swrushing said:
A couple of questions about firearms... if someone with book would be so kind as to answer.
Does edited copy count?
An unarmored character is attacked with an AK-47 single shot (or say a hunting rifle if the Ak is not listed) and a to-hit roll is scored but not a critical. My guess is that some amount of vitality damage is scored? How much?
The AK-47 would inflict 3d6 vitality damage (avg 11 points).
Now the character is attacked with a small revolver and a non-critical hit is scored? Same questions: loses vitality? and how much?
I presume small caliber, like a .38? Vitality again, 1d8+1 (avg 5.5).
If neither of those attacks takes him into WP damage, is there any effect other than loss of VP?
Not on average, no. Vitality models nicks, scratches, bruises, and being "winged." Losing wounds is more like getting gut-shot or going all gimpy after getting plugged in the leg
If a character suffers 25 or more points of damage, you get to roll on table 5.5: The Table of Ouch. think of this like a "semi-massive damage" result, similar to the standard d20 - you roll a d20 and add the damage suffered to produce an injury, which the target must make a Fort save against or suffer immediately. This could include anything from severe bleeding to a busted limb to brain damage (modeld as different types of ability damage). These can all be healed over time (measured in sessions) or by taking serious medical measures.
And of course, if you want a more deadly game, we have campaign qualities such as Gritty, which makes combat even more deadly, lowering the Table of Ouch threshold to 16 points of damage and increasing the difficulty of Medicine checks. Alternatively, you can take some of that ouch out of the game altogether with other qualities. These are simple toggles you can switch on and off on a scene, mission, or campaign basis.
Finally, what would the mechaincs be like if the AK-47 was fired on full auto, say 15 rounds if the amount matters? In the old days, the 15 rounds would produce IIRC a -5 to hit but then a very successful to-hit roll after the penalties would cause multiple hits. Is that still the basic autofire mechanic, or has it changed?
The autofire mechanic has changed slightly. The amount of shots does matter - for every 3 shot volley you make, you suffer a -1 to your attack roll. Additionally, your error range on the attack increases by 2. But if you hit, for every 4 you beat the target's Defense by, you hit one additional time (to a maximum of the number of volleys you fired).
If you want more controlled fire, you can also use the new Burst Fire mechanic, which is like mini-autofire - this only increases your error range by 1, but you only use 3 shots, and for every 5 you beat the target's Defense by, you hit an additional time. This new rule is much more in-line with what fans wanted and the reality of modern combat
So in the case of a 5th level soldier with 16 Dex (+8 to hit) firing at a Def 10 target, you could autofire 3 volleys (-3 to hit) and get an additional hit on average, OR fire a single burst and get the same result. This, of course, is before figuring in action dice, which may be spent to increase your attack check, and other character factors - but either way, that puts you at an average 22 damage, which is a stone's throw from the Table of Ouch and some serious hurt for your target
Hope this helps!
Alex