In my second-ever blog post, I said "i also wrote a gigantic table of firearm damage by specific real-world caliber, which is fun if your gaming group has gun nerds in it. maybe i'll post that later"
This is a refined, somewhat simplified (yes) version of that, hopefully suitable for use in games that are not mine and are run by people who have a (very slightly) lower tolerance for ~firearm verisimilitude~. It's all the sort of complicated that you figure out when you pick up a gun, not every time you fire it, so it runs fairly smoothly in play if you're not swapping stuff around all the time... Still rather complicated, though.
Damage has been reduced a little from my original system (which was designed for d20 E6 with d8 HD) to be more appropriate for GLOG, but is still very lethal. Try not to get shot.
- Light armor: A flak jacket, an undercover vest, other soft body armor, etc. Doesn't get in the way. 5-10 HP. An unarmored vehicle counts as having this level of protection.
- Medium armor. A plate carrier with ballistic panels rated for intermediate cartridges. Quite heavy, encumbers like chain in your favorite medieval/early-modern RPG. 15 HP.
- Heavy armor. Hard body armor with NIJ Level IV protection, likely covering the shoulders, sides, and upper legs. Heavy and restrictive, encumbers like plate in a medieval/early-modern RPG. 20 HP.
- Light Vehicle armor. On an APC, combat helicopter, or equivalent. You can't wear this, unless it's on an exoskeleton or something.
- Heavy Vehicle armor. Actual tank plating. You can't wear this, ever.
- A gun with no sights has a 10' range.
- Iron sights on a pistol or a bead sight on a shotgun have 30' range.
- Iron sights on a rifle or most reflex sights have 60' range. Reflex sights give an extra +1 to-hit.
- Magnified optics have a range of 100' per magnification multiplier. Probably there is some penalty for trying to use a high minimum magnification under a given range.
- Single-shot firearms have to be reloaded between each attack. Break-action shotguns and rifles are probably the most common form of this, but there are some single-shot bolt-action rifles as well.
- Manual (pump, lever, bolt, single, etc)-action firearms have to be manually cycled between each attack. It's assumed that you're doing this automatically as long as you have a free hand, but it means you can only make one attack with them per round even if you have multiple attacks.
- Semi-automatic firearms fire one shot with each pull of the trigger. You can use them to make as many attacks as you have in a round. If you're a Fighter, maybe you can also double tap to fire a 2-round burst with one.
- Fully automatic firearms fire continually while the trigger is held. You can probably only fire bursts and full-auto with them. If you're a Fighter, maybe you can also use them to fire single shots.
- Select-fire firearms can be used as if they were either semi- or fully automatic.
- Single shots cost 1 ammo and don't modify recoil or damage at all.
- Burst fire costs 3 ammo, doubles recoil, and adds 1 die of damage. A double-barreled firearm counts as firing a burst if you fire both barrels.
- Full-auto fire costs 5 ammo, trebles recoil, and either adds 2 dice of damage or hits everyone in a cone (roll the attack roll once, compare to all ACs or have them roll Dex vs your attack or whatever).
- Ignore recoil if fired from a fixed mount on a vehicle or fortification or whatever.
- -4 recoil if set up on a bipod or fired from a prone position, etc.
- -2 recoil if the barrel is real long and/or heavy, like on a machine gun or full-length sniper or hunting rifle.
- -2 recoil if it has a stock and you're using it.
- -1 recoil if you're holding it in two hands.
- -1 recoil per point of STR bonus.
- Maybe it's got gyroscopic stabilization or a huge muzzle brake or something? You can figure out anything special beyond that.
That's fiddly as hell, fuck you Vayra
A guy made this in his garage while on PCP and tried to rob a train with it and got shot and then I found it in the sand twenty years later, is it still safe to shoot?
- Professionally made firearms fumble on 1. Roll a d20: 1 breaks; 2-20 jams.
- Decent quality firearms fumble on 1-2. Roll a d20: 1 explodes; 2-10 breaks; 11-20 jams.
- Jury-rigged firearms fumble on 1-3. Roll a d20: 1-5 explodes; 6-10 breaks; 11-20 jams.