Page 91 - Chronicles of Darkness
P. 91
character performing the move previously succeeded one target, subtract the total number of targets from
at a Control Weapon action, add the weapon modifier the shooter’s pool, then make one attack roll per target.
to his successes.
• Long Burst: 20 bullets at as many targets as the shooter
• Disarm the opponent, removing a weapon from the wants. The shooter receives a three-die bonus to her
grapple entirely. The character must first have suc- dice pool. If firing at more than one target, subtract
ceeded at a Control Weapon move. the total number of targets from the shooter’s pool,
then make one attack roll per target.
• Drop Prone, throwing both characters to the ground
(see “Going Prone,” below). A character must Break Covering Fire
Free before rising.
Characters can use automatic weapons to provide covering
• Hold the opponent in place. Neither character can fire — firing on full auto to dissuade enemies from coming out
apply Defense against incoming attacks. into the open. Covering fire is only possible with a weapon
capable of fully automatic fire.
• Restrain the opponent with duct tape, zip ties,
or a painful joint lock. The opponent suffers the The player states the general area at which he is firing, and
Immobilized Tilt (p. 284). A character can only use rolls Dexterity + Firearms. If the roll succeeds, each character
this move if he’s already succeeded in a Hold move. If in the affected area must make a choice on his next action.
he uses equipment to Restrain the opponent, he can He can avoid the attack, either running to cover within range
leave the grapple. of his Speed, or dropping prone (see “Going Prone,” below).
Or, he can take an action as normal but suffer damage based
• Take Cover using the opponent’s body. Any ranged on the Covering Fire successes + weapon modifier. Covering
attacks made until the end of the turn automatically fire takes 10 bullets, the same as firing a medium burst.
hit the opponent (see “Human Shields,” below).
Firearms in Close Combat
Touching an Opponent Any firearm larger than Size 1 is too big to accurately shoot
someone when fists and crowbars are the order of the day. In
Sometimes, a combatant doesn’t want to do damage.
Maybe she wants to plant a bug, or use some supernatural close combat, the target’s Defense against Firearms attacks
is increased by the gun’s (Size +1). If using a gun larger than
power. Roll Dexterity + Brawl or Dexterity + Weaponry to a pistol to bludgeon the opponent, treat it as an improvised
tap an opponent with a weapon. A successful roll deals no crowbar (see Weapon Traits, p. 268).
damage.
Ranged Combat Range
The firearms chart (below) lists the short, medium, and
These rules present special cases that come up when long ranges of some sample firearms. Shooting a target at
shooting at people. medium range imposes a -1 penalty, while shooting a target at
Aiming long range increases that to -2 penalty. Shooting at targets be-
yond long range reduces the attack dice pool to a chance die.
If a character takes an instant action to aim carefully at an Thrown weapons have a short range of (Strength +
opponent with a ranged weapon, the player enjoys a one-die Dexterity + Athletics - object’s Size) yards or meters, doubled
bonus to the attack roll when he fires on the next turn. A for medium range, and doubled again for long range.
character can aim for multiple turns in a row at the same target, Aerodynamic objects double each range — so an aerodynamic
to a maximum of a three-die bonus. If a character applies his object’s long range is {(Strength + Dexterity + Athletics) * 8}
Defense while aiming, he loses his accumulated bonus and yards or meters. Characters can only throw objects with a
must start over. Aiming is incompatible with autofire (below). Size less than their Strength.
Autofire Cover and Concealment
Automatic weapons can fire a short, medium, or long Hiding behind something is a good way to not get shot.
burst in place of a single shot. How effective it is depends on how much the cover hides.
Concealment penalties apply to a shooter’s dice pool.
• Short Burst: Three bullets fired at the same target.
The shooter enjoys a +1 to her dice pool. • Barely Concealed: -1 (hiding behind an office chair)
• Medium Burst: 10 bullets, which can hit one to three • Partially Concealed: -2 (hiding behind the hood of a
targets standing close together. The shooter receives a car, with upper body exposed)
two-die bonus to her dice pool. If firing at more than
• Substantially Concealed: -3 (crouching behind a car)
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infernal engines -dramatic systems

