LAWBSTAR Armory: Difference between revisions
m (1 revision imported) |
m (225 revisions imported) |
(No difference)
|
Latest revision as of 11:32, 21 June 2023
LAWBSTAR ARMORY[edit]
Now with 100% less counting individual shots!
Ranged Weapon Traits[edit]
Accuracy: the number of bonus dice added to the character's accuracy pool when using this weapon.
Damage: The number of bonus dice added to the character's damage pool when using the weapon.
Lethality: The amount of damage automatically inflicted from a scoring at least a single success on the accuracy roll.
Rate of Fire: Accuracy, Damage, and Lethality are all listed with a number followed by 2 or 3 more numbers enclosed inside parenthesis: controlled fire, burst fire, rapid fire, and sustained fire respectively . In this case Rate of Fire does not refer to the number of rounds fired per pull of the trigger but rather an abstraction based on the intensity of fire the shooter wants to use that does not require multiple rolls for each bullet fired or a formula that depends on the number of rounds fired.
- Controlled: Expends a minimum of 1 shot and wastes shots on a roll of a 1 or a 2.
- Burst: Expends a minimum of 3 shots and wastes shots on a roll of 1, 2, 3, or 4.
- Rapid: Expends a minimum of 5 shots and wastes shots on a roll of 1, 2, 3, 4, 5, or 6.
- Sustained: Consume the entire magazine. This fire rate can only be used one weapons capable of fully automatic fire. In the event the weapon the is not capable of *firing the entirety of its magazine within 3 seconds, then it empties what it can.
- Conserving: This rate of fire is used when you want to avoid wasting ammo for whatever reason. Because you are limiting yourself to a single shot, the damage roll is always reduced by two and the 10-again effect is lost (though 9-again will become 10-again).
“Wasted shots” do not indicate that you missed all together, only that you fired multiple times and missed on some of those shots.
Penetration: The amount of armor that is ignored by the bullet. When shooting at someone with an armor value higher than the round's penetration, the lethality of the round is ignored. This value may be negative, indicating that the weapon is particularly poor against armor. Example, a penetration of -2 increases the armor by 2. However this only applies if the target is wearing armor; a target without armor receives no extra protection.
Capacity: The amount of ammunition that the weapon can hold. A “+1” notation indicates that in addition to the gun’s magazine capacity, the gun can be loaded with one additional round in the chamber, ready to fire.
Range: These weapons effective range in light of human capabilities. Any target within the listed value has no penalty to shoot at while any attempts to target an individual outside that value suffers a -2 penalty per increment. Thus if the gun has a range of 20 yards. a target at 10 yards has no penalty, a target at 30 has a -2 penalty, and a target at 50 has a -4 penalty, and so forth.
Recoil: This value represents the difficulty of controlling the gun thanks to its kick when firing it and its physical bulk. If a character's strength is under the recoil, they suffer a penalty equal to the difference between them (so a character with 2 strength wielding a gun with 3 recoil suffers a -1 penalty. No, having higher strength does grant a bonus.) In the case of weapons small enough to be held with a single hand, the value is listed for only using a single hand. Holding a size 1 gun with both hands decreases the recoil by 1.
Size: The weapon’s Size, per the World of Darkness Rulebook (see p. 135). As Size categories are fairly broad, an additional notation after the Size of each item with Size 1 or 2 indicates the amount of clothing under which a normal-sized character can conceal the gun: P (Palm/Pocket), S (Shirt), J (Jacket), L (Long coat) or N (Not concealable). See “Weapon Concealment” on p. 198 of Armory for more information about these categories.
Type: This indicates the board category and nature of the fire arm. Most importantly this describes the firearms action (semi-automatic, automatic, selective, break, pump, etc) and any particular effects it might have on the weapon. Weapons that are break, lever, or pump action can only be fired a number of times per turn equal to the lower of the users wits or composure.
Ammunition: There's a variety of ammunition out there, though for simplicity's sake, its going to be limited to the more common types. Storyteller's are of course free to make up what the wish.
- Full Metal Jacket (FMJ) – this what the military uses most of the time and is what is listed under the stats for each weapon.
- Jacketed Hollow Point (JHP) – this is primarily what civilians and police use. While more damaging, it's much less potent against armor. Mechanically, JHP rounds have +2 damage but -2 penetration. JHP in rifle calibers has the lethality increase by 1.
- Armor Piercing (AP) – These rounds have solid cores designed to punch through armor more easily, though they tend to over penetrate when it comes to unarmored targets. Penetration is increased by 2, though against unarmored target's the lethality is reduced by 2.
- Match Grade – this type of ammunition has been made to exacting levels of quality and can react in a very predictable manner. Whenever the character takes the time to aim, the bonus is doubled.
SHOOTING STUFF[edit]
Roll for Accuracy[edit]
Dexterity + Firearms + Accuracy + relevant modifiers that may affect the outcome of the roll.[edit]
Potential Modifiers
- Concealment: the target is behind something that makes aiming at them a bit more difficult. If you aren't trying to not hit what's concealing them, the penalty is halved (rounded down).
- Barely (~90% exposed), -1
- Partially (~70% exposed), -2
- Mostly (~50% exposed), -3
- Substantially (~30% exposed), -4
- Almost Completely (<10% exposed), -5
- Firing from Concealment: use your own concealment modifier minus 1 (so you have a -3 penalty to shoot if you are substantially concealed).
- Firing at high speed: -1 to -5 depending on the magnitude speed difference between you and the target.
- Firing from the hip: -2.
- Firing while running: -2.
- Range: -2 to per increment. Further more,anything past Wits + Composure x 10 yards is considered to be at extreme range which doubles all other penalties (like concealment and such). Scopes and some supernatural powers of course can mitigate this.
- Recoil: If your character's strength is less than the recoil of the weapon, then you take a penalty equal to the difference. Attempting to fire at multiple targets with anything other than suppressive fire results in the recoil value being multiplied by the number of targets being shot at. Going prone or using a bipod or mount can help offset this penalty.
- Size: 5 – the Target's Size. Yes this means a target with size 6+ is easier to hit. Attempting to target specific body parts is handled by treating them as a smaller size rating. The follow is a suggestion for the sizes of most adult humans.
- Torso: size 4.
- Center of Mass: size 3.
- Chest or Limb: size 2.
- Head: size 1.
- Extremity or Specific Organ: 0.
- Visibility: bad conditions such as fog, rain, and poor or excessive lighting can make it difficult to shoot accurately, inflicting anywhere between -1 to -5 depending on the severity.
Roll for Damage[edit]
Accuracy Roll + Damage + Other relevant modifiers[edit]
Each success inflicts one point of extra damage on top of the gun's lethality rating.
Potential Modifiers
- Armor: Armor is then subtracted from the damage roll.
- Cover: rather than the more drawn out method presented in nWoD core, simply add the cover's durability + it's thickness to the target's armor. Somethings don't necessarily have a durability rating (such as dry wall) but will still have a minimum thickness of 1. Rather than presenting a table of suggested thickness values, that is left up to the Storyteller though what constitutes a point of thickness is highly dependent upon the material in question.
Firing from point blank: the damage roll gains the rote quality.
- Targeting a Specific Body Part:
- Torso: +1 damage.
- Center of Mass: +2 damage and +1 lethality.
- Chest: +3 damage and +1 lethality.
- Head: +4 damage and +2 lethality.
- Heart, Brain, etc: +5 damage and +2 lethality.
- Specific Part or Organ: attribute damage or a penalty as appropriate.
- Suppressive Fire
- This works a tad different as the goal is not to focus on a specific target but to saturate an area with fire to either keep something out or down. Only weapons capable of fully automatic fire can be used in this fashion. The character that is firing rolls Wits + Firearms + the weapon's sustained fire damage – a modifier based on the area the area the character is suppressing.
Stances[edit]
This section needs to be moved.
Crouching[edit]
- a kneeling character is considered 1 size category smaller for the purposes of ranged attacks, to a minimum of 0. (means -1 to hit)
- attacks from close range negate the size penalty, instead gaining +1 to hit.
- a kneeling character can move 1/2 their speed during their turn, unless they stand up.
- Standing up is a free action
- a kneeling character who doesn't move has STR+1 for the purposes of recoil.
- a kneeling character adds 1 to his maximum aiming bonus.
Prone[edit]
- a prone character is considered 2 size categories smaller for the purposes of ranged attacks, to a minimum of 0. (means -2 to hit)
- attacks from close range negate the size penalty, instead gaining +2 to hit.
- a prone character can move 1/4 of his speed during his turn.
- getting up requires a move action
- a prone character who doesn't move has STR+2 for the purposes of recoil
- a prone character adds 2 to his maximum aiming bonus.
Aiming[edit]
Maximum Aim Bonus(MAB) = Firearms + Stance + Accessories + Other[edit]
- Untrained shooters have a maximum aiming bonus of 1 in all situations. Not even accessories or merits can raise that limit. He has to be trained to do better.
- Aiming is a move action to gain 1 accuracy die, up to the shooter's maximum aim bonus(MAB). The shooter picks a target, and thereafter must keep his focus and aim on the target. However He can do menial tasks requiring mild amounts of thought (chewing or placing things in mouth, momentarily checking a watch, photograph, taking something out of a pocket, etc), but otherwise must remain focused.
- If the shooter takes a controlled shot, he keeps the bonus, but if he shoots at a burst or higher cadence, he loses it.
- The shooter has disadvantages while aiming:
- he loses his defense and, if struck in melee or at range, must roll resolve + wits (2 successes?) or lose all of his accumulated bonus aiming die.
- The shooter can his defense bonus to an incoming attack, but loses his accumulated aiming bonus if he does so.
Types of Aiming[edit]
- Free aiming
- Free MAB: 1 + Merits + Accessories + Other
- The shooter only uses his body to steady a firearm. The shooter is capped to an aim bonus of 1. Merits and gear may increase this
- This is a product of the shooter understanding aiming fundamentals (relaxing, good posture, addressing the natural point of aim, etc).
- Supported aiming
- The shooter supports a firearm on or against an intervening surface. Supported aiming allows the shooter to gain up to his maximum aiming bonus.
- The Storyteller has the right to reduce or cap a shooter's maximum aiming potential for using an awkward, unusual, or otherwise undesirable surface.
- EX: a shooter uses his hand, pressed against a corner, to prop a rifle. This is technically a supported shot, but the storyteller rules that it's not as effective as a rifle supported with a bipod on a brick window ledge. He assigns a penalty of -2 to the shooters maximum aim bonus.
Long Range Optics[edit]
Shooters who aren't magical or simply want to extend their reach opt for scopes. The basic principle is that scopes allow the shooter to ignore range increments.
Most standard, non-variable zoom optics already mated to a rifle will simply be annotated as "MAG R". The additional components are not fully necessary. Optics without an explicitly statted OSE are assumed to have OSE 2.
NOTE: Unless you like fiddling with advanced rules, don't put optics from one firearm onto another UNLESS they have the same range value. Otherwise you will have to convert.
Basic: MAG(nification) (R%O)[edit]
Important
- MAG R
- The number of increments(R) the shooter now ignores. You only get range penalties for increments after increment R.
Less important
- %O (OSE)
- Optimal Shooting Envelope. While using optics, shooting too close can be as problematic as shooting too far. The OSE is the optimal range between R and R-O. Any shot at ranges under R-O receives a handling penalty.
- Handling Penalties:
- Pistols: -2
- Short Carbines: -3
- Long Rifles: -4
- Note: If the GM finds this mechanic too cumbersome, he may ignore the OSE rule. Bear in mind, that this will make optics very powerful.
- The OSE represents the difficulty in compensating for a target which is too close. A larger %O could represent variable zoom optics, variable zoom digital optics, or a scope with a particularly large sight aperture.
ADVANCED: MAG(nification) R%O + Z @X[edit]
not really important
- +Z
- Bonus range. Z is a rare quality in optics, where particularly well engineered sights aid in accuracy at all ranges. Bonus range adds +Z yards to the platform's range entry.
- @X
- MAG cannot transition between platforms with different ranges. 4 increments of 10 range are not 4 increments of 60. @X is an explicit statement for what range a statline was designed for.
- If a shooter wants to put his scope onto a different gun with a different range, he MUST convert the stats. the algebraic equation for converting is:
- Y*Z=W*X
- W:range to convert from
- X:original value to be converted
- Y:range to convert to
- Z: the Unknown
- Multiply W with X, divide both sides of the equation by Y. Do for all values, round.
MERITS[edit]
Designated Marksman(●●)[edit]
- Prerequisite: Dex ●●●, Firearms ●
The shooter gains 2 bonus die per action spent aiming instead of 1, up to their maximum aiming bonus.
Steady Hands(●)[edit]
- Prerequisite: Firearms ●●
The maximum free aim bonus a shooter can obtain increases by 1.
Combat Marksmanship[edit]
Combat Marksmanship now only applies to a single category of firearm, to gain it across multiple types of firearms it must be bought multiple times.
● Trigger Discipline - Reduce the occurrence of wasted shots. Controlled shots waste on a roll of 1, burst on 1 or 2, and rapid on 1, 2, 3, or 4.
●● Tactical Reload - Reload as a reflexive action. Bullpup firearms do not benefit from this nor do revolvers without the benefit of a speedloader.
●●● Sharpshooter - Reduce the penalty from range increments from -2 to -1.
●●●● Bayonet Range - Ignores target defence even when within melee range.
●●●●● Rapid Fire - Half the penalty inflicted by recoil.
Sniping[edit]
● On Scope - Never waste shots while using controlled fire when sniping. Further more, the maximum bonus for aiming increases by the dots in Sniping.
●● Range Finder - Penalties for firing at extreme range no longer double and the maximum aiming bonus increases from +5 to +10 when using sniper rifles.
●●● Focused Shot - Unchanged from core.
●●●● Tactical Intervention - Unchanged from core.
●●●●● One Shot, One Kill - When spending willpower, add 3 to lethality instead of accuracy.
FIREARMS[edit]
Notes[edit]
&9,9
- 9 again
&8,8
- 8 again
r#
- reroll - Similar to rote, but the shooter only gets to reroll for # amount of die.
Template[edit]
- Accuracy:
- Damage:
- Lethality:
- Capacity:
- Recoil:
- Range:
- Penetration:
- Size:
- Type:
- Ammunition:
- Notes:
Autoloaders[edit]
Beretta Model 91[edit]
- Accuracy: 2 &9 (1/0/x)
- Damage: 3(3 &9/4/x)
- Lethality: 1(1/2/x)
- Capacity: 15+1
- Recoil: 2
- Range: 20
- Penetration: 0
- Size: 1/S
- Type: Semi-automatic
- Ammunition: 9x19mm Parabellum
- Notes: --
COP 357[edit]
- Accuracy: 0(-1/x/x)
- Damage: 3(3 &9/x/x)
- Lethality: 1(1/x/x)
- Capacity: 4
- Recoil: 3
- Range: 3
- Penetration: 0
- Size: 1/P
- Type: Break Action
- Ammunition: .357 Magnum
- Notes: the COP 357 has 4 barrels.
Colt M1911A1[edit]
- Accuracy: 1(0/-1/X)
- Damage: 3 &9(3 &8/ 4 &9/x)
- Lethality: 1(1/2/x)
- Capacity: 7+1
- Recoil: 3
- Range: 30
- Penetration: 0
- Size: 1/S
- Type: Semi-automatic
- Ammunition: .45 ACP
- Notes: --
FN Five-seveN[edit]
- Accuracy: 2 &9 (1/0/x)
- Damage: 2(3/4/x)
- Lethality: 1(1/2/x)
- Capacity: 20+1
- Recoil: 2
- Range: 30
- Penetration: 2
- Size: 1/J
- Type: Semi-automatic
- Ammunition: 5.7x28mm FN
- Notes: rare.
Glock 17[edit]
- Accuracy: 2 &9 (1/0/x)
- Damage: 3(3 &9/4/x)
- Lethality: 1(1/2/x)
- Capacity: 17+1
- Recoil: 2
- Range: 20
- Penetration: 0
- Size: 1/S
- Type: Semi-automatic
- Ammunition: 9x19mm Parabellum
- Notes: --
Glock 26[edit]
- Accuracy: 2 &9 (1/0/x)
- Damage: 3(3 &9/4/x)
- Lethality: 1(1/2/x)
- Capacity: 10+1
- Recoil: 2
- Range: 10
- Penetration: 0
- Size: 1/P
- Type: Semi-automatic
- Ammunition: 9x19mm Parabellum
- Notes: --
H&K Mk. 23 “SOCOM”[edit]
- Accuracy: 1(0/-1/X)
- Damage: 3 &9(3 &8/ 4 &9/x)
- Lethality: 1(1/2/x)
- Capacity: 12+1
- Recoil: 3
- Range: 30
- Penetration: 0
- Size: 1/J
- Type: Semi-automatic
- Ammunition: .45 ACP
- Notes: --
H&K USP[edit]
- Accuracy: 2 (1/0/x)
- Damage: 3(3 &9/4 &9/x)
- Lethality: 1(1/2/x)
- Capacity: 12+1
- Recoil: 2
- Range: 25
- Penetration: 0
- Size: 1/S
- Type: Semi-automatic
- Ammunition: .40 S&W
- Notes: --
Luger Parabellum P08[edit]
- Accuracy: 2 &9 (1/0/x)
- Damage: 3(3 &9/4/x)
- Lethality: 1(1/2/x)
- Capacity: 8+1
- Recoil: 2
- Range: 15
- Penetration: 0
- Size: 1/S
- Type: Semi-automatic
- Ammunition: 9x19mm Parabellum
- Notes: --
Magnum Research Desert Eagle[edit]
- Accuracy: 0(-1/-2/X)
- Damage: 4(4 &8/ 5 &9/X)
- Lethality: 2(2/2/X)
- Capacity: 7+1
- Recoil: 4
- Range: 40
- Penetration: 1
- Size: 1/L
- Type: Semi-automatic
- Ammunition: .50 AE
- Notes: --
RSA Makarov PM[edit]
- Accuracy: 2 &9 (1/0/x)
- Damage: 3(3 &9/4/x)
- Lethality: 1(1/2/x)
- Capacity: 8+1
- Recoil: 2
- Range: 15
- Penetration: 0
- Size: 1/P
- Type: Semi-automatic
- Ammunition: 9x19mm Parabellum
- Notes: --
Ruger Mark II[edit]
- Accuracy: 1 &9(1/0/X)
- Damage: 2(2 &9/ 3/X)
- Lethality: 1(1/1/X)
- Capacity: 10+1
- Recoil: 1
- Range: 15
- Penetration: -1
- Size: 1/S
- Type: Semi-automatic
- Ammunition: .22 LR
- Notes: --
Semmerling LM4[edit]
- Accuracy: 0(-1/-2/x)
- Damage: 3(3 &9/4/x)
- Lethality: 1(1/1/x)
- Capacity: 5+1
- Recoil: 1
- Range: 5
- Penetration: 0
- Size: 1/P
- Type: Manual Repeating
- Ammunition: .45 ACP
- Notes: --
Walther PPK[edit]
- Accuracy: 1 &9(1/0/X)
- Damage: 2(3/3 &8/x)
- Lethality: 1(1/1/X)
- Capacity: 7+1
- Recoil: 1
- Range: 10
- Penetration: 0
- Size: 1/P
- Type: Semi-automatic
- Ammunition: .380 ACP
- Notes: --
Vltor Bren Ten[edit]
- Accuracy: 1(0/-1/X)
- Damage: 3 &8(4 &9/ 5 &9/x)
- Lethality: 1(1/2/x)
- Capacity: 7+1
- Recoil: 3
- Range: 30
- Penetration: 0
- Size: 1/S
- Type: Semi-automatic
- Ammunition: 10mm Auto
- Notes: --
Revolvers[edit]
Colt Single Action Army[edit]
- Accuracy: 1 &9(1/0/X)
- Damage: 4(5/5 &8/X)
- Lethality: 1(2/2/X)
- Capacity: 6
- Recoil: 2
- Range: 20
- Penetration: 0
- Size: 1/J
- Type: Single Action
- Ammunition: .45 Long Colt
- Notes: --
Mateba Model 6 Unica[edit]
- Accuracy: 1 &9(1/0/X)
- Damage: 3(4/5/X)
- Lethality: 1(2/2/X)
- Capacity: 6
- Recoil: 2
- Range: 30
- Penetration: 0
- Size: 1/S
- Type: Semi-automatic
- Ammunition: .357 Magnum
- Notes: --
NAA Black Widow[edit]
- Accuracy: 2(1/0/X)
- Damage: 1(1 &9/ 2/X)
- Lethality: 1(1/1/X)
- Capacity: 5
- Recoil: 1
- Range: 3
- Penetration: -1
- Size: 0/P
- Type: Single Action
- Ammunition: .22 Magnum
- Notes: --
S&W Model 36 Ladysmith[edit]
- Accuracy: 2(1/0/X)
- Damage: 3(3 &9/4/X)
- Lethality: 1(1/2/X)
- Capacity: 5
- Recoil: 1
- Range: 20
- Penetration: 0
- Size: 1/S
- Type: Double Action
- Ammunition: .38 Special
- Notes: --
S&W Model 500[edit]
- Accuracy: 0(-1/-3/X)
- Damage: 5 &9(6/7/X)
- Lethality: 2(3/3/X)
- Capacity: 4
- Recoil: 4
- Range: 50
- Penetration: 1
- Size: 2/J
- Type: Double Action
- Ammunition: .500 S&W
- Notes: --
Taurus Model 22H[edit]
- Accuracy: 2 &8(2/1/X)
- Damage: 2(2 &8/3/X)
- Lethality: 1(1/1/X)
- Capacity: 8
- Recoil: 1
- Range: 40
- Penetration: 2
- Size: 2/J
- Type: Double Action
- Ammunition: .22 Hornet
- Notes: --
Taurus Raging Bull[edit]
- Accuracy: 0(-1/-2/X)
- Damage: 5(6/7/X)
- Lethality: 2(2/3/X)
- Capacity: 5
- Recoil: 4
- Range: 50
- Penetration: 1
- Size: 2
- Type: DS/SA
- Ammunition: .454 Casull
- Notes: --
Thunder-5[edit]
- Accuracy: 0(-1/-2/X)
- Damage: 2 &9(3 &9/4/X)
- Lethality: 1(1/2/X)
- Capacity: 5
- Recoil: 2
- Range: 15
- Penetration: -2
- Size: 1/J
- Type: Double Action
- Ammunition: .410 Bore
- Notes: As this fires shotgun shells, the lethality drops by 1 per range increment. Within 5 yards it gains the 8 again quality.
Machine Pistols[edit]
Beretta Model 93R[edit]
- Accuracy: 0(-1/-3/X)
- Damage: 2 &9(3 &9/ 4 &9/X)
- Lethality: 1(1/2/X)
- Capacity: 20
- Recoil: 2
- Range: 20
- Penetration: 0
- Size: 1/J
- Type: 3 round Burst
- Ammunition: 9x19mm Parabellum
- Notes: --
CZ Skorpion[edit]
- Accuracy: 1(-1/-2/-3)
- Damage: 2(2 &8/4/6)
- Lethality: 1(1/2/3)
- Capacity: 20+1
- Recoil: 2
- Range: 15
- Penetration: -1
- Size: 1/J
- Type: Automatic
- Ammunition: .32 ACP
- Notes: --
H&K MP5K[edit]
- Accuracy: 1(-1/-2/-3)
- Damage: 3(4/5/6 &8)
- Lethality: 1(2/2/3)
- Capacity: 15+1
- Recoil: 3
- Range: 20
- Penetration: 0
- Size: 1/L
- Type: Automatic
- Ammunition: 9x19mm Parabellum
- Notes: --
Intratec TEC-9[edit]
- Accuracy: 0(-1/-2/-3)
- Damage: 3(4/5/6 &8)
- Lethality: 1(2/2/3)
- Capacity: 32+1
- Recoil: 3
- Range: 10
- Penetration: 0
- Size: 1/J
- Type: Automatic
- Ammunition: 9x19mm Parabellum
- Notes: This weapon loses the 10 again quality.
MAC M10[edit]
- Accuracy: X(-1/-3/-5)
- Damage: X(3 &8/4 &8/5 &8)
- Lethality: X(1/2/2)
- Capacity: 32+1
- Recoil: 3
- Range: 20
- Penetration: 0
- Size: 1/L
- Type: Automatic
- Ammunition: .45 ACP
- Notes: The MAC M10 simply fires too fast for controlled or conserving fire.
Steyr TMP[edit]
- Accuracy: 1 &9(1/0/-2)
- Damage: 3(3 &9/ 4 &9/6 &9)
- Lethality: 1(1/2/3)
- Capacity: 15+1
- Recoil: 2
- Range: 20
- Penetration: 0
- Size: 1/J
- Type: Select Fire
- Ammunition: 9x19mm Parabellum
- Notes: --
Stretchkin APS[edit]
- Accuracy: 0(-1/-2/-3)
- Damage: 2 &9(3 &9/ 4 &9/6 &9)
- Lethality: 1(1/2/3)
- Capacity: 20+1
- Recoil: 2
- Range: 20
- Penetration: 0
- Size: 1/J
- Type: Select Fire
- Ammunition: 9x18mm Soviet
- Notes: --
Submachine Guns[edit]
American 180[edit]
- Accuracy: 3(2/1/0)
- Damage: 1 &9(2 &9/4 &9/6 &9)
- Lethality: 1(1/1/2)
- Capacity: 275+1
- Recoil: 1
- Range: 20
- Penetration: -1
- Size: 3
- Type: Automatic
- Ammunition: .22 LR
- Notes: When using sustained fire the American 180's penetration becomes 1 due to the sheer volume of fire.
FN P90[edit]
- Accuracy: 2(1/0/-1)
- Damage: 2(3 &9/4 &9/6 &9)
- Lethality: 1(1/2/2)
- Capacity: 50+1
- Recoil: 2
- Range: 35
- Penetration: 2
- Size: 2/L
- Type: Automatic
- Ammunition: 5.7x28mm FN
- Notes: --
H&K MP5[edit]
- Accuracy: 2(2/1/-1)
- Damage: 3(4 &9/5 &9/6 &8)
- Lethality: 1(1/2/2)
- Capacity: 30+1
- Recoil: 2
- Range: 30
- Penetration: 0
- Size: 2/L
- Type: Automatic
- Ammunition: 9x19mm Parabellum
- Notes: --
H&K MP7[edit]
- Accuracy: 2(1/0/-1)
- Damage: 2(3 &9/4 &9/5 &9)
- Lethality: 1(1/2/2)
- Capacity: 20+1
- Recoil: 2
- Range: 35
- Penetration: 2
- Size: 2/L
- Type: Automatic
- Ammunition: 4.6x30mm
- Notes: --
H&K UMP40[edit]
- Accuracy: 1 &9(0 &9/-1/-2)
- Damage: 3(4/5/6 &9)
- Lethality: 1(2/2/3)
- Capacity: 30+1
- Recoil: 2
- Range: 30
- Penetration: 0
- Size: 2/N
- Type: Automatic
- Ammunition: .40 S&W
- Notes: --
H&K UMP45[edit]
- Accuracy: 1(0/-1/-3)
- Damage: 3 &9(4 &9/ 5 &9/7 &9)
- Lethality: 1(2/2/3)
- Capacity: 25+1
- Recoil: 2
- Range: 30
- Penetration: 0
- Size: 2/N
- Type: Automatic
- Ammunition: .45 ACP
- Notes:
RSA Bizon-2[edit]
- Accuracy: 2(2/1/-1)
- Damage: 3(4 &9/5 &9/7 &8)
- Lethality: 1(2/2/3)
- Capacity: 64+1
- Recoil: 2
- Range: 30
- Penetration: 0
- Size: 2/L
- Type: Automatic
- Ammunition: 9x18mm Soviet
- Notes:
TDI Vector[edit]
- Accuracy: 2(1/0/-1)
- Damage: 3 &9(4 &9/ 5 &9/6 &9)
- Lethality: 1(2/2/3)
- Capacity: 13+1
- Recoil: 1
- Range: 30
- Penetration: 0
- Size: 2/L
- Type: Automatic
- Ammunition: .45 ACP
- Notes: --
Thompson M1928[edit]
- Accuracy: 1(0/-1/-3)
- Damage: 3 &9(4 &9/ 5 &9/7 &9)
- Lethality: 1(2/2/3)
- Capacity: 30+1
- Recoil: 2
- Range: 25
- Penetration: 0
- Size: 3
- Type: Automatic
- Ammunition: .45 ACP
- Notes: --
Rifles[edit]
Barrett M82[edit]
- Ammunition: .50 BMG (12.7x99mm
- Notes:
Browning Arms BAR Mk. II Safari[edit]
- Ammunition: .243 Winchester (6.16x51mm)
- Notes: Civilian Semi-automatic. NOT based on M1918 BAR design. The rifle comes in numerous calibers, but for the sake of ease as well as weapon characteristic diversity (Choice is better than the only so many 7.62mm NATO permutations we can derive), the .243 Winchester was selected. A very popular round, it's considered the entry-level deer hunting round in the UK. It even sees regular use when hunting caribou or even black bear, though the small diameter round requires great proficiency on the operator's part for a clean kill.
DSR-precision DSR-1[edit]
- Ammunition: .300 Winchester Magnum (7.62x67mm)
- Notes: Is also chambered in 7.62x51mm NATO and .338 Lapua Magnum.
H&K PSG1[edit]
- Accuracy: 3(1/0/-1)
- Damage: 5&9(6&9/7/8)
- Lethality: 2(2/3/X)
- Capacity: 20+1
- Recoil: 3
- Range: 150
- Penetration: 3
- Size: 4
- Type: Semi-automatic
- Ammunition: 7.62x51mm NATO, .308 Winchester
- Notes:
KBP VKS "Vychlop" (Exhaust)[edit]
- Capacity:5+1
- Type:Straight-Pull Bolt Action
- Ammunition: 12.7x54mm subsonic
- Notes: Designed for internal security, the FSB, and MVD for extra-hardened targets above and beyond the capacity of the 9x39mm suppressed round. Designed for game such as terrorists in heavy body armor or behind thick cover, light vehicles, engine blocks and other hardened gear, summer homes, and obnoxious dogs. The round is a wildcat of the Soviet standard 12.7x108mm HMG round. The US also has developed a specialized .50 subsonic round, called .50 Whisper back in the early 90s. Reputed platforms included a Modified Remington Model 70 and Sako TGR-S. The cartridge was a wildcat developed from .460 Weatherby Magnum. The possibility of statting one is uncertain, especially for such an exotic role.
M1 Garand[edit]
- Accuracy: 2(1/-1/X)
- Damage: 6&9(7&9/8&9/X)
- Lethality: 2(2/3/X)
- Capacity: 8
- Recoil: 2
- Range: 200
- Penetration: 3
- Size: 3
- Type: Semi-automatic
- Ammunition: .30-06 Springfield (7.62x63mm)
- Notes:
M24A3 Rifle[edit]
- Ammunition: .338 Lapua Magnum (8.58x70mm)
- Notes: M24 platform chambered in .338 Lapua Magnum.
M40 Rifle[edit]
- Accuracy: 4(2/X/X)
- Damage: 6(7/X/X)
- Lethality: 3(4/X/X)
- Capacity: 5
- Recoil: 4
- Range: 250
- Penetration: 3
- Size: 4
- Type: Bolt Action
- Ammunition: 7.62x51mm NATO, .308 Winchester
- Notes: Based off the Remington Model 700 civilian firearm. Stats may be used as a stand-in for a generic hunter's big game rifle; deer, elk, and even black bear are ample fodder for 7.62 NATO (or it's civilian brother, .308 Winchester).
McMillan Tac-50[edit]
- Ammunition: .50 BMG (12.7x99mm)
- Notes:
SAKO TRG-42[edit]
- Ammunition: .338 Lapua Magnum (8.58x70mm)
SVD[edit]
- Ammunition: 7.62x54mm R
SVT-40[edit]
- Ammunition: 7.62x54mm R
VSS "Vintorez"[edit]
- Ammunition 9x39mm
Weatherby Mark V[edit]
- Ammunition: .460 Weatherby Magnum (11.6x95mm)
- Notes: Civilian sports rifle chambered in the quintessential game round for the Big Five (lion, the African elephant, the Cape Buffalo, the leopard and rhinoceros). Again, the rifle may come in multiple calibers, but for the sake of ease and diversity, .460 Weatherby Magnum was selected.
Assault Rifles[edit]
Armalite M16A4[edit]
- Accuracy:19(0/-2/-4)
- Damage:69(6/7/8)
- Lethality:2(3/4/5)
- Capacity:30+1 box, STANAG
- Recoil:2
- Range:55
- Penetration:3
- Size:3
- Type:Select fire:: semi-auto & 3 shot burst
- Ammunition: 5.56x45mm NATO
- Weight & Length: 7.2 lbs, 39.5 in
- Cost: Service, ubiquitous civilian development, price range from 800-2000 USD
- Notes:
- Component of Block II rebalance effort
BAE Systems Enfield L85A2[edit]
- Accuracy: 1(09/-2/-4)
- Damage: 4(4/6/8)
- Lethality: 3(4/4/5)
- Capacity: 30+1 box, STANAG
- Recoil: 2
- Range: 60
- Penetration: 3
- Size: 3
- Type: Select Fire
- Ammunition: 5.56x45mm NATO
- Weight & Length: 8.4 lbs, 30.9 in
- Cost: British Service, ex. rare civilian imports
- Notes:
- Component of Block II rebalance effort
- Awkward Reloading: Platform doesn't benefit from the Tactical Reload Merit
- fluff: It's parent platform, the SA80, led British Troops to nickname the weapon the "Civil Servant," as, in their estimation, you could not make it work and could not fire it. The platform later underwent 2 upgrade programs and is now a fine shooting platform (after H&K had to come in and fix it).
DKAU Vepr[edit]
- Accuracy:0(-19/-19/-3)
- Damage:8(7/9/10)
- Lethality: 2(3/3/4)
- Capacity: 30+1 box, AK74
- Recoil: 2
- Range: 45
- Penetration: 3
- Size: 2
- Type: Select Fire:: semi-auto & full auto
- Ammunition:
- Weight & Length: 7.6 lbs, 27.38 in
- Cost: Ukrainian Service, easy civilian kit development
- Notes:
- Component of Block II rebalance effort
- Awkward Reloading: Platform doesn't benefit from the Tactical Reload Merit
- Center of Gravity: Platform has a fire while running penalty of -1 when using the sights. (Prototype rule)
- fluff: These stats represent a variety of attempts to reseat an AK-74 receiver into a new bullpup stock. If you want to represent a similar firearm with it, do so.
- rules in beta
FN F2000[edit]
- Ammunition: 5.56x45mm NATO
FN FAL[edit]
- Accuracy:09(-29/-3/-5)
- Damage: 6(7/8/9)
- Lethality: 4(5/6/6)
- Capacity: 20+1 box, FAL
- Recoil: 3
- Range: 65
- Penetration: 4
- Size: 4
- Type: Select Fire: semi-auto & full auto
- Ammunition: 7.62x51 NATO (.308 Winchester)
- Weight & Length: 9.79 lbs, 44.3 in
- Cost:
- Notes:
- Component of Block II rebalance effort
- rules in beta
FN Mk17 SCAR-H, Standard Length[edit]
- Accuracy: 19(-28/-3/-4)
- Damage: 6(49/5/7)
- Lethality: 4(6/7/6)
- Capacity: 20+1 box, HK
- Recoil: 3
- Range: 55
- Penetration: 4
- Size: 3
- Type: Select Fire:: semi-auto & full auto
- Ammunition: 7.62x51 NATO (.308 Winchester)
- Weight & Length: 7.9 lbs, 39.25 in
- Cost:
- Notes:
- Component of Block II rebalance effort
- rules in beta
Heckler & Koch G3A3[edit]
- Accuracy: 09(-1/-3/-5)
- Damage: 5r1(69/7/8)
- Lethality: 4(4/7/6)
- Capacity: 20+1 box, HK
- Recoil: 3
- Range: 60
- Penetration: 4
- Size: 3
- Type: Select Fire:: semi-automatic & 3 round burst & full auto
- Ammunition: 7.62x51 NATO (.308 Winchester)
- Weight & Length: 9.04 lbs, 40.4 in
- Cost:
- Notes:
- Component of Block II rebalance effort
- rules in beta
Kalashnikov AK-74M[edit]
- Accuracy:0(-1/-2/-3)
- Damage:8(99/9/10)
- Lethality:2(2/3/4)
- Capacity:30+1 box, AK74
- Recoil: 2
- Range: 50
- Penetration: 3
- Size: 3
- Type: Select Fire:: semi-auto & full auto
- Ammunition: 5.45x39 mm Soviet
- Weight & Length: 7.5 lbs, 37.1 in
- Cost: Service, ubiquitous civilian development, 500-800 USD
- Notes:
- Component of Block II rebalance effort
Kalashnikov AKM[edit]
- Accuracy: 0(-1/-2/-3)
- Damage: 8(99/109/11)
- Lethality: 3(3/4/5)
- Capacity: 30+1 box, AK47
- Recoil: 3
- Range: 50
- Penetration: 3
- Size: 3
- Type: Select Fire:: semi-auto & full auto
- Ammunition: 7.62x39 mm Soviet
- Weight & Length: 8 lbs, 34.6 in
- Cost:
- Notes:
- Component of Block II rebalance effort
Koksharov AEK-971[edit]
- Accuracy: 08(-19/-2/-2)
- Damage: 6(6/6/7)
- Lethality: 2(3/5/6)
- Capacity: 30+1 box, AK74
- Recoil: 3
- Range: 55
- Penetration: 3
- Size: 3
- Type: Select Fire:: semi-auto & 3 shot burst & full auto
- Ammunition: 5.45x39 mm Soviet
- Weight & Length: 7.26 lbs, 38 in
- Cost: Limited Russian service, limited civilian development Production ceased as of 2006
- Notes:
- Component of Block II rebalance effort
- fluff: Has a special reciprocating balance system sync'd to smooth out recoil. Highly complicated.
- fluff: developed by S.I. Koksharov, Kovrov Machinebuilding Plant. Later manufactured at V.А. Dеgtyrevа(ZiD);
MAS FAMAS G2[edit]
- Accuracy: 0(-1/-2/-4)
- Damage: 8(8/99/10)
- Lethality: 2(3/3/4)
- Capacity: 30+1 box, STANAG
- Recoil: 2
- Range: 50
- Penetration: 3
- Size: 3
- Type: Select Fire
- Ammunition: 5.56x45 mm NATO
- Cost: French Service, v. rare civilian imports - 1965 USD
- Notes:
- Component of Block II rebalance effort
- Awkward Reloading: Platform doesn't benefit from the Tactical Reload Merit
- fluff: Nicknamed "Le Clairon" (The Bugle) by French speaking troops, due to its shape and sound.
- fluff: Designed by Paul Tellie, Manufacture d'Armes de Saint-Étienne(MAS)
Nikonov AN-94 Abakan[edit]
- Accuracy:1(-29/-2/-4)
- Damage: 6r3(6r2/7/8)
- Lethality:2(3/4/5)
- Capacity: 30+1 box, AK74
- Recoil: 3
- Range: 60
- Penetration: 3
- Size: 3
- Type: Select fire:: 2 shot burst (1800rpm) & full auto (600 rpm)
- Ammunition: 5.45x39 mm Soviet
- Weight & Length: 8.47 lbs, 37.2 in
- Cost: Limited Russian service only
- Notes:
- Component of Block II rebalance effort
- fluff: Designed by Gennady Nikonov, Izhmash State Factory
- rules in beta
Norinco QBZ-95[edit]
- Ammunition: 5.8×42mm DBP87
- Notes: Standard arm of the People's Liberation Army Ground Forces (China)
OC-14-4A Groza 4[edit]
- Ammunition: 9x39mm
- Notes: there is a variant, the OC-14-1A "Groza-1" chambered in 7.62x39mm
Springfield Armory M14[edit]
- Accuracy: 1(-3/-39/-49)
- Damage: 6(9/12/13)
- Lethality: 4(4/4/4)
- Capacity: 20+1 box, M14
- Recoil: 3
- Range: 65
- Penetration: 4
- Size: 4
- Type: Select Fire:: semi-auto & full auto
- Ammunition: 7.62x51 NATO (.308 Winchester)
- Weight & Length: 11.5 lbs, 44.1 in
- Cost:
- Notes:
- Component of Block II rebalance effort
- fluff: can be reloaded with stripper clips
- rules in beta
Steyr Mannlicher AUG A3[edit]
- Accuracy: 09(0/-2/-3)
- Damage: 4(5/6/7)
- Lethality: 3(4/5/6)
- Capacity: 30+1 box, Steyr
- Recoil: 2
- Range: 50
- Penetration: 3
- Size: 3
- Type: Select Fire
- Ammunition: 5.56x45 mm NATO
- Cost: Service and civilian, 2295 USD retail
- Notes:
- Component of Block II rebalance effort
- Awkward Reloading: Platform doesn't benefit from the Tactical Reload Merit
- fluff: has a two-stage trigger for single/automatic fire. Lightly depress for semi, hold down for full.
- fluff: Barrel can be exchanged (quick?)
Machine Guns[edit]
Browning M1918 BAR LMG[edit]
- Ammunition: .30-06 Springfield (7.62x63mm)
- Notes: Maus request.
FN MAG M240 GPMG[edit]
- Ammunition: 7.62x51mm NATO
- Notes: Maus Request
FN Minimi M249 LMG[edit]
- Ammunition: 5.56x45mm NATO
- Notes: Maus Request
HK M27 IAR[edit]
- Ammunition: 5.56x45mm NATO
- Notes: Maus request: IAR stands for Infantry Automatic rifle, and is essentially a rifle designed for sustained automatic fire. Think of it like a BAR.
Norinco QBB-95 SAW[edit]
- Ammunition: 5.8×42mm DBP88 Heavy
- Notes: Chinese LMG, derived from the QBZ-95, which uses a variant cartridge to the QBZ-95 that features a heavier projectile. For future reference, PLA sniper systems also use this heavier round.
PKM GPMG[edit]
- Ammunition: 7.62x54mmR
- Notes: Another modernized successor exists, named the PKP Pecheneg. It has a reworked, more accurate action.
Rheinmetall MG-3[edit]
- Ammunition: 7.62x51mm NATO
- Notes: Maus Request
RPK[edit]
- Ammunition: 7.62x39mm
RPK-74M[edit]
- Ammunition: 5.45x39mm
- Notes: Modernized companion to the RPK chambered in the newer 5.45x39mm round
Shotguns[edit]
AA-12[edit]
- Accuracy: 0(-1/-2/-4)
- Damage: 5(69/79/99)
- Lethality: 3(4/5/6)
- Capacity: 8 box, 20 or 32 drum
- Recoil: 3
- Range: 50
- Penetration: -2
- Size: 3
- Type: Selective Fire Automatic:: Semi-Automatic & Automatic
- Ammunition: 12 Gauge
- Weight & Length:
- Cost:
- Notes:
Heavy Weapons[edit]
SPECIAL AMMUNITION[edit]
Frag-12 High Explosive (HE)[edit]
- Cartridge: 12 Gauge
- Accuracy: 0(-2/-4/-6)
- Damage: 4(59/79/89)
- Lethality: 4(5/7/8)
- Blast Area: 5 yards
- Blast Lethality: 2(3/5/6)
- Penetration: 4
- Notes: Knockdown
OPTICS[edit]
Template[edit]
- Traits:
- Battery:
- Battery Traits: Lifetime, modifiers
- Night Capable:
- Illumination:
- Weight:
- Type:
- Cost:
- Notes:
Trijicon M150 Rifle Combat Optic[edit]
Trijicon M150 or AN/PVQ-31 "ACOG" Rifle Combat Optic
- Traits: MAG (3%2) @55 yds
- Battery: NO
- Night capable: YES, TRITIUM
- Weight: 9.9 oz
- Type: 4x32" medium combat optic
- Cost:retails $1,157.00 (Source: trijicon.com) [needs to be converted into resources]
EXPLOSIVES[edit]
MELEE WEAPONS[edit]
First off, weaponry and brawl don't actually need this 'fix' in general. Most of the time a simple, single roll works just fine. However there are cases where separating the roll into accuracy and damage can be a good idea; the most prominent example of this being chainsaws and other assorted power tools. There are other things that benefit from this treatment too, like a haymaker punch or any such attack where the attacker throws all their power behind a single attack and hopes it hits, because if it does it's gonna hurt. Of course because of that, there's a downside to missing: you're left wide open with regards to your intended target.
- Accuracy Roll: Dexterity + Brawl or Weaponry - the Size of the weapon.
- Damage Roll: Accuracy Successes + Strength + Weapon's Damage Bonus
- Lethality: weapon's Size.
Brawling poses a special case, in that unless you really are attacking with your entire body mass, having a lethality of 5 is a tad absurd. As such, most brawl attacks using these rules count as Size - 3. When using this mechanic, the Heavy Hands merit adds 1 to the Lethality as well as the Damage roll. Thing's like brassknuckles and so forth also increase the lethality by 1.
Just because the mechanic is called lethality doesn't mean it does lethal damage; it's just nicer to say than auto-successes.
OPTIONAL MECHANICS[edit]
Aggravated Failure:[edit]
Similar to a dramatic failure, An aggravated failure is a roll with no successes which has X number of rolls which meat at or under a Target Number (TN). The typical aggravated failure is 2 rolls resulting in 1s.
Malfunctions[edit]
Malfunction roll: 1n9 + Other[edit]
When a firearm suffers an aggravated failure during an accuracy roll, he rolls for a misfire. The storyteller modifies as dramatically necessary.
- Misfires may also be warranted during special circumstances, such as the firearm taking a serious impact, being abandoned in the wilderness for a month, being clogged with mud and grit, or shot underwater.
Malfunction Results:[edit]
The storyteller characterizes failures and repairs required as he sees fit. Damage charts and specific malfunctions have been avoided, since it was felt that that sort of detail was going to be too much boggy crunch for so little gain. Furthermore, it's perfectly acceptable for the storyteller to insert details when he can.
A list detailing common types of firearm malfunctions will be provided at a later date.
Aggravated failure::[edit]
In a twist of fate, the firearm never suffered a misfire.
Failure::[edit]
The firearm suffers a minor malfunction and will not fire until the shooter takes an instant action to resolve the problem.
Success (1+)::[edit]
The firearm suffers a moderate malfunction. The firearm will not function unless the shooter makes a wits+firearms test(duration full turn) to resolve it.
Success (3+)::[edit]
The firearm suffers a serious failure. It won't function until the shooter takes an extended wits+firearms action (5+ successes; one roll = 1 full action).
- If the gun incurs an aggravated failure at any time during the extended action, the firearm is broken and needs a visit to an armorer.
Success (6+)::[edit]
The firearm suffers a catastrophic failure. The firearm either requires an armorer and new parts to fix, or has completely broke (ST's choice. Abused platforms should probably kB more).
- If the ST wants it, the firearm inflicts the controlled or burst fire damage pool on the shooter, whichever is greater.
Firearm Reliability Traits[edit]
Failure Rate: - X(TN)
The firearm's aggravated failure characteristic. A firearm will suffer a an aggravated failure if X die have a result of the TN or less.
- EX: An gun has a Failure Rate of 2(2). Any time this firearm fails an accuracy roll with 2 die rolling 2 or less, it suffers an aggravated failure. 3(4) means that the firearm fails if it rolls 4 three times on an accuracy roll with no successes.
Care Difficulty:
Some firearms are more difficult to maintain than others. The Care Difficulty represents how difficult it is for a shooter to keep the firearm maintained. It is used in the Maintenance Roll.
Maintenance(Rules in Alpha)[edit]
Care Difficulty + Field modifiers - (Firearms+int)[edit]
After a particularly rough time on the field, or a hard day's shooting, most firearms must be cleaned and prepared for the next day's action. When a firearm gets cleaned, the player subtracts firearms+int from Care difficulty trait plus any modifiers. If there are any leftover points in the trait, those get rolled, and successes are added to the malfunction roll (alpha).
Example Modifiers:
- indoor shelter, spare table: -1
- General garage shop: -2
- Professional Armory: -3
- Corrosive, Dirty ammunition: +1
- Dirt, Sand Infiltration, Immersion: +1-5
- Severe Heat, Cold:
- Severe Weather:
- Severe environment:
- Durability damage:
Bold text