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