Advanced Firearms Combat

Advanced Firearms Combat

This system works very much like the rules in cannon companion for advanced melee combat. A technique is chosen. At the time of choosing, a weapon is chosen to work with that technique. Instead of raising ranks in the firearm, that firearm skill rises with the technique.
Maneuvers are specialized movements and combat techniques, similar to combat options, used by the firearms experts to enhance their effectiveness. Maneuvers can be used only by characters who learn them, which takes time, practice and training. A character may learn only those maneuvers allowed by firearms technique the character knows. For every 2 full points a character learns in a firearms technique, he can learn one maneuver allowed by that style. For example, a character with Marksman 5 can know up to 2 marksman maneuvers, such as Sniper and Extreme Range Shooting.
Each maneuver must be purchased at a cost of 2 Karma. A character must learn a maneuver before the skill can be improved another 2 full points. For example, a character with Gunslinger 3 has to learn one maneuver before he can advance to Gunslinger 4.
During character creation, characters using this system must purchase maneuvers for a cost of 2 Active Skill Points each. For example, a character who purchased Trick Shot 4 during character creation (for 4 points) would also have to buy at least one maneuver (maximum two) for another 2 points. At the gamemaster’s discretion, characters may be allowed to purchase a second maneuver for every 2 full skill points. The second maneuver costs 8 Karma (or 8 Skill Points during character creation). This optional rule allows characters to become more proficient with their firearms technique’s maneuvers more quickly, but is quite costly. Additional weapons may be added to the technique. To do so, the additional weapon is raised in the standard fashion and when a new maneuver is eligible to be purchased; instead, that firearm may be added to the technique as long as it is one of the allowed weapons for the technique. The cost for this is the same as the cost for a maneuver and it counts as the maneuver as far as eligibility for further rank increase, and for the allowed maneuver for the rank set. If a weapon and a maneuver are desired in one set of two ranks, the later selection costs 8 karma.
Purchasing maneuvers that are not in your technique. A maneuver that is not part of the technique may be purchased at a cost of 8 karma or 16 karma (if it is the second choice in one set of two ranks). A maximum of two maneuvers that are not part of the technique may be purchased per technique.

Firearms maneuvers:

Aggressive firing:
The character may throw everything into attacking and disregard his own safety to score an extra hard hit. The character gains a special bonus of +2 Power for his attack as well a special -1 TN modifier versus a single target however his opponent gains a -4 TN modifier versus the character and all other opponents gain a -2 TN modifier versus the character for their next action.

Defensive firing (suppression firing):
The character may fire at a target with the goal of forcing him to a defensive stance. The opponent will suffer a +1 TN modifier for every two rounds fired at him in a suppression fire attack. However, the attacker suffers a special -2 Power modifier and requires four successes per level to increase the damage level of the attack.

Extreme Range Shooting:
The character may fire beyond extreme range. Doing so incurs an additional +3 TN range penalty and the character may fire at a distance up to 150% of the maximum extreme range of the weapon. This may be combined with the Sniping maneuver if the character has learned it and if they chose to use two complex actions to do so.

Fast Reload:
The character may choose to perform a fast reload action per the chart below; however, he suffers a +2 TN modifier for his actions during the round that he reloads.

Reloading Method Action Required Result
Removable Clip © Free Action Remove or insert clip.
Simple Action Insert (Quickness) rounds into clip.
Break Action (b) Simple Action Insert 2 rounds.
Internal Magazine (m) Simple Action Insert (Quickness) rounds.
Cylinder (cy) Simple Action Insert (Quickness) rounds.
Simple Action Use speed loader.
Belt Feed (belt) Simple Action Insert belt.
Simple Action Insert (Quickness ÷ 2) rounds into belt.

The character may force a foe to move in a direction of the character’s choice. The attack does no damage but the target must move one meter for each success that the attacker scores. If the opponent chooses not to move, the attacker gains a special +1 Power modifier for each success he scored in the attack. Note that the attacker may only force a target in a general direction basically left, right, forward, or back he may not choose an exact location that he wishes the target to move to. The opponent may only move a maximum of his run distance; also the opponent suffers the normal movement penalty for their movement.

High Ready
The character approaches with his weapon at the ready, able to react quicker to the unexpected. The character gains +1d6 to his initiative on the first round of combat. Sequential rounds of combat grant no additional benefit to initiative. Additionally, the character gets -1 to his TN on Reaction checks to act during a surprise round.

Hold it Steady:
The character may reduce his recoil penalty by one point for each success on a firearms technique skill roll with a target number of 4.

Mind over matter:
The character may disregard 1 point of penalty from damage. Hence a serious wound would grant only a two point target number penalty. The character may only maintain this bonus for a maximum number of combat rounds equal to his body attribute. Further this has to be his declared action for each attack in order to receive this bonus.

Precision Shooting:
Every two successes over deadly damage on an attack increases the power of the attack by two. Thus, a 10S with 4 successes would be 12D to resist against.

Pistol Whip/Rifle Butt:
The character may strike a foe in melee combat with the butt of his weapon. The damage for this attack is (STR)L for single handed firearms or (STR)M for two handed firearms. This is a special weapon attack and is performed with the character’s Strength as the attack skill value with a bonus number of dice of ½ the firearms technique skill (rounded down).

Point Blank Shot:
While the character is within 5 meters of his opponent he gets a special -1 TN modifier and +1 Power modifier to his weapon attack.

Quick Shot:
A character may choose to get off the first round in a fight, doing so causes a modifier of +2 on the TN for the shot but the initiative for his action is increased by the number of successes that he scores on a firearms technique 4 test.

Shooting around the corner may be impossible without magic but a ricochet can be done by the skilled shooter. A TN modifier of +4 is applied to the shot (which may be reduced by successes on a mathematics 4 test or physics 4 test) and the power level is reduced by 1/3 (rounded down).

Shoot on the run:
The character receives a special -1 TN modifier to offset any movement penalty for his shot. This modifier is only applicable if the character is suffering a penalty for movement.

When the character is at long range or farther with his/her weapon they gain a special -1 TN modifier to called shots and negate one range level (i.e. extreme range is considered long range for purposes of target number).

Take Cover:
The character receives a special -1 TN Modifier to offset his cover penalty. (No penalty for 2 points of cover, +1 penalty for 4 points of cover, etc.)

Tuck and roll:
If there is room to maneuver, a character may dive, dodge or roll while shooting. The target number of the shot is increased by 4 but the target number of opponents shooting at the character is increased by 4 plus the number of successes that the character rolls on an athletics 4 test until the character’s next action. A character may continue this action for a maximum number of rounds equal to their body attribute.

Firearms Techniques:

Whether you are a ganger on the street, a body guard, an up close and personal street assassin, or just a guy with a gun that prefers to kill first and fast; this is the technique for you. This in-your-face firearms technique relies on aggressive actions and eliminating the foe as quickly as possible.
Aggressive firing, Fast Reload, High Ready, Pistol whip/Rifle butt, Point Blank Shot, Quick Shot, Shoot on the run
Allowed Weapons:
Pistols, Shotguns, Sub-machine guns

This is the technique for those that like to look at their foes from a thousand meters out and through a scope. This specializes in hitting targets at the longest possible ranges with the least amount of risk to the shooter.
Extreme Range Shooting, Fast Reload, Hold It Steady, Sniping, Take Cover, Ricochet
Allowed Weapons:
Assault Rifles, Rifles

A mixed technique designed for combat effectiveness with a good deal of survivability. This technique is designed for doing the greatest amount of damage while being able to walk away from it after words.
Aggressive Firing, Defensive Firing, High Ready, Hold It Steady, Mind over Matter, Shoot on the Run, Precision Shooting, Take Cover
Allowed Weapons:
Assault Rifles, Heavy Weapons, Sub-machine Guns, Rifles

Special Weapons and Tactics:
This technique is for specially trained experts that rely on control of the combat environment rather than quick and flashy ammo dumping.
Defensive firing, Herding, High Ready, Hold it Steady, Pistol whip/Rifle butt, Mind over matter, Precision Shooting, Take Cover
Allowed Weapons:
Assault Rifles, Laser Weapons, Pistols, Rifles, Shotguns, Sub-machine guns

Trick Shot
These are artists with the gun. Their moves are like a dance as they pirouette through a hail of gunfire and shoot around corners unscathed.
Fast Reload, Hold it Steady, Quick Shot, Ricochet, Shoot on the Run, Tuck and Roll
Allowed Weapons:
Pistols, Sub-machine guns

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Advanced Firearms Combat

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