Gun Rules
Gun Edges
Simple Gun TrainingPrerequisite: None
Effect: You gain a +1 Bonus to Accuracy when attacking with Guns. Additionally, your Malfunction Range is decreased by 1.
Ammo Smith
Prerequisite: Simple Gun Training, Novice Technology Education
Effect: You may create Special Ammunition for 50% of its listed price.
Explosives Expert
Prerequisite: Ammo Smith, Adept Technology Education
Effect: You may create Explosives for 50% of their listed price.
Skilled Gunsmith
Prerequisite: Ammo Smith, Adept Technology Education
Effect: When you create Guns, increase the Bonus Damage by 5. This Edge may be taken multiple times.
Gun Features
Fine Gun TrainingPrerequisite: Simple Gun Training
Effect: You may use Fine Firearms. Additionally, you gain a +1 bonus to Ammo Rolls.
Master Gunsmith
Prerequisite: Ammo Smith, Expert Technology Education
Effect: You may create Firearms for 50% of their listed price. Additionally, when rolling to determine a weapon's Bonus Damage, you may reroll any 1s you roll, but you must take the second result.
Crafting Guns and Explosives
When crafting weaponry, roll a Technology Education Check to determine its Bonus Damage. The Weapon has deals Bonus Damage equal to half of your roll + any modifiers from Skilled Gunsmith. This Bonus Damage may not exceed the Bonus of the weapon or go below the minimum. If your roll does not match the minimum Bonus Damage, 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 (see: Smith).Firearm Mechanics
No gun is absolutely reliable or has an infinite ammo supply. Guns have a Malfunction Range dependent on the quality of the weapon: when rolling an Accuracy Check with a gun, if your unmodified roll falls within the Malfunction Range, something is wrong with your weapon - it may be jammed or out of ammo. At this point, roll a d6 for the gun's Ammo Roll - if you roll less than the number indicated, your weapon malfunctions and is useless for the rest of the Scene until you use an Extended Action to repair it. A roll of 1 always fails.
Crude Guns do not deal any Bonus Damage.
Gun Quality
Gun Quality | Malfunction Range |
---|---|
Crude | 1-4 |
Simple | 1-3 |
Fine | 1-2 |
Simple Firearms
A note on Weapon Moves: Guns use Adept and Master Weapon Moves like any other weapon, but you should be careful when deciding what Weapon Move a particular gun gets. For example, NO GUN should have a move that cannot miss, otherwise you've broken the entire system apart and that's all anybody will probably pick. Fine Weapons shouldn't get Five-Strike Moves unless you want people rolling DB 28 attacks regularly.Moves that "double up" on a weapon's specialty increase that aspect by +1. For example, Double Swipe on a Submachine Gun would be able to hit 3 targets instead of 2, or Double Strike 2 targets instead of 1, while Salvo on a Shotgun would be Blast 3 instead of Blast 2.
Reading Firearms
Gun Size: How big your gun is.Price: The average price for the weapon (divide by 5 for non-Zamzaran prices)
Range: The range of this weapon.
Ammo Roll: The threshold you must exceed when you fall within the Malfunction Range to keep your weapon active.
Bonus Damage: This is damage that is added on to all attacks made with your gun. The lower the Bonus, the lower the quality of the weapon.
Gun Size: Small Gun
Price: $50,000
Range: 8, 1 Target
Ammo Roll: 2
Bonus Damage: 5-15
Machine Pistol
Gun Size: Small Gun
Price: $80,000
Range: 8, 2 Targets
Ammo Roll: 3
Bonus Damage: 5-20
Gun Size: Large Gun
Price: $80,000
Range: 6, Blast 2
Ammo Roll: 3
Bonus Damage: 10-30
Rifle
Gun Size: Large Gun
Price: $80,000
Range: 4-14, 1 Target
Ammo Roll: 3
Bonus Damage: 10-30
Fine Firearms
In addition to the weapons below, all Simple Guns have a Combat version. This adds +2 DB to the weapon if it is a Small Gun, or +4 DB if it is a Large Gun. The Bonus Damage range is also increased by 10. It is impossible to functionally use a Fine Gun without the proper training - an untrained person attempting to use a Fine Gun adds +4 to the AC of the weapon.Gun Size: Small Gun
Price: $200,000
Range: 8, 1 Target
Ammo Roll: 2
Bonus Damage: 5-25
Grappling Gun
Gun Size: Small Gun
Price: $200,000
Range: 8, 1 Target
Ammo Roll: 3
Bonus Damage: 0-10
Upon a successful attack, you Pin Down your target, but they are not prone. You cannot tie them up, AoO them, or secure the grapple unless you are in Melee range. Combat Machine Pistol (Submachine Gun)
Gun Size: Small Gun
Price: $320,000
Range: 8, 2 Targets
Ammo Roll: 3
Bonus Damage: 5-30
Combat Shotgun (Riot Gun)
Gun Size: Large Gun
Price: $320,000
Range: 6, Blast 2
Ammo Roll: 3
Bonus Damage: 10-40
Combat Rifle (Sniper Rifle)
Gun Size: Large Gun
Price: $320,000
Range: 4-14, 1 Target
Ammo Roll: 3
Bonus Damage: 10-40
Gun Size: Large Gun
Price: $320,000
Range: Double normal Explosive range, same Ranged Blast
Ammo Roll: 4
Bonus Damage: 5-20
Grenade Launchers are used to fire Explosives further. They additionally deal their own Bonus Damage on top of the Explosive's Bonus Damage. Bazooka
Gun Size: Large Gun
Price: $640,000
Range: 10, Blast 4
Ammo Roll: 4
Bonus Damage: 20-50
In addition to normal penalties, Bazookas increase the AC of all attacks used though them by +4, for a general total of +6 AC. Flamethrower
Gun Size: Large Gun
Price: $640,000
Range: Special
Ammo Roll: 5
Bonus Damage: 15-30
The only attack a Flamethrower may use is the move Flamethrower, but At-Will. It has the Malfunction Range of a Crude Weapon. This weapon fires Special ammo instead of Physical. Arc Gun
Gun Size: Large Gun
Price: $640,000
Range: Special
Ammo Roll: 5
Bonus Damage: 15-30
The only attack an Arc Gun may use is the move Thunder Shock, but if it hits, you may automatically use the same move on someone within 4 meters of your target. Do not reroll your attack or damage. It has the Malfunction Range of a Crude Weapon. This weapon fires Special ammo instead of Physical.
Explosives
Explosives, like guns, deal Bonus Damage. Unlike bullets, you don't need a weapon to deliver your payload - you can just throw it. Also unlike bullets, you need to track each grenade individually - if you don't know how many grenades you're carrying, that may be a sign it's too many. These prices are unaltered - in Zamzara, these effects were achieved with magic and chemistry long ago. However, Explosives still deal Physical damage unless noted otherwise.Price: $3,000 (Explosive)
Damage: DB8 (2d8+10)
AC: 4
Range: 6, Ranged Blast 2
Bonus Damage: 15-30
Flash Grenade
Price: $600 (Explosive)
Damage: None (Acts as the move Flash)
AC: 4
Range: 6, Ranged Blast 2
Bonus Damage: 0
Price: $1,000 (Explosive)
Damage: DB2 (1d6+3)
AC: 4
Range: 6, Ranged Blast 2
Bonus Damage: 0
Always Flinches, has the Sonic keyword. Smoke Bomb
Price: $600 (Explosive)
Damage: None (Acts as Smokescreen)
AC: 2
Range: 6, Ranged Blast 3
Bonus Damage: 0
Special Ammunition
Not all ammunition is created equally: some are more specialized for certain situations, while most is general-purpose. Special ammo can loaded into your weapon as a Shift Action, and it modifies X attacks made with that weapon, where X is half your Technology Education rank. Once loaded into your weapon, you cannot fire regular ammunition until you run out of special ammo. Only weapons that fire bullets may use Special Ammo - no modifying the Grenade Launcher, Bazooka, Flamethrower, or Arc Gun!These recipes cannot be learned through character advancement, only through in-game adventuring or Tasks.
Price: $3,000 (Ammo)
Effect: Choose one Type upon learning this recipe. Your attacks are the chosen Type instead of Normal-type.
Status Ammo
Price: $2,000 (Ammo)
Effect: Choose one Persistent Status upon learning this recipe. Your attacks inflict the chosen Status on a 16+.
Price: $1,000 (Ammo)
Effect: Your attacks deal less damage and Push enemies based on your Gun Size: -5 Damage and Push 2 for Small Guns; -10 Damage and Push 4 for Large Guns.
Slayer Ammo
Price: $3,000 (Ammo)
Effect: Choose one creature type upon learning this recipe: Humans, Spirits, biological Monsters, non-biological Monsters, or Machines. Your attacks deal +10 damage against that creature type.
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Ohoho, the daring gm, homebrewing gun rules. I still have to read through this, but it does looks like you at least made soe hybrid with the regular weapon rules. Who knows, maybe I will try them. But I also like my solution: you want guns to be special? Here, now the sniper class only works with them (but is quite strong)
Hey, I just tweaked some rules that somebody else made because I thought they were too separate from regular weapon stuff. But yeah, pretty much. These gun rules are for guns that fucking kill people. If you don't want your guns to fucking kill people, don't use these. But I have to throw one of my players a bone since one of my PCs is hilariously unstoppable, and blowing people away is awesome. Guns aren't *that* much better until you get the combat versions, though, and those should be very hard to get because of it. I mean, in my setting they would almost be one of a kind, you know? Hence the silly prices. If you've got everybody rolling around with guns, you might as well play Pokemon Gangbangers.
Side note: I would play Pokemon Gangbangers.
I mean, we have super humans with magical powers, way stronger and resiliant than regular humans. In such a setting guns shouldn't kill people that easily. Then again, I like a world were guns fucking kill people. What a hard choice
Side note: I would play Pokemon Gangbangers too.
Yeah, those resilient people have lots more Defense than normal people. That's why they're adventurers or something. They can take more bullets than the average person.