Firearms use Marksmanship and follow the normal rules for ranged attacks.
Each firearm lists its Range, Shot Rate (SR), ammunition capacity, and reload method. These values determine how far the weapon can fire effectively, how much ammunition it can expend in a single attack, and how it is reloaded.
A firearm may always be fired at SR0, representing a normal single shot. Weapons with a higher listed Shot Rate may also use heavier bursts or automatic fire, as described below.
A firearm cannot fire if it does not contain enough ammunition for the chosen Shot Rate.
Shot Rate
Shot Rate (SR) represents how much fire a weapon can put down in a single attack. A firearm fired at SR0 makes a normal single shot. A firearm fired at SR1 or higher fires a heavier burst or automatic volley.
When declaring an attack, choose a Shot Rate up to the weapon’s maximum SR. For each point of Shot Rate, gain +5 to the attack’s Success Target.
Your Recoil Control limits the Shot Rate you can effectively use. Shot Rate above your Recoil Control provides no additional bonus, as recoil negates the benefit of firing more rounds.
For example, a character with Recoil Control 3 gains +15 when firing at SR3. They may fire at SR4 or higher, but still gain only +15.
You still pay the full AP and ammunition cost of the Shot Rate used.
| Shot Rate | AP Cost | Ammo Spent |
|---|---|---|
| SR0 | 2 AP | 1 |
| SR1 | 2 AP | 3 |
| SR2 | 2 AP | 6 |
| SR3 | 2 AP | 12 |
| SR4 | 3 AP | 18 |
| SR5 | 3 AP | 24 |
| SR6 | 3 AP | 30 |
A firearm cannot be fired at a Shot Rate if it does not have enough ammunition remaining to pay the full ammunition cost.
Single-Target Fire
When attacking a single target, apply the Shot Rate bonus to the attack’s Success Target and resolve the attack normally.
Multi-Target Fire
SR0 can only attack one target. A firearm must be fired at SR1 or higher to attack multiple targets.
First calculate the attack’s Success Target, including the Shot Rate bonus, Wounds, and any other modifiers that apply to the entire attack. Divide this Success Target among the chosen targets in any proportion.
Then apply modifiers specific to each target, such as Range and visibility, to the portion assigned to that target.
Resolve each target as a separate attack. Make a separate d100 roll and roll the weapon’s Damage Bonus Dice separately for each target. Each target resolves their own Defense, Net Hits, Hit Location, and damage.
Aiming cannot be combined with Multi-Target Fire.
Suppressive Fire
Suppressive Fire controls an area rather than targeting a specific enemy.
To use Suppressive Fire, spend 3 AP and 20 rounds of ammunition. Choose a point within the weapon’s Range. Suppressive Fire affects a 10-meter-diameter area centered on that point. Recoil Control does not affect Suppressive Fire.
Make a Marksmanship test, measuring Range to the center of the area and applying visibility, Wounds, and other relevant modifiers. Do not roll the weapon’s Damage Bonus Dice.
If the attack succeeds, record the Hits generated by the d100. These Hits determine the strength of the suppression. If the attack fails, no suppression zone is created.
The suppression lasts until the start of the shooter’s next turn. Moving, attacking, or performing anything beyond a Free Action ends the suppression immediately.
Effects of Suppression
Characters within the suppressed area suffer −5 to all tests per Hit generated by the Suppressive Fire test.
When suppression begins, any character in the area who is neither behind Cover nor Prone must avoid the incoming fire. The same applies whenever a character enters or moves within the suppressed area.
Before making the required test, the character may use Hit the Dirt or Dive for Cover if they meet the Interrupt’s requirements. If they do not, make an Athletics test with the suppression penalty applied.
On a success, the character avoids being struck.
On a failure, the character is hit. They do not make a separate Active Defense.
Roll the Bonus Dice from the weapon’s Damage profile. Treat these as Cold Bonus Dice: they generate Bonus Hits without requiring a successful d100 test. Add those Bonus Hits directly to the weapon’s flat Damage.
Passive Defense then reduces this damage by 1 per Passive Defense Hit. Determine Hit Location, apply Armor and Armor Penetration, and resolve the resulting Wound normally.
The Hits generated by the original Suppressive Fire test do not increase damage. They determine only the suppression penalty.
If several suppression zones overlap, only the zone with the highest number of Hits applies.
Double-Barreled Shotguns
A double-barreled shotgun may fire both barrels at a single target with one attack.
Firing both barrels spends 2 shells, uses one attack roll, and resolves through one normal defense exchange.
Double the weapon’s Damage Bonus Dice, but do not double its flat Damage, the attack’s Hits, AP cost, or Range.
For example, a shotgun that normally deals 7 + 2d6 deals 7 + 4d6 when firing both barrels.
Reloading
Reloading time depends on the weapon’s loading mechanism.
When loading loose ammunition into a cylinder, internal magazine, or similar mechanism, a character loads one batch for 1 AP. A batch equals the character’s Agility ÷ 5, rounded up. A partial batch still costs 1 AP.
| Reload Method | AP Cost |
|---|---|
| Nock an arrow | Free Action |
| Reload a crossbow | 1 AP |
| Swap a magazine or drum | 1 AP |
| Use a speedloader | 1 AP |
| Reload a break-action weapon | 1 AP per batch |
| Replace belt-fed ammunition | 2 AP |
| Load a cylinder | 1 AP per batch |
| Load an internal magazine | 1 AP per batch |
| Load individual ammunition | 1 AP per batch |
| Replace a power cell or fuel can | 1 AP |
A weapon cannot be loaded beyond its listed capacity.