Firearms

This page is about rules on how to handle firearms.

Ranges

First and most importantly, ranges are divided into four groups. These are the same no matter the weapon you use.

  • Near
    • In the same room (sized as the average bar)
    • Very close if outdoors (a few steps away outside the coffeshop)
  • Medium
    • The target is in another room or the opposite of a large room (such as a big bar)
    • Pretty close (such as on the opposite side of a four lane street).
  • Far
    • Maximum visible distance in very large indoor area (inside airport or big airplane hangar)
    • One or two blocks away
  • Extremely far
    • Never happens indoors, almost
    • Many blocks away

Ok, if you desperately want these in meters it could be: 0-10m = near, 10-50m = medium, 50-250m = far, 250m+ = extremely far. Something like that. Consider these numbers approximate. Use your judgment.

All weapons have different bonus dice with these ranges, or sometimes, they can't be used at all. For instance, pistols are only usable on near and medium range.

Here are some sample weapons:

Weapon Near Medium Far Extremely far
Small holdout pistol +1 -1 - -
Normal pistol +1 +0 - -
Submachinegun +1 +1 -1 -
Sawed off shotgun +2 -1 - -
Pump action shotgun +2 +1 - -
Sniper rifle +0 +1 +1 +0

How does this work? If there is a bonus for your gun on the range to your target, use the specified number of bonus dice (or penalty dice if it is negative).

Autofire

Some weapons can fire autofire, this can be good in some situations. This kind of autofire means pressing the trigger until you hear *click* and the gun is empty, spraying madly at your enemies.

Autofire let you threat a group of targets as one.

Autofire can give you an edge when firing on a single target. Double your range-bonus and add another +1. Note that short controlled burst is best with guns with a negative bonus on that range.

After you used your autofire you must reload. The next turn must be some kind of defensive action for you.

Other situations

It's cool if different weapons are more different than having +1 or -1 on different ranges. Give cool bonuses. If you descide that a weapon is very good at something, feel free to increase the bonus.

Scary - big mean guns can give you an edge in any discussion. +1 when trying to impress or intimidate a suitable target. Doesn't work if the target has a bigger or meaner gun.

Sniper scope - +1 if you can use your weapon not under stress on an unknowing target.

Nightvision - +1 if you use the gun in a dark place.

Small - +1 if you try to sneak the gun past a guard.

Armour piercing - +1 damage if you hit a hard target (such as a guy with heavy body armour, or an armoured car).

Damage bonus

Some weapons deal more damage than others. This is usually a tradeoff for range or some other property. If you deal any level of harm to your target, add this number to the harm done. This should only be used if the weapon is above most others, such as a shotgun when others carry pistols, or a heavy machinegun when others only have rifles.

This is similar to the equipment ratings in the rulebook, but only works when you deal harm.

Sample listing

Weapon Near Medium Far Extremely far Autofire Other effect Damage bonus
Small holdout pistol +1 -1 - - No Small +1 +0
Normal pistol +1 +0 - - No +0
.44Magnum revolver +1 +0 - - No Scary +1 +1
Submachinegun +1 +1 -1 - Yes +0
Sawed off shotgun +2 -1 - - No +0
Pump action shotgun +2 +1 - - No Scary +2 +1
Assault rifle +1 +2 +1 -1 Yes Scary +1, Armour piercing +1 +1
Sniper rifle +0 +1 +1 +0 No Sniper scope +1, Armour piercing +1 +1
Machinegun -1 +1 +1 +0 Yes Belt fed +2
 
/home/country/public_html/beche32/simon/solar/data/pages/rules/firearms.txt · Last modified: 2010/02/26 20:57 by markus
 
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