Base Range = Regular Using Firearms Long Range* (2 x Base) = Hard Firearm attacks are not opposed. Very Long Range* (4 x Base) = Extreme 1: Determine Difficulty by weapon range. *bipod, tripod, braced weapon doubles base range *telescopic sight doubles base range 2: Apply modifiers. 3: Make roll. Ranged/Firearm Modifiers Target may Dive for Cover (Dodge) but cannot Fight Back. Diving For Cover 1 Penalty Die (Dodge success) Armor Values Partially Concealed 1 Penalty Die Heavy leather jacket 1 point Point-Blank Range* 1 Bonus Die (within 1/5 DEX in feet) WWI helmet 2 points *excludes long/cumbersome 1” Hardwood 3 points weapons like rifles, full-length shotguns, and bows. 1” Steel Plate 19 points Aiming for 1 round 1 Bonus Die Large sand bag 20 points Target moving at full speed 1 Penalty Die 6” concrete 25 points (MOV 8+) Target is small (Build –2) 1 Penalty Die Optional Hit Locations Target is large (Build 4+) 1 Bonus Die Die Roll Location Loading 1 bullet & shooting (same 1 Penalty Die 1—3 Right Leg round) 4—6 Left Leg Handgun firing 2+ shots 1 Penalty Die on all 7—10 Abdomen (semi-auto fire) shots Firing into melee 1 Penalty Die 11—15 Chest
Firing while running 1 Penalty Die 16—17 Right Arm
Mounted Weapon 1 Bonus Die 18—19 Left Arm (to vehicle or structure) 20 Head Firing while prone 1 Bonus Die Firing at prone target 1 Penalty Die Movement During Combat (ignore if at Point Blank range) Melee Two Weapon Fighting 1 Penalty Die on all Character may move their MOV in yards and attack (increased Fumble chances) attacks. normally Character may move their MOV x 5 in yards and make one melee attack at end of the round. Other Firearm Rules Firearms Character may move and take shots at any point during Readied firearms may shoot at +50 in DEX order. the round. Reloading a clip or magazine takes 1 round. Up to two To take advantage of the +50 DEX for readied firearm, individual shells can be loaded per round. it must be fired before any movement is made. The character may move up to a number of yards equal Melee Modifiers to their MOV rate and make their firearms attack (or Target already Dodged or Fought 1 Bonus Die attacks) normally on their usual DEX rank. Back one attack this round. If the character moves their MOV rate x5 in yards, they *n/a if allowed multiple attacks must fire while running (penalty die) and shots may be delayed in DEX order if significant distance must be Kicking prone target 1 Bonus Die covered to reach a firing position (Keeper’s discretion)