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Combat

Autofire, shotgun shells and explosives

Special fire modes. Autofire — 10 rounds, damage 2d6 × how much you beat the DV by. Suppressive Fire drives people into cover. Shotgun shells and explosives hit an area.

Autofire

SMGs, heavy SMGs and assault rifles have Autofire. Instead of counting every bullet, the rule counts the whole burst.

  • Costs an Action and 10 rounds. Fewer than 10 in the magazine — no Autofire.
  • The roll is REF + Autofire + d10, and the DV comes from its own table, not the regular one.
  • Hit — roll 2d6 and multiply by how much you beat the DV by. But no more than the weapon's multiplier: ×3 for SMGs and heavy SMGs, ×4 for assault rifles.
  • Two sixes on the 2d6 — a Critical Injury as well.
  • No aimed shots with Autofire. A target with REF 8+ can dodge it like a normal shot.
Weapon0–6 m7–12 m13–25 m26–50 m51–100 m
SMG, heavy SMG2017202530
Assault rifle2220172025

Autofire can't hit beyond 100 meters.

Suppressive Fire

Not to hit, but to make everyone hit the dirt. Also an Action and 10 rounds, also only for weapons with Autofire.

Everyone within 25 meters in the line of fire who can see you and is not in cover rolls:

WILL + Concentration + d10 against your REF + Autofire + d10

Whoever loses spends their next Move Action getting to cover. Not enough movement — they Run, or at least get closer to cover. Suppressive Fire deals no damage.

Shotgun shells

A shotgun fires slugs (an ordinary bullet, range table) or shells. Shells hit in a cone:

  • One attack, REF + Shoulder Arms + d10 against DV 13.
  • Hit — 3d6 damage to everyone you can see in front of you within 6 meters. Damage is rolled once for all of them, each target's armor is subtracted separately.
  • No aimed shots with shells. Anyone with REF 8+ can dodge.

Grenades and rockets

An explosion covers a 10 × 10 meter square around the point you aimed at (you aim at a point on the ground, not at a person). Damage is rolled once for everyone in the area and for everything standing there: cover, vehicles, doors.

  • Missed the DV — the grenade still goes off somewhere: the GM decides where it landed within 10 meters of the target, and the blast area is built around that point.
  • Anyone with REF 8+ can dive out of the area: their Evasion has to beat the original attack roll.
  • Cover protects until it's blown apart: if the blast damage isn't enough to destroy the cover, whoever hides behind it is unharmed. If it is, the cover is gone and the person takes full damage.

Damage: grenade launcher 6d6, rocket launcher 8d6. A hand grenade does the same as from a grenade launcher; it's thrown with a throwing attack.

Arrows

Bows and crossbows don't need reloading: drawing the string is part of the shot. Basic arrows can be pulled out of a body and used again — you pay for bow ammo almost only once.

Related: Ranged combat, Cover and shields

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