Firearms, Cover & Point Blank Range
Source: Call of Cthulhu 7th Edition Investigator’s Handbook
7e Official
📜
Rule Summary
Gunplay mechanics, dive for cover, firing bursts, range penalties, and firearm malfunctions.
Quick Reference Check:
Point-Blank (< DEX/5 ft): +1 Bonus Die. Dive for Cover imposes -1 Penalty Die (defender knocked prone). Malfunction rate triggers gun jam.
### Firearms Resolution
- Firearms attacks cannot be fought back against at range.
- **Point-Blank Range**: Within 1/5th of DEX in feet (approx. within arm’s reach), the shooter gains **one Bonus Die (+1)**.
- **Range Increments**:
- Up to Base Range: **Regular** difficulty.
- Up to 2× Base Range: **Hard** difficulty.
- Up to 4× Base Range: **Extreme** difficulty.
### Dive for Cover
When shot at by a firearm, a defender within dive distance may **Dive for Cover**:
- Roll **Dodge**. If successful, the attacker suffers **one Penalty Die (-1)**.
- The defender is knocked prone and forfeits their next action.
### Malfunctions
If a shooter rolls equal to or higher than the firearm’s **Malfunction Rating** (usually 98–100 or 96–100 for automatic weapons):
- The gun jams, misfires, or suffers a stovepipe stoppage.
- Clearing a jam requires 1 round and a successful **Firearms** or **Mechanical Repair** check.