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= WotG Guns = <I>General Thoughts:</I> As it was initially, guns are somewhat powerful shooty dealies. I'm trying to John Woo them, as in make it so you need to fill the room with fire before things start dying. The first thing I'm doing is subtracting 5 pts from the damage to see how that works. Also I'm pretty adamant on not letting people roll for reloading, just give it to them. The damage modification is already reflected in the stats.- Jonathan Ranged Weapons. Speed, Strike and Damage by type. Notes: By type. Cost: Wealth 3 (minimum). (This may be modified up or down depending on how prevalent guns are in your setting) <BR><BR> <B>Handgun:</B> Speed +15, Strike +0, Damage +0. Range: Short.<BR> <B>Default Critical:</B> Maim or Organ Hit*. Note: 4, 9 (Can be used in pairs <Chow Yun Fat Dual Gun Technique>, +5 to all relevant rolls concerning concealment). Reload Interval: 10. Difficulty: 10. <B>Musket:</B> Speed -10, Strike +5, Damage +10. Range: Medium.<BR> <B>Default Critical:</B> Maim for Ball only or Knockback for Shot. Note: 1, 12 (Requires two hands to use, only useful as a club unloaded). Reload Interval: 1. Difficulty: 20. <B>Shotgun:</B> Speed +0, Strike +5, Damage +10. Range: Short.<BR> <B>Default Critical:</B> Organ Hit* for Slug only or Knockback for Shot. Note: 1, 12 (Requires two hands to use, only useful as a club unloaded). Reload Interval: 10. Difficulty: 15. <B>Hunting or Sniper Rifle:</B> Speed +5, Strike +10, Damage +10. Range: Long.<BR> <B>Default Critical:</B> Maim or Organ Hit*. Note: 1, 12 (Requires two hands to use, only useful as a club unloaded). Reload Interval: 5. Difficulty: 18. <B>Machine Pistol:</B> Speed +15, Strike +5, Damage +0. Range: Medium.<BR> <B>Default Critical:</B> Maim or Organ Hit*. Note: 9, 13 (+5 to all relevant rolls concerning concealment, capable of Full-Auto Fire*). Examples: Uzi, Mac-10. Reload Interval: 20. Difficulty: 18. <B>Assault Rifle:</B> Speed +10, Strike +10, Damage +5. Range: Medium.<BR> <B>Default Critical:</B> Maim or Organ Hit*. Note: 1, 8, 12, 13 (Requires two hands and Special Training to use, only useful as a club unloaded, capable of Full-Auto Fire*). Example: AK-47 Reload Interval: 40. Difficulty: 15. <BR><BR> <I>NOTES:</I> Changed around the damage for hunting rifles and assault rifles. Hunting rifles tend to use bigger rounds, etc, blah blah blah. <BR><BR> == NEW RULES == <B>Note 4:</B> Chow Yun Fat Dual Gun Technique: Handguns can be wielded in pairs - but unlike adding +5 to the Weapons' Strike as Melee Weapons do, it adds +5 to their Damage. Rather wasteful in ammunition, but what the hell, it looks cool and is kinda useful. (Hmm, maybe not) <B>Note 12:</B> Only Useful as a Club Unloaded: Larger weapons are particularly useless when unloaded, save as a Club - a Brutal Weapon, +10 Speed, +10 Strike, +5 Damage. <B>Note 13:</B> Full Auto Fire: When a weapon capable of Full-Auto Fire is fired, that single attack is Disorienting and inflicts +5 to Damage Rating (and still stacks with Organ Hit). It also lowers the reload interval by 5 everytime it is done. <B>Organ Hit:</B> A New Combat Effect that only guns have, it represents a slug tearing up an organ as it goes through - this adds +5 to the Damage Bonus of the weapon for that hit only. <B>No Secondary Attacks:</B> Guns must always be used on your primary action for the round. Guns may never be invoked on a Secondary Attack, unless Gun-specific kung fu is used (ala "Equilibrium"). (This is under the assumption that ranged attacks are badassed as represented in the corebook, you can probably ditch this if you tone down the defence rules a bit. - Jonathan) <B>Ammunition and Reloading:</B> You will note a Reload Interval and Difficulty in the weapon descriptions - the Interval is the number of combat rounds that may pass before making a Skill Roll (probably Expertise: Gun-Handling or use your Ranged Skill + applicable specializations) against the stated difficulty; this takes a Full Action. If you fail, then the gun jams as you reload it and is useless; you can only unjam it by spending another full action and make another skill roll against the next highest difficulty. If you don't make the reload roll, then obviously the gun becomes useless for lack of ammunition. Firing an Automatic Weapon Full Auto subtracts 5 from the Reload Interval each time it is done. (Note: rolling for this is probably not something you really want to care about during a cinematic game, in fact rolling to reload is pretty lame and wastes gametime on silly rolling) <B>Pistol-Whipping:</B> Handguns can be worked into hand-to-hand combat; when so used, they act similar to Gauntlets... ie., they add +5 Damage Bonus, moving up the usual bare-handed attack from -5 to 0. It is possible to modify handguns further so they add a +5 Damage modifier to hand-to-hand combat, but this ups the Cost by 1 points when so done. <BR><BR> == Weapon Modifications == <I>NOTE:</I> I'm going to note weapon types down here as ammunition types instead of redrawing the weapon list, as I think WotG isn't really in the need for crazy new weapons all the time. Energy Weapons will not accept other ammunition types - Jonathan <BR><BR> <B>Dragonsbreath Rounds (for shotguns):</B> Inflict Burning upon a hit; Burning 2 for a standard hit, Burning 4 for a Critical Hit. If Dragonsbreath Ammunition is used, the weapon must be discarded once its Reload Interval is over - it's burnt out and useless junk. You can repair it by reboring it or getting a new barrel, but most of the time that's pointless and expensive. <B>Armor-Piercing Ammo:</B> Ignore up to 5 or 10 points of Armor (depending on the size of the weapon it's used in... handguns only ignore 5, while the heavier weapons can ignore 10. Reduce the Damage by 5 if AP Ammo is used, however - it's just not as damaging!) <B>Rubber Ammo:</B> Inflicts Stun on a standard hit, but only the Damage Bonus of the Weapon is applied, not the dice result. <B>Paintball Ammo:</B> Inflicts the Embarrassing Combat Effect on a successful hit, but only the Damage Bonus of the weapon is applied, not the dice result. <I>Note:</I> you may or may not want to use this depending on how much you want your PCs going dual gunning with a paintball gun and a regular pistol. <BR><BR> <B>NEW</B><BR> <B>(Energy) Laser:</B> Depending what you want to do with the weapon you can either double the Interval between loadings on the weapon, or add +5 to the weapon's Strike. Only one effect can be built into the weapon. This increases the cost by 2 points. <B>(Energy) Plasma:</B> This functions like Dragonsbreath rounds with the exception that it does not cause the weapon to burn out after the gun is out of rounds and it adds 1 die of damage to any damage result. It increases the cost of the weapon by 2 points. <B>Explosive:</B> Explosive rounds add 2 Dice of damage. They cost 1 point more than a regular reload. <B>Heavy:</B> Big, nasty and built for big muscle men who've got little better else than lug around large weapons and shoot them at things. This is not an ammo type and is thusly compatible with all the other ammo types (You'll note some combos don't make much sense). This adds +5 damage and 1 point to the weapon cost, however any weapon using this gains a Note 1 (2 Handed). It subtracts 5 points from the Speed of any already 2 handed weapon. <B>Extra Ammo:</B> This doubles the reload interval, but costs 2 points more than a standard weapon of that type. This may be used with other weapon modifications, though expensive.<BR><BR>
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