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Combat Primer

482 bytes added, 21:33, 17 March 2023
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** Composure + Firearms (keeping cool in combat; knowing when and where to fire to hit your opposition, not being surprised by the sudden appearance of new combatants). A media example of this would be how the TV show SWAT handles their firearms, or Will Smith's training gun shot in the first Men in Black movie; it's more about keeping calm and knowing when/where to fire than simply the speed to do so.
** Dexterity + Firearms (speed-based gun combat; quick draw 'high noon' showdowns, dealing with an erratically moving target, getting a gun out of hiding and firing it before you get stabbed up close, clearing your gun before the enemy can draw theirs). A media example of this would be any cowboy TV show or movie with two people facing off to see who can fire first, or the movie Collateral as shown [https://www.pewpewtactical.com/wp-content/uploads/2016/12/Collateral-Mozambique-Drill.gif here].
** Resolve + Firearms (dealing with endurance and how it applies to firearms; a sniper sitting in the brush for a full day waiting on a target or a combatant under some other mental duress such as having been tortured, laying down suppressing fire to ensure that specific targets are suppressed). A media example of this would be the movie Wanted, and the time and preparation/setup for the various distance sniping scenes (not the best example, but it gets the poitn point across).* Defending: Defending can be done in two ways: dodging, or non-lethal defense such as parrying or blocking. This was implied by the V5 core rulebook, and clarified in the ''Hunter: The Reckoning 5th Edition'' core book (H5 pg. 118-119).** Dodging: Dexterity + Athletics (using your speed and athleticism to move and stay fast on your feet to dodge).** Non-lethal defense: Dexterity + Brawl or Dexterity + Melee (utilizing your brawling talents to block or redirect, or your melee talents to defend with a parry or a bind). Non-lethal defenses can't be used in response to Firearms conflicts.
Both the attacker and defender will use these pools (in the case of someone trying to solely defend, will use Dexterity + Athletics to dodge). Other factors can change combat (such as setting a static Difficulty for Ranged combat, rather than a dodge pool). By default, however, if someone is trying to not get hit and they're not immobilized or assumed to have no cover, they would use the Dex + Athletics pool. The conflict examples in the book are a bit bad, and Karim has said that some of the intent was lost; a full set of examples will be below showing how pools interact.

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