In order to clarify and perhaps simplify the firearms systems, I'm posting an idea I had here on the forums. Over here, it seems like we make a lot of firearms systems rules up on the spot, so here's a proposed system that I might implement in Nevada County cell if it's well-recieved. One of the purposes of this is to nerf guns a bit, as they're quite powerful right now.
The difficulty to fire a gun is equal to its base difficulty. There are modifiers that can add or subtract from this difficulty, and these modifiers stack. If the total difficulty is 11-12, it may be rolled at difficulty 10. If the difficulty is higher, the action cannot be attempted.
Difficulty modifiers:
+1 aiming for a specific body part (head, arm, torso, left leg, etc) or target roughly the size of a basket ball.
+2 aiming for a very specific body part (left eye, heart, button) or target roughly the size of a golf ball (does not stack with previous aim penalty.)
+1 if target is moving (running speed, can be increased to +2 if target is moving very quickly)
+1 if shooter is moving (running speed, can be increased to +2 if shooter is moving very quickly)
+2 for a three round burst (1.5x or 2x base weapon damage based on number of successes. Suggested scale: 1-3 successes = 1x, 2-4 successes =1.5x, 5+ successes =2x)
+3 for blind firing (around corners, when dark, etc.)
-2 for every action spent aiming (minimum of difficulty 3 BEFORE other modifiers are applied. For example, aiming forever at a moving target will not reduce difficulty past four)
-1 for close range (<30 ft)
-3 for point-blank (<5 ft, does not stack with previous bonus for close-range firing)
Maneuvers and powers (both defensive and offensive) affect these modifiers fully.
That's just a quick idea. Thoughts?