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Gun Fighting & Combat

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Gun Fighting & Combat  Empty Gun Fighting & Combat

Post by The Gunslinger Fri Jan 12, 2018 6:51 am

Gun Fighting & Combat  Coolte19
Gun Fighting   :yelloworb: Dexterity + Firearms
Ranged Weapons  :yelloworb: Dexterity + Athletes
Melee  :yelloworb: Dexterity + Melee
Brawl :yelloworb: Dexterity + Brawl

:::::::::::::::
Gun Fighting & Combat  Coolte26

Dif -2   •  Target Immortalized
Dif +1  •  Long Range
Dif  4   •  Point Blank Range
Dif +1  •  Target Behind Cover (Light or Lying Flat)
Dif +2  •  Target Behind Cover (Moderate)
Dif +3  •  Target Behind Cover (Good)
Dif +4  •  Target Behind Cover (Superior)
Dif -1   •  Targeting / Shooter Moving
Dif *    •  Trick Shot. (*See Target Chart)


:::::::::::::::


Last edited by Admin on Sat Jan 13, 2018 6:32 pm; edited 4 times in total
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Gun Fighting & Combat  Empty Re: Gun Fighting & Combat

Post by The Gunslinger Fri Jan 12, 2018 6:51 am

Gun Fighting & Combat  Coolte18

AMINING:
:diamond: The Character may spend their turn ''aiming''. Taking a turn to aim lowers the difficulty to any single shot by 2. (Difficulty may not be reduced lower then 2) You do not get extra dice, and aiming only applies to the 1st shot fired in the next turn. This maneuver does not work for Multiple Shots, or Rapid Fire.
:diamond: The attacker must have a dot in Firearms  (Archery, or a specialty in Athletics for thrown weapons) to use this maneuver.
:diamond: The attacker may NOT take other actions while aiming.
:diamond: They may NOT aim at a target moving faster than a walk.


::::::::::::
Gun Fighting & Combat  Coolte21
Dif: +2   •  Target:  Hand   •  Damage Mod: None     •  Special Effect: Weapon Drop
Dif: +4   •  Target:  Eye     •  Damage Mod: +3 dice  •  Special Effect: Blindness
Dif: +3   •  Target:  Head   •  Damage Mod: +2 dice  •  Special Effect: Dazed
Dif: +3  •  Target:  Groin    •  Damage Mod: +1 dice  •  Special Effect: Stunned
Dif: +2  •  Target:  Leg      •  Damage Mod: None      •  Special Effect: Fall Prone
Dif: +0  •  Target:  Torso   •  Damage Mod:   None    •  Special Effect: None

:::::::::::::::


Last edited by Admin on Fri Jan 12, 2018 4:15 pm; edited 4 times in total
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Gun Fighting & Combat  Empty Re: Gun Fighting & Combat

Post by The Gunslinger Fri Jan 12, 2018 8:24 am

Gun Fighting & Combat  Coolte20
Changing Targets:
:diamond: Changing targets during combat implements a +1 dif

Coordinating Actions: (Prerequisite: Leadership 3)
Charisma + Leadership  Dif 6 (basic) / Dif 8 (complex)
:diamond: If successful, each success gained reduces the difficulty of the coordinated action to a max of Difficulty 4. This works for melee, ranged and brawling attracts, as well as any tactical coordinating tasks.

Immobilization:
:diamond: Stunned, unconscious or otherwise immortalized opponents make easy targets. Targets who are at close range and are unable to move whatsoever can be hit automatically (no roll required, but still takes one action to attack) 

Stunning Targets:
:redorb: Whenever the actual number of Health levels lost on the attack roll exceeds a character's stamina, the character is considered ''stunned'' and unable to make a action next turn.
:redorb: If the Health level lost in the attack roll exceeds a character's stamina by half, (5 or more) the Character goes "reeling" and is knocked off their feet and must spend a additional action to recover.
*Unlike humans, Werewolves are hardy creature and are very difficult to put down. They can however be dazed by a solid blow.



::::::::::::

Dodging:
:diamond:  You may attempt a dodge for your action, roll Dexterity + Dodge vs The enemy's attack roll.
If you accumulate more success then your opponent, you dodge the attack.
:diamond: In order to dodge multiple attacks the player must split their dodge pool between the two incoming attacks.

:grayorb: The difficulty for dodging a melee or brawl roll is dif 6
:grayorb: Difficulty increases by 1 for every multiple oncoming attack
:grayorb:  Difficulty to Dodge Ranged Attacks depends on the available cover.
:grayorb: Characters DO NOT PHYSICALLY DODGE BULLETS, but dive to cover.


DIFFICULTY  & TERRAIN
2 :yelloworb: the Character moves half a step to be under full cover.
4 :yelloworb: the Character dives for full cover (1 yard)
6 :yelloworb: the Character runs for full cover (3 yards)
7 :yelloworb: Partial Cover within running distance or suffering Movement difficulties
8 :yelloworb: No available cover, Character dives to the ground. (*ground penalties apply for next turn)
10 :yelloworb: Movement severely restricted, (stuck in a closet)
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Gun Fighting & Combat  Empty Re: Gun Fighting & Combat

Post by The Gunslinger Fri Jan 12, 2018 12:10 pm

Gun Fighting & Combat  Coolte22

COVER:
Only fools like the Sheriff stand in the middle of the road and get shot at. While the empty street gun duel might seem romantic or Hollywood'ish, in reality it is a quick way to get killed.
Getting behind cover is a good way to save you from getting hit by a hail storm of bullets.

:diamond:  Depending on how protective the available cover is will determine the difficulty.

Targets Behind Cover
Dif +1     :gun:  Laying Flat (Light)
Dif +2.    :gun:  Wagon Wheel (Moderate)
Dif +3.    :gun:  Barn Door (Good)
Dif +4.    :gun:  Only Head Exposed (Superior)

:diamond: Being behind cover can also work agents a character as well. If the character has to spring up from behind cover to fire and duck back down again  (which is usually the case in most gun fights) the difficulty of their shot goes up by one.

::::::::::::

COVER FIRE
By repeatedly firing at a opponent without wasting time trying to aim, a character can force their opponents to dive for cover. This maneuver might allow allies the time they need to escape a very deadly situation. The Player rolls Perception + Firearms at a difficulty equal to the opponent's Willpower. (The roll is compared to each of the opponent's Willpower to determine if each dives for cover) Only one success is needed to force an opponent to dive for cover.


Last edited by Admin on Fri Jan 12, 2018 4:17 pm; edited 2 times in total
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Gun Fighting & Combat  Empty Re: Gun Fighting & Combat

Post by The Gunslinger Fri Jan 12, 2018 12:37 pm

Gun Fighting & Combat  Coolte23


FANNING & MULTIPLE SHOTS
:diamond: Most pistols in the Savage West are double action weapons,  Meaning they require you to cock back the hammer and pull the trigger.

:diamond: Most Savage West Weapons (unless customized by ST approval) do not have the capability to be fired in succession . This makes multiple shots all but impossible, even with multiple actions (Celerity) or Splitting your dice pool. The weapon is not build to handle multi trigger pulls.

:diamond:  However a gunslinger (Firearms 4 and above) may attempt to ''fan'' his pistol and fire multiple shots. One hand repeatedly striking the hammer and the other pulling the trigger.

:diamond: Fanning your pistol requires a multi action, The player rolls Dexterity  + Firearms Dif 8 (each success altos for one extra bullet fired).


Last edited by Admin on Fri Jan 12, 2018 4:20 pm; edited 1 time in total
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Gun Fighting & Combat  Empty Re: Gun Fighting & Combat

Post by The Gunslinger Fri Jan 12, 2018 1:49 pm

QUICK DRAW
Quick draw is the action of drawing your gun and shooting in one fluid motion in the same turn to beat your opponent's shot. This maneuver can not be used in regular combat and is intended for face to face combat only.

:yelloworb:   Guns
 Wits + Firearms
:yelloworb:   Bows & Throwing Weapons
Wits + Athletes

::::::::::::


RELOADING
Reloading a weapon when no shots are being fired is easy, unless you are in the heat of combat.
The click of a hammer hitting a empty chamber can spell disaster.
:diamond: Reloading a weapon quickly (in combat and under stress) requires a Wits + Firearm roll Dif 6
:diamond: The number of success equal the number of bullets you were able to reload in that turn.
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Gun Fighting & Combat  Empty Re: Gun Fighting & Combat

Post by The Gunslinger Fri Jan 12, 2018 2:18 pm

Gun Fighting & Combat  Coolte24

SILVER BULLETS
Given werewolf allergy to silver, it might seem prudent to load pistols with silver bullets. However without delving too deeply into metallurgy or physics, Silver Bullets aren't easy to come by even in Modern Nights, let along the Savage West.
Even if a character can find a gunsmith who had the ability to craft Silver Bullets, they wouldn't be nearly as accurate as regular bullets. And fundamentally by caring Silver Bullets a character will draw unwanted attention by the Garuo. No one uses Silver Bullets unless they know about werewolves (Which require Werewolf Lore 1) and are going to get hurt.

:diamond:    If a character decides to use Silver Ammunition they will suffer from several penalties.
:grayorb: You will become a target by the Garuo.
:grayorb: All Firearms difficulty goes up by 1
:grayorb: All weapon's ranged is halted
:grayorb: A botch indicates the weapon is damaged, and can not be fired again until fixed by gunsmith.


Last edited by Admin on Fri Jan 12, 2018 4:25 pm; edited 1 time in total
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Gun Fighting & Combat  Empty Re: Gun Fighting & Combat

Post by The Gunslinger Fri Jan 12, 2018 2:54 pm

Gun Fighting & Combat  Coolte25


TWO GUNS
Using two gun puts a shooter at a distinct advantage. But it also has its drawbacks.
The real disadvantage is that the shooter has their hands full and they have to concentrate on firing two different guns.

 Pistols:
Two pistols are fairly common in the Wild West. Any gunslinger who wants to live should have a back up weapon, even if they do not use them at the same time.
:greenorb: Firing a gun simultaneously requires a player to split their dice pool.
:greenorb: The character suffers a +2 dif penalty to fire with their off hand unless they are ambidextrous.
:greenorb: "Fanning'' and taking ''multi shots'' is impossible with both your hands full. (All common Pistols in the Savage West are ''double action'' weapons.
:greenorb:  If a character has a ''single shot'' pistol (which are uncommon or custom weapons *ST approval) they may take as many shots as the gun has bullets as long as they split their dice pools.

Rifles
Very few can manage to wield two rifles at the same time, but those who can are holy horrors.
:blueorb: Fighting with two Rifles require a minimum  Strength of 3 and a whole lot of Luck!
:blueorb: the shooter must spend 1 Willpower in order to attempt this feet, And will not be granted a auto success. They must split their dice pool as normal and take the off hand penalties unless ambidextrous.
:blueorb: The shooter needs to ''swing-cock" each rifle after each shot to reload.
(*spin the rifle in their hand while holding the cocking mechanism)
Dexterity + Athletes dif 8
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