Call of Cthulhu 7th Edition skill
Firearms (Rifle/Shotgun)
Firearms (Rifle/Shotgun) is a skill in Call of Cthulhu 7th Edition: Shooting rifles and shotguns, the highest starting firearm skill and the most lethal in a fight.
Last reviewed
Key facts
- Base Value
- 25
Overview
Firearms (Rifle/Shotgun) begins at 25 percent, the highest base chance of any firearm skill and level with Fighting (Brawl), because most investigators of the era grew up around hunting guns. It covers bolt-action and lever rifles plus shotguns of every gauge. A rifle reaches across a field and a shotgun ends a room, which is why investigators reach for it when the thing in the cellar cannot be reasoned with. The cost is visibility: you cannot carry one through a hotel lobby unnoticed.
How it works
Base Value: 25% Common Rolls:
- Aimed shots at long range
- Shotgun blasts at close quarters
- Shooting from cover, and hunting Damage: Rifles commonly deal 2d6 or more; a shotgun hits hardest close up and drops off sharply as the spread widens. Modifiers: Penalty dice cover hard shots at distant, fast-moving, or covered targets. Aiming and point-blank range earn a bonus die.
Tips and playstyle
Best for: Hunters, veterans, and groups who intend to fight the thing rather than outrun it. Character concepts: A big-game hunter, a Great War rifleman, a rural sheriff who keeps the shotgun in the truck. Synergies: Spot Hidden picks the target, Stealth sets the ambush, and Dodge keeps you alive when the shot fails.
Frequently asked questions
Is this better than Firearms (Handgun)?
It starts higher and hits harder but cannot be concealed. Many investigators keep a pistol for town and a shotgun in the car.
Does one Firearms skill cover every gun?
No. Each category is a separate skill with its own base chance, so rifle training does nothing for the revolver in your hand.