Gun Combat Resolver

Base BCS = BCS - (Restrictions + Distractions + Situational Modifier)
Adjusted BCS = Base BCS - Target Overall Defense Ability

Averaging Skill: Attacker BCS + Averaging BCS / 5
Note: Never higher than base BCS

Range Modifiers

  PBR SHR EFF LNG EXT MAX
BCS +1 +1 0 -1 -2 -5
BDG +10 0 0 -10% -25% -50%

Stopping Effects

BDG / (Personal ENC + .5(ENC Cap) = Stopping
Average Personal ENC = 4.0, average Enc cap 9, average mass: 8

Stopping > 4 Knock back 2D3 Meters + DFT AST
Stopping > 8 Knock Back 2D3 Meters + DFT CST
Stopping > 12 Knock Back 2D3 Meters, Automatic Knock Down
  GM NOTE: These are adjusted to be more realistic

Shooter Movement

Combat Move -1 BCS
Walk Hip fire, -2 BCS
Running Hip fire, -4 BCS
Dodge Double base movement penalty

Target Movement

Target Combat Move
CDA x 1
Target Walking
CDA x 2
Target Running or Falling
CDA x 3
Target Dodging
-1 to BCS

Missile Weapon Situation Modifiers

Each Distraction
-1
Each Restriction
-1
Hip Fire
Average BCS
Damaged In Combat Turn
(Damage/2)
Firing Gun in Each Hand
-1
Surprised
-2
Shooting Newly Acquired Target
-2
In Firing Stance
+1
Braced Weapon (requires Stance)
+1
Sighted (requires Stance)
+1
Shooting to Side Hex
-2
Shooting to Rear Hex
-4
Firing Over or Around Cover
-5
Recoil (BDG/10 up) - (STR Grp or Alteration score)
Cumulative

Inherent Accuracy

Pistol: Snub
-1
Pistol: SHT
0
Pistol: STD
+1
Pistol: LNG
+2
Carbine
+3
Rifle
+4
Shotgun: Slug
+3
Shotgun: Shot
+4

Shots Per Action

1 - SS,SA,BA,LA,PA
1,2 - DA
1,2,3 - AL
1-3 Bursts - AB
1-3 Bursts - FA


Aftermath! Game and Data Copyright © 1981 Robert Charrette and Paul Hume     GM Login   Player Login       Changes