As you will see, this system differs considerably from that used in the published game. It may look quite complex at first glance, but in practice it flows easily. In fact, as you always need the same "To Hit" score and don't have to remember weapon ranges, To Hit modifiers for short and long range, various modifiers for sundry other occurrences and such like, this system is actually easier to use as well as more realistic.
Who Can ShootModels who did not move may fire either one aimed shot or two snap shots. Models who moved normally may only fire one snap shot. Models who ran or charged, or who are in combat may not fire at all. Models who are inactive (or who have no missile weapons!) may not fire at all.
Choosing A TargetWhen the enemy are still in the distance, it is quite easy to keep your cool and pick your targets carefully, so normally you may choose any visible enemy model or point on the ground as your target. However, when things hot up and the enemy are in your face it becomes more a case of kill or be killed and so if there are enemy models within 10" you must target the nearest active model, unless that model is in cover. If so, you may choose to fire at the nearest enemy model within 10" and in the open instead. Note that this means that you may not target a point on the ground or a downed or pinned model.Fighters are assumed to face the direction faced by the model itself, but also to be looking left and right, scanning the area for danger and so have a 180 degree field of vision to the front. Any model whose base is at all within this arc can be seen, unless they are hidden from view in some way (more later). Once you have chosen your target, turn the firing model to face his intended victim. This does not count as movement, so has no effect upon move or fire weapons or aiming (more later).
Hitting The Enemy
Example:A gangster (BS 3) fires at an enemy model 7" away. Rolling his 3 dice, he scores one 2 and two 5s. This gives him two hits, which equates to an accuracy of 10". As the enemy model is ony 7" away, the shot hits.If the enemy model had been 11" away, or if the dice had come up as one 5 and two 2s for example, the shot would have missed.
COMPLICATIONSEffective RangeEvery weapon has an effective Range stat on it's profile, given as a multiple of 5 (ie 5", 10", 15"). This is the range at which the weapon's accuracy declines, making it very hard to hit targets outside this distance.
System: As soon as you have enough Hits to reach your Effective Range, further hits only add 1" to the distance rolled rather than 5". For example, a gangster firing a stubgun (ER 10") scores 4 hits. The first two count normally, giving 10" of accuracy. However, as this is the weapons Effective Range, the remaining two hits contribute only 1" each for a total accuracy of 12".
In Necro ME, this is represented by Pinning. A model that is shot at but missed by only a single hit becomes pinned (Some other situations may also cause a model to become pinned). e.g. A model fires at a target 15" away and scores two hits. He misses, but since one more hit would have given him 15" the target is pinned. When this happens, place the model on it's back, face up, to show that it is Pinned. The model may not do anything until it recovers. Pinned models are Inactive and may only be targeted by enemies within 5", in the same way as Downed models (see later). Pinned models who are in cover hide and cannot be seen.
Example of PinningFiring at an enemy model 14" away a gangster scores two hits. This gives him 10" of range and thus his shot misses.However, had he scored one more hit, he would have had 15" of range, enough to hit his target. Therefore his shot is judged to have only just missed and the enemy model is pinned. Note that at ranges of less than 5" the target is therefore automatically pinned.
Template Weapons and PinningWeapons that use a template (see "Kiss My Arsenal!" for more details on templates) work slightly differently to less explosive weapons. Instead of pinning the target in the normal way, these weapons pin any model, friend or foe, who's base is within 1" of the edge of the template. This applies to both Blast and Flamer templates.
Recovering From PinningGangsters recover from pinning in exactly the same manner as described in the rulebook, missing their next turn unless they have a friend nearby and pass an initiative test.
This roll represents how likely your weapon is to keep running and represents both it's inherent reliability and how much ammunition you are likely to be carrying for it. Bolters, for example, have rare and expensive ammunition AND are prone to mechanical falure, giving them less chance of succeeding than a straightforward bolt-action rifle. The test itself is very simple. After declaring your target but before rolling to hit them, you must roll 2 D6. If you do not score a double of any kind, or a double of your weapons ammo rating or higher, the test is passed and you can complete the shot. If you roll a double of less than your ammo rating, the test is failed and your weapon runs out of ammo, jams solid or simply breaks down - rendering it useless until your next battle. For example, a fighter who's weapon has an ammo rating of 4+ will fail the test if he rolls a double 1, 2 or 3 but will pass on any other roll, even other doubles. A fighter whose weapon has a rating of 6+, however, will fail on any roll of a double except for double 6. NOTE: this system pleases me more than the last one, but I don't know how people feel about taking a test (even a simple one like this) before each of their shots. Let me know what you think, but bear in mind that you probably won't be doing enough firing for it to present much of a problem - this isn't 40K, after all!
Shooting Into Hand-to-Hand CombatIf there is a combat that does not involve any friendly models you may fire into it. You have an equal chance of hitting any of the combatants. Randomise hits in a mutually acceptable manner.
Shooting a Man While He's DownInactive models are lying on the ground, on their knees or otherwise reduced in size and so become harder to see. Until you get up close, your eyes pass over them with ease. Thus they can only be targeted if they are within 5". Other than this, however, they are shot at as normal.
Blast, Template and Sustained Fire Weapons
Advanced Rule:Critical Hitse.g. You fire a stubgun (strength 3) at a target 10" away. Rolling your dice, you score two sixes, a five and a three. This hits the target and since you rolled enough sixes to hit regardless of other dice your hit is strength 6. You will note that it is, quite rightly, much easier to score a critical hit up close than at a distance: don't let the enemy shoot you at point blank range or you won't live to regret it.
Advanced Rule:Point Blank RangeIn this situation, you may count your accuracy as being your highest roll: eg if you roll three D6 and score 2, 2, 3 then you will hit a target within 3" (despite not having rolled any Hits). If your highest roll exceeds the distance required (for instance rolling a 4 to hit a target 3" away) then a critical is scored (assuming that you are using critical hits).
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