Sometimes, just taking a normal shot isn’t enough, and an attacker wants to do something specific with their attack. This section offers different options for calling a shot, though gamemasters can choose which of these options to allow in their game.
All called shots incur a –4 dice pool penalty and cost a Free Action in addition to their basic attack action.
Blast out of Hands: You knock an item out of your target’s hand, but the target takes no damage. Attacks intended to disarm suffer the normal –4 dice pool modifier for Called Shots as well as any other situational modifiers that apply such as wounds, lighting, or range. The defender rolls as normal. The item can be sent flying, coming to a rest (net hits - 1) meters from the defender. The item should travel in a direction away from the shooter. Dirty Trick: Whether it’s shooting the plasterboard to kick up dust or actually kicking dirt in your opponent’s eyes, there are all sorts of dirty tricks you can do to get an advantage in a not-so-fair fight. If the attack succeeds with even a single net hit, your opponent takes a –4 dice pool modifier on his next action due to the distraction or disturbance.
Harder Knock: Whether it’s shooting a gel round into an opponent’s face or punching someone in the throat with your fist, sometimes you want an attack designed to do Stun damage to do Physical instead. This Called Shot changes the damage code on Stun-based weapons to Physical with no other change to the DV.
Knock Down (Melee Only): An attacking character may attempt to knock his opponent to the ground by bowling him over, sweeping his feet out from under him, pulling him off balance, or any similar maneuver. The attacker must declare his intention to perform a knockdown attack during the Declare Actions part of the Action Phase. The attacker makes a melee attack as normal. If he scores more hits than the defender, compare the attacker’s Strength + net hits to the defender’s Physical limit. If the attacker’s total exceeds the defender’s Physical limit, the attacker knocks the defender to the ground. This knockdown attack causes no damage to the target (except maybe to their pride).
The attacker chooses whether to follow the defender to the ground (a free Drop Prone action) or stay on his feet—unless he glitches, in which case he falls as well. On a critical glitch, the attacker falls down while the defender stays standing.
Shake Up: Sometimes you just need to slow down an opponent and keep them out of the fight. These shots represent the intentional shot past the ear or skipping rounds off the ground to keep an opponent on their toes and on the run. This shot makes the target lose 5 from their Initiative Score along with their normal damage. If his Initiative Score is dropped below 0, he loses his last Action Phase for this Initiative Pass. Even if the defender completely resists all damage, as long as the shot hit, they still lose the Initiative Score.
Splitting the Damage: Sometimes an attacker really just wants to put the hurt on an opponent instead of outright killing them. If this is the case the attacker can choose to call a shot to split damage between the damage tracks. Shots like this represent things like intentionally shooting the trauma plate on an armor jacket or shooting for the thicker padding on armor clothing.
To make a Split Damage attack, the target has to be wearing armor and the attacker’s AP needs to be less than that armor. So you cannot use this attack when shooting APDS at someone in armor clothing—in that situation, you just can’t keep the bullet from drawing blood. If the attack is successful the damage is split between the two condition monitors; if the damage was an odd number, make the Stun Damage the higher value. If the modified total Damage Value of the attack is less than the modified Armor Value of the defense, the attack ends up doing only half damage, all of it applied to Stun.
Trick Shot: Sometimes you just need a good trick shot to make someone rethink their current life path. Shooting a nic-stick out of someone mouth, tacking an opponent’s sleeve to a wall with a knife, or slicing that playing card in half in midair are all good examples that might help to get the point across that you are not one with whom to trifle.
The attacker gains a bonus on Intimidation rolls after this shot. Making an attack like this usually requires some kind of set up, so it can’t happen in the middle of combat. No one is paying that much attention to whether you shot their hat off intentionally or just missed their braincage. These attacks suffer the standard –4 dice pool modifier and any other situational modifiers. Note the number of hits scored on the test. Those hits act as a positive dice pool modifier for an Intimidation Test made by the attacker or a known ally of the attacker after the shot is made.
Vitals: Standard ranged attacks are assumed to be aiming center mass (human torso, car engine, etc.) to allow for maximum chance to hit while also focusing on vital areas for damage. Calling a shot to increase damage means the shooter is aiming for a particularly vital area of the body, such as the brain, heart, or major arteries. These areas, when struck, tend to cause more serious wounds but they are smaller areas and harder to hit. Targeting a vital spot with a called shot gives you an extra +2 DV on the attack.