Gun Fighting & Combat

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Gun Fighting & Combat

Post by ST: Kat on Sun Aug 26, 2018 11:41 am


Gun Fighting  -- Dexterity + Firearms
Ranged Weapons -- Dexterity + Athletes
Melee -- Dexterity + Melee
Brawl -- Dexterity + Brawl
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Dif -2   •  Target Immortalized
Dif +1  •  Long Range
Dif  4   •  Point Blank Range
Dif +1  •  Target Behind Cover (Light or Lying Flat)
Dif +2  •  Target Behind Cover (Moderate)
Dif +3  •  Target Behind Cover (Good)
Dif +4  •  Target Behind Cover (Superior)
Dif -1   •  Targeting / Shooter Moving
Dif *    •  Trick Shot. (*See Target Chart)

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ST: Kat
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Re: Gun Fighting & Combat

Post by ST: Kat on Sun Aug 26, 2018 11:59 am



AMINING:
-- The Character may spend their turn ''aiming''. Taking a turn to aim lowers the difficulty to any single shot by 2. (Difficulty may not be reduced lower then 2) You do not get extra dice, and aiming only applies to the 1st shot fired in the next turn. This maneuver does not work for Multiple Shots, or Rapid Fire.
-- The attacker must have a dot in Firearms  (Archery, or a specialty in Athletics for thrown weapons) to use this maneuver.
-- The attacker may NOT take other actions while aiming.
-- They may NOT aim at a target moving faster than a walk.


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Dif: +2   •  Target:  Hand   •  Damage Mod: None     •  Special Effect: Weapon Drop
Dif: +4   •  Target:  Eye     •  Damage Mod: +3 dice  •  Special Effect: Blindness
Dif: +3   •  Target:  Head   •  Damage Mod: +2 dice  •  Special Effect: Dazed
Dif: +3  •  Target:  Groin    •  Damage Mod: +1 dice  •  Special Effect: Stunned
Dif: +2  •  Target:  Leg      •  Damage Mod: None      •  Special Effect: Fall Prone
Dif: +0  •  Target:  Torso   •  Damage Mod:  None    •  Special Effect: None


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Re: Gun Fighting & Combat

Post by ST: Kat on Sun Aug 26, 2018 12:17 pm



Changing Targets:
-- Changing targets during combat implements a +1 dif

Coordinating Actions: (Prerequisite: Leadership 3)
Charisma + Leadership  Dif 6 (basic) / Dif 8 (complex)
-- If successful, each success gained reduces the difficulty of the coordinated action to a max of Difficulty 4.  This works for melee, ranged and brawling attracts, as well as any tactical coordinating tasks.



Immobilization:
-- Stunned, unconscious or otherwise immortalized opponents make easy targets. Targets who are at close range and are unable to move whatsoever can be hit automatically (no roll required, but still takes one action to attack)

Stunning Targets:
-- Whenever the actual number of Health levels lost on the attack roll exceeds a character's stamina, the character is considered ''stunned'' and unable to make a action next turn.
-- If the Health level lost in the attack roll exceeds a character's stamina by half, (5 or more) the Character goes "reeling" and is knocked off their feet and must spend a additional action to recover.
*Unlike humans, Werewolves are hardy creature and are very difficult to put down. They can however be dazed by a solid blow.



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Dodging:
--  You may attempt a dodge for your action, roll Dexterity + Dodge vs The enemy's attack roll.
If you accumulate more success then your opponent, you dodge the attack.
-- In order to dodge multiple attacks the player must split their dodge pool between the two incoming attacks.

-- The difficulty for dodging a melee or brawl roll is dif 6
-- Difficulty increases by 1 for every multiple oncoming attack
--  Difficulty to Dodge Ranged Attacks depends on the available cover.
-- Characters DO NOT PHYSICALLY DODGE BULLETS, but dive to cover.


DIFFICULTY  & TERRAIN
2 -- the Character moves half a step to be under full cover.
4 -- the Character dives for full cover (1 yard)
6 -- the Character runs for full cover (3 yards)
7 -- Partial Cover within running distance or suffering Movement difficulties
8 -- No available cover, Character dives to the ground. (*ground penalties apply for next turn)
10 -- Movement severely restricted, (stuck in a closet)
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Re: Gun Fighting & Combat

Post by ST: Kat on Sun Aug 26, 2018 12:22 pm


COVER:
Like in the WildWest, Only fools like the Sheriff stand in the middle of the road and get shot at. While the empty street gun duel might seem romantic or Hollywood'ish, in reality it is a quick way to get killed.
Getting behind cover is a good way to save you from getting hit by a hail storm of bullets.

-- Depending on how protective the available cover is will determine the difficulty.

Targets Behind Cover
Dif +1     🔫  Laying Flat (Light)
Dif +2.    🔫  Parked Car, Park Bench (Moderate)
Dif +3.    🔫  Barn Door, Moving Van, Semi Truck. (Good)
Dif +4.    🔫  Only Head Exposed (Superior)

-- Being behind cover can also work agents a character as well. If the character has to spring up from behind cover to fire and duck back down again  (which is usually the case in most gun fights) the difficulty of their shot goes up by one.

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COVER FIRE
By repeatedly firing at a opponent without wasting time trying to aim, a character can force their opponents to dive for cover. This maneuver might allow allies the time they need to escape a very deadly situation. The Player rolls Perception + Firearms at a difficulty equal to the opponent's Willpower. (The roll is compared to each of the opponent's Willpower to determine if each dives for cover) Only one success is needed to force an opponent to dive for cover.
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