No one asked for this, but here we are.
Gun Rules
Guns deal two dice of damage. A stationary attacker may fire rounds up to their gun's rate of fire, adding +1 to hit for each round after the first.
Roll two dice for a random gun; the lower indicates the type found.
Roll | Type | Ammo | Rate of Fire |
---|---|---|---|
1 | Automatic pistol | 8 bullets | 4, move reload |
2 | Revolver | 6 bullets | 2, action reload |
3 | Manual rifle | 8 bullets or shells | 2, action reload |
4 | Automatic rifle | 10 bullets | 6, move reload |
5 | Flaregun | 1 flare or shell | 1, move reload |
6 | RPG | One use | One use |
Outside of 30', pistols take a -2 penalty. Outside of 60', pistols take -4 and rifles -2. Outside of 120', pistols take -6 and rifles -4. Outside of 240', pistols take -8 and rifles -6, and so forth.
Shells deal the higher two of three dice of damage within 60' and the lower two of three dice outside of 120'. Flares deal one die of damage to all adjacent targets. Grenades deal three dice of damage on a direct hit, two dice indirectly or one die 10' to 20' away.
Shooter (Class)
Level and d4 HD as thief, to-hit and save as fighter. May wear light armor and use one-handed hand weapons and any kind of gun.
RUN: you may half your movement near-instantly. This automatically avoids one missile or counts as a save against one trap or spell. You regain the use of this ability by drinking a quicksilver vial or resting for the night.
GUN: when you kill a hostile person, there is a 1-in-6 chance they drop a random gun. Additionally, any hostile creature has a HD-in-6 chance to drop: (1) bullets, (2) quicksilver vials, (3) HP, (4) shells equal to their HD or (5) one flare, (6) one hand grenade when you kill them. These drops can only be collected by you, or by another shooter if you made the kill while retreating.
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