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Firearm Attacks

This walks through the click-by-click procedure for a personal carried firearm attack — what you click, in what order, what your options mean, and what happens next. It doesn't cover the underlying rules math (that's in the rulebook), reloading, or vehicle-mounted weapons — those are separate topics.

1. Target

On the canvas, target the token you're attacking (Foundry's normal targeting — click the crosshair icon on a token, or whatever your target-selection binding is). You need exactly one target selected before you can roll.

2. Open the weapon's roll

On your character sheet, find the weapon in your inventory and click the dice icon on its card. If the icon is greyed out, hover it — it'll tell you why: no target selected (or more than one), no skill linked to the weapon yet, or no ammo loaded. Fix whichever applies and the icon lights up.

Clicking it opens the Roll Composer.

3. Compose your roll

The composer opens pre-filled based on your weapon and the target's range — you don't have to set anything to roll as-is. From here you can, if you want to:

  • Add manual target number modifiers (for situational stuff the system doesn't know about).
  • Spend dice from an available dice pool.
  • Spend Karma dice to add extra dice to the roll itself, before you roll — this gets more expensive the more you add on the same roll.

When you're happy with it, click Roll.

4. The defender responds

Rolling posts your result to chat and privately prompts whoever controls the target (their player, or the GM if nobody's claimed that actor) with two buttons:

  • Dodge — opens their own Roll Composer, pre-filled for a Reaction-based dodge roll. They compose it the same way you did and submit.
  • Cancel — declines outright. The contest ends there; a message posts saying they declined.

5. Comparing rolls: reroll or buy a success

Once both sides have rolled, their results sit side by side in a contest card in chat. Before locking anything in, either side can, on their own dice:

  • Click a die to reroll every die that failed on that roll. Doing this again on the same roll costs more than the last time.
  • Shift-click a die to permanently buy one extra success by spending a Karma Pool point — this only works if you already landed at least one real success on the roll, and it's the more expensive option since it also permanently shrinks your Karma Pool ceiling. Use it when you're out of reroll room or want a guaranteed result instead of a gamble.
  • Right-click a die (only relevant on rolls that don't have a fixed target number) to hand-pick exactly which of your dice get rerolled, instead of rerolling every failure at once.

Each side clicks Done on their own side when they're satisfied with their result — you don't have to wait for the other side to be ready.

6. Resolution and damage resistance

Once both sides are done, the contest resolves. If the attack wins, it moves straight into a damage resistance roll for the target — same shape as the attack roll: a composer to build the roll, then the same reroll/buy-success/Done options once it's posted.