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Called Shot Quick List

Core Book

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 modi-
fied 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.

Run & Gun

BREAK WEAPON
(CLOSE COMBAT ONLY)
In close combat, a character might try to damage or
break an opponent’s weapon with his own attack. The
sword-breaker dagger is an example of a weapon designed
specifically for this task. When the character
makes an attack, the weapon resists as a barrier (p. 197,
SR5). Most weapons including guns are considered
heavy material on the Barrier Rating table (p. 197, SR5).
If the attack is successful and does damage, the opponent’s
weapon becomes damaged and is less effective.
There are two options for a Break Weapon Called Shot.
If the accuracy of the weapon is higher than 3, the character
can reduce the accuracy of the weapon by 1. This
can be done multiple times until the weapon has been
reduced to an accuracy of 3. If the weapon has Reach
greater than 0, the character can damage the weapon
by reducing its Reach by 1. This can be done multiple
times until Reach is 0. Note that use of this Called Shot
requires Martial Art training.

DISARM
(UNARMED COMBAT ONLY)
There’s always the chance that a character might make
the mistake of bringing nothing to a gunfight. Or knife
fight. Either way, it’s bad news, and one of the first
things to do in this situation is even the odds—or even
tilt them the other way by seizing the weapon.
With this Called Shot, the character makes an unarmed
attack. If the attack is successful and the character’s
Strength plus net hits exceeds the opponent’s Physical
Limit, the character snatches the targeted weapon
out of the opponent’s hands and can use it themselves,
though they have to take a Ready Weapon Action to do
so (it’s not likely that they snatched the weapon in such
a way that it’s set properly in their hand).
If the attack is successful but the character’s Strength
plus net hits do not exceed the opponent’s Physical limit,
then the opponent receives a penalty equal to the
net hits if they use that weapon during their next Action
Phase. If the character fails in the attack, then the opponent
has a +2 dice pool bonus in attacking the character
with that weapon for that Action Phase. Note that use of
this action requires Martial Art training.

ENTANGLEMENT
(SPECIFIED EXOTIC WEAPONS ONLY)
The character can use a rope or whip-like weapon
to entangle her opponents instead of outright killing
them. In an Armed Combat Attack using an Exotic Melee
Weapon Skill, the character can use net hits from
the attack to reduce the opponent’s Agility for that Action
Phase instead of dealing damage from the weapon.
If the attack generated any net hits at all, the opponent
cannot move any further away from the character
than the range of the weapon. If the opponent’s Agility
is reduced to 0, the opponent can do no other action
than attempt to break free. Like a subdual or clinch,
the opponent will have to break free of the entanglement
in order restore his agility attribute. If they want
to get away, the opponent can attempt an Escape Artist
+ Agility [Physical] Test as a Complex Action with a
threshold of the number of successes used to reduce
his Agility. If successful, the opponent is free and no
longer suffers from the Agility penalty. Weapons that
can be used with this called shot include: chain whip,
leather whip, manrike, kusarigama, rope dart, and lariat.
Note that use of this action requires Martial Art training.

FEINT (CLOSE COMBAT ONLY)
With a Feint, a character can draw his opponent to make
a bad move in their attack. The attack does no damage,
but if it is successful, it fools the opponent and forces
them to prepare to defend against the false attack. This
means that in the next Action Phase, when the character
truly attacks, the opponent takes a penalty to
his Defense Test equal to the net hits of the Feint. An
opponent cannot be penalized by more than one Feint
action by the character before the character attacks; if
the character attempts multiple Feints, only the net hits
from the most recent Feint Action apply. Note that use of
this action requires Martial Art training.

PIN
(REQUIRES ARCHERY/THROWN WEAPON)
With an appropriate ranged weapon, the character can
pin an opponent to the floor, the ground, or a wall. On a
successful attack with the weapon, if the DV exceeds the
Armor Rating of the target’s clothing (meaning augmentations
like dermal plating would not be taken into account),
then the flesh and clothing of the opponent are
pinned to that object. Net hits determine how securely
the opponent is pinned. While the opponent is pinned,
he suffers a –2 penalty to all Defense Tests.
To break free of a pin, the character can make a
Body + Strength [Physical] Test as a Simple Action with
a threshold of the net hits of the pin. The character can
also rip himself free as a Free Action, but takes 1 box
of unresisted physical damage for each net hit on the
Pin Called Shot. Both the Simple and Free Action can be
attempted in the same Action Phase. If the Simple Action
fails, the difference between the hits rolled and the
threshold are added to the Physical Damage the character
takes when attempting to break free. Note that use of
this action requires Martial Art training.

REVERSAL (UNARMED COMBAT ONLY)
When a character finds herself stuck in a headlock or some
other form of clinch or grapple action and does not have
the superior position melee modifier, she has two options:
Escape or Reversal. With a reversal, the character makes
an unarmed attack. If successful, the character and opponent
are still engaged in a clinch or subduing action, but
the roles become reversed, giving the character the superior
position advantage. If the character reversed a grapple,
she can attempt a Subduing Action on her next Action
Phase. Note that use of this action requires Martial Art training.

Specific Parts

ANKLE
This is a nice tender spot to drop a heel and a quick way
to end a chase.
• Modifier: –8
• DV Limit: 1
• Effects: Slowed (target’s Movement, both Walk
and Run rate, is halved, and no Sprint Tests are
allowed), Winded (target is unable to perform
Complex Actions for a number of Combat Turns
equal to the original DV of the attack)

EAR
This is not a shot through one ear and out the other
(though how wicked cool would that be?). This is a shot
so close to the ear that it causes a sudden air pressure
change, overstimulating the ear drum and shutting it
down, or it could be a cupped hand clapped over the
ear. This attack can be made twice (once per ear) to
completely deafen a target. Attacks after all ears have
been affected only do the 1 DV max damage and they
no longer Deafen or Stun the target.
• Modifier: –10
• DV Limit: 1
• Effects: Deafened (One ear: –2 all actions involving
hearing; Two ears: –4 on all actions, no hearing-
based Perception tests allowed for a number
of Combat Turns equal to the original DV of the attack),
Stunned (Body + Willpower (2) Test to resist
or target receives –10 penalty to Initiative Score)

EYE
This is not a bullet to the eye and straight into the brainpan.
This is that shot so close to the eye that the sudden
air pressure changes force the lens to bend, or it’s the
classic thumb to the eye. This attack can be made twice
(once per eye) to completely blind a target. Attacks to
the eye made after each eye is affected only do the 1
DV max damage and no longer Blind or Stun the target.
• Modifier: –10
• DV Limit: 1
• Effects: Blinded (One eye: –4 all actions involving
sight; Two eyes: –8 on all actions, no vision-based
Perception tests allowed for a number of Combat
Turns equal to the original DV of the attack),
Stunned (Body + Willpower (3) Test to resist or
target receives –10 penalty to to Initiative Score)

FOOT
A key soft spot with all those tiny little bones, the foot is
a good place to put the hurt on and is a sweet target for
someone looking to bring down a more powerful foe.
• Modifier: –8
• DV Limit: 1
• Effects: Stunned (target must succeed in a Body
+ Willpower (3) Test) or experience a –5 reduction
in Initiative Score), Slowed (target’s Movement,
both Walk and Run rate, is halved and no Sprint
Tests are allowed), Winded (target is unable to
perform Complex Actions for a number of Combat
Turns equal to the original DV of the attack)

FOREARM
Two bones and a whole slew of muscles and tendons
make the forearm a great place to hit to break an opponent’s
grip, weaken their defenses, or just give them a
little reminder of why you are not someone with whom
anyone should trifle.
• Modifier: –6
• DV Limit: 2
• Effects: Broken Grip (target is unable to maintain
their grip on anything in their hand, suffers a
–1 dice pool penalty per injured arm for all Subduing
or Clinching attacks, and drops any item in
their hand for a number of Combat Turns equal
to the DV of the attack), Weak Side (The target
suffers a –1 dice pool penalty on all melee Defense
tests while they suffer from the effects of
Broken Grip)

GENITALS
It’s a low blow, but sometimes it’s the dirtiest trick that
will save your life.
• Modifier: –10
• DV Limit: 4
• Effects: Stunned (Body + Willpower (4) Test to
resist or target receives a –10 penalty to Initiative
Score), Nauseous (target makes a Body + Willpower
(4) roll; each hit less than the required 4
causes the target to double over and begin vomiting
for one Combat Turn. Vomiting targets suffer
a –4 dice pool penalty to all actions), Buckled
(target makes Body (DV) Test or else they hit the
ground and stay there for (DV)-hits Combat Turns)

GUT
A solid punch to the gut can set an opponent to retching
and heaving, while a bullet or knife in that spot will
often give the injured a nice slow death.
• Modifier: –6
• DV Limit: 8
• Effects: Stunned (target must make a Body +
Willpower (2) Test or receive a –5 penalty to Initiative
Score), Nauseous (target makes a Body +
Willpower (4) roll; each hit less than the required
4 causes the target to double over and begin
vomiting for one Combat Turn. Vomiting targets
suffer a –4 dice pool penalty to all actions), Slow
Death (Physical Damage attacks only, must be
with piercing weapon; injuries cause the target
to bleed internally, suffering unresisted 2S DV
every minute until a Medicine + Logic [Mental]
(16, 1 minute) Extended Test, First Aid + Logic
[Mental] (16, 1 minute) Extended Test is successful,
or a Heal spell is cast on them and removes
at least 1 box of damage)

HAND
There’s just something cool about putting a bullet through
someone’s palm, breaking a few fingers with a good
strike, or pushing that wrist-lock too far for comfort. It’s
disarming someone without killing them, but still making
them hurt. How can you not see the appeal in that?
• Modifier: –8
• DV Limit: 1
• Effects: Stunned (Body + Willpower (2) Test to
resist or target receives –5 penalty to Initiative
Score), Broken Grip (target is unable to maintain
their grip on anything with the stricken hand for
a number of Combat Turns equal to the DV of
the attack and suffers a –1 dice pool penalty per
injured hand for all Subduing or Clinching attacks),
Weak Side (target suffers a –1 dice pool
penalty on all Melee Defense Tests while they
suffer from the effects of Broken Grip)

HIP
Hit the hip, pop the socket. A shot to the hip is intended
to slow or disable an opponent.
• Modifier: –6
• DV Limit: 3
• Effects: Knockdown (target needs to make a
Strength + Agility (DV+3) Test or fall prone; they
can attempt to stand in their next Action Phase),
Slowed (target’s Movement, both Walk and Run
rate, is halved and no Sprint Tests are allowed)

JAW
This is the target when it’s time to knock someone’s
teeth out or shut up that running mouth. Fists break
jaws, bullets shatter teeth.
• Modifier: –8
• DV Limit: 2
• Effects: Stunned (Body + Willpower (2) Test to
resist or target receives –5 penalty to Initiative
Score), Unable to Speak (the target loses the
ability to form understandable speech. They can
mutter, gesture, groan, and drool, but everything
they try to speak comes out as gibberish.
This lasts for 1 hour x DV of the shot)

KNEE
Kneecapping has been an old standby for mobsters and
thugs for centuries. A bullet to the knee not only slows
a target down but it also helps make the most combative
individual see the value of your point of view.
• Modifier: –8
• DV Limit: 1
• Effects: Stunned (target must make a Composure
(2) Test or receive a –10 penalty to Initiative
Score), Knockdown (target must make
a Strength + Agility (DV+3) Test or fall prone),
Slowed (target’s Movement, both Walk and Run
rate, is halved and no Sprint Tests are allowed),
Winded (target is unable to perform Complex
Actions for a number of Combat Turns equal to
the original DV of the attack)

NECK
Put a hole in their neck and watch them bleed. This
is the shot to the jugular or carotid that makes blood
geysers splatter across the finely crafted corporate
halls. A favorite of drug cartel leaders and gory trideo
directors.
• Modifier: –8
• DV Limit: 10
• Effects: Stunned (Body + Willpower (3) Test to
resist or target receives –10 to Initiative Score),
Bleedout (target suffers 1P DV, unresisted, for
every Action they perform that is not First Aid
until a successful Logic + First Aid [Mental] (4)
Test is made) or a Heal spell is cast on them and
removes at least 1 box of damage)

SHIN
The shin bone’s connected to the … nothing if you put
a bullet through it. Shooting the shin slows a foe and
usually puts them square on their hoop. And kicking
someone in the shin is just plain mean.
• Modifier: –6
• DV Limit: 2
• Effects: Knockdown (target must make a
Strength + Agility (DV+3) Test or fall prone),
Slowed (target’s Movement, both Walk and Run
rate, is halved and no Sprint Tests are allowed),
Winded (target is unable to perform Complex
Actions for a number of Combat Turns equal to
the original DV of the attack)

SHOULDER/UPPER ARM
Whether the hit knocks the joint out of socket or shatters
the bone, this hit is going to force the target to fight
with only one arm for awhile. A skilled fighter can severely
hamper their opponent’s ability to use their arm
with a solid punch (with one knuckle out) to the upper
arm while a bullet through the bicep makes almost every
move of the arm excruciating.
• Modifier: –6
• DV Limit: 3
• Effects: Stunned (Body + Willpower (1) Test to
resist or target receives –5 penalty to Initiative
Score), One-Armed Bandit (target’s arm is ineffective
and they are unable to perform any actions
with that limb for a number of Combat Turns
equal to the DV of the attack; they also suffer a –6
dice pool penalty until that arm is healed), Weak
Side (target suffers a –2 dice penalty on all melee
Defense tests while their arm is ineffective)

STERNUM
A hard strike to the center of the chest can put a world
of hurt on a target. This can be a good way to put a
quick end to an attack.
• Modifier: –10
• DV Limit: 10
• Effects: Stunned (Body + Willpower (3) Test to
resist or target receives –10 penalty to Initiative
Score), Fatigued (target makes a
secondary Damage Resistance Test
using Body only against Stun damage
equal to half the DV of the original
attack), Winded (target is unable
to perform Complex Actions
for a number of Combat Turns equal
to the original DV of the attack)

THIGH
Sometimes it’s to slow an opponent,
sometimes it’s to make a point, but no
matter the purpose, shooting someone in
the thigh makes a statement. That statement
is often “ow.”
• Modifier: –6
• DV Limit: 3
• Effects: Slowed (target’s Movement,
both Walk and Run rate, is
halved and no Sprint Tests are allowed),
Winded (target is unable
to perform Complex Actions for a
number of Combat Turns equal to
the original DV of the attack)

h3.VEHICLE CALLED SHOTS

LOCATION Engine Block, MODIFIER –4, DV LIMIT None, EFFECT Disables vehicle.
LOCATION Fuel Tank/Battery, MODIFIER –6, DV LIMIT None, EFFECT Disables vehicle. Causes fuel leak or battery leak.
LOCATION Axle, MODIFIER –6, DV LIMIT 6, EFFECT Reduces Speed to 1.
LOCATION Antenna, MODIFIER –8, DV LIMIT 2, EFFECT Disables communications and wireless capability.
LOCATION Door Lock, MODIFIER –6, DV LIMIT 0, EFFECT Door cannot be opened.
LOCATION Window Motor, MODIFIER –4, DV LIMIT 0, EFFECT Window cannot be opened.

Ammo Whammy

BELLRINGER
Like a linebacker with a clear shot at a vulnerable receiver,
this round goes for the head and does everything it
can to make the target hear the echo of the hit for days.
• Modifier: –8
• DV Limit: 4
• Effects: Stunned (–10 Initiative Score)
• Available ammo types: Gel

BULLS-EYE DOUBLE-TAP/BURST
If one bullet does the work of carving through a target’s
armor, why should a second bullet have to duplicate
that effort? With this shot, characters try to make the
latter bullets of a multiple-round burst follow the path
carved by the first.
• Modifier: –4
• DV Limit: None
• Effects: The bullets follow so closely in line behind
each other that the first clears the path for
the second or third. The attack results in an AP
increase equal to the base AP multiplied by the
number of bullets in the burst, with a maximum
modifier of x3.
• Available ammo types: APDS

DOWN THE GULLET
In this incredibly difficult shot, you make the target take
his medicine by planting the capsule round in the back
of his open mouth, giving him no choice but to swallow.
• Modifier: –8
• DV Limit: 2
• Effects: Increased Power (+2 Toxin Power), Optional
Effect (Increased modifiers for secondary
effects)
• Available ammo type: Capsule

EXTREME INTIMIDATION!
Hurting an opponent is all fine and good, but sometimes
you want to smack them in a way that brings despair
to their soul. It’s gunfire with a twist of torture.
• Modifier: –4
• DV Limit: 0
• Effects: Fear Factor (anyone hit must make a
Composure (Net hits) Test or experience an immediate
–10 Initiative Score reduction.
• Available ammo types: Assault Cannon

FINGER POPPER
Getting a weapon shot out of your hand hurts, especially
when a skilled shooter took measures to make
sure that would be the case.
• Modifier: –4
• DV Limit: 2
• Effects: Enhanced Blast out of Hands (attack
does base weapon damage resisted with Body
but ends at a maximum of 2; object thrown an
extra meter)
• Available ammo types: Explosive, Gel, Gyrojet
Plus, Hollow Points

FLAME ON!
• Modifier: –6
• DV Limit: 1
• Effects: Light ’em Up (Ignites flammable materials)
• Available ammo types: Tracer

FLASH BLIND
A flare is built to be bright enough to be seen for several
kilometers. That means if you scorch one right in
front of the eyes of some poor slot, you have a chance
to leave them briefly flash blinded.
• Modifier: –6
• DV Limit: 2
• Effects: Blinded (–8 penalty on any action taken
in the character’s next Action Phase, no vision-
based Perception tests allowed for thirty
seconds (ten Combat Rounds))
• Available ammo types: Flare

HERE’S MUCK IN YOUR EYE!
Blinding an opponent can be useful. Blinding an opponent
with residue from the wound you just inflicted on
them is just plain mean.
• Modifier: –4
• DV Limit: 0
• Effects: Enhanced Dirty Trick (–5 dice pool modifier
on next action)
• Available ammo types: Explosive, Frangible,
Gyrojet Plus, Hollow Points

HIT ‘EM WHERE IT COUNTS
Toxins injected in a hand or similar area will eventually
take effect. Toxins injected into the jugular take effect
faster. This shot puts the toxin where it can do its work
with greater speed.
• Modifier: –6
• DV Limit: 1
• Effects: Increased Power (+2 Toxin Power), Increased
Speed (Drop the Speed of the Toxin by
one category)
• Available ammo types: Injection Dart

LIGHT ’EM UP
A flare burns, which provides potential for damage. All
you have to do is put the flame in contact with something
that can spread the burn.
• Modifier: –10
• DV Limit: 1
• Effects: Light ’em Up (Ignites flammable materials)
• Available ammo types: Flare, Gyrojet

MORE MUCK, BETTER DUCK!
EX-EX rounds carry a little extra pop, so when used
right they cause a little extra blindness and inconvenience
to the target trying to take their next action.
• Modifier: –4
• DV Limit: 0
• Effects: Enhanced Dirty Trick (–6 dice pool modifier
on next action)
• Available ammo types: EX-Explosive

NASTY FINGER PRICK
Flechettes can hurt your hand too!
• Modifier: -4
• DV Limit: 2
• Effects: Enhanced Blast out of Hands (attack
does base weapon damage resisted with Body
but ends at a maximum of 2)
• Available ammo types: Flechette

ON PINS AND NEEDLES
This shot isn’t so much aimed at the target as it is the
ground around them, putting needles in the ground and
presenting a little extra challenge for maneuvering.
• Modifier: –4
• DV Limit: 0
• Effects: Rough Terrain (Requires 1 shot per
square meter, 1/2 Movement through terrain;
if the target is barefoot they suffer 3P resisted
with Body)
• Available ammo types: Flechette

RICOCHET SHOT
Shooter can bounce a bullet off a structure (or person)
with an Armor rating higher than 6 to hit another target.
The modifier is for the Called Shot, Visibility, Environmental,
and Situational modifiers still apply.
• Modifier: -6
• DV Limit: None
• Effects: Intimidating Strike (Composure (2) Test
or the target suffers -1 penalty for being shaken)
• Available ammo types: Hi-C, Gyrojet

SHAKE, RATTLE, AND BOOM!
The ballistic equivalent of hamstringing someone. Your
target is not going to move well after this shot.
• Modifier: –4
• DV Limit: 0
• Effects: Enhanced ShakeUp (–8 Initiative Score)
• Available ammo types: EX-Explosive

SHAKE, RATTLE, AND POP!
This shot delivers the full measure of pain to the target,
while also throwing them off balance.
• Modifier: –4
• DV Limit: 0
• Effects: Enhanced ShakeUp (–6 Initiative Score)
• Available ammo types: Explosive, Gyrojet Plus

SHREDDED FLESH
The aim of this shot is not so much penetrating the target
as ripping them, making a shot that tears across the
surface of their skin and opens a large raw wound.
• Modifier: –4
• DV Limit: 10
• Effects: BleedOut (If the target is damaged in
the attack, they suffer a DV of 1P, unresisted, for
every Action they perform that is not First Aid
until a successful First Aid + Logic [Mental] (4)
Test is made or a Heal spell is cast on them and
removes at least 1 box of damage)
• Available ammo types: Flechette

SPINNER
Aiming at the shoulder of your target with a heavy gel
round can spin them around, throwing them off balance.
• Modifier: –4
• DV Limit: 2
• Effects: Dirty Trick (–4 dice pool modifier for
next Action Phase)
• Available ammo types: Gel, Gyrojet

TAG!
With this shot, the round is embedded in the target’s
Armor instead of their body. Yes, they can take it off,
but it’s much less likely to be looked for in there.
• Modifier: –4
• DV Limit: 0
• Effects: The round does no damage, but embeds
itself in the target’s armor.
• Available ammo type: Gyrojet Tracker, Tracker

THAT HIT THE SPOT!
• Modifier: -varies
• DV Limit: varies
• Effects: Localized Effect (Eye: Blinded; Ear:
Deafened; Arm/Hand: Drop Item; Leg/Foot:
make Agility (2) Test or fall prone)
• Available ammo types: AV, Gyrojet Taser, Stick
‘n’ Shock, Taser Dart

THROUGH AND THROUGH
AND INTO
A hostage situation-specific Called Shot, this attack is
used to shoot one target and into another target be-
hind the first. The attacker takes a penalty for this shot
equal to the Armor and 1/2 the Body of first target. The
attack then strikes the back target with all but 1 DV of
the damage, resisted as normal. Note that both targets
get to make their customary Defense Tests. If the bullet
misses the front target but hits the rear, the 1 DV reduction
does not apply.
• Modifier: –(Armor + 1/2 Body)
• DV Limit: 1 (front target), none (rear target)
• Available ammo types: APDS, Gauss Rifle

TROLL FINGER POPPER
For when you’re really, really determined to hurt someone’s
weapon hand, no matter how big or meaty it may be.
• Modifier: –4
• DV Limit: 3
• Effects: Enhanced Blast out of Hands (attack
does base weapon damage resisted with Body
but ends at a maximum of 3; object thrown an
extra 2 meters)
• Available ammo types: EX-Explosive

UP THE ANTE
Sometimes it’s not enough to aim for the head—you want
to put a round right in the eye to make sure it does as much
damage as possible. Aim as carefully as you can, and see
how much punch a single round can pack.
• Modifier: Varies
• DV Limit: Varies
• Effects: Up the Ante (Doubles the DV Limit of
Called Shots made to specific locations)
• Available ammo types: Assault Cannon, AV, AV
Assault Cannon

WARNING SHOT
You don’t always want your target hit with a chemical—
some times it’s better to scare them and have them get
themselves out of your way. This precision shot can
help them know you mean business.
• Modifier: –6
• DV Limit: 1
• Effects: Intimidating Strike (Composure (4) Test
or the target immediately shifts attitudes in favor
of the attacker)
• Available ammo types: Injection Dart

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Stories from Cyber City Teddarklord