Unknown Armies:Firearms damage: Difference between revisions
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==Multiple Shots== | ==Multiple Shots== | ||
To fire more than one shot in a round, divvy up your skill rating—which includes any shifts applied—among the number of attacks you want to make. You cannot take more than three attacks per round without using the suppressive fire rules in the next section. | |||
You choose how to divide your skill rating. If you have Firearms 30% and you want to shoot at two targets this round, or fire two shots at the same target, then you could take two 15% shots, or a 20% shot and a 10% shot, or a 29% and a 1% shot. To make three shots, you might take three Firearms 10% shots or two shots at 9% and one at 2%. | |||
You cannot use a focus shif if you are shooting multple targets, but you may use one with multiple attacks against a single target. If you do this, you add the shift ''before'' you divide your skill up. You don't add the bonus to every subdivided shot. | |||
==Suppressive Fire== | ==Suppressive Fire== | ||
Revision as of 23:15, 11 September 2006
Firearms damage is identical to the successful attack roll—a roll of 45 does 45 wound points of damage. The higher your skill, the more damage you can do because you're shooting more accurately and you're hitting parts of the body that are more vulnerable. But your skill also serves as a limit on how much damage you can do. If you have a firearms skill of 40, you usually cannot do 70 points of damage in a single gunshot.
There is another limitation on your damage result: different calivers of firearms have different maximum amounts of damage they can dish out. If your successful attack roll is higher than the maximum damage for the firearm you're using, the damage you do drops to the maximum for that firearm.
Crits do maximum damage for that firearm—even if the maximum damage is higher than your Firearms skill rating.
Fumbles cause your weapon to jam or misfire. Semi-automatic and full-auto firearms jam and all others misfire. If it's a jam, you have to spend a round and make a successful firearms skill check to clear the weapon before it works again. If you fail the check then you can keep trying, but each attempt takes one round. If it's a misfire, nothing happens this round but next round you can fire again normally; mark off that bullet as a dud.
Matches have no effect on firearms damage.
Called Shots
To fire at a specific body part or other target of similar size, you need a successful attack with the following restrictions:
- Leg. A minimum roll of 30.
- Arm. A minimum roll of 40.
- Hand or Foot. A minimum roll of 40. Inflicts hand-to-hand damage. If against the hand, target drops any item held in that hand.
- Head. A minimum roll of 50, bat take a +10% shift to your skill. (Same chance as hitting the arm or hand, but can do more damage.)
Multiple Shots
To fire more than one shot in a round, divvy up your skill rating—which includes any shifts applied—among the number of attacks you want to make. You cannot take more than three attacks per round without using the suppressive fire rules in the next section.
You choose how to divide your skill rating. If you have Firearms 30% and you want to shoot at two targets this round, or fire two shots at the same target, then you could take two 15% shots, or a 20% shot and a 10% shot, or a 29% and a 1% shot. To make three shots, you might take three Firearms 10% shots or two shots at 9% and one at 2%.
You cannot use a focus shif if you are shooting multple targets, but you may use one with multiple attacks against a single target. If you do this, you add the shift before you divide your skill up. You don't add the bonus to every subdivided shot.