I'm thinking of making a fairly hard sci-fi RPG. No FTL, no aliens, no uplifted organisms, just spaceships and railguns. Since I have a bunch of ideas bouncing around my head right now about how the shooting people will work, I'm going to put it all to paper even though I have no plans to really start work on this until I actually finish my GLOG hack to some degree (if that ever happens). These rules are borrowed in part from Boot Hill 3rd Ed, a TSR Wild West RPG.
Guns (and others)
Weapon | Wound Modifier | Cost | Slots | Properties | |
---|---|---|---|---|---|
Light Pistol | 0 | $300 | 1 | Ammo 15, Range 30', Semi-auto, Recoil 1 | |
Heavy Pistol | +1 | $400 | 1 | Ammo 12, Range 35', Semi-auto, Recoil 2 | |
Revolver | +2 | $350 | 1 | Ammo 6, Range 40', Semi-auto, Recoil 3 | |
SMG | +1 | $500 | 2 | Ammo 30, Range 35', Select-fire, Recoil 1 | |
PDW | +2 | $500 | 2 | Ammo 30, Range 30', Select-fire, Recoil 1 | |
Carbine | +2 | $600 | 3 | Ammo 30, Range 50', Select-fire, Recoil 2 | |
Assault Rifle | +2 | $700 | 4 | Ammo 30, Range 55', Select-fire, Recoil 3 | |
Battle Rifle | +3 | $1000 | 5 | Ammo 30, Range 60', Select-fire, Recoil 4 | |
DMR | +3 | $1200 | 5 | Ammo 15, Range 70', Semi-auto, Recoil 4 | |
Sniper Rifle | +4 | $2000 | 6 | Ammo 10, Range 80', Manual, Recoil 5 | |
AMR | +5 | $3000 | 7 | Ammo 5, Range 80', Manual, Recoil 8 | |
LMG | +2 | $2500 | 7 | Ammo 240, Range 50', Full-auto, Recoil 5 | |
MMG | +3 | $3000 | 8 | Ammo 240, Range 50', Full-auto, Recoil 6 | |
Shotgun | +3 | $500 | 4 | Ammo 6, Range 25', Manual, Recoil 3 | |
Combat Shotgun | +4 | $700 | 5 | Ammo 10, Range 25', Semi-auto, Recoil 4 | |
Grenade | 0 | $300 | 1 | Thrown, Range 20', AoE 10' | |
Grenade Launcher | 0 | $2500 | 5 | Ammo 6, Range 30', Manual, AoE 10 | |
RPG | +7 | $2000 | 5 | Ammo 1, Range 50', Reload 2, Inaccurate |
- Ammo: How many shots a gun can fire before it needs to reload.
- Range: A shot has no penalties within the range of the gun, and takes a -1 penalty for each range increment it is outside of that initial range.
- Recoil: This will be explained more fully later, but generally how hard the gun is to control.
- Semi-auto: The gun can fire single shots or burst fire (by squeezing the trigger rapidly).
- Select-fire: The gun can fire single shots, burst fire, or full automatic.
- Manual: The gun can fire single shots only.
- Full-auto: The gun can fire burst fire or full automatic.
- Thrown: This weapon can go over cover. Only one thrown weapon can be used per round. Instead of an attack roll, roll a DC 15 Ranged Weapons check. If you fail, the weapon rolls by the amount you failed by time 5' in a random direction.
- AoE: All targets in range must make a DC 15 Reflex Save, moving to avoid the effect on a success and being affected on a failure.
- Reload: You must spend two actions reloading before you can fire this weapon again.
- Inaccurate: All attack rolls with this weapon are made at a -3 penalty.
- Silencer*: A silencer reduces the sound of firing a gun (not a shotgun or a grenade launcher) in-atmosphere significantly. $50-1000.
- Flashlight: Self-explanatory. $20.
- Bayonet: A melee weapon (no stats because I don't know how these will work yet) for the barrel of a carbine or rifle smaller than an AMR. $50.
- Underbarrel Shotgun: A shotgun that mounts on a carbine or rifle smaller than a DMR. As a combat shotgun but ammo 3, 1 slot. $800.
- Underbarrel Grenade Launcher: A grenade launcher that mounts on a carbine or rifle smaller than a DMR. As a grenade launcher but 1 ammo, 1 slot. $1200.
- EM Assist: Can be added to any gun (not a grenade launcher). When used, adds +2 Wound Modifier and +1 Recoil. Has the property Capacitor 5 (can be used to fire 5 rounds before it must be reloaded), or Capacitor 15 for three times the price. 1 slot, $300-3000.
- Recoilless: Recoilless guns do not in fact make the gun easier to control - the Recoil property of the gun remains the same. However, when fired in a 0 g environment, the weapon does not move the user. Recoilless guns cost twice the price of a regular gun, require special ammunition (which costs twice as much as the standard), and are 1 slot larger. EM Assist can still be used, but it causes the user to move in 0 g as a 1 Recoil gun. RPGs are already recoilless.
How to Use Your Gun
- Single Shot: No penalties, no bonuses, just a to-hit roll and a wound roll if you hit. The target must be visible.
- Burst: Fire 3 rounds at the target for a +2 Wound Modifier but a -Recoil to-hit.
- Full-Auto: Fire 15 rounds in a cone (15' wide at 30' away from you). You can roll to hit at a -Recoil against anyone who is exposed in that area at any point before the start of your next turn. You can do this from behind cover without being exposed (blind firing) for a -5 to-hit instead.
- Holding an Angle: Pick a direct line of sight from yourself. If anyone becomes exposed along this line before the start of your next turn, you may fire a Single Shot or a Burst at them.
- Aim: You aim at an exposed target. Next round, you have +3 to hit with a Single Shot or a Burst against them.
- Full Cover: Full cover is either a corner you can peek around, an aperture you can peek through, or a solid object high enough that you can crouch behind it and be fully concealed. If you are firing around full cover, your head, arms, and shoulders are exposed. Otherwise, none of you is exposed.
- Partial Cover: Partial cover conceals some parts of your body but does not hide you fully even if you are entirely behind it, such as a very thick and solid fence. Attacks that would hit a part of you which is behind the cover hit you on a 3-in-6. Going prone counts as partial cover against enemies farther than 50' away and reduces Recoil by 2 (by 3 for guns which might fit a bipod).
- Soft Cover: Any piece of cover which conceals you and would slow down but not stop a bullet is soft cover. The attacker against a target behind soft cover can choose to treat it as partial cover if it is full cover or as no cover if it is partial cover at the expense of a -2 Wound Modifier as they fire through the cover.
Armor
Armor | Wound Modifier | | Slots | | Airtight? | | Cost | |
---|---|---|---|---|---|
Armored Vest | -3 | 2 | No | $500 | |
Spacesuit | -2 | 3 | Yes | $500 | |
Armored Spacesuit | -4 | 4 | Yes | $1200 | |
Light Armor | -4 | 3 | No | $800 | |
Medium Armor | -5 | 4 | No | $1500 | |
Heavy Armor | -6 | 5 | No | $3000 | |
Light Exoskeleton | -5 | -2 | No | $7000 | |
Heavy Exoskeleton | -7 | -4 | Yes | $15000 |
Ammunition
Weapons | Quantity | | Slots | | Cost |
---|---|---|---|
Light Pistol/SMG | 15 | 1/10 | $10 |
Heavy Pistol | 12 | 1/10 | $12 |
Revolver | 6 | 1/10 | $12 |
PDW | 30 | 1/3 | $20 |
Carbine/Assault Rifle/LMG | 30 | 1/3 | $25 |
Battle Rifle/DMR/MMG | 30 | 1/2 | $30 |
Sniper Rifle | 10 | 1/3 | $30 |
AMR | 5 | 1/3 | $50 |
Shotgun | 10 | 1/3 | $15 |
Grenade Launcher | 6 | 1/2 | $100 |
RPG | 1 | 1 | $50 |
Wounds
d20 | Location | Wound Modifier |
---|---|---|
1-4 | Arms | -1 |
5-8 | Legs | 0 |
9-10 | Shoulders | 0 |
11-18 | Torso | +1 |
19-20 | Head | +1 |
The attacker can choose to change the wound location by no more than their Ranged Weapon skill (you cannot wrap around from 1 to 20 or vice versa). Next, you roll Wound Severity. Add up all the Wound Modifiers, including those from armor, then add that to a d8. At this point, NPCs simply take that value as damage to their hitpoints. continue on. 0 or less is no wound, 1-4 is a light wound, 5-7 is a severe wound, and 8 or above is a mortal wound.
Each light wound you have gives a -1 to all rolls on a d20, each severe wound gives a -3. If the total penalty exceeds 5, you must make a DC 10 Con save vs unconsciousness each round. When you take a mortal wound, you must make a DC 15 Con save vs death. On a failure, you die instantly. On a success, you will die in 1d12 rounds unless you receive medical attention.
After combat ends, roll on a Death and Dismemberment table (I'll make one someday, probably) for any light wounds, severe wounds, and stabilized mortal wounds to determine further effects and healing time.
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