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Gun Rules

Why do you have guns in your Pokemon tabletop game? What's wrong with you? Guns are notoriously difficult to model in tabletop games, especially outside of a modern setting. Under normal circumstances, you should probably treat guns like any other Weapon. However, in a place like Zamzara, guns are cutting edge weaponry that are far more powerful than their human-powered counterparts - at the cost of less reliability. The following rules are mostly ripped off of previous iterations of gun rules, but with the intention of simplifying them.

Gun Edges

  Simple Gun Training
Prerequisite: 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 Training
Prerequisite: 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

 
You attack with a gun the same as any other weapon - guns even have Weapon Moves like regular weapons. There are Small and Large Guns, and each gun has its own maximum range. Small Guns raise the AC and Damage Base by +1. Large Guns raise the AC and Damage Base by +2. Guns fire Physical ammunition unless specified otherwise.
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 QualityMalfunction Range
Crude1-4
Simple1-3
Fine1-2

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.
 
Pistol
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
 
Shotgun
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.  
Combat Pistol (Revolver)
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
  Grenade Launcher
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.  
Frag Grenade
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
Bang Grenade
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.  
Type Ammo
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+.
Impact Ammo
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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Comments

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Oct 2, 2019 13:58 by Jairo (Ceres) Lugilde Paz

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)

Oct 2, 2019 16:23 by The Chronicler

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.

Oct 2, 2019 16:24 by The Chronicler

Side note: I would play Pokemon Gangbangers.

Oct 2, 2019 22:02 by Jairo (Ceres) Lugilde Paz

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

Oct 2, 2019 22:02 by Jairo (Ceres) Lugilde Paz

Side note: I would play Pokemon Gangbangers too.

Oct 3, 2019 04:48 by The Chronicler

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.

Oct 4, 2019 12:44 by Jairo (Ceres) Lugilde Paz

I don't understand ammo rolls. Once you fall into jamming range, you roll a d6 to check... If it jams? So if it doesn't, what happens? You run out of ammo? Nothing?

Oct 4, 2019 17:31 by The Chronicler

I could've sworn I left a reply to this... oh, well. If you pass your Ammo Roll, you reload or unjam your gun and can continue shooting it. Basically, nothing happens if you pass it. If you fail, then you run out of ammo or drop your clip or your gun jams or etc.

Oct 15, 2019 12:20 by Jairo (Ceres) Lugilde Paz

So, an idea came for my setting. "Experimental Sci-fi Weapons". Basically taking things like the DB AC bonus, the jamming (now "malfunction range") range, the special ammunition (now "special charge"), the cost multiplyier, and applying it too any regular weapon

Oct 15, 2019 16:39 by The Chronicler

Are you gonna have a gun that shoots through walls? It's not really sci-fi if you don't have a weapon AT LEAST that cool!

Oct 15, 2019 16:41 by The Chronicler

Also, I like Malfunction Range more. It's a couple more syllables, but it's more accurate.

Oct 15, 2019 19:14 by Jairo (Ceres) Lugilde Paz

Man you are right, how could I make one... nevermind, I have other things to think first. Like getting rid of most of your damage bonus since I already have sniper there. Or the idea of a weapon that is both arcane and regular at the same time, so you could use it with the features of arcanist or soldier. And, and hear me out, a class that lets you use said weapons and turn your special attacks into arcane weapon moves so they qualify for archanist boosts... but that would make it madily broken so I have to make it super limited in its frequency which makes it a secondary class which I think I'm fine with it but my head is going to explode   Sorry

Oct 15, 2019 22:56 by The Chronicler

I'm not sure what you mean when you say you already have sniper there. Sniper is just an ability? I'm totally down with magic guns and stuff like that, I just didn't think about them while making this. If the gun is already magic, why not just let it use Arcane Weapon Moves instead of regular Weapon Moves? Don't overwork yourself!

Oct 16, 2019 11:33 by Jairo (Ceres) Lugilde Paz

Check the sniper homebrew class I added. I'm not great at balancing what I find at the forums, but I expected it to be on the strong side, so it represents what makes firearms actually superior to other weapons. So a firearm that uses arcane and regular moves would qualify for both sniper and arcanist. Or a experimental large arcane weapon would get a +1 DB form been large, a +3 from archanist, and a +4 for been experimental (and an extra bonus damage). Does that sound strong? Add the idea of a class that lets you turn your own moves into arcane moves. +8DB heat wave, coming right up!   See how this homebrew systems can escalate? Trying to have it under control makes my head hurt

Oct 16, 2019 16:43 by The Chronicler

I mean, I guess if you're investing most of your classes into shooting your magic gun, you should probably be good at wasting fools with it.

Oct 16, 2019 19:38 by Jairo (Ceres) Lugilde Paz

That IS true. But I'm still scared of breaking things. Also asking in the discord doesn't easy my worries.

Oct 16, 2019 20:36 by The Chronicler

lol, why would you do that? The discord will always tell you that you shouldn't do things.

Oct 16, 2019 20:48 by Jairo (Ceres) Lugilde Paz

Mainly because I'm too new with the game. Obvious balance issues still scape me. For example, one of them pointed out that snow powder would be easily abusable with Energy Finesse. Those sort of things I want to know