Post by ST Joe on Sept 27, 2010 10:07:10 GMT -8
Overall the biggest restriction on firearms has to do with the way we are re-envisioning celerity: you will only get one attack per turn. Thus a vampire with lots of celerity cannot turn a revolver into an automatic weapon. This might be a bit arbitrary, but overall its good for play balance (two gun mojo, or other such abilities will get an extra attack, but both attacks must be made in conjunction with all penalties stacking).
There are no specialized rounds, all firearms do lethal damage. (Bashing damage will be healed at two per round-btw).
Heavy caliber weapons still get the simple test for extra damage.
You may aim for one round before firing.
Shotguns (unless they are using slugs) mandate a simple test against one other target to do a single point of damage to that target, even if they are friendly.
Single Shot weapons are pretty self explanatory: yes I know that semi-auto and bolt action weapons in theory have very different potential rates of fire, but for game purposes they all count as single shot weapons.
Automatic weapons are divided into two categories, Burst fire and Full auto.
A burst fire weapon expends three rounds of Ammo for each shot. There is a +1 trait bonus to hit with this weapon, and if you hit you get a retest for one additional point of damage. (yes three round burst weapons are very good...there is a reason why this is considered the best setting from which to fire an assault rifle: the downside is getting one is not easy. . . these are military and swat grade weapons.
An auto fire weapon is truly scary: it expends ten rounds per attack (yes an abstraction) and does two damage with simple test for three damage against a single target. In the alternative, such a weapon can be used to attack up to five targets, and inflict two damage to every target; however the firer is at -1 trait for each target. Fully auto weapons are military grade firearms, and are even harder to come by than burst fire weapons. Your characters should not expect these weapons to be readily available.
Auto-fire weapons do not benefit from the heavy caliber retest: nobody's character is walking around with a Ma Deuce or a chain gun.
There are no specialized rounds, all firearms do lethal damage. (Bashing damage will be healed at two per round-btw).
Heavy caliber weapons still get the simple test for extra damage.
You may aim for one round before firing.
Shotguns (unless they are using slugs) mandate a simple test against one other target to do a single point of damage to that target, even if they are friendly.
Single Shot weapons are pretty self explanatory: yes I know that semi-auto and bolt action weapons in theory have very different potential rates of fire, but for game purposes they all count as single shot weapons.
Automatic weapons are divided into two categories, Burst fire and Full auto.
A burst fire weapon expends three rounds of Ammo for each shot. There is a +1 trait bonus to hit with this weapon, and if you hit you get a retest for one additional point of damage. (yes three round burst weapons are very good...there is a reason why this is considered the best setting from which to fire an assault rifle: the downside is getting one is not easy. . . these are military and swat grade weapons.
An auto fire weapon is truly scary: it expends ten rounds per attack (yes an abstraction) and does two damage with simple test for three damage against a single target. In the alternative, such a weapon can be used to attack up to five targets, and inflict two damage to every target; however the firer is at -1 trait for each target. Fully auto weapons are military grade firearms, and are even harder to come by than burst fire weapons. Your characters should not expect these weapons to be readily available.
Auto-fire weapons do not benefit from the heavy caliber retest: nobody's character is walking around with a Ma Deuce or a chain gun.