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[[WotG:Main_Page]] - Return to Main Page | [[WotG:Main_Page]] - Return to Main Page | ||
− | <I>NOTE:</I> The original work was done by Brad Elliott for both the gun rules and the | + | <I>NOTE:</I> The original work was done by Brad Elliott for both the gun rules and the Gun style. |
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= WotG Guns = | = 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 | + | <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. - Jonathan |
Ranged Weapons. Speed, Strike and Damage by type. | Ranged Weapons. Speed, Strike and Damage by type. | ||
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<B>Handgun:</B> Speed +15, Strike +0, Damage +0. Range: Short.<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>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 + | + | <B>Musket:</B> Speed -10, Strike +5, Damage +5. Range: Short.<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>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>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>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>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>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>Machine Pistol:</B> Speed +15, Strike +5, Damage +0. Range: Medium.<BR> | ||
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− | == NEW RULES == | + | == NEW RULES (Totally Untested, Have Fun!)== |
<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 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) | ||
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<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>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 | + | <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) |
<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. | <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. | ||
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− | == | + | == Specialized Ammunition == |
<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 | <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 | ||
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<B>NEW</B><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 | + | <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>(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. | ||
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<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>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. | ||
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= THE WAY OF THE GUN = | = THE WAY OF THE GUN = | ||
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<B>5: Death In All Directions (5 Silver Chi):</B> With this form, the gunfighter masters attacking an entire armed force at once! Firing one's weapons on Full-Auto in precisely aimed alternating directional bursts, this counts as an Area Attack in which each result die can take out 4 Mobsters, 2 Gangsters or 1 Faction fighter apiece... and additional Chi can be spent one-for-one on successful hits to add additional dice of damage OR take out additional minions as noted above. (Note this is oddly weaker than Freefire Zone) | <B>5: Death In All Directions (5 Silver Chi):</B> With this form, the gunfighter masters attacking an entire armed force at once! Firing one's weapons on Full-Auto in precisely aimed alternating directional bursts, this counts as an Area Attack in which each result die can take out 4 Mobsters, 2 Gangsters or 1 Faction fighter apiece... and additional Chi can be spent one-for-one on successful hits to add additional dice of damage OR take out additional minions as noted above. (Note this is oddly weaker than Freefire Zone) | ||
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