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
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