RCS:Called Shots

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Called shots affect the aspect and offset of an attack. In some cases, a firer may prefer to aim more non-lethally at a target or to aim in an area of the target that avoids a less-vulnerable area of the target.

When a firer declares the intent to make a "Called Shot", what they are doing is attempting to direct their fire more specifically on a target than what is normally possible: instead of pointing the gun at the target and firing as soon as the target appears in their bore sights, they are attempting to concentrate harder on the target to direct the gunfire towards a general area of the target. This makes firing at the target quite a bit harder, but also gives better odds of striking the intended location.

Called shots can be made only with single-fire or burst-fire. It can be attempted with fully-automatic fire, but applies only to the first shot; thereafter, bullets will hit randomly.

To perform a called shot, apply a -2 DM to the to-hit task. Then roll on the following task:

To make a called shot:
Difficult, Determination, (Weapon) (instant, safe)
Referee: Ignore Mishaps.

Upon success, modify the weapon aspect and offset according to the aiming category (see below). Upon failure, roll normally for to-hit location instead.

Contents

Aiming High

Upon successfully aiming high against a target, add three to any Aspect roll equal to or below three. For instance, if you roll a Very Low (1) result, it becomes a High (4) result.

Alternatively, you can treat any roll of 1-4 as High (4-5), 5-6 as Very High (6).

Aiming Low

When successfully aiming low, reduce Aspect by 3 if the roll is greater than or equal to four. E.g., if you roll a High (5) result, it becomes a Low (2) result.

Alternatively, treat any roll 1-2 as Very Low (1), 3-4 as Low (2), 5-6 as Middle (3).

Aiming Left

When successfully aiming left, modify Offset by negative three if the roll is greater than or equal to four. If you roll Far Right (6), for example, it becomes Close Left (3).

The alternative is to treat 1-2 as Far Left (1), 3-4 as Left (2), 5-6 as Close Left (3).

Aiming Right

After making a successful called shot to aim right, modify Offset by positive three if the roll is less than or equal to three. Rolling a Left (2) result is translated to a Right (5) result.

A straight system treats 1-2 as Far Right (6), 3-4 as Right (5), 5-6 as Close Right (4).

Other Called Shots

Unless using the MTWiki martial arts system, all attacks against a person or robot engaged in Brawling combat are assumed to be punches, and modify aspect as though the person was aiming high with no called shot required. The only exception is if a target is very small (no bigger than a housecat), or if the target is prone or supine on the ground: in these cases, the attacker must kick instead (roll hit location normally).

If a person in Brawling combat wants to make a more general attack against a standing enemy target, they must roll on the following task (after rolling to-make-melee-attack and to-hit):

To aim broadly in Brawling combat:
Routine, Off: Brawling, Dex, Def: Brawling or Martial Arts, Dex, Instant (safe, confrontation)
Referee: Failure means the brawler misses entirely. Success means the brawler rolls for the full hit location chart.
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