Aimed firing: Difference between revisions

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(Created page with "'Commong firing' is one of the Combat rules, specifically one of the ranged combat rules. See also common firing and fully automatic (burst) firing.<br><br> <strong>Common firing:</strong> <br><br> In principle, every handgun and rifle (that applies to the skills tested, not necessarily on the exact type of weapon) can be shot in two, often even three different ways. Details hinge on the weapon. <br...")
 
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'Commong firing' is one of the [[Combat rules]], specifically one of the [[Ranged combat rules|ranged combat rules]]. See also [[Common firing|common firing]] and [[Fully automatic firing|fully automatic (burst) firing]].<br><br>
'Aimed firing' is one of the [[Combat rules]], specifically one of the [[Ranged combat rules|ranged combat rules]]. See also [[Common firing|common firing]] and [[Fully automatic firing|fully automatic (burst) firing]].<br><br>
<strong>Common firing:</strong>
<strong>Aimed firing:</strong>
<br><br>
<br><br>
In principle, every handgun and rifle (that applies to the skills tested, not necessarily on the exact type of weapon) can be shot in two, often even three different ways. Details hinge on the weapon.
In principle, every handgun and rifle (that applies to the skills tested, not necessarily on the exact type of weapon) can be shot in two, often even three different ways. Details hinge on the weapon.
<br><br>
<br><br>
Unaimed firing or common firing is the most often used method of firing.<br><br>
The character takes a bit more time aiming, the shot costs at least one AP more and the player decides what the character is aiming for. For every other AP the player pays for the hit, the hit chance increases by 10 points.<br><br>
The character fires a single shot at the enemy.<br>
<b>Important:</b> it's imperative to state by how many AP one increases the price of the shot to raise the hit chance, <b>before</b> one rolls.<br><br>
If he hits, he does damage.<br>
Since one aims not at the whole target, but only a small part of one, the hit chance decreases as follows:<br><br>
If he hits critically, roll a D6 to see where exactly he hit.<br><br>
When aiming for the head by 50 points.<br>
 
When aiming for the legs by 40 points.<br>
1-2 = Hit on the torso<br>
When aiming for the weapon by 35 points.<br>
3 = Hit on the legs<br>
When aiming for an arm by 25 points.<br>
4 = Hit to an arm<br>
When aiming for the torso by 5 points.<br><br>
5 = Hit to the head<br>
The chance of a [[Critical hits, critical fails and wounds|critical hit]] is increased by half of the difficulty stated above (the one for aiming at a specific body part). <br>
6 = Hit to the weapon<br><br>
Furthermore, it's obviously immediately clear where the damage was made. If a character hits critically when shooting for the head, the target will not suffer a broken leg. The dice roll to check where the wound is inflicted can be ommited.
 
<br><br>
The increased probabilities for critical hits are as follows:<br><br>
When aiming for the head by 25 points.<br>
When aiming for the legs by 20 points.<br>
When aiming for the weapon by 18 points.<br>
When aiming for the arms by 13 points.<br>
When aiming for the torso by 3 points.<br>
<br>
Critical hits ignore armor and do double damage. Furthermore they cause wounds: details on that further back under [[Critical hits, critical fails and wounds|critical hits]].
Critical hits ignore armor and do double damage. Furthermore they cause wounds: details on that further back under [[Critical hits, critical fails and wounds|critical hits]].

Latest revision as of 20:47, 25 July 2024

'Aimed firing' is one of the Combat rules, specifically one of the ranged combat rules. See also common firing and fully automatic (burst) firing.

Aimed firing:

In principle, every handgun and rifle (that applies to the skills tested, not necessarily on the exact type of weapon) can be shot in two, often even three different ways. Details hinge on the weapon.

The character takes a bit more time aiming, the shot costs at least one AP more and the player decides what the character is aiming for. For every other AP the player pays for the hit, the hit chance increases by 10 points.

Important: it's imperative to state by how many AP one increases the price of the shot to raise the hit chance, before one rolls.

Since one aims not at the whole target, but only a small part of one, the hit chance decreases as follows:

When aiming for the head by 50 points.
When aiming for the legs by 40 points.
When aiming for the weapon by 35 points.
When aiming for an arm by 25 points.
When aiming for the torso by 5 points.

The chance of a critical hit is increased by half of the difficulty stated above (the one for aiming at a specific body part).
Furthermore, it's obviously immediately clear where the damage was made. If a character hits critically when shooting for the head, the target will not suffer a broken leg. The dice roll to check where the wound is inflicted can be ommited.

The increased probabilities for critical hits are as follows:

When aiming for the head by 25 points.
When aiming for the legs by 20 points.
When aiming for the weapon by 18 points.
When aiming for the arms by 13 points.
When aiming for the torso by 3 points.

Critical hits ignore armor and do double damage. Furthermore they cause wounds: details on that further back under critical hits.