|
Your Base Combat Accuracy
|
Target immobile | +4 | Target running | -1 / 3 MA |
Target running & dodging | -1 / 2 MA | Target surprised | +5 |
Target silhouetted | +2 | Target is dropping prone | -1 |
Target is prone (>4m) | -3 | Target is prone (<4m) | +2 |
Shooter stationary & prone | +1 | Shooter walking | -1 |
Shooter crawling | -3 | Shooter running | -4 |
Shooter drops prone | -4 | Shooter turning to face target | -2 |
Changing targets in same turn | -3 | Weapon at rest on solid object | +2 |
Firing with off-hand | -3 | Firing two weapons | -3 each |
Firing handgun with two hands | +1 | Firing machine pistol with two hands | +1 |
Firing SMG with one hand | -2 | Hipshooting handgun or SMG | -2 |
Hipshooting shoulder arm | -4 | Snapshot (+3 initiative) | -3 |
Drawing weapon | -3 | Shooter blinded by light or dust | -3 |
Dark / Poor lighting | -1 to -4 | Aiming (max 3 rnds) | +1 |
Laser Sight | +1 | Smart Gun (no laser sight bonus) | +2 |
Three Round Burst (Close / Med) | +3 | Full Auto (Close) | +1 per 5 rounds |
Full Auto (Med +) | -1 per 5 rounds |
Your Chance To Hit
The To-Hit Roll
Targets must first make a COOL roll to determine if they are capable of making this decision. the target is 12. If the roll succeeds, the character can make any choice. If the roll fails, the character must dodge for full cover. If the roll is fumbled the character stands still like a deer in the headlights, then jumps for full cover next round. Stand there and take it! - The character makes a luck roll against the number of bullets divided by the size of the firezone in meters. Minimum difficulty is 12. If the roll succeeds the character is not hit. Otherwise the character finds themselves at the receiving end of D6 slugs. Make yourself a smaller target - This maneuver can only be done if the character is at the edge of the firezone, or has easy access to some cover. The character makes a ½(REF + Athletics) roll, Dif = no of bullets / size of firezone (minimum difficulty = 10) to avoid D6 hits. The character also receives the second action (-3) penalty on their next action. AIEEEE! Take Cover! - The character jumps, runs and cowers for cover, losing his next action, but getting a REF + Athletics roll vs the number of bullets / size of firezone to avoid D6 hits. |