Modern Ranged Weapons
This broad skill provides a character with training in the use of
modern ranged weapons. This skill covers pistols, rifles, shotguns,
and submachine guns of all types, including projectile and energy
weapons.
All modern weapons have ammunition clips. To change a clip during a
combat scene, a character must use an available action. If he wants to
change a clip and shoot in the same phase, a +2 penalty applies to the
attack action.
Other factors that can influence the situation die used in a modern
ranged weapon attack are listed under **Ranged Weapon Attack
Modifiers** on this page.
Weapon Technical Knowledge: Characters who train seriously with
firearms — whether soldiers, mercenaries, or dedicated enthusiasts —
inevitably absorb a working technical understanding of their weapons.
They learn how their weapons function internally, what can go wrong,
how to prevent it, and how to fix it in the field. As well as keep
informed of what the market has to offer. A character with the
Technical Science broad skill can use the appropriate Modern
Ranged Weapons specialty skill for checks that involve knowing the
existence of a particular weapon, customizing weapons and ammo, as
well as recognizing, repairing, and maintaining weapons in the field.
Ranged Weapon Attack Modifiers
When a character uses any ranged weapon, either primitive or modern, a
number of factors must be considered to determine the situation die
for the skill check:
- The base situation die of the weapon (either +4 for a broad skill or
+0 for a specialty).
- The weapon’’s range modifier (see **TABLE P22: RANGE MODIFIERS BY
WEAPON TYPE** below).
- Any modifier for a target’’s Dexterity resistance (–1 step bonus for
DEX 11–12, –2 steps for DEX 13–14, –3 steps for DEX 15–16, –4 steps
for DEX 17–18, and –5 steps for DEX 19 or higher).
TABLE: COMMON RANGED ATTACK MODIFIERS
| Condition | Modifier | Weapon Types | Note |
| :— | :— | :— | :— |
| Zero Range (0–1m) | -3 steps | Pistol, SMG, Shotgun | Weapons must be short enough to tuck into a grapple. |
| Point Blank (1–4m) | -1 step | All | See Specialty Rank benefits for improvements. |
| In a Melee Struggle | +1 step | All | Canceled by Melee Combat Broad Skill training. |
| Moving & Shooting | +1 step | All | For firing while running or moving fast. |
| Changing Clips | +2 steps | All | To change a clip and fire in the same phase. |
TABLE P22: RANGE MODIFIERS BY WEAPON TYPE
| Weapon | Short | Medium | Long |
| :— | :— | :— | :— |
| Submachine gun | -1 step | +1 step | +2 steps |
| Pistol | -1 step | +1 step | +2 steps |
| Rifle | -1 step | None | +1 step |
Assault Rifle
This specialty skill covers automatic rifles—standard infantry
weapons capable of selective fire and automatic modes using
rifle-caliber
\ cartridges.
Automatic Weapon Attack\
\ Modes
Assault rifles
\ provide a character with up to three attack options
per action phase:
\
- Fire: A single attack at a single target. (Standard control +
\ situation die). - Burst:\
\ A hail of ammunition aimed at
\ a single target. The character receives a -1 step bonus to his
\ skill check. On a Critical Failure, the weapon jams and requires
\ a Technical Science—repair\ \ check to unjam. - Autofire:
\ A spray of ammunition walked across a wide area. Up to three different
\ targets within 6 meters of each other can be affected.- To resolve
\ autofire,\ \ the player rolls one control die and three situation
\ dice at once. - The results are read off the control die, modified
\ by the individual situation dice: +1 step for the first target,\\
- To resolve
\ +2 steps for the second, and +3 steps for the third. \
▶ Rock-n-Roll: When a character reaches rank 3 in this specialty,
\ he learns to change clips more efficiently. The penalty\
\ for
\ changing a clip and firing in the same action is reduced to
+1 step.
\
Pistol
This specialty skill allows a character to improve his proficiency
with modern pistols of all types, including projectile and energy
weapons.
▶ Quick Draw: After a character reaches rank 3 in this specialty, he can perform a quick draw with his pistol. This allows him to draw his weapon and fire it in the same phase with only a +1 penalty. As a character reaches rank 4, he can draw and fire in the same phase without any penalty.
Rifle
This specialty skill allows a character to improve his proficiency
with modern single-fire rifles, sniper rifles, and hunting rifles.
▶ Improved Aim: When a character reaches\
\ rank 3 in this specialty, he becomes able to hit a target with
more dependability. This improvement in accuracy translates to a
-1 bonus to the situation die for any single-fire rifle\
\ attack the character makes.
SMG
This specialty skill allows a character to improve his proficiency
with modern submachine guns of all types (small automatic weapons
that fire pistol-sized cartridges) as well\
\ as energy-equivalent
\ submachine guns.
Automatic Weapon Attack Modes
Submachine
\ guns (and assault rifles) provide a character with up
to three attack
\ options per action phase:
\
- Fire: A single attack at a single
\ target. (Standard control + situation die). - Burst: A hail of
\ ammunition aimed at a single target. The character receives a -1
\ step bonus\ \ to his skill check. On a Critical Failure, the
\ weapon jams and requires a Technical Science—repair check to unjam. \ - Autofire: A spray of ammunition walked across a wide area. Up
\ to\ \ three different targets within 6 meters of each other can
\ be affected.- To resolve autofire, the player rolls one control
\ die and three situation dice at once. - The results are\
\\
\ read off the control die, modified by the individual situation
dice:
\ +1 step for the first target, +2 steps for the second, and
\ +3 steps for the third.
- To resolve autofire, the player rolls one control
▶ Rock-n-Roll:\
\ When a character
\ reaches rank 3 in this specialty, he learns to
change clips more
\ efficiently. The penalty for changing a clip and
firing in the same
\ action is reduced to +1 step.
Shotgun
This specialty skill covers all types of modern shotguns, from
traditional pump-action and semi-automatic projectile weapons to
specialized energy spread-emitters. Shotguns are defined by their
wide range of specialized ammunition types (Buckshot, Slugs,
Breaching rounds, etc.) or multi-mode energy settings.
▶ Tactical Load / Selection: When a character reaches rank 3 in this specialty, they have mastered the mechanics of their weapon. They can Select/Switch Ammo types or reconfigure weapon energy settings as a Free Action instead of an auxiliary action. This allows them to instantly adapt their weapon’s profile to the immediate tactical situation (e.g., swapping to a slug for a precision shot or buckshot for hallway clearing) during a combat phase.