Inspired by this post here, and the incessant whining of my favorite power-gamer cum editor.
|from Dirty Harry|
1. You can fire multiple times a round as an action. For each bullet you fire, you do +1 damage, but for each bullet past 1, your opponent gets a bonus to his save equal to the number of bullets fired to his save vs firearm (-1 per bullet if using roll-under saves). Ex: 1 bullet does 1d6+1 damage, 2 bullets do 1d6+2, etc. But additionally, if you fire 2 bullets, your opponent gets a bonus equal to 2 (-2 in roll-under).
2. Your opponent doesn't make a defense roll in response to your attack, unless he is fast enough to dodge a speeding bullet or has some other conceivable way of evading it. Instead, he makes a saving throw.
If you're at Far Range: He takes half damage on a failure, none on a success.
If you're at Medium Range: He takes full damage on a failure, none on a success.
If you're at Close Range: He takes full damage on a failure, half on a success.
There's no specific rule for determining what the ranges are, so have the Referee determine it as he sees fit.
3. If you roll max damage or fire enough bullets to empty the gun's magazine, you must take an action to reload your gun before you can fire again.
1. Do 1d6+1 damage if you fire 1 bullet.
2. On a damage roll of 7 or higher, you must reload before you can make another attack with this weapon.
1- Colt Detective Special (.38). 1d6+1 damage (base), Magazine 6, Reload on a 7+.
2- Colt 1911A1 (.45). 1d6+1, Magazine 7, Reload on a 7+.
3- Desert Eagle (.50). 1d6+1, Magazine 9, Reloads on a 7+.
1. Do 1d8+1 damage if you fire 1 bullet.
2. On a damage roll of 9 or higher, you must reload before you can make another attack with this weapon.
3. Some rifles have a full-auto mode. If you fire on full auto, you can target all creatures within an arc (50' max) or within a cone (30' max). All creatures within that zone must save or take damage from your bullets. Full auto fire does max damage, but after using it, you must reload before you can fire that gun again.
1- Ruger AR-556 (NATO 5.56). 1d8+1, Magazine 10, Reload on a 9+.
2- Smith & Wesson M&P15 (.223). 1d8+1, Magazine 13, Reload on a 9+.
3- Springfield Vanguard (.30-06). 1d8+1, Magazine 8, Reload on a 9+.
4- Scar Assault Rifle (7.62 mm). 1d8+1, Magazine 15, Reload on a 9+, Full-Auto.
1. Shotguns do 1d10 damage at close range, 1d8 at medium range and 1d6 at long range, assuming they are loaded with shot. If loaded with slugs, treat them as normal rifles.
2. Shotguns, if pump action, can only fire one shot per round.
3. Double-Barrel shotguns can fire up to twice per round, letting you hit your opponent with both barrels. This would add another damage die of the appropriate type, and once it was done, you would have to reload before you could use that shotgun again. For example, both barrels does 2d10 at close range, 2d8 at medium range, etc.
1- Mossberg 500 (12 gauge). 1d10/1d8/1d6, Magazine 6, Reload on a 10+.
2- Grandpa's Gun (12 gauge). 1d10/1d8/1d6, Magazine 2, Reload on a 10+, Both Barrels.
This system is meant to compensate for the fact that tracking individual bullets is a pain and few players, except fresh-faced newbies and some rare unicorns, actually do it.
For this system, assume that bullets come in clips, unless they're special magical bullets, like these. Assume that player-characters just load any stray rounds they have into any empty clips they have.
For NPCs, just have them do minimum damage, unless they're using one of the other abilities that gun gives them, such as full auto.
Special Weapons and Ammo:
Flintlock Weapons must be reloaded after each shot fired from them.
Shotgun shells can be loaded with rock salt. This does non-lethal damage to normal humanoids, but normal damage to immaterial creatures, such as ghosts, and forces possessed creatures or creatures inhabiting certain types of bodies (such as a temporary vessel) to check morale when hit by it.
Magical bullets are consumable magic items, like scrolls or potions. They can be made by Sages or magical creatures, and are sometimes found in the hands of creatures who use firearms.
I know this system looks intimidating at first, but it's actually pretty simple. Let's run through some examples so I can demonstrate how it works.
Alice Greenway is about to be disemboweled by a Werewolf, which is attempting to break down her backdoor to get to her. She grabs her father's shotgun, and blasts the beast at close range as it smashes through the reinforced oak. The Referee rules that since the Werewolf is within striking range, this counts as Close range. Alice rolls 1d10 and gets a 6. The Werewolf makes his save and thus takes 3 (half) damage.
Captain Mikael Pierce is watching an enemy courier flee across no-man's land. He pauses, takes aim and fires two shots with his rifle. Since the courier is at least 70' away, the Referee rules this is Long range. Pierce rolls 1d8+1 and gets a 4. The courier fails his save despite his -2 bonus, but because he's at far range, still only takes half damage: 2, in this case.
Mr. Neo Anderson draws his pistol and fires a flurry of bullets at the machine intelligence approaching him with lethal intent. He fires all 9 bullets in the magazine, rolling 1d6+9 to get a result of 12. However, because the Referee determined that the distance between the two was still sufficiently far enough to qualify as Medium range, when the machine makes it's save with a -9 bonus, it takes no damage.
|from Getty Images, artist unknown|
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