Have your player use his tag to Invoke For Effect. The guy loses his weapon rating and has to attack with a skill other than Guns, unless of course he has another gun.
Even if they don't use their tag like that, the guy is still disarmed. His weapon isn't in his hand. Aspects are always true. But they don't do anything, mechanically, unless Invoked or Compelled. So maybe you, as the GM, come up with some excuse for the gunman to keep attacking after being disarmed.
Probably easier just to Compel the guy, though.
What do you find confusing about fire and HHWB?
It's an attack like any other. Mechanically, making rocks fall on someone isn't any different from throwing a grenade at them.
There aren't really any rules that limit invoking for effect. It's all up to the GM and their discretion.
You spend a Fate Point or a tag, something happens.
And that's it.
Thx!.
Itīs in the examples Iīve heard of a "burning house" aspect can be used to give all the players in the affected zones a contest roll, until the aspect goes away. Iīm abit iffy on how it i Done. I get that the GM can "Make it so", iīm just trying to find my grounding, the rules and whatnot.
Similarly if He Who Walks Behind makes his "zone of Silence" attack and Literally takes away all sound, how is it resisted (If the players spend FP). I guess the roll can be weak, or I make something up as to why it doesenīt go off.
So mainly, for the Fire, I can go "As long as "building on fire, not your fault" is active Iīm calling for a contest roll" and then take it from there?
For the rocks Iīm trying to fit it into my head:
Mook with grenade makes a Maneuver which he tags if successful/Declare with a roll/FP. The roll is made with might+ weapon rating or explosive-related stat+ aspect bonus to represent the crushing weight of the rocks. All in all somewhere in the 10-12/ or just 8-12, because "Rocks Are Heavy" TM, which I could compell.