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Double and Triple Tapping, Matched Firearms Successes, Shields and Armour.
Double and Triple Tapping
Multiple ranged attacks are not split-up like HTH attacks.
Instead, you can only use up to three single attacks in a round (treat more than three shots in a round as normal suppression-type fire, as per the normal rules). The first attack is completely normal. The second attack in a round halves the normal totalled skill and the third attack uses a quarter of the normal totalled skill. Apply all shifts to the skill chance before halving and/or quartering for each separate attack.
Focus shifts can not be used in conjuction with multiple ranged attacks, unless they are aimed at the same target.
Typically, these mechanics are only used for firearms or firearm-style weapons, of course.
Matched Firearms Successes
A matched success on a firearms or similar ranged attack roll deals damage that is equal to either the normal damage cap of the attack or double what the normal damage would be, whichever is LOWER. Normal damage modifers relating to target's armour and similar factors still apply.
E.G. A roll of 11 deals 22 points of damage (4 points if the shot hits body armour). A roll of 44 with a gun that has a damage cap of 50 deals 50 points of damage.
Rolling under your dodge skill, even if it's lower than the minimum roll, increases your final dodge roll by your shield rating if you're using one. If a shield rating increases your dodge roll over your normal dodge skill, count the roll as still successful. Shield ratings, depending on what you're trying to dodge and what you're using, are usually anywhere from 5% (a small, light tray) to 40% (a heavy, steel warrior's shield). Certain attacks may break or ignore a shield, at GM's discretion (shields may have their own wound points, equal to the rating, that decrease due to damage and are counted separately from the sheild's rating). If you still fail, increase your Dodge skill by the shield rating for the purposes of determining whetever the attack does half damage.
E.G. Your Dodge skill is 40%. The attack roll is 20. You wield a 10% shield. Your inital dodge roll is 12, but your shield rating increases that to 22, making the attack do no damage.
E.G. Your Dodge skill is 40%. The attack roll is 45. You wield a 10% shield. Your inital dodge roll is 51% so you fail, but your shield rating increases your Dodge skill to 50% which means the attack does half damage.
Damage Absorbing Armour
Light bullet-proof vests absorb no damage, not even from bullets (but they still have their normal effects, as per the corebook rules). The heavier vests, however, can function as per the rules below, particularly riot gear.
Suitable armour, such as chain mail and plate armour, has a penalty that reduces the final damage suffered, assuming it's of the appropriate type (plate armour, for example, won't do much against magick and fire).
Is it thick? (Thick meaning about the length of half a finger's material between the bare skin and air, multilayered leather.)
Is it hard? (Hard meaning knocking your fist against the surface of the material could really hurt, like steel or solid wood.)
Is it shock absorbing? (Self-explanatory, materials designed to move with the force of the hit, like rubber.)
For each 'yes', subtract 3 points of damage from the final damage. Armour that is thick, hard and shock-absorbing would subtract 9 points of damage from the final amount dealt. This is called the damage penalty.
If your damage penalty is -6 or -9, any attacks dealing firearms damage that hit you in a protected area count as HTH damage instead, even melee weapons with a damage bonus of +6 or more on a matched success. The damage penalty is then subtracted from THAT damage. If this reduction reduces the damage to 0 or below, the attack hit but did no damage by itself (if, however, the attack has some other effect in addition to the damage it causes by itself, like the Flesh Mage Blast Style or some kind of incedinary effect, that effect may still work as per normal).
E.G. A matched success of a roll of 44 with a +9 weapon at an area protected by -6 armour would deal 4 + 4 + 9 - 6 = 11 points of damage.
Note, however, that wearing any armour with a -6 or -9 damage penalty is likely to extremely noticable (heavy body armour is amazingly bulky) and probably not regarded as normal, "normal guy going the street for some smokes" behaviour, unless there's been a civil war, a riot or you live in Detroit. Expect any cop worth the sugar in his blood stream to be all over any random civie he sees taking a stroll in full riot gear or plate mail.
Michael Keenan | profile | Nov 19, 08 | 12:48 am