Using a ranged weapon, you fire a projectile at your target.
Range: Determined by weapon
Skill: Firearms
Hit: Overcome the target’s Defense
STUNTS
Inflict Damage (0s + opponent’s Armor): Deal an Injury Condition to your target.
Critical Hit (4s): Deal an additional Injury Condition to your target.
Disarm (Successes equal to opponent’s Combat Skill): You fire your projectile at the weapon or their hand, forcing them to drop it. You may spend an additional success to knock the item into the “short” range increment.
Emptying the Clip (0s): When using a weapon with the automatic tag, the attacker can choose to empty the clip. Emptying the clip adds a +1 Enhancement bonus to the attack in addition to the automatic tag’s usual benefits. After this action, you must make an ammunition check or be out of ammo and requiring a reload.
Knock Down (successes equal to opponents Stamina): You spend successes to knock your opponent prone.
Pin (Variable): Pin applies a Complication of 2 on the character’s next attack. If they choose not to buy off this Complication, then they receive one automatic Injury Condition relevant to the damage type of the weapon. A character can spend additional successes on this Stunt to increase the Complication.