Gun

Guns are an odd thing to deal with. On one hand, if you have guns in your game, it's difficult to represent them as stronger than most weapons without doing something unbalanced. Here's my attempt to do exactly that. Each gun acts as it's own weapon in a sense, so

Gun Edges

Basic Gun Training
Prerequisite: -
Effect: You count all Basic Firearms as trained.

Bullet Smith
Prerequisite: Novice Technology Education, Basic Gun Training
Effect: You may create bullets for 50% of their listed price.

Skilled Gunsmith
Prerequisite: Adept Technology Education, Basic Gunsmith
Effect: When you create Guns, increase the Attack Value by 5. This Edge may be taken multiple times.

Gun Features

Advanced Gun Training
Prerequisite: Basic Gun Training
Static
Effect: You may use Advanced Firearms.

Basic Gunsmith
Static
Prerequisite: Bullet Smith, Adept Technology Education
Effect: You may create Basic Firearms for 50% of their listed price.

Master Gunsmith
Prerequisite: Basic Gunsmith, Expert Technology Education
Effect: You may create Advanced Firearms for 50% of their listed price.

Explosives Expert
Static
Prerequisite: Bullet Smith, Adept Technology Education
Effect: You may create Explosives for 50% of their listed price.

Crafting Guns and Explosives

When crafting weaponry, roll a Technology Education Check if it has an Attack Value. The Weapon has an Attack Value of 1/2 your roll + any modifier from Skilled Gunsmith. This Attack Value may not exceed the Attack Value of the weapon or go below the minimum. If your roll does not match the minimum Attack Value, the crafting fails and you are refunded the cost.

Obviously, you must have the appropriate Feature or Edge to craft the Weapon in the first place.

Gun Mechanics

Attacking with a gun is a Standard Action. Reloading has an action variable on the weapon. The order goes Free to Swift to Shift to Standard all the way to Full which is all actions in that round.

Normally when you attack, you use your Attack when you strike. This is not the case with guns. Guns all have their own individual Attack value that is added to the damage.

Guns also have a clip size. When the clip runs out, the gun must be reloaded before it may be used.

Basic Firearms

Reading Firearms
Damage: The average Damage Base of a weapon of this type.
Accuracy Check: The normal AC for this weapon.
Range: The average range of this weapon.
Clip Size: The average clip size of the weapon as well as bullets fired every round.
Reload Action: The action it takes to reload the weapon.
Attack Value: The Attack Value of the gun is what Attack it uses. The lower the Attack, the lower the quality of the weapon.

Pistol
Price: money.png10,000 (Gun), money.png1,200 (Clip of bullets)
Damage: DB6
Accuracy Check: 6 (Untrained), 4 (Trained)
Range: 8, 1 Target
Clip Size: 6
Reload Action: Shift (Untrained), Swift (Trained)
Attack Value: 5-15

Shotgun
Price: money.png16,000 (Gun), money.png2,000 (Clip of bullets)
Damage: DB9
Accuracy Check: 8 (Untrained), 4 (Trained)
Range: 6, 1 Target
Clip Size: 4
Reload Action: Standard (Untrained), Shift (Trained)
Attack Value: 10-30

Rifle
Price: money.png16,000 (Gun), money.png1,800 (Clip of bullets)
Damage: DB8
Accuracy Check: 8 (Untrained), 4 (Trained)
Range: 14, 1 Target
Clip Size: 6
Reload Action: Standard (Untrained), Shift (Trained)
Attack Value: 10-30

Submachine Gun
Price: money.png20,000 (Gun), money.png3,500 (Clip of bullets)
Damage: DB3 (Five Strike)
Accuracy Check: 8 (Untrained), 4 (Trained)
Range: 8, 1 Target
Clip Size: 35 (Expends one shot per time Five Strike hits)
Reload Action: Standard (Untrained), Shift (Trained)
Attack Value: 5-20

Advanced Firearms

In addition to the weapons below, all Basic Firearms have a "Combat" version. This adds 2-4 to the DB of the normal weapon. It is impossible to functionally use an Advanced Firearm without the proper training. A Combat Rifle could be a Sniper Rifle, for example, or a Submachine Gun could become a Machine Gun (For Submachine Guns, Five Strike becomes Double Strike). The Attack range is also increased by 10.

Somebody untrained in Advanced Firearms takes an additional 4 penalty to the AC of the weapon.

Grenade Launcher
Price: money.png20,000 (Gun)
Damage: -
Accuracy Check: 8 (Untrained), 4 (Trained)
Range: Double normal Explosive range, same Ranged Blast.
Clip Size: 4
Reload Action: Full (Untrained), Standard (Trained)
Attack Value: 5-20

Grenade Launchers are used to launch Explosives further. In addition, they also amplify the damage. A grenade launcher adds its Attack to any damage done in addition to the normal damage.

Bazooka
Price: money.png40,000 (Gun), money.png4,000 (Rocket)
Damage: DB12
Accuracy Check: 8 (Untrained), 6 (Trained)
Range: 10, Ranged Blast 4
Clip Size: 1
Reload Action: Full (Untrained), Standard (Trained)
Attack Value: 20-50

Flamethrower
Price: money.png40,000 (Gun), money.png6,000 (Clip)
Damage: DB8 (Fire)
Accuracy Check: 8 (Untrained), 4 (Trained), Burns 18-20 if trained.
Range: Line 3
Clip Size: 6
Reload Action: Extended (Untrained), Extended (Trained)
Attack Value: 15-30

Explosives

Explosives function the same as guns in that they have their own Attack value.

Frag Gernade
Price: money.png3,000 (Explosive)
Damage: DB8
Accuracy Check: 4
Range: 6, Ranged Blast 2
Attack Value: 15-30

Flash Gernade
Price: money.png600 (Explosive)
Damage: None (Acts as the move Flash)
Accuracy Check: 4
Range: 6, Ranged Blast 2
Attack Value: 0

Bang Gernade
Price: money.png1,000 (Explosive)
Damage: DB2
Accuracy Check: 4, Flinch 16-20
Range: 6, Ranged Blast 1
Attack Value: 0-10

Smoke Bomb
Price: money.png600 (Explosive)
Damage: None (Acts as Smokescreen)
Accuracy Check: 2
Range: 6, Ranged Blast 3
Attack Value: 0

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