Underworld Campaign Quick Reference - Ranged Combat

Ranged Combat Maneuvers

Many physical conflicts involve ranged weapons. The following maneuvers allow for a number of useful actions during a firefight, but don't feel limited by this list. If the need arises, try developing a new maneuver (at the Storyteller's discretion).

Refer to the Ranged Weapons Chart for specific information.

Aiming: The attacker adds one die to her attack dice pool on a single shot for each turn spent aiming. The maximum number of dice that can be added in this way equals the character's Perception, and a character must have Firearms 1 or better to use this maneuver. A scope adds two more dice to the attacker's pool in the first turn of aiming (in addition to those added for Perception). The attacker may do nothing but aim during this time. Additionally, it isn't possible to aim at a target that is moving faster than a walk.

Automatic Fire: The weapon unloads its entire ammunition clip in one attack against a single target. The attacker makes a single roll, adding 10 dice to her accuracy. However, the attack roll is at a +2 difficulty due to the weapon's recoil. Extra successes add to the damage dice pool, which is still treated as equivalent to one bullet. An attacker using automatic fire may not target a specific area of the body.

Example: Kincaid unloads a full AK-47 clip at the advancing elder. His player rolls Dexterity (4) + Firearms (3) + 10 (for the maneuver). The roll is made versus difficulty 8 (6 for short range +2 for recoil). He scores a total of six successes, and the elder doesn't dodge. Kincaid's player now rolls 12 dice of damage - 7 (the base damage for an assault rifle) + 5 (for the successes). The clip is completely emptied.

This attack is permissible only if the weapon's clip is at least half-full to begin with.

Traits: Dexterity + Firearms; Difficulty: +2; Accuracy: +10; Damage: Special

Cover: Cover increases an attacker's difficulty to hit a target (and often the target's ability to fire back). Difficulty penalties for hitting a target under various types of cover are listed below. A character who fires back from behind cover is also at something of a disadvantage to hit, as he exposes himself and ducks back under protection. Firearms attacks made by a defender who is under cover are at one lower difficulty than listed below. (If a listed difficulty is +1, then the defender suffers no penalty to make attacks from under that cover.) If your character hides behind a wall, attackers' Firearms rolls have a +2 difficulty. Your character's attacks staged from behind that wall are at +1 difficulty.

Note that difficulties for combatants who are both under cover are cumulative. If one combatant is prone and one is behind a wall, attacks staged by the prone character are at +2 difficulty, while attacks staged by the character behind the wall are also at +2 difficulty.

Table: Cover

Cover TypeDifficulty Increase
Light (lying prone)+1
Good (behind wall)+2
Superior (only head exposed)+3

Multiple Shots: An attacker may take more than one shot in a turn by declaring a multiple action (the first shot's dice pool is reduced by the total number of shots fired, and each subsequent shot is reduced by an additional die, cumulative). The attacker can fire a number of shots up to the weapon's full rate of fire.

Traits: Dexterity + Firearms; Difficulty: Normal; Accuracy: Special; Damage: Weapon type

Range: The Ranged Weapons Chart lists each weapon's short range; attacks made at that range are versus difficulty 6. Twice that listing is the weapon's maximum range. Attacks made up to maximum range are versus difficulty 8. Attacks made at targets within two meters are considered point blank. Point-blank shots are made versus difficulty 4.

Reloading: Reloading takes one full turn and requires the character's concentration. Like any other maneuver, reloading can be performed as part of a multiple action.

Strafing: Instead of aiming at one target, full-automatic weapons can be fired across an area. Strafing adds 10 dice to accuracy on a standard attack roll, and empties the clip. A maximum of three yards can be covered with this maneuver.

The attacker divides any successes gained on the attack roll evenly among all targets in the covered area (successes assigned to hit an individual are added to that target's damage dice pool, as well). If only one target is within range or the area of effect, only half the successes affect him. The attacker then assigns any leftover successes as she desires. If fewer successes are rolled than there are targets, only one may be assigned per target until they are all allocated. Dodge rolls against strafing are at +1 difficulty.

Traits: Dexterity + Firearms; Difficulty: +2; Accuracy: +10; Damage: Special

Three-Round Burst: The attacker gains two additional dice on a single attack roll, and expends three shots from the weapon's clip. Only certain weapons may perform this maneuver; see the Ranged Weapons Chart for particulars. Attacks are made at +1 difficulty due to recoil. As with full-auto fire, the damage dice pool is based on one bullet from the weapon in question.

Traits: Dexterity + Firearms; Difficulty: +2; Accuracy: +2; Damage: Weapon type

Two Weapons: Firing two weapons gives the attacker a distinct advantage, but has its share of complications. Doing so is considered performing a multiple action, complete with reduced dice pools for total shots taken and for any recoil. Additionally, the attacker suffers +1 difficulty for her off-hand (unless she's ambidextrous). The attacker can fire a number of shots up to each weapon's rate of fire.

Traits: Dexterity + Firearms; Difficulty: +1/off-hand; Accuracy: Special; Damage: Weapon type

Table: Ranged Combat Maneuvers

ManeuverTraitsAccuracyDifficultyDamage
Automatic FireDex + Firearms+10+2Weapon
Multiple ShotsDex + FirearmsSpecialNormalWeapon
StrafingDex + Firearms+10+2Weapon
3-Round BurstDex + Firearms+2+1Weapon
Two WeaponsDex + FirearmsSpecial+1/off-handWeapon