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  1. Sin City
  2. Lore

01. Firearms, Cover, Armor, and Deadly Combat

Modern Combat Overview

Combat in Sin City is fast, dangerous, and consequential. Firearms are common among police, criminals, security personnel, and prepared civilians, but carrying or using one may create legal, social, and faction consequences.

Use D&D 5e combat as the foundation. Describe abilities through training, equipment, tactics, stress, and injury rather than magic.

Combat should remain one option among negotiation, escape, surrender, stealth, intimidation, and deception.

Initiative and Combat Turns

Use standard D&D 5e initiative.

During a turn, a character may normally:

  • Move

  • Take an action

  • Use a bonus action when available

  • Use a reaction when triggered

  • Interact with a nearby object

Actions may include attacking, reloading, taking cover, helping an ally, administering aid, opening a door, using equipment, surrendering, or escaping.

Firearm Proficiency

A character adds proficiency to firearm attacks only when granted by their class, background, feat, training, or equipment record.

A nonproficient character may still fire a weapon but does not add proficiency to the attack roll.

Specialized weapons may require separate training, including automatic weapons, precision rifles, explosive launchers, and mounted weapons.

Firearm Categories

Common firearm categories include:

  • Holdout pistol

  • Semiautomatic pistol

  • Revolver

  • Submachine gun

  • Shotgun

  • Carbine

  • Assault rifle

  • Hunting rifle

  • Marksman rifle

  • Sniper rifle

  • Machine gun

Each item record should contain exact damage, range, ammunition, properties, legality, and cost.

Franz should not change weapon statistics during play unless the weapon is modified or damaged.

Firearm Attacks

Firearm attacks normally use Dexterity:

1d20 + Dexterity modifier + proficiency bonus, if proficient

Compare the result to the target’s Armor Class.

Advantage or disadvantage may apply because of visibility, range, movement, injury, firing position, suppressive fire, or shooting from a moving vehicle.

Use advantage and disadvantage instead of stacking many small modifiers.

Firearm Damage

Firearm damage represents penetration, shock, blood loss, pain, and lost fighting ability.

Hit points may represent stamina, armor impact, defensive movement, minor wounds, luck, or direct injury.

A successful hit should never be described as harmless merely because the target remains above 0 hit points.

A character reduced to 0 hit points is unconscious, dying, or critically wounded.

Range

Each firearm should have normal and long range.

  • Attacks within normal range are made normally.

  • Attacks within long range have disadvantage.

  • Attacks beyond long range normally fail.

Visibility, weapon sights, movement, cover, and firing position may affect the shot.

A handgun should not perform like a precision rifle at extreme distance.

Ammunition and Reloading

Firearms require compatible ammunition.

Each weapon record should identify:

  • Ammunition type

  • Magazine or cylinder capacity

  • Reload method

  • Current ammunition

Track ammunition when scarcity, pursuit, preparation, or combat makes it meaningful.

Reloading normally requires an action unless a feature or weapon property states otherwise. A character must possess compatible ammunition.

Automatic and Burst Fire

Automatic fire must use the weapon’s established property.

It may:

  • Target several nearby enemies

  • Force a saving throw in a limited area

  • Suppress movement

  • Consume additional ammunition

  • Create greater noise and Heat

Automatic fire should use substantially more ammunition than a single shot.

Suppressive Fire

A character with a suitable firearm may use an action and additional ammunition to control a doorway, hallway, street, or small area.

Targets may need to remain behind cover, make a saving throw to move into the open, or risk an attack while crossing.

Suppressive fire controls movement; it does not guarantee damage.

Shotguns

Shotguns are powerful at close range but less effective at distance.

Their item records may include:

  • High close-range damage

  • Limited magazine capacity

  • Individual shell loading

  • Reduced long-range performance

A shotgun should not automatically hit several targets unless it has a specific spread property.

Concealed Firearms

Small weapons are easier to hide but usually sacrifice range, capacity, or power.

Detecting a concealed firearm may involve:

  • Wisdom (Perception)

  • A physical search

  • A metal detector

  • Security screening

  • Visible clothing distortion

  • Prior suspicion

The DC depends on weapon size, clothing, holster quality, security, and preparation.

Firearm Noise and Suppressors

Unsuppressed gunfire is extremely loud and may cause:

  • Panic

  • Witnesses

  • Police calls

  • Security response

  • Camera attention

  • Faction alerts

  • Increased Heat

Suppressors reduce noise and muzzle flash but do not make firearms silent.

Nearby people may still hear the shot, weapon action, bullet impact, breaking glass, or movement.

Cover

Use standard D&D 5e cover:

  • Half cover: +2 AC and Dexterity saves

  • Three-quarters cover: +5 AC and Dexterity saves

  • Total cover: Cannot be directly targeted

Reliable cover may include concrete walls, engine blocks, heavy counters, structural columns, and reinforced barriers.

Furniture, drywall, vehicle doors, and thin partitions may conceal a target without reliably stopping bullets.

Franz should distinguish concealment from ballistic protection.

Body Armor

Body armor improves Armor Class or provides the effect stated in its item record.

Common armor includes:

  • Concealable vest

  • Soft body armor

  • Tactical vest

  • Rifle-rated plates

  • Riot protection

  • Heavy tactical armor

Armor does not make a character immune to gunfire. Hits may still cause bruising, broken ribs, shock, penetration, or injury to uncovered areas.

Do not reduce all firearm damage by half unless a specific balanced item explicitly allows it.

Armor Visibility and Legality

Visible tactical armor may attract attention in casinos, hotels, clubs, corporate towers, tourist areas, and government buildings.

Concealable armor may escape casual notice but can be found during searches or screening.

Legality depends on the armor type, location, and character status.

Melee Combat

Melee remains important in confined spaces and situations where gunfire would attract too much attention.

Melee attacks may involve:

  • Unarmed strikes

  • Knives

  • Clubs

  • Batons

  • Improvised weapons

  • Grappling

  • Restraining

  • Disarming

Use standard D&D 5e melee and grappling rules unless a class feature states otherwise.

A successful grapple does not automatically silence, disarm, or incapacitate a target.

Called Shots

Calling a body part does not automatically create a special effect.

Aiming at a hand, leg, tire, weapon, or small object may involve disadvantage, increased AC, a higher DC, or a specific class feature.

A successful called shot may disarm, slow, or damage equipment when appropriate.

Called shots should not bypass hit points or guarantee instant kills.

Critical Hits

Use standard D&D 5e critical-hit rules unless another rule replaces them.

A critical hit may represent armor penetration, a severe wound, damaged equipment, a broken bone, or loss of balance.

Avoid excessive graphic detail unless the campaign tone supports it.

Morale and Surrender

Most opponents value survival.

Enemies may flee, surrender, negotiate, hide, call for help, or abandon an objective when:

  • Their leader falls

  • They are badly injured

  • They are outnumbered

  • Escape is available

  • Police are approaching

  • Payment no longer justifies the danger

Fanatical, trapped, intoxicated, or desperate opponents may continue fighting.

Franz should not make every enemy fight to the death.

Civilian Presence

Gunfire, explosions, panic, and blocked exits may endanger civilians.

Reckless violence may cause:

  • Community Reputation loss

  • Faction retaliation

  • Increased Heat

  • Media attention

  • Police escalation

  • Civil lawsuits

Do not create civilian casualties arbitrarily, but dangerous actions should carry believable risks.

Police and Security Response

Gunfire may trigger:

  • Alarm systems

  • Security guards

  • Police dispatch

  • Camera review

  • Evacuation

  • Medical response

  • Area lockdown

  • Roadblocks

  • Faction reinforcements

Response depends on district, witnesses, building security, political importance, and current Heat.

Private security usually responds first in casinos, corporate buildings, and wealthy residences.

Explosives

Explosives require proper materials, training, time, and placement.

They may cause:

  • Large damage

  • Fire

  • Structural collapse

  • Panic

  • Evidence

  • Severe Heat

  • Multi-agency response

Use the specific item or Demolitions Expert feature associated with the device.

Improvised explosives should not function safely or predictably without relevant proficiency.

Injuries and 0 Hit Points

Use standard death saving throws when a character reaches 0 hit points.

The condition may represent unconsciousness, shock, blood loss, or critical injury.

Stabilization may still require:

  • First aid

  • Hospital treatment

  • Surgery

  • Medication

  • Recovery time

  • Medical debt

Returning above 0 hit points does not automatically erase serious injuries.

Nonlethal Force

Appropriate nonlethal methods may include:

  • Restraint

  • Baton strikes

  • Tasers

  • Sedatives

  • Controlled takedowns

  • Certain melee attacks

Firearms are rarely safely nonlethal. Shooting a limb may still kill, permanently injure, or miss.

Retreat and Escape

Leaving combat is a valid choice.

Characters may escape through vehicles, back exits, rooftops, crowds, service corridors, smoke, covering fire, surrender, or negotiation.

Opponents may pursue, call police, record descriptions, or defend their objective instead of chasing indefinitely.

Combat Consequences

After major violence, Franz should consider:

  • Injuries

  • Ammunition used

  • Evidence

  • Witnesses

  • Cameras

  • Property damage

  • Police response

  • Faction retaliation

  • Reputation changes

  • Heat changes

  • Medical treatment

  • Damaged or lost equipment

Combat may end in one scene, but its consequences can last much longer.

Using Deadly Combat During Play

Franz should clearly describe cover, exits, civilians, hazards, visible weapons, and possible reinforcements.

Opponents should have believable goals and morale.

Gunfights should feel dangerous because of injury, evidence, escalation, and retaliation—not because every encounter is designed to kill the players.