Page 165 - World of Darkness
P. 165

and his target is partially concealed (-2), your attack roll  • Clear Jam: Your character’s gun jams, probably
                  suffers a -4 penalty (-2 for firing at a partially concealed  because of a dramatic failure achieved in a Firearms roll.
                  target, and -2 for his own protection). The opponent’s  It can take as little as an action to clear a jam, unless the
                  difficulty is also modified by -4 (-3 for firing at a substan-  Storyteller rules that the gun must be dissembled and
                  tially concealed target, and -1 for firing from her own pro-  cleared later, when time permits.
                  tection).
                  cover) cannot stage ranged attacks at opponents. Doing General Combat
                      A character who is completely covered (under full
                  so would compromise his cover and reduce him to sub-
                  stantially concealed, instead (attacks made against him  Factors
                  would then suffer a -3 penalty).
                                                                      Some battle conditions apply to both close and ranged
                                                                  combat, or to circumstances of each.

                           Avoiding Getting Shot                  Movement
                         Since your character doesn’t normally get
                      to apply his Defense against Firearms attacks, his  Your character’s Speed trait indicates how many yards
                                                                  he can travel in a single turn by walking or jogging. He
                      best method to avoid being shot is to seek pro-
                      tection and go prone. These actions levy penal-  can travel that many yards and still perform an action, all
                                                                  in the same turn. He can move and perform an action, or
                      ties against the attacker.
                         Example: Comer is about to fire his shot-  perform an action and then move. He cannot, however,
                                                                  move, perform an action and then move again all in the
                      gun at Smith. Smith, who acts first in Initiative,
                      decides to run for the concealment of a nearby  same turn.
                                                                      If he moves more quickly, he can travel up to twice
                      car. It is within double his Speed range, so he
                      can make it there in one action by running. When  his Speed trait in a turn by running. Doing so is consid-
                                                                  ered a full action and no other feats can usually be per-
                      Comer’s action comes, he suffers a -3 on his at-
                      tack roll (-3 for the car’s substantial conceal-  formed while running. A special Merit or supernatural
                                                                  power is required to accomplish such combined tasks, or
                      ment). In the next turn, Smith goes prone, hop-
                      ing the cops will arrive to chase Comer off.  your character charges (see below).
                      Comer’s penalty becomes -5 (-2 for Smith being
                      prone and -3 for the car’s concealment). Comer  Charging
                      needs to close the distance or flush Smith out if  Your character can charge an opponent in close com-
                      he wants to get rid of those penalties.     bat — in a Brawl or Weaponry attack. Essentially, he closes
                         See “Going Prone,” below.                a considerable distance with a target and is able to attack.
                                                                  Your character can move up to twice his Speed and stage
                                                                  an attack at the end of his movement, all in the same
                                                                  turn.
                  Other Complications                                 Your character’s Defense score is not subtracted from
                                                                  any attacks made against him in the turn. He makes a
                      • Drawing: Unholstering or otherwise preparing a  relatively easy target of himself by making a beeline to a
                  gun takes one action. Thus, if your character draws his  specific opponent.
                  gun in a fight, he spends an action doing so (unless he has  Your character cannot charge and make an “All-Out
                  the Quick Draw Merit — see p. 113). Having a gun in  Attack” (see p. 157) in the same action. Nor can he charge
                  hand before a fight breaks out allows your character to  and perform any other special attack that requires him to
                  start firing without delay, although it carries the possible  give up his Defense as a drawback to the maneuver. He
                  social implications of brandishing a deadly weapon pub-  can perform one maneuver or the other.
                  licly. If a weapon is hidden on your character’s person (un-  If your character’s Defense is applied against any in-
                  der a coat or in a purse), an action is spent drawing it and  coming attacks in a turn, he cannot perform a charge in
                  your character loses her Defense for the turn.  the same turn. If incoming attacks precede his position in
                      • Reloading: Your character must spend one action  Initiative, he has to suffer those attacks without the ben-
                  to reload her empty gun. A gun that must be loaded with  efits of Defense in order to conduct a charge at his place
                  individual bullets also costs your character’s Defense for  in Initiative.
                  the turn. That is, Defense can’t be applied against incom-
                  ing close-combat attacks. A weapon that’s reloaded with  Going Prone
                  a clip or magazine does not cost Defense for the turn.
                      • Offhand Attacks: If your character makes attacks  Sometimes there’s no cover to be found when your
                  with his offhand (say, he’s right handed but is forced to  character comes under fire, and he dives to the ground as
                  use his left), they suffer a -2 penalty. The Ambidextrous  a last resort. Or your character has been crawling to avoid
                  Merit (p. 110) eliminates this penalty.

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             Chapter 7- COMBAT
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