Editing
LAWBSTAR Armory
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==SHOOTING STUFF== ====Roll for Accuracy==== =====Dexterity + Firearms + Accuracy + relevant modifiers that may affect the outcome of the roll.===== Potential Modifiers *Concealment: the target is behind something that makes aiming at them a bit more difficult. If you aren't trying to not hit what's concealing them, the penalty is halved (rounded down). **Barely (~90% exposed), -1 **Partially (~70% exposed), -2 **Mostly (~50% exposed), -3 **Substantially (~30% exposed), -4 **Almost Completely (<10% exposed), -5 *Firing from Concealment: use your own concealment modifier minus 1 (so you have a -3 penalty to shoot if you are substantially concealed). *Firing at high speed: -1 to -5 depending on the magnitude speed difference between you and the target. *Firing from the hip: -2. *Firing while running: -2. *Range: -2 to per increment. Further more,anything past Wits + Composure x 10 yards is considered to be at extreme range which doubles all other penalties (like concealment and such). Scopes and some supernatural powers of course can mitigate this. *Recoil: If your character's strength is less than the recoil of the weapon, then you take a penalty equal to the difference. Attempting to fire at multiple targets with anything other than suppressive fire results in the recoil value being multiplied by the number of targets being shot at. Going prone or using a bipod or mount can help offset this penalty. *Size: 5 β the Target's Size. Yes this means a target with size 6+ is easier to hit. Attempting to target specific body parts is handled by treating them as a smaller size rating. The follow is a suggestion for the sizes of most adult humans. *Torso: size 4. *Center of Mass: size 3. *Chest or Limb: size 2. *Head: size 1. *Extremity or Specific Organ: 0. *Visibility: bad conditions such as fog, rain, and poor or excessive lighting can make it difficult to shoot accurately, inflicting anywhere between -1 to -5 depending on the severity. ====Roll for Damage==== =====Accuracy Roll + Damage + Other relevant modifiers===== Each success inflicts one point of extra damage on top of the gun's lethality rating. Potential Modifiers *Armor: Armor is then subtracted from the damage roll. *Cover: rather than the more drawn out method presented in nWoD core, simply add the cover's durability + it's thickness to the target's armor. Somethings don't necessarily have a durability rating (such as dry wall) but will still have a minimum thickness of 1. Rather than presenting a table of suggested thickness values, that is left up to the Storyteller though what constitutes a point of thickness is highly dependent upon the material in question. Firing from point blank: the damage roll gains the rote quality. *Targeting a Specific Body Part: *Torso: +1 damage. *Center of Mass: +2 damage and +1 lethality. *Chest: +3 damage and +1 lethality. *Head: +4 damage and +2 lethality. *Heart, Brain, etc: +5 damage and +2 lethality. *Specific Part or Organ: attribute damage or a penalty as appropriate. *Suppressive Fire *This works a tad different as the goal is not to focus on a specific target but to saturate an area with fire to either keep something out or down. Only weapons capable of fully automatic fire can be used in this fashion. The character that is firing rolls Wits + Firearms + the weapon's sustained fire damage β a modifier based on the area the area the character is suppressing. ====Stances==== This section needs to be moved. =====Crouching===== *a kneeling character is considered 1 size category smaller for the purposes of ranged attacks, to a minimum of 0. (means -1 to hit) *attacks from close range negate the size penalty, instead gaining +1 to hit. *a kneeling character can move 1/2 their speed during their turn, unless they stand up. *Standing up is a free action *a kneeling character who doesn't move has STR+1 for the purposes of recoil. *a kneeling character adds 1 to his maximum aiming bonus. =====Prone===== *a prone character is considered 2 size categories smaller for the purposes of ranged attacks, to a minimum of 0. (means -2 to hit) *attacks from close range negate the size penalty, instead gaining +2 to hit. *a prone character can move 1/4 of his speed during his turn. *getting up requires a move action *a prone character who doesn't move has STR+2 for the purposes of recoil *a prone character adds 2 to his maximum aiming bonus. ====Aiming==== =====Maximum Aim Bonus(MAB) = Firearms + Stance + Accessories + Other===== *'''Untrained shooters''' have a maximum aiming bonus of 1 in all situations. Not even accessories or merits can raise that limit. He has to be trained to do better. *Aiming is a '''move action''' to gain 1 accuracy die, up to the shooter's maximum aim bonus(MAB). The shooter picks a target, and thereafter must keep his focus and aim on the target. However He can do menial tasks requiring mild amounts of thought (chewing or placing things in mouth, momentarily checking a watch, photograph, taking something out of a pocket, etc), but otherwise must remain focused. *If the shooter takes a controlled shot, he keeps the bonus, but if he shoots at a burst or higher cadence, he loses it. *The shooter has disadvantages while aiming: **he loses his defense and, if struck in melee or at range, must roll resolve + wits (2 successes?) or lose all of his accumulated bonus aiming die. **The shooter can his defense bonus to an incoming attack, but loses his accumulated aiming bonus if he does so. =====Types of Aiming===== *'''Free aiming''' **'''Free MAB: 1 + Merits + Accessories + Other''' **The shooter only uses his body to steady a firearm. The shooter is capped to an aim bonus of 1. Merits and gear may increase this ***This is a product of the shooter understanding aiming fundamentals (relaxing, good posture, addressing the natural point of aim, etc). *'''Supported aiming''' **The shooter supports a firearm on or against an intervening surface. Supported aiming allows the shooter to gain up to his maximum aiming bonus. **The Storyteller has the right to reduce or cap a shooter's maximum aiming potential for using an awkward, unusual, or otherwise undesirable surface. ***'''EX:''' a shooter uses his hand, pressed against a corner, to prop a rifle. This is technically a supported shot, but the storyteller rules that it's not as effective as a rifle supported with a bipod on a brick window ledge. He assigns a penalty of -2 to the shooters maximum aim bonus. ===Long Range Optics=== Shooters who aren't magical or simply want to extend their reach opt for scopes. The basic principle is that scopes allow the shooter to ignore range increments. Most standard, non-variable zoom optics already mated to a rifle will simply be annotated as "MAG R". The additional components are not fully necessary. Optics without an explicitly statted OSE are assumed to have OSE 2. NOTE: Unless you like fiddling with advanced rules, don't put optics from one firearm onto another UNLESS they have the same range value. Otherwise you will have to convert. ====Basic: MAG(nification) (R%O)==== '''Important''' *MAG '''R''' **The number of increments(R) the shooter now ignores. You only get range penalties for increments '''after''' increment R. '''Less important''' *'''%O''' (OSE) **'''Optimal Shooting Envelope'''. While using optics, shooting too close can be as problematic as shooting too far. The OSE is the optimal range between '''R''' and '''R'''-'''O'''. Any shot at ranges under '''R'''-'''O''' receives a handling penalty. **Handling Penalties: ***Pistols: -2 ***Short Carbines: -3 ***Long Rifles: -4 **Note: If the GM finds this mechanic too cumbersome, he may ignore the OSE rule. Bear in mind, that this will make optics very powerful. ** The OSE represents the difficulty in compensating for a target which is too close. A larger %O could represent variable zoom optics, variable zoom digital optics, or a scope with a particularly large sight aperture. ====ADVANCED: MAG(nification) '''R'''%O + Z @X==== '''not really important''' *+'''Z''' **'''Bonus range'''. '''Z''' is a rare quality in optics, where particularly well engineered sights aid in accuracy at all ranges. Bonus range adds +Z yards to the platform's range entry. *'''@X''' **MAG cannot transition between platforms with different ranges. 4 increments of 10 range are not 4 increments of 60. @X is an explicit statement for what range a statline was designed for. **If a shooter wants to put his scope onto a different gun with a different range, he '''MUST''' convert the stats. the algebraic equation for converting is: ***Y*Z=W*X ***W:range to convert from ***X:original value to be converted ***Y:range to convert to ***Z: the Unknown ****Multiply W with X, divide both sides of the equation by Y. '''Do''' for all values, round.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information