How do guns work?
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Every day we've been getting messages, emails, and comments from people just as hyped as we are about Carbon 2185! A lot of you cyberpunks are very curious about one topic in particular:
Gun combat in Carbon 2185 follows our mantra that we use throughout the entire system. These are: Ease of use, Simple & Streamlined, Familiarity, and finally Cinematic Feel.
Unlike many other cyberpunk games, we haven't attempted to be a realistic gun combat simulator anymore than Dungeons & Dragons is a realistic medieval combat simulator. There's no need for that because there are already many other cyberpunk systems that do a great job of offering a complicated in depth, and realistic combat simulation!
We've aimed for a system like that in Dungeons & Dragons, in Pathfinder, and in Starfinder. It's intuitive, simple, and very familiar to people who have played those games.
Let's walk through a simple combat encounter between one player character; a cyberpunk looking for the street rat who killed his father, and one enemy; the aforementioned homicidal street rat. Both armed with unmodified or upgraded Heavy Pistols.
Both characters roll Initiative, and add any relevant modifiers, to determine who acts first.
In this case, the street rat has rolled higher (including modifiers) than the cyberpunk, so he acts first.
The Street Rat's turn.
The street rat recognises the cyberpunk and uses his movement to dive behind a dumpster, granting himself full cover. He then uses his standard action to make an attack. In this case, he decides to blindfire towards the cyberpunk. Which means that he shoots over, or around his source of cover, without looking.
To make this attack, he rolls 1d20 and adds any relevant modifiers, such as Proficiency and his Dexterity modifier.
Because he is blindfiring he has disadvantage on the attack, so he does the above step twice, and takes the lower of the two results.
The result of the attack roll is compared to the armor class of the cyberpunk. This time the result is lower than the target's armor class (AC) so the attack misses.
The Cyberpunk's turn.
Angry at his father's killer, the cyberpunk uses his movement to sprint up past the street rat's cover, leaving the street rat fully exposed.
The cyberpunk then takes a shot at the street rat, who is no longer in cover.
To do this, the cyberpunk rolls 1d20 and adds any relevant modifiers.
The result of the attack roll plus modifiers is higher than the street rat's armor class so the attack hits the target.
A standard issue Heavy Pistol deals 2d6 points of ballistic damage on a hit, so the cyberpunk rolls 2d6 and combines the results of both dice. This time the shot deals 9 points of ballistic damage.
The Street Rat is wearing armor that has a damage reduction of 2 points against any ballistic damage, so he takes 7 points of damage, which is taken from his current hit points. In this case, this reduces the street rat to 0 hit points, which means he is killed outright, and the cyberpunk has avenged his father. Time to flee the scene.
Automatic Weapons such as SMGs and Assault Rifles have two firing styles. The standard firing style, which focuses the entire attack on one target, and works the same way as above, and a second Spray firing style in which the attacker sprays a cone of bullets.
When using the Spray style, the attack can hit multiple targets within the cone (the size of which is determined by the gun). This attack works a little differently. Instead of the attacker rolling against the target's AC, each target within the cone has to make a successful reflex saving throw to avoid being hitby the spray of bullets. This attack style deals less damage to each target than the standard firing style as the target is not hit by the entire burst of bullets, but rather by a fraction of the burst.