Fighting Manoeuvres

Use the following options to make combat more realistic in specific situations:

Automatic Fire: Firearms with a Rate of Fire (RoF) 2 or more can fire multiple shots as a single action. To launch an auto-fire attack, select a number of targets up to the weapon’s RoF, and make a separate Shoot roll for each target. For each target hit, roll Damage dice equal to the weapon’s RoF divided by the total number of targets (add any remainder to the damage roll result). Recoil degrades accuracy: apply AR –2 against a single target, or AR –4 if firing at multiple targets. Reduce recoil by AR +2 if the weapon is fixed.

Blast Attacks: All targets within the radius of a blast take damage, but get a Resistance Roll against TN 12 for half-damage; targets enjoy their normal Defence.

Called Shots: An attempt to hit a specific location on the target. Shots at the head or other vital organs are at AR –4, but inflict an extra die of damage. A shot at the arms or legs is AR –2 and causes normal damage, but arm hits cause objects to drop, and leg hits impose a penalty of MR –1 for the duration of the fight.

Careful Aim: You can line up a shot with any ranged weapon that has RoF 1. The shot is made at AR +2, but with Initiative Modifier –4 and you cannot move prior to pulling the trigger.

Check: You may skip your turn and hold your action until any subsequent turn during the round; whatever action you attempt is at AR +2, and if you respond to another combatant’s action, your action is resolved before his.

Death from Above (or Behind): Attacks from above or behind are made at AR +1 (AR +2 if both conditions are met), and the defender cannot parry.

Multiple Actions: Each full action in a round beyond the first is at AR –2. When attacking with a weapon in each hand, each attack is made at AR –2.

Rapid Fire: You can rapid-fire any gun that has RoF 1 and an internal magazine (e.g., revolver or semi-automatic sidearm). The maximum number of shots equals your Shoot AR. Roll separately for each shot at AR –1 (AR –2 if shooting at multiple targets). For Ammo checks, the RoF equals the number of shots fired.

Shaky Ground: Fighting on an unstable, slippery, or moving surface imposes a –1 penalty to all rolls and MR. If wounded on shaky ground, make an Athletics roll (TN 12) or fall.

Stunned: Physical or mental shock can stun a character. Stunned characters suffer a penalty to all rolls and Movement Rate equal to the stun damage inflicted. Stun damage wears off at the rate of 1 point per round.

Unarmed Combat: When fighting without weapons, attacks are made with an Athletics roll; damage is based on the attacker’s size and treated as Fatigue. The GM may create Athletic specialisations for unarmed fighting styles (e.g., judo, karate, wrestling, etc.)