0 - 2M
3 - 50M
51 - 250M
251 - 500M
500M+
Every ranged weapon can fire in Single Shot (SS) mode, even if that option is not explicitly listed. Many guns have additional modes available: Semi-Automatic (SA), Burst-Fire (BF), and Fully-Automatic (FA). These firing modes offer tactical options at the expense of overall accuracy. They do not require multiple attacks.
You fire a single bullet.
There are no changes to a weapon's attributes or rolls with a single shot.
You fire 2 rounds rapidly with two trigger pulls.
Decrease the dice you roll by 2 and increase damage you do by 1.
You fire 4 rounds in an attack. You can shoot a narrow burst - which decreases the dice you roll by 4, the dice the defender rolls by 4, and increase your Damage by 2.
You can also make a "wide" burst and split your dice pool between two targets and count each attack as a Semi-Automatic mode shot.
If you do not have enough rounds to complete the full 4-round narrow burst, reduce the effects accordingly, with your dice detriment matching the number of rounds fired and the Damage Value dropping to a +1 as long as at least 2 rounds were fired.
This mode allows making an attack against every valid target within a 2-Meter radius area. One attack roll is made but each defender rolls individually.
This attack decreases the dice you roll by 6, the dice the enemy rolls by -6 and consumes 10 rounds of ammunition.
This area can be expanded multiple times by 2 Meters by reducing an additional 2 from the dice pool, but only if this modification would result in a dice pool above 0.
This mode is available only to weapons capable of Fully Automatic fire and requires a Major Action. Using 20 rounds of ammunition, a character can suppress a 10 Meter wide, 2 Meter tall conical area up to the maximum range of the weapon.
With a [Weapon Skill] + Agility test, you may create a suppressive fire zone that lasts until the end of the Combat Round as long as you do not move or make any other action.
Anyone in the suppressive fire zone or immediately adjacent to it takes a Dice Pool Penalty equal to the shooter's hits on all actions unless they are completely unaware of it.
Any character who moves into or out of the area risks being hit. That character must make a Reaction + Edge (and Defensive actions such as Dodging, if applicable) with a threshold equal to the hits scored by the suppressing attacker. If the test fails, the character is hit and suffers the fired weapon's damage.
Characters who remain behind full cover or drop prone are not at risk of being hit, and may perform actions as normal so long as they remain as such.
Flamethrowers (and some other weapons) make spray attacks. These attacks come in one of three flavors: straight, wobbly, or sweeping. A straight attack is what it sounds like: an attempt to fire straight at a target. A wobbly attack moves back and forth, covering an area about 3 Meters wide. A sweeping attack covers a 10 Meter wide area.
A straight attack is handled as normal. A wobbly attack is more difficult to avoid, granting the user a +2 Dice Pool Bonus for the attack, but reduces the Damage Value by 1. A sweeping attack only amplifies this tendency - granting a +4 Dice Pool bonus but reducing the DV by 3.
On either a wobbly or sweeping attack, you can elect to move the stream extra fast. You substitute a Wild Die for one of the normal dice from your dice pool when you choose to do this.
Attacks that have the Blast effect vary their damage from the point of origin. Each Blast Attack has a damage effect at Ground Zero (within 1 meter of the explosion), Close (1–4), and Near (5–50) range. Medium, Far, and Extreme are too big for most handheld explosive and shoulder-fired weapons. Most explosives are listed with a maximum blast radius. If no maximum is listed, they get everything within a 50-meter radius.
The attack is resolved with a relevant skill + Agility test to land the explosive device where they want, with each hit decreasing how far it scatters from the point of impact. To determine scatter, roll 2D6 and consult the Scatter at Range table. This table tells how far the explosive scatters. Roll 2D6 again to determine the scatter direction via the Scatter Diagram. The orientation of the diagram is based on the direction the attack is initially traveling. Once the direction and distance of the scatter is known, the blast can be resolved using the Damage Values at the various range increments.
Defending against Blast Attacks is a little different. Characters targeted by an attack - basically anyone in the blast radius of the attack - can use an Avoid Incoming Minor Action (if they have one available) to attempt to get away from the blast. Without this action damage is resisted as normal, though a Hit the Dirt action can also be used to decrease the Damage Value by 2.