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oWod Gun Rules 2.7

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Nov 24th, 2015
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  1. oWoD Gun Rules
  2.  
  3. Shamelessly ripped from nWoD's Armory book, Only War, and Kismet's World of Darkness, then converted with some tinkering.
  4.  
  5. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
  6.  
  7. RANGED COMBAT RULES:
  8.  
  9. Movement:
  10.  
  11. Walking: 7 yards per turn, Running: 12+Dexterity yards per turn, Sprinting: 12+(3xDexterity) yards per turn. A character may not perform an action after sprinting unless they are making a melee attack. Sprinting distance is increased by one yard per success on a Dex+Athletics roll.
  12.  
  13. Shooting:
  14.  
  15. Roll Wits+Firearms to hit with a firearm. Handguns impose a -1 penalty. Rifles generally impose a -2 penalty, unless they are of a small caliber. Heavier weapons such as machine guns may impose a -3 penalty. Performing a short burst (only possible with Semi-Automatic or Fully-Automatic firearms) grants +3 bonus dice, but also increases the difficulty to hit by 1 and increases the SR by one. Long bursts (only possible with Fully-Automatic firearms) grants +10 bonus dice, but also increases the difficulty to hit by two and increases the SR by two. It is possible to reduce these dice penalties by bracing the weapon against something such as a windowsill or crate. With a bipod, an operator can brace on any flat surface, including the ground. An operator may elect to spend a turn aiming at a specific target instead of firing and gain a bonus die this way. This may only be done for up to a number of turns equal to their Perception, or twice their Stamina is the ranged weapon is a bow.
  16.  
  17. Shooting into melee:
  18.  
  19. If an operator decides to shoot an enemy who is in melee combat with an ally, he incurs a +2 difficulty to do so. Botches generally cause the operator to hit his friend instead. If one of the combatants is exceedingly larger than the other (say, if a Vozhd is pummeling your buddy), this penalty may be mitigated or eliminated entirely, at the GM's discretion. Additionally, certain firearms such as shotguns may automatically hit both characters due to its spread.
  20.  
  21. If an operator decides to use a gun in melee combat, he must roll Dex+Firearms at a +2 difficulty. Opponents may also deflect his aim by grabbing the weapon or wrist, so if they score at least three successes (not net) on a Dex+Brawl roll, the attacker misses.
  22.  
  23. Cover:
  24.  
  25. An operator can use cover or concealment to their advantage in a firefight. Cover reduces the difficulty of all Dex+Dodge rolls to avoid ranged attacks by one if it is partial cover (e.g.: a crate, log, sandbag emplacement that only goes up to the waist) and by two if it is full cover (e.g.: a wall as high as the operator is tall). Cover also provides bonus soak dice equivalent to its durability, which is determined by the GM. In certain situations, the GM may also rule that cover can be broken down if it takes enough damage, but this is usually not an issue with normal small-arms fire unless there is an incredibly pitched and drawn-out firefight, or some maniac brings an oversized machine gun full of armor piercing ammunition. Cover bonuses do not apply if the cover is not between an operator and whoever is shooting him, nor does it apply to melee combat. Shotguns deal -2 damage to operators in cover, as some of the shot inevitably hits the cover or the air above the target. Slugs negate this penalty.
  26.  
  27. A rough guideline for cover armor:
  28.  
  29. Cover Soak Dice
  30. Foliage 1
  31. Light Wood 2
  32. Plexiglass 3
  33. Light Metal 4
  34. Heavy Wood/Bricks 5
  35. Ice 6
  36. Sandbags 7
  37. Concrete 8
  38. Iron/Stone 9
  39. Reinforced Metal 12
  40.  
  41. Hunkering Down:
  42.  
  43. The reason that cover soak is rolled instead of automatic is because it is assumed that the operator is not completely hiding behind the cover during a firefight, but instead is partially covered and looking around/shooting during the fight. To take maximum advantage of cover an operator may spend a full turn to Hunker Down in a fight. While Hunkered Down, the operator hides behind his cover and does not move. The operator cannot do anything else while Hunkered Down except move to another piece of cover if it does not expose him, including dodging, but the difficulty of any attempts to hit him are increased by two if he is in half cover or three if he is in full cover, and his cover autosoaks any damage received up to its maximum soak dice. Anyone attempting to shoot the operator who is Hunkering Down must be able to see him or have a reasonable idea of his exact location (powers such as Auspex 2 or infrared goggles are useful for this).
  44.  
  45. Suppressive Fire:
  46.  
  47. An operator can rapidly unload several shots to deny an enemy the ability to move into or out of a certain area. Unlike a direct attack, whose point is to hit and kill the target, suppressive fire's primary goal isn't accuracy. Rather, the goal is to sufficiently saturate an area with bullets so that no one is willing to pass through the hail and risk getting shot. As a full action, the operator fires at the target area, but makes no attack roll. Whenever any target moves within the suppressed area before the operator's next action, the operator makes an immediate attack roll against the target as normal (with a -2 penalty), except each additional hit imposes a -2 penalty (-1 if the gun is firing at Full-Auto and no penalty if the gun is a machine gun). Willpower cannot be spent to grant additional successes to these rolls. The operator cannot dodge while performing Suppressive fire until his next action; doing so ends the effect immediately. Characters caught within the Suppressive Fire's area must roll Courage (Difficulty 5 for single shots, 6 for short bursts, 7 for long bursts, 8 for machine gun fire, 9 or 10 for something ridiculous like mortar rounds, artillery, or automatic grenade launchers; a suppressed weapon decreases the difficulty by one) to perform any action other than Hunkering Down, moving to the nearest piece of cover and Hunkering Down, or dropping prone if there is no cover available. Shifters substitute Courage for Willpower or Rage, whichever is higher. Other characters lacking the Courage stat rolls Willpower instead. Under certain circumstances, a character may ignore the Courage roll entirely if they do not perceive the gunfire as a threat or does not understand what gunfire is - if a Garou in Crinos is charging someone with a .22lr pistol, he is unlikely to find the wide burst of shots very intimidating, for instance.
  48.  
  49. Burst Type Shots Fired Max width
  50. Single 2 1 yard
  51. Short Burst 5 3 yards
  52. Long Burst 15 5 yards
  53. Machine Gun 25 10 yards
  54.  
  55. Overwatch:
  56.  
  57. Instead of shooting, an operator may elect to scan their Line of Sight for movement, and shoot down anyone who attempts to move through his kill zone. If an opponent moves (firing does not count - being able to use Overwatch on attacks requires special training) within a ~45 degree cone in front of the operator, the operator may attack him as a reflexive action. Similarly to Suppressive Fire, if the operator dodges before taking the shot, Overwatch ends. The shot also subtracts from the operator's reflexive action dodge pool.
  58.  
  59. Troop Morale:
  60.  
  61. NPC units may be demoralized and retreat if fights turn against them. Under certain circumstances, they will make Courage checks. Failure may cause them to take penalties to attacks as they are unnerved, take cover and avoid direct fighting, or even flee the fight entirely. Botching these rolls causes them to have a random panic effect. Charisma+Leadership may be rolled to counter this. Ghouls are susceptible to these checks, but may overcome them if their domitor is put in direct danger, and will never flee if their domitor is still fighting. Sabbat vampires are harder to unnerve due to their own trained resistance to fear and fire, the desire not to shame themselves in front of other Sabbat, fear of what the local Tzimisce torturer will do if they flee, and, of course, the Vinculum - every nearby Sabbat (including enemy Sabbat) reduces the difficulty by one, to a maximum of three.
  62.  
  63. Demoralizer Difficulty
  64. Out of ammo 3
  65. Enemy shrugs off damage 4
  66. Ally dies (once per encounter) 5
  67. Reduced to half health (does not apply to Kindred) 6
  68. Leader dies 7
  69. More than half of allies wiped out 7
  70. Ally gruesomely killed 7
  71. Leader gruesomely killed 8
  72. Last man standing 9
  73.  
  74. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  75.  
  76. GUN STATS:
  77.  
  78. Strength Requirements (SR) assumes the gun is being held in one hand if it is a pistol, and both if it is a rifle. Holding a pistol with both hands reduces the Strength Requirement by one. Conversely, holding a rifle with one hand increases its Strength Requirement by one. Three-Round Bursts increase the Strength Requirement by one (by two for shotguns), Full-Auto Bursts increase it by two. Bracing reduces the Strength requirement by one per turn spent doing so.
  79.  
  80. Cost = Minimum Resources/Equipment required to possess one at chargen. Low-Quality guns can be purchased to reduces the Cost by one, but 10's do not count as double successes for them, and botches tend to lead to more unpleasant effects than usual. High-Quality guns increase the Cost by one, and add a *.
  81.  
  82. Firearm names followed by an * can ignore botches - if a botch occurs, roll one d10 per *. If the d10 lands on an eight or higher, there is no botch, just a failure.
  83.  
  84. Damage numbers followed by an * ignores one die of armor (stamina/fortitude does not count towards this) per *.
  85.  
  86. All (except for machine guns) are considered to be semi-auto unless the character purchased it illegally, built it himself, or is in a place where fully automatic firearms are easy to acquire.
  87.  
  88. Ranges are Short, Medium, and Long. Short Range = -1 difficulty, Medium Range = base stats, Long range = +1 difficulty.
  89.  
  90. Handguns
  91.  
  92. Name Damage Ranges Capacity SR Size Cost Notes
  93. .22lr Revolver 3 2/5/10 6-9 0 P/S *
  94. .38 Spl. Revolver 4 8/15/30 6 1 P/S **
  95. .357 Magnum Revolver 5 10/20/40 6 2 S ** Can take .38 Spl. rounds
  96. .44 Magnum Revolver 6 15/30/60 6 3 J ***
  97. Colt SAA 5 10/20/40 6 2 J **
  98. FA M83 (.454 Casull) 6* 18/35/70 5 4 L ****
  99. NAA Black Widow (.22lr) 3 2/5/10 5 1 P *
  100. Ruger LCR (.38 Spl.) 4 5/10/20 5 1 P **
  101. S&W Model 500 7 25/50/100 6 4 L ***
  102. Generic Holdout (.380) 3 2/5/10 6+1 1 P *
  103. Generic 9mm 4 10/20/40 12+1 1 S **
  104. Generic .40 4* 13/25/50 10+1 2 S **
  105. Generic .45ACP 5 13/25/50 8+1 2 S **
  106. Beretta 92FS 4 13/25/50 15+1 2 J **
  107. Colt M1911A1 5 15/30/60 7+1 2 S **
  108. FN Five-SeveN 4** 15/30/60 20+1 2 J ***
  109. Glock 17* 4 10/20/40 17+1/32+1 2 S **
  110. Glock 26* 4 5/10/20 10+1 2 P **
  111. Glock 21 (.45ACP)* 5 10/20/40 13+1 3 S **
  112. Luger P08 4 8/15/30 8+1 2 S *
  113. Deagle-Brand-Deagle 6 25/50/100 7+1 3 L ****
  114. Makarov PM 4 8/15/30 8+1 1 P *
  115. Ruger Mark II (.22lr) 3 8/15/30 10+1 1 S *
  116. Walther PPK 3 5/10/20 7+1 1 P *
  117. Generic Derringer 3 2/5/10 2 1 P *
  118. Pen Gun 1 1/2/5 1 2 p **
  119. Silhouette Pistol 6 50/100/200 1 2 L ***
  120. Obrez Nagant 8 1/2/5 5+1 4 J * What kind of nutjob would use one?
  121. Mauser C96 4 10/20/40 15+1 2 J *** Comes with attachable stock.
  122.  
  123. Submachine Guns and Machine Pistols
  124. Name Damage Ranges Capacity SR Size Cost Notes
  125. Generic 9mm SMG 4 15/30/60 32+1 2 L ***
  126. Generic .45ACP SMG 5 15/30/60 30+1 2 N ***
  127. FN P90 4** 20/40/80 50+1 2 L ****
  128. H&K MP5* 4 15/30/60 30+1 2 L ****
  129. RSA Bizon-2 4 15/30/60 64+1 2 L ***
  130. Thompson M1928 5 18/25/50 30+1/50+1 3 N ***
  131. Generic 9mm MP 4 10/20/40 20+1 2 J ***
  132. Beretta Model 93R 4 10/20/40 20+1 2 J **** Cannot Full-Auto
  133. CZ Skorpion (.32ACP) 3 8/15/30 20+1 1 J ***
  134. TEC-9 4 5/10/20 32+1 2 J ***
  135. MAC-10 (.45ACP) 5 10/20/40 32+1 4 L **** Can only Full-Auto
  136.  
  137. Rifles
  138. Name Damage Ranges Capacity SR Size Cost Notes
  139. Plinking Rifle (.22lr) 3 30/60/120 5+1 1 N *
  140. Varmint Rifle (.223) 6 75/150/300 5+1 2 N **
  141. Hunting Rifle (.308)* 8 100/200/400 4+1 2 N ***
  142. Generic Sniper Rifle 8 125/250/500 10+1 2 N ****
  143. Big-Game Rifle 9 125/250/500 3+1 3 N **** If not bracing, SR=5
  144. Anti-Material Rifle 9** 150/300/600 5+1 3 N ***** If not bracing, SR=5
  145. Mauser M1898 8 100/200/400 5+1 2 N **
  146. Mosin-Nagant 91/30 8 75/150/300 5+1 3 N *
  147. Winchester Model 1873 7 100/200/400 12+1 2 N ***
  148. H&K PSG-1 8** 125/250/500 20+1 2 N *****
  149. RSA "Dragunov" SVD 8 125/250/500 10+1 2 N ****
  150. Ruger 10/22 3 30/60/120 10+1 1 N *
  151. Ruger Mini-14 6 75/150/300 30+1 2 N **
  152. SKS* 7 100/200/400 10+1 2 N **
  153. M1 Garand 7* 100/225/450 8+1 3 N ***
  154. 5.56 AR 6 75/150/300 30+1 2 N ***
  155. 7.62 AR 7 100/200/400 30+1 3 N ***
  156. Colt M16 6 75/150/300 30+1 2 N ***
  157. Steyr AUG 6 75/150/300 42+1 2 L ****
  158. RSA AKM*** 7 50/100/200 30+1 3 N **
  159. AK-74** 6 75/150/300 30+1 2 N **
  160.  
  161. Shotguns
  162. Shotguns do +1 damage at Close Range, -1 damage at Long Range.
  163. Slugs increase SR by one; birdshot decreases it by one.
  164. All shotguns listed below is in 12ga 00 Buckshot.
  165.  
  166. Name Damage Ranges Capacity SR Size Cost Notes
  167. Break-Action 7 20/40/80 2 2 N *
  168. Lever-Action 7 20/40/80 3+1 2 T **
  169. Pump-Action* 7 20/40/80 8+1 2 N ** Capacity varies
  170. KAC Masterkey 7 5/15/30 3+1 2 N **** Underslung
  171. Winchester M1897 7 20/40/80 6+1 2 N **
  172. USAS-12 7 20/40/80 20+1 2 N **** Can burst
  173. Striker Street Sweeper 7 20/40/80 12 2 N ****
  174. Saiga* 7 20/40/80 8+1 2 N ** Can burst
  175. Generic .410 4 10/20/50 +2 1 N **
  176. Generic 28 Gauge 4 10/20/50 +2 1 N **
  177. Generic 16 Gauge 6 15/35/70 +1 1 N **
  178. Generic 10 Gauge 8 25/50/95 -1 3 N ***
  179.  
  180. Machine Guns
  181. Name Damage Ranges Capacity SR Size Cost Notes
  182. Generic SAW 6 88/175/350 200 4 N *****
  183. Generic GPMG 7 125/250/500 100 4 N *****
  184. Generic HMG* 8****** 150/300/600 50 3 N ***** Not portable. SR implies it's attached.
  185. Browning 1918 BAR 7* 100/200/400 20+1 3 N *****
  186. Saco M60 7 125/250/500 100 3 N *****
  187. Dexacorp Malkarid 8* 125/250/500 200 3 N *****
  188.  
  189. Archaic Firearms
  190. Name Damage Ranges Capacity SR Size Cost Notes
  191. Matchlock Pistol 2 2/5/10 1 2 L ***
  192. Matchlock Musket 3 10/20/40 1 2 N ****
  193. Flintlock Pistol 3 4/8/20 1 2 J ***
  194. Flintlock Musket 4 15/30/60 1 2 N ***
  195. Pepperbox Pistol 2 5/10/20 9 2 N ****
  196. Percussion Rev. (Light) 4 8/15/30 9 2 J ***
  197. Percussion Rev. (Heavy) 5 13/25/50 6 2 L ***
  198. Percussion Rifle (Light)5 65/125/250 1 3 N ***
  199. Percussion Rifle (Heavy)6 100/200/400 1 3 N ***
  200. Elephant Gun 8 125/250/500 1 4 N ****
  201.  
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  203.  
  204. Ammunition:
  205.  
  206. All weapons are assumed to be using FMJ by default (00 buck if a shotgun).
  207.  
  208. Armor Piercing (AP):
  209. Reduces armor and cover soak dice depending on the caliber:
  210. Bullet Type Damage AP Rating
  211. Handgun 4 or less 1
  212. Handgun 5 or more 2
  213. Rifle 6 or less 2
  214. Rifle 7 or more 3
  215.  
  216. Frangible:
  217. +1 damage to unprotected targets, but this bonus is lost and the target's soak dice is tripled if they have armor. Cover and Heavy Clothing do not apply to this unless the target is hunkered down. This type of ammunition is mostly used by defensive handguns.
  218.  
  219. Hollowpoint (HP):
  220.  
  221. +1 damage to unprotected targets, but this bonus is substituted by a -2 damage penalty against armored targets (again, cover and heavy clothing don't count to this unless the target is hunkered down). Adds a -1 penalty when fired at medium range and a -3 when fired at long range.
  222.  
  223. Tracers:
  224. Facilitates adjustment to aim while firing bursts. Reduces the difficulty penalty for firing full-auto bursts by one.
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