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.