SHOOTING

 

 

1-5

6-10

11-15

16-20

21-25

26-30

31-35

36-40

41-45

46-50

51-55

56-60

61-65

66-70

71+

A

0

-10

-20

-30

-40

-50

-60

-70

-80

-90

-100

-110

-120

-130

-140

B

0

-5

-10

-15

-20

-25

-30

-35

-40

-45

-50

-55

-60

-65

-70

C

0

-10

-10

-10

-20

-20

-20

-30

-30

-30

-40

-40

-40

-50

-50

D

0

-5

-5

-10

-10

-15

-15

-20

-20

-25

-25

-30

-30

-35

-35

E

0

0

-5

-15

-30

-45

-60

-75

-90

-105

-120

-135

-150

-165

-180

F

0

0

0

0

-15

-15

-30

-30

-45

-45

-60

-75

-90

-105

-120

G

0

-10

-10

-10

-10

-10

-20

-20

-20

-20

-20

-30

-30

-30

-30

H

-5

-5

0

0

+5

+5

+10

+10

+5

+5

0

0

-5

-5

-10

I

-50

-40

-30

-20

-20

-10

-10

-10

0

0

-10

-20

-30

-30

-30

J

0

0

-10

-10

-20

-20

-30

-40

-50

-60

-70

-90

-110

-140

-170

 

Remember: Firing plasma weapons and throwing grenades are risky actions.

 

Full Auto

Nominate a target group all the characters must be within 2 yards of each other. You can nominate a space as a member of the group. Once the target group have been established, roll to hit against each character in the target group. Shots must be divided amongst the target group as evenly as possible, starting with the closest model.

The to hit roll is 1/5 of your characters BS with no other modifiers. All characters in the group must take a pinning test, but those not hit don’t gain the usual +20% modifier on the nerve.

Full auto never makes placed shots.

 

Flame Weapon Chart

 

Range (Yards)

No. hits

2-5

D6+2

6-10

D6

11-15

D3+2

16-20

D3

21+

1

Flame Weapons

Can only be fired as a combined action if character is walking. The targets are nominated in the same way as full auto. The to hit roll is ¼ of the firers BS with no other modifiers. Targets can take multiple hits (see chart), each is located and resolved separately.

All characters in the group must take a pinning test, but those not hit don’t gain the usual +20% modifier on the nerve. Flamers never make placed shots.

 

Blast Weapons

Designate target point with a counter. Target point can be anything. Roll to hit as normal. If the weapon hits the blast is centred on the counter. If it misses it scatters D10yards +(1 x every 10% or part of 10% the character failed the to hit roll by).The shot cannot scatter more than  ¼ of the range to the target point.

Area : This is the distance from the target point the blast extends.

Blast : Any character in the blast area suffers number of hits= blast value-(distance to centre of blast). The total is halved if the character is prone. Resolve the hits individually as normal. Anyone caught by a blast is automatically pinned.

 

Throwing Knives, etc.

Thrown weapons are resolved just like any other shot, except it can be drawn and thrown using a free hand in one action. In addition thrown weapons have a maximum range equal to ½(character strength-weapon weight).

Any further range the shot automatically misses.

 

Other objects (such as small alien mammals) can be thrown in the same way with the GM giving a weight, hefty accuracy penalty and a poor range such as (A,E or J)

 

Picking up thrown weapons. The weapons can be picked up from where they hit ( on or in the target) or if they miss they scatter D6 yards in a random direction.(denoted by a counter).

 

Throwing Grenades

It works the same as above except it takes 1 action to draw and prime a grenade, and another to throw it. It is also a risky action.

If the target range is greater than the characters maximum range with the grenade the throw automatically misses. In this case more the target point back until it is in range and then scatter 2D10 yards from this point. The to hit procedure is the same as for blast weapons.

 

Indirect fire

When the shot is outside the characters view (e.g. grenade lobbed over a wall). Fire is resolved as normal except shot automatically scatters D10 yards +(1 x every 10% or part of 10% the character failed the to hit roll by) or -(1 x every 10% or part of 10% the character passed the to hit roll by). Treat totals of less than zero as no scatter.

 

Line of Sight

Character must have line of sight to shoot at a target.               

 

Terrain: Light density 8yds, medium density 6 yds; Heavy density: 4 yds

 

Facing: Characters have 45" are of vision. Can turn & fire in one action.

 

Hitting the Target   

Roll equal to or less than the characters BS after modifications to hit

 

To Hit Modifiers

Weapon accuracy: See weapon's profile.

 

Range: Cross ref. range with weapon's Range code on Range Modifiers chart.

 

Movement: Each yard character walked. sneaked or ran this turn incurs a -5% penalty if firing as a combined action.

 

If performing any other type of move. chance of hitting with weapon is halved. This modifier is doubled if character is firing a heavy weapon.

 

Aiming: Gives +20% to To Hit roll-Cumulative. If there is a closer enemy within 5 yds, character must make a Nerve test if he wants to aim at another target (-10% modifier per extra enemy within 5 yds). If character fails this test he immediately fires a snap shut at the closest enemy instead.                       

 

Overwatch: Character may specify an area to aim at not more than  yds across. May take snap shot as soon as an enemy enters the area.

 

Rested weapon: +10%.  

 

Target size: Less than half size-of human -30%. More than 50% bigger than human +30%.

 

Semi-automatic: -10% per shot taken for/each shot.                         

 

Firing off-hand: -20%.            

 

Firing weapon in both hands: -20% to hit, with both weapons.                        

 

Weight higher than character's Strength: -1% for each extra point of weight.

 

Unmodified roll of 01-05 always hits

Unmodified roll of 96-100 always misses.

 

Placed Shots

If the To Hit roll is equal to or less than one tenth of the hit number required then the player may add or deduct up to 20% from the Hit Location roll.

 

An aiming character scores a placed shot if his roll To Hit is equal to or less than the hit number required minus the range to the target.

 

Pinning                            

Each time a character is shot at he must make a Nerve test or be pinned. If shot failed to hit the character, add +20% to his Nerve for the test. A pinned character dives D6 yds towards nearest cover if in the open. and falls prone. His next successful action must be spent recovering.