend
- If multiple suppressive fire actions overlap only the highest dice pool penalty counts but REA + EDG tests must be made against all overlapping zones. These tests are subject to the -1 penalty for each subsequent defence
Enhanced Suppression
- Complex action
- This narrows the area of suppression but increases it vertically
- The cone width is reduced to 5m across at the far end
- Characters within this zone may not use the Drop Prone free action to avoid the fire
- They may still use the Lucky Cover Edge action to avoid the roll
Flechette Suppression
- May only be performed with weapons firing flechette ammunition
- Prevent targets from using the drop prone action to avoid being hit
- Effects are dependent on the choke setting of the weapon
- Narrow choke confers the effects of enhanced suppression
Medium choke
Range | DV | Acc | Defence | Extra width |
---|---|---|---|---|
Short | -1 | - | -3 | 4m |
Medium | -3 | - | -3 | 8m |
Long | -5 | -1 | -3 | 12m |
Extreme | -7 | -1 | -3 | 16m |
Wide choke
Range | DV | Acc | Defence | Extra width |
---|---|---|---|---|
Short | -3 | - | -5 | 6m |
Medium | -5 | - | -5 | 12m |
Long | -7 | -1 | -5 | 18m |
Extreme | -9 | -1 | -5 | 24m |
Shotguns
- Flechette ammunition fired by shotguns has a spread
- The spread is controlled by the choke
- Changing the choke setting is a simple action, or a free action on a smartlinked weapon
- At medium and wide choke settings multiple targets within a specified spread can be targeted with the same attack roll without splitting the dice pool
- Called shots cannot be made with weapons set to medium or wide choke
Narrow Choke
- Target receives a -1 penalty to defence tests at all ranges
Medium Choke
Range | DV | Acc | Defence | Spread | Number of Targets |
---|---|---|---|---|---|
Short | -1 | - | -3 | 2m | 2 |
Medium | -3 | - | -3 | 4m | 3 |
Long | -5 | -1 | -3 | 6m | 4 |
Extreme | -7 | -1 | -3 | 8m | 6 |
Wide Choke
Range | DV | Acc | Defence | Spread | Number of Targets |
---|---|---|---|---|---|
Short | -3 | - | -5 | 3m | 2 |
Medium | -5 | - | 5 | 6m | 3 |
Long | -7 | -1 | -5 | 9m | 4 |
Extreme | -9 | -1 | -5 | 12m | 6 |
Recoil
- All firearms exert recoil on the shooter
- If a shooter is wielding two firearms at the same time the recoil is combined
- Recoil compensation helps to control the first few shots the weapon fires
- Recoil compensation = 1 + STR/3(Rounded up) + RC of the weapon
- Recoil is equal to the number of bullets fired and is cumulative across every action phase and combat turn until the shooter takes a simple or complex action that does not involve shooting. This resets the characters recoil to zero
- Recoil is cumulative to the shooter, not the weapon being fired
- Single Shot weapons do not exert cumulative recoil
- Once the cumulative recoil exceeds the characters recoil compensation the excess recoil is applied as a penalty to the characters dice pool for attacks made with firearms
- Vehicle and drone mounted weapons have recoil compensation equal to the body of the vehicle + RC of the weapon
Reloading
Reloading Method | Result | Action |
---|---|---|
Removable clip (c) | Remove or insert clip | Simple |
Speed loader | Completely load revolver | Complex |
Fill clip | Insert AGI rounds into weapon | Complex |
Break action (b) | Insert 2 rounds | Complex |
Belt fed (belt) | Remove or insert belt | Complex |
Fill belt/drum | Insert AGI rounds into belt/drum | Complex |
Internal magazine (m) | Insert AGI rounds | Complex |
Muzzle loading (ml) | Load 1 muzzle tube | Complex |
Cylinder (cy) | Insert AGI rounds | Complex |
Drum (d) | Remove or insert drum | Complex |
Ranges
Weapon | Short (+0) | Medium (-1) | Long (-3) | Extreme (-6) |
---|---|---|---|---|
Taser | 0-5 | 6-10 | 11-15 | 16-20 |
Holdout pistol | 0-5 | 6-15 | 16-30 | 31-50 |
Light pistol | 0-5 | 6-15 | 16-30 | 31-50 |
Heavy pistol | 0-5 | 6-20 | 21-40 | 41-60 |
Machine pistol | 0-5 | 6-15 | 16-30 | 31-50 |
SMG | 0-10 | 11-40 | 41-80 | 81-150 |
Assault Rifle | 0-25 | 26-150 | 151-350 | 351-550 |
Shotgun (f) | 0-15 | 16-30 | 31-45 | 45-60 |
Shotgun (slug) | 0-10 | 11-40 | 41-80 | 81-150 |
Sniper rifle | 0-50 | 51-350 | 351-800 | 801-1500 |
LMG | 0-25 | 26-300 | 201-400 | 401-800 |
MMG/HMG | 0-40 | 41-250 | 251-750 | 751-1200 |
Assault cannon | 0-50 | 51-300 | 301-750 | 751-1500 |
Grenade launcher | 5-50 | 51-100 | 101-150 | 151-500 |
Missile launcher | 20-70 | 71-150 | 151-450 | 451-1500 |
Bow | 0-STR | STR x10 | STR x30 | STR x60 |
Light crossbow | 0-6 | 7-24 | 25-60 | 61-120 |
Medium crossbow | 0-9 | 10-36 | 37-90 | 91-150 |
Heavy crossbow | 0-15 | 16-45 | 46-120 | 121-180 |
Thrown knife | 0-STR | STR ×2 | STR ×3 | STR ×5 |
Shuriken | 0-STR | STR ×2 | STR ×5 | STR ×7 |
Standard grenade | 0-STR ×2 | STR ×4 | STR ×6 | STR ×10 |
Aerodynamic grenade | 0-STR ×2 | STR ×4 | STR ×8 | STR ×15 |
Quick Draw
- A character may attempt to quick draw a pistol sized weapon or small throwing weapon
- Make a Weapon skill + REA [Physical] (3) test
- On success the character draws the weapon and fires it with a simple action
- On a failure the weapon is drawn but cannot be fired in the same action
- On a glitch the weapon is not drawn or is dropped and no further actions can be taken
- On a critical glitch the weapon might be accidentally discharged or dropped out of reach
- Only properly holstered weapons can be quick drawn
- Two weapons may be quick drawn simultaneously but the dice pool is split